• Title/Summary/Keyword: 3D방송

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Design and Implementation of An MP4 File Streaming System over IP Networks (IP망을 통한 MP4 파일 스트리밍 시스템의 설계 및 구현)

  • 김현철;민승홍;서덕영;김규헌;김진웅
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.205-214
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    • 2001
  • In this Paper, we present an MP4 file streaming system over IP networks. Using the proposed system a user can access MP4 contents in the servers via H) networks and interact with the contents. The MP4 file format is designed to contain the media information of MPEG-4 and is object-oriented. The presented streaming server system contains GUI, session manager, splitter, SL- packetizer and transmitter. In addition, we knave implemented the client system based on the GUI -2D player, the MPEG-4 reference software. The Presented streaming system is designed use RTF for the media data requiring real-time streaming RTCP for QoS management and TCP for the data such as IOD(Initial Object Descriptor), OD(Object Descriptor) BIFS(Binary Format for Scene), which should be transmitted for the streaming and the data, such as still image and text, which can be entirely transmitted in a packet.

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A Study on Media Art using Ilwolobongdo (일월오봉도를 활용한 미디어아트 연구)

  • Kideok Park;Jeanhun Chung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.103-108
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    • 2023
  • This paper conveys the limitations of analog natural history sample information in digital form, giving viewers interest and fun, and presenting the direction of digital diorama utilization of sample exhibitions. In this exhibition, through various media such as 10,000 won bill dramas and newspaper articles, the Sun and Moon and Five Peaks, a picture familiar to the public, was reproduced in media art so that it can be realized in real life. It is a Joseon Dynasty work in which five mountain peaks, a pair of waterfalls, and four pine trees are drawn symmetrically from side to side. In order to express the vividness of nature, the symbols of the sun and moon were created with the effect of light to maximize immersion, and animals such as waves, crane movements, deer, ramie butterflies, and carp were inserted under the mountain peaks to create the vividness of nature and creatures playing in them. The media art folding screen was produced and directed as a screen. In addition, the introduction of the work and information related to the living things in the work were provided through QR codes.

Multi-view Video Coding using View Interpolation (영상 보간을 이용한 다시점 비디오 부호화 방법)

  • Lee, Cheon;Oh, Kwan-Jung;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.12 no.2
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    • pp.128-136
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    • 2007
  • Since the multi-view video is a set of video sequences captured by multiple array cameras for the same three-dimensional scene, it can provide multiple viewpoint images using geometrical manipulation and intermediate view generation. Although multi-view video allows us to experience more realistic feeling with a wide range of images, the amount of data to be processed increases in proportion to the number of cameras. Therefore, we need to develop efficient coding methods. One of the possible approaches to multi-view video coding is to generate an intermediate image using view interpolation method and to use the interpolated image as an additional reference frame. The previous view interpolation method for multi-view video coding employs fixed size block matching over the pre-determined disparity search range. However, if the disparity search range is not proper, disparity error may occur. In this paper, we propose an efficient view interpolation method using initial disparity estimation, variable block-based estimation, and pixel-level estimation using adjusted search ranges. In addition, we propose a multi-view video coding method based on H.264/AVC to exploit the intermediate image. Intermediate images have been improved about $1{\sim}4dB$ using the proposed method compared to the previous view interpolation method, and the coding efficiency have been improved about 0.5 dB compared to the reference model.

A Study on Millimeter Wave Power Amplifiers Using Spatial Combining (공간 결합을 이용한 밀리미터파 전력 증폭기에 관한 연구)

  • Ki, Hyeon-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.4
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    • pp.77-82
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    • 2017
  • As frequencies increase to the millimeter wave bands the cross sections of wave guides become smaller than a few millimeters, which cause sapatial problems in realization of spatial combining power amplifiers. In this paper we intented to overcome the problem by widening the width of wave guides using horn antenna principles. We designed a widened rectangular wave guide for using in spatial combining power amplifier in 60GHz ISM band(57-64GHz), and we installed Antipodal transition in the widened wave guide, and then we characterized it as a spatial combining power amplifier. For the compatibility of WR15 standard wave guide, we widened the width of WR15 to 7mm using principle of H-plane sectoral horn antenna and then installed 3 slots of back to back Antipodal transition. The designed spatial combining power amplifier showed good characteristics of return loss less than -22.4dB and insertion loss less than 0.53dB. However, as widening the width of the wave guide, additional modes such as $TE_{20}$, $TE_{30}$ in addition to $TE_{10}$ were accurred in the bandwidth of WR15, which restricted the bandwidth and widening of the width of the wave guide.

Miniaturization of Planar Monopole Antenna with Parabolic Edge by Scaling Method (스케일링 기법을 이용한 포물선 엣지 형태의 평면형 모노폴 안테나의 소형화)

  • Chang, Tae-Soon;Kang, Sang-Won
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.5
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    • pp.249-254
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    • 2014
  • In this paper, minimizing of a parabolic edge planar monopole antenna by scaling method is presented. With the aid of a matching step and discontinuous CPW, the antenna easily adjusts the impedance matching. We used an FR4 dielectric substrate with a dielectric constant of 4.4. The dimensions of the antenna are $26mm{\times}31mm{\times}1.6mm$. A return loss value of more than 10dB was found in the 2.37GHz to 10.52GHz (8.15GHz) range of the antenna fed by the discontinuous CPW. The radiation pattern is about the same as that of the dipole antenna at all frequencies. Configuration elements of the antenna except feed part were reduced into the same rate. So, the size of the antenna was decreased and a broadband property was maintained. Therefore, the self-complementary characteristic of the antenna was confirmed. While satisfying the UWB band, having the smallest size in the antenna miniaturized by scaling;when scale was 0.6. The dimensions of the antenna are $15.6mm{\times}18.6mm{\times}1.6mm$. The return loss was more than 10 dB of the measured result in the range of 3.07GHz to 12.59GHz (9.52GHz).

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

A Deep Learning-based Real-time Deblurring Algorithm on HD Resolution (HD 해상도에서 실시간 구동이 가능한 딥러닝 기반 블러 제거 알고리즘)

  • Shim, Kyujin;Ko, Kangwook;Yoon, Sungjoon;Ha, Namkoo;Lee, Minseok;Jang, Hyunsung;Kwon, Kuyong;Kim, Eunjoon;Kim, Changick
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.3-12
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    • 2022
  • Image deblurring aims to remove image blur, which can be generated while shooting the pictures by the movement of objects, camera shake, blurring of focus, and so forth. With the rise in popularity of smartphones, it is common to carry portable digital cameras daily, so image deblurring techniques have become more significant recently. Originally, image deblurring techniques have been studied using traditional optimization techniques. Then with the recent attention on deep learning, deblurring methods based on convolutional neural networks have been actively proposed. However, most of them have been developed while focusing on better performance. Therefore, it is not easy to use in real situations due to the speed of their algorithms. To tackle this problem, we propose a novel deep learning-based deblurring algorithm that can be operated in real-time on HD resolution. In addition, we improved the training and inference process and could increase the performance of our model without any significant effect on the speed and the speed without any significant effect on the performance. As a result, our algorithm achieves real-time performance by processing 33.74 frames per second at 1280×720 resolution. Furthermore, it shows excellent performance compared to its speed with a PSNR of 29.78 and SSIM of 0.9287 with the GoPro dataset.

Shipboard Active Phased Array Antenna System for Satellite Communications (위성 통신용 선박 탑재 능동 위상배열 안테나 시스템)

  • 전순익;채종석;오승엽
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.13 no.10
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    • pp.1089-1097
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    • 2002
  • In this paper, the novel shipboard Active Phased Array Antenna(APAA) system for maritime mobile satellite communications is introduced. The antenna uses novel technologies like wide range hybrid tracking, single antenna elements with both of Rx and Tx, asymmetrical array structure, interference isolation between Rx and Tx, and error correction method from frequency scan effect. The antenna has single aperture for both of Rx and Tx with 32 $\times$ 4 two-dimensional array. The antenna has two beams. Its frequencies are 7.25 ~ 7.75 GHz for Rx and 7.9 ~ 8.4 GHz for Tx. The antenna gains are 35.4 dBi for Rx and 35.7 dBi for Tx, those are 54 % of efficiency. The electrically steering ranges are $\pm$35$^{\circ}$ of elevation direction and $\pm$4$^{\circ}$ of azimuth direction. The mechanical control ranges at hybrid tracking capability are continuous 360$^{\circ}$ of azimuth direction and $\pm$10$^{\circ}$ of elevation direction. The antenna has 2.2$^{\circ}$ of 3 dB beamwidth, -14 dB of sidelobe level, and 21 dB of cross-pol suppression. The antenna performance was measured by near field measurement set. Its system performance was tested on the ship motion simulator and with the satellite transponder simulator. The test result showed that its tracking error was within -3 dB from its peak gain under motion condition. The antenna system was tested by real modulated Direct Broadcasting Satellite(DBS) signals to check its communication processing function.

Analysis and Design of Live Streaming O2O Real Estate Brokerage Service using 3D VR Technology (3차원 VR 기술을 활용한 실시간 스트리밍 O2O 부동산 중개 서비스 분석 및 설계)

  • Hyun, Min-Ji;Koo, Jahwan;Kim, Ung-Mo
    • Annual Conference of KIPS
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    • 2018.10a
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    • pp.504-508
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    • 2018
  • 최근 ICT 산업게는 가상현실에 주목하고 있다. 시공간의 제약을 극복하고 실제 체험하는것과 비슷한 효과를 제공하는 VR 콘텐츠는 향후 유통 분야에도 폭넓은 활용이 예상된다. 대부분의 O2O 서비스에서 사용하고 있는 VR 기술은 단순히 360도 파노라마 형식의 사진을 보여주거나 VR 카메라로 중계 방송을 하는 콘텐츠가 대부분이었다. 따라서 본 논문에서는 3차원 VR 영상 스트리밍 서비스를 이용한 콘텐츠를 O2O 부동산 중개 서비스에 접목하여 360VR 컨텐츠 확장 가능성을 제시하고자 한다.

A Case Study on Morten Lasskogen's Cloud Series - Based on 3ds Max and Unreal Engine Technology -

  • JinXuan Zhao;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.2
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    • pp.96-101
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    • 2023
  • Digital art creation has become an indispensable part of today's society, but traditional digital art production methods have been difficult to meet the growing creative needs of artists. Therefore, this study takes the cloud series works of artist Morten Lasskogen as an example and explores the application value of 3D Max and Unreal Engine in digital art created by analyzing the lighting effects in the works of art. This research aims to form reference materials through actual case analysis and provide artists with more efficient ideas for digital art creation.