• Title/Summary/Keyword: Communications media

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Improvement of 3D Stereoscopic Perception Using Depth Map Transformation (깊이맵 변환을 이용한 3D 입체감 개선 방법)

  • Jang, Seong-Eun;Jung, Da-Un;Seo, Joo-Ha;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.6
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    • pp.916-926
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    • 2011
  • It is well known that high-resolution 3D movie contents frequently do not deliver the identical 3D perception to low-resolution 3D images. For solving this problem, we propose a novel method that produces a new stereoscopic image based on depth map transformation using the spatial complexity of an image. After analyzing the depth map histogram, the depth map is decomposed into multiple depth planes that are transformed based upon the spatial complexity. The transformed depth planes are composited into a new depth map. Experimental results demonstrate that the lower the spatial complexity is, the higher the perceived video quality and depth perception are. As well, visual fatigue test showed that the stereoscopic images deliver less visual fatigue.

Stereoscopic Perception Improvement Using Color and Depth Transformation (컬러 및 깊이 데이터 변환을 이용하는 입체감 향상)

  • Gil, Jong-In;Jang, Seung-Eun;Seo, Joo-Ha;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.16 no.4
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    • pp.584-595
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    • 2011
  • Recently, RGB images and depth maps have been supplied to academic fields. The depth maps are utilized to the generation of stereoscopic images in the diverse formats according to the users' preference. A variety of methods that use depth maps have been introduced so far. One of applications is a medical field. In this area, the improvement of the perceptual quality of 2D medical images has gained much interest. In this paper, we propose a novel scheme that expands the conventional method to 3D stereoscopic image, thereby achieving the perceptual depth quality improvement as well as 3D stereoscopic perception enhancement at the same time. For this, contrast transformation as well as depth darkening are proposed and their performance is validated through the subjective test. Subjective experiments peformed for stereoscopic enhancement as well as visual fatigue validate that the proposed method achieves better 3D perception than the usage of the original stereoscopic image and suggests the limitation in terms of the visual fatigue.

Applications of Innovation Adoption and Diffusion Theory to Demand Estimation for Communications and Media Converging (DMB) Services (혁신채택 및 확산이론의 통신방송융합(위성DMB) 서비스 수요추정 응용)

  • Sawng Yeong-Wha;Han Hyun-Soo
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.179-197
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    • 2005
  • This study examines market acceptance for DMB service, one of the touted new business models in Korea's next-generation mobile communications service market, using adoption end diffusion of innovation as the theoretical framework. Market acceptance for DMB service was assessed by predicting the demand for the service using the Bass model, and the demand variability over time was then analyzed by integrating the innovation adoption model proposed by Rogers (2003). In our estimation of the Bass model, we derived the coefficient of innovation and coefficient of imitation, using actual diffusion data from the mobile telephone service market. The maximum number of subscribers was estimated based on the result of a survey on satellite DMB service. Furthermore, to test the difference in diffusion pattern between mobile phone service and satellite DMB service, we reorganized the demand data along the diffusion timeline according to Rogers' innovation adoption model, using the responses by survey subjects concerning their respective projected time of adoption. The comparison of the two demand prediction models revealed that diffusion for both took place forming a classical S-curve. Concerning variability in demand for DMB service, our findings, much in agreement with Rogers' view, indicated that demand was highly variable over time and depending on the adopter group. In distinguishing adopters into different groups by time of adoption of innovation, we found that income and lifestyle (opinion leadership, novelty seeking tendency and independent decision-making) were variables with measurable impact. Among the managerial variables, price of reception device, contents type, subscription fees were the variables resulting in statistically significant differences. This study, as an attempt to measure the market acceptance for satellite DMB service, a leading next-generation mobile communications service product, stands out from related studies in that it estimates the nature and level of acceptance for specific customer categories, using theories of innovation adoption and diffusion and based on the result of a survey conducted through one-to-one interviews. The authors of this paper believe that the theoretical framework elaborated in this study and its findings can be fruitfully reused in future attempts to predict demand for new mobile communications service products.

Bubble Popping Augmented Reality System Using a Vibro-Tactile Haptic Mouse (진동촉각 햅틱 마우스 기반 버블포핑 증강현실 시스템)

  • Jung, Da-Un;Lee, Woo-Keun;Jang, Seong-Eun;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.715-722
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    • 2010
  • As one of applications in augmented realities, this paper presents a bubble popping system utilizing a haptic vibro-tactile mouse. In this system, virtual bubbles randomly float in the 3D space. By using the vibro-tactile mouse grabbed by a user, the bubbles are popped when they are touched by the mouse in the 3D space. Then a bubble popping effect with addition mouse vibration is delivered to the user's hand through the mouse. The proposed system is developed on ARToolkit environment. Therefore, basic components such as a camera and a marker pattern are required. The systems is composed of a vibro-haptic mouse, a webcam, a marker pattern, a graphic bubble object, and graphic mouse. Mouse vibration as well as bubble fade-out effect is delivered. Therefore, the combination of visual and tactile bubble popping effects outperforms the usage of a single effect in the experience of augmented reality.

Hand Tracking based on CamShift using Motion History Image (운동 히스토리 영상을 활용한 CamShift 기반 손 추적 기법)

  • Gil, Jong In;Kim, Mina;Whang, Whankyu;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.2
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    • pp.182-192
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    • 2017
  • In this paper, we propose hand tracking system combined with color and motion information. Most of hand detection and tracking systems are performed by modeling skin color. However, in this approach, since it is highly influenced by light or surrounding objects, accurate values cannot be derived constantly. Also, depending on the skin color, hand tracking may be interrupted by not only the hand but also the background with a color similar to that of the face and skin. Therefore, we design the hand tracking that can effectively track a hand by using motion history image(MHI) and combining it with CamShift. The proposed system is implemented based on C/C++, and the experiments proved that the proposed method shows stable and excellent performance.

A network-adaptive SVC Streaming Architecture

  • Chen, Peng;Lim, Jeong-Yeon;Lee, Bum-Shik;Kim, Mun-Churl;Hahm, Sang-Jin;Kim, Byung-Sun;Lee, Keun-Sik;Park, Keun-Soo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2006.11a
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    • pp.257-260
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    • 2006
  • In Video streaming environment, we must consider terminal and network characteristics, such as display resolution, frame rate, computational resource, network bandwidth, etc. The JVT (Joint Video Team) by ISO/IEC MPEG and ITU-TVCEG is currently standardizing Scalable Video Coding (SVC). This can represent video bitstreams in different sealable layers for flexible adaptation to terminal and network characteristics. This characteristic is very useful in video streaming applications. One fully scalable video can be extracted with specific target spatial resolution, temporal frame rate and quality level to match the requirements of terminals and networks. Besides, the extraction process is fast and consumes little computational resource, so it is possible to extract the partial video bitstream online to accommodate with changing network conditions etc. With all the advantages of SVC, we design and implement a network-adaptive SVC streaming system with an SVC extractor and a streamer to extract appropriate amounts of bitstreams to meet the required target bitrates and spatial resolutions. The proposed SVC extraction is designed to allow for flexible switching from layer to layer in SVC bitstreams online to cope with the change in network bandwidth. The extraction is made in every GOP unit. We present the implementation of our SVC streaming system with experimental results.

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People Counting Method using Moving and Static Points of Interest (동적 및 정적 관심점을 이용하는 사람 계수 기법)

  • Gil, Jong In;Mahmoudpour, Saeed;Whang, Whan-Kyu;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.1
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    • pp.70-77
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    • 2017
  • Among available people counting methods, map-based approaches based on moving interest points have shown good performance. However, the stationary people counting is challenging in such methods since all static points of interest are considered as background. To include stationary people in counting, it is needed to discriminate between the static points of stationary people and the background region. In this paper, we propose a people counting method based on using both moving and static points. The proposed method separates the moving and static points by motion information. Then, the static points of the stationary people are classified using foreground mask processing and point pattern analysis. The experimental results reveal that the proposed method provides more accurate count estimation by including stationary people. Also, the background updating is enabled to solve the static point misclassification problem due to background changes.

Development of an Efficient Media Streaming Relay Engine Using Buffer Control in Wireless Networks (미디어 버퍼 제어를 이용한 효율적인 무선 네트워크 스트리밍 중계 엔진 개발)

  • Je, Huigwang;Kwon, Dongwoo;Kim, Hyeonwoo;An, Donghyeok;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1580-1588
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    • 2016
  • Recently, as the proliferation of mobile smart devices, multimedia content sharing technologies between mobile smart devices have provided. For efficient content sharing in wireless networks, the hierarchical streaming network has been proposed. However, member devices in a network group experience frequent delay while playing multimedia content files because of excessive network resource occupation between a relay and member devices. In this paper, we propose an efficient multimedia streaming relay method using media buffer control to reduce network congestion during streaming from the relay device to the member devices. We also measured the number of buffering and buffering time of the proposed relay engine and compared them with the performance of the existing relay engine.

Image Steganography and Its Discrimination (영상 스테가노그래피의 개념과 판별)

  • Lee, Jae Hoon;Kim, Chanran;Lee, Sang Hwa;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.23 no.4
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    • pp.462-473
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    • 2018
  • Steganography is to hide information in a media data so naturally that the other users can not notice the existence of hidden information. Data encryption focuses on the complex encoding methods of information data in order to make it difficult to decode the information even though the other users notice the existence of information. On the other hand, steganography methods concentrate on natural hiding information into other media. Since the other users do not recognize the existence of hidden information, the information can be better protected. This paper introduces the concept of image steganography that an image information is concealed into another image (cover image), and proposes a new discrimination method of steganography. This paper explains the spatial methods with LSB manipulation and frequency methods using DCT coefficients. Finally, this paper proposes a new discrimination method of image steganography by inspecting that an image information is correctly decoded.

Sensual Aisthesis of the Communication Visualization through Twitter (트위터를 이용한 상호소통 시각화의 감각적 경험)

  • Yoo, Miohk;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.3
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    • pp.29-35
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    • 2012
  • As the distribution rate of the Smart mobile increased, the software technology and ideas for the ubiquitous systems advanced day after day to establish an environment where the public can easily access and experience such technologies. The communication between an individual and the many became more convenient through the social network services (SNS) and the individuals started to attempt to communicate in various methods. The communication methods and techniques became more diverse and the media art pieces focusing on the communications among many also became more interesting. This study attempted to create a prototype of the visual communication media art through the indirect participation of one of the widespread SNS, Twitter, for the communication and also to suggest the direct and indirect communication routes among the humans. In addition, the use of the typography in the pieces also attempted to examine a new type of work that combines the SNS and media art while delivering the text messages.