• Title/Summary/Keyword: 3D방송

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Fatigue Evaluation Method for 3D Video based on Characteristics of Depth Map (깊이 영상의 시공간적 특성 분석을 통한 3차원 영상의 피로도 측정)

  • Choi, Jae-Seob;Kim, Dong-Hyun;Sohn, Kwang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.77-80
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    • 2009
  • 3차원 영상 처리 기술과 3차원 디스플레이의 발전은 3차원 영상 시장의 빠른 발전을 가져왔고 차세대 방송 기술로 큰 관심을 받고 있다. 하지만 3차원 영상은 시청할 때 눈의 피로, 어지럼증과 같은 현상이 일어날 수 있으며, 왜곡된 3차원 영상이 인체에 해로운 영향을 미칠 수도 있다. 이는 3차원 영상 산업의 활성화를 위해서 가장 시급히 해결되어야 할 문제이다. 현재 3차원 디스플레이는 스테레오 방식과 함께 1view 1depth 다시점 방식이 개발되었다. 특히 1view 1depth 다시점 디스플레이에서 깊이 영상의 공간적/시간적으로 복잡한 정도는 피로감을 일으키는 주요 요소이며 이는 1view 1depth 영상을 통해 직접 연구할 수 있다. 본 논문에서는 1view 1depth 디스플레이에서 주관적인 피로도와 큰 상관도를 가지는 깊이 영상의 특성 측정 방법을 제안한다. 1view 1depth 디스플레이에서 view 영상은 양호한 화질을 가정하였으며 피로감에 큰 영향을 미치는 깊이 영상 정보만 사용하여 공간적, 시간적인 특성을 분석한다. 공간적 복잡도는 각 프레임에 대하여 깊이 영상 내 화소 값의 분산 값을 취하여 공간적으로 깊이 값의 분포와 구조의 복잡한 정도를 측정하고, 시간적 복잡도는 연속적인 프레임에 대하여 동일한 화소위치에서 화소 값 차이의 분산 값을 사용한다. 또한 공간적/시간적 평균값의 측정하여 피로감에 영향을 주는 요인으로 사용하였다. 결과적으로 측정한 값들을 바탕으로 주관적인 피로도 평가와 유사성을 가지도록 모델링하여 3차원 영상의 피로도를 예측한다.

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The Implemetation of Real-time Broadcast Synchronizing System Using Audio Watermark (오디오 워터마크를 이용한 실시간 방송동기화시스템의 구현)

  • Shin Dong-Hwan;Kim Jong-Weon
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.12
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    • pp.716-722
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    • 2005
  • In this paper, we propose the audio watermarking algorithm based on the critical band of HAS(human auditory system) without audibly affecting the quality of the watermarked audio and implement the detecting algorithm on the BSS(broadcast synchronizing system) for testing the proposed algorithm. According to the audio quality test, the SNR(signal to noise ratio) of the watermarked audio objectively is 66dB above. In the robustness test, the proposed algorithm can detect the watermark more than $90\%$ from various compression(MP3, AAC), A/D and D/A conversions, sampling rate conversions and especially asynchronizing attacks. The BSS automatically switches the programs between the key station and the local station in broadcasting system. The result of reliability test of implemented system by using the real broadcasting audio has no false positive error during 30 days. Because of detecting once processing per 0.5 second, we can judge that the false positive error does not occur.

Disparity and Image Characteristics of Stereoscopic Video Affecting on Viewing Safety (스테레오스코픽 비디오의 시청안전성에 영향을 미치는 변위 및 화면 특성)

  • Seo, Young-Ho;Bae, Yun-Jin;Kim, Woo-Youl;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.17 no.5
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    • pp.789-807
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    • 2012
  • The purpose of this paper is to find various disparity factors in conjunction with situations and contexts of the contents that cause viewer's discomfort, which is to make a content production guideline for viewer's safety, eventually. As a methodology, we extract the experimental data by letting various viewers push a pre-defined key as long as they feel discomfort during watching stereo 3D contents. For each contents, we extract the disparities and disparity changes for the focal point, vicinity of the focal point (ROI, region of interest), and the whole image. For each contents, each point or part of contents is analyzed to find the factors causing discomfort with the two prepared data with watching the contents in 3D. Then, all the analyzed data are re-analyzed to find the strength of each factor. The results from the analyses are explained from the factors having relatively high strength first. It includes the factors that are not known as well as the ones that we can already guess.

Development of a 3D Object Recognition Component for OPRoS (OPRoS를 위한 3차원 물체 인식 컴포넌트 개발)

  • Han, Chang-Ho;Oh, Choon-Suk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.83-91
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    • 2011
  • Recently, many researchers in the world are concentrated to develop the robot platform which is to reduce the developing cost by reusing existing softwares. In this paper, we describe that the 3 dimension recognition object components for OPRoS (Open Platform for Robotic Services) which is developed in Korea. We present that the structure of the component, disparity map and depth map algorithm for recognizing 3 dimension space. We used stereo matching and block matching method to produce the disparity map. We test the component on the computer with OPRoS platform and show the results of accuracy and performance time.

A Step-by-Step Primality Test (단계적 소수 판별법)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.103-109
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    • 2013
  • Miller-Rabin method is the most prevalently used primality test. However, this method mistakenly reports a Carmichael number or semi-prime number as prime (strong lier) although they are composite numbers. To eradicate this problem, it selects k number of m, whose value satisfies the following : m=[2,n-1], (m,n)=1. The Miller-Rabin method determines that a given number is prime, given that after the computation of $n-1=2^sd$, $0{\leq}r{\leq}s-1$, the outcome satisfies $m^d{\equiv}1$(mod n) or $m^{2^rd}{\equiv}-1$(mod n). This paper proposes a step-by-step primality testing algorithm that restricts m=2, hence achieving 98.8% probability. The proposed method, as a first step, rejects composite numbers that do not satisfy the equation, $n=6k{\pm}1$, $n_1{\neq}5$. Next, it determines prime by computing $2^{2^{s-1}d}{\equiv}{\beta}_{s-1}$(mod n) and $2^d{\equiv}{\beta}_0$(mod n). In the third step, it tests ${\beta}_r{\equiv}-1$ in the range of $1{\leq}r{\leq}s-2$ for ${\beta}_0$ > 1. In the case of ${\beta}_0$ = 1, it retests m=3,5,7,11,13,17 sequentially. When applied to n=[101,1000], the proposed algorithm determined 96.55% of prime in the initial stage. The remaining 3% was performed for ${\beta}_0$ >1 and 0.55% for ${\beta}_0$ = 1.

On Reducing the Shadow Region for Extending the Service Area of TBN-Jeonju Broadcasting (전주교통방송 가청권 확대를 위한 음영 지역 해소 방안)

  • Kim, Tae-Hoon;Lee, Moon-Ho;Lee, Mi-Sung;Cho, Kye-Mun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.12
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    • pp.1352-1370
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    • 2010
  • In this paper, we investigated the shadow area of radio programs which are currently being broadcast via FM 102.5 MHz in Jeollabuk-do consisting of 6 cities and 8-guns. The field strength data of FM 102.5 MHz was used with criterion of shadow area. As a result, the field strength of the eastern mountainous area in Jeollabuk-do was very low. We also measured, compared and analyzed the field strength of 102.5 MHz(TBN-Jeonju), 100.7 MHz(KBS) and 99.1 MHz (MBC) in Jeollabuk-do. Based on the field strength data, we tried to find what correlation exists and how much influence is between difference of antenna output power and solution of shadow area. In result, enhancement of antenna output power is not solution in terms of reducing the shadow Area of 102.5 MHz(TBN-Jeonju). In addition, we measured, compared and analyzed the field strength of 102.5 MHz(TBN-Jeonju) and 106.9 MHz(EBS). In fact, the relay stations with 104.1 MHz, 104.9 MHz, 105.3 MHz and 107.5 MHz of EBS FM has a number of FM relay stations in the eastern mountainous area of Jeollabuk-do. As a result, we confirmed that EBS almost did not have shadow area in the eastern mountainous area of Jeollabuk-do based on the field strength data. As in the case of EBS and KBS, we suggest installing TBN-Jeonju FM relay station with the best solution to reducing the shadow area to extend the audible range of TBN-Jeonju.

Achieving the Naked-eye 3D Effect for Right-angled LED Screen by Off-line Rendering Production Method

  • Fu Linwei;Zhou Jiani;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-167
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    • 2023
  • As a new trend in the development of urban public spaces, the use of right-angle LED screens perfectly combines building facades with naked-eye 3D visual effects, providing designers with a brand-new creative platform. How to create a realistic naked-eye 3D effect on a right-angle LED screen and bring an immersive visual experience to the audience has become a question worth exploring. So far, production companies have yet to announce the relevant design ideas and complete production methods. In order to explore the production principle and production process of the naked-eye 3D effect of the right-angle LED screen, we summarize the basic production principle of the naked-eye 3D impact of the right-angle LED screen through case analysis. Based on understanding the production principle, the actual case production test was carried out, and a complete production process of the naked eye 3D visual effect of the right-angle led screen was tried to be provided by off-line rendering. For the problem of how to deal with image deformation, we provide two production methods: post-production software correction and UV mapping. Among them, the UV mapping method is more efficient and convenient. Referring to this paper can help designers quickly understand the production principle of the naked eye 3D effect of right-angle LED screens. The production process proposed in this paper can provide a reference for production method for related project producers.

ESG Performance and Corporate Value: Evidence from Korean IT Companies

  • Joon Woo Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.185-190
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    • 2023
  • Due to the growing importance of ESG management, various studies have been conducted to explore the relationship between ESG performance and corporate value. The purpose of this study is to investigate how a company's ESG performance impacts its corporate value. The research findings indicate that there is difficulty in explaining the relationship between ESG performance of Korean IT companies and firm value in a straightforward manner. However, the results demonstrate that companies with higher profitability, higher foreign ownership, and higher R&D expenditure tend to have a positive impact of ESG ratings on corporate value. Based on these results, we can infer that Korean IT companies can enhance their corporate value by increasing R&D investments to develop innovative products that improve profitability. Additionally, attracting higher foreign investments can also positively influence ESG performance and subsequently increase corporate value. Acknowledging these factors can help companies realize the significance of ESG performance in elevating their overall corporate value.

Detecting Abnormal Human Movements Based on Variational Autoencoder

  • Doi Thi Lan;Seokhoon Yoon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.94-102
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    • 2023
  • Anomaly detection in human movements can improve safety in indoor workplaces. In this paper, we design a framework for detecting anomalous trajectories of humans in indoor spaces based on a variational autoencoder (VAE) with Bi-LSTM layers. First, the VAE is trained to capture the latent representation of normal trajectories. Then the abnormality of a new trajectory is checked using the trained VAE. In this step, the anomaly score of the trajectory is determined using the trajectory reconstruction error through the VAE. If the anomaly score exceeds a threshold, the trajectory is detected as an anomaly. To select the anomaly threshold, a new metric called D-score is proposed, which measures the difference between recall and precision. The anomaly threshold is selected according to the minimum value of the D-score on the validation set. The MIT Badge dataset, which is a real trajectory dataset of workers in indoor space, is used to evaluate the proposed framework. The experiment results show that our framework effectively identifies abnormal trajectories with 81.22% in terms of the F1-score.