• Title/Summary/Keyword: Immersive Media

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Deblocking Filtering in TMIV for Atlases in Basic and Additional Views (TMIV 소프트웨어에서의 기본 시점과 추가 시점에 대한 디블로킹 필터의 성능 비교)

  • Yeo, Eun;Kang, Jewon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.46-48
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    • 2020
  • HEVC (High Efficiency Video Coding)의 In-Loop 필터 중 하나인 디블로킹 필터는 예측과 변환 블록 주변의 균일하지 않은 잡음을 제거하기 위해 사용된다. 영상을 복원할 때 텍스쳐 정보의 경우, 디블로킹 필터로 눈에 보이는 잡음을 제거하는 데 유리하지만 깊이 정보는 깊이를 예측하여 합성하는 데 사용되므로 디블로킹 필터를 적용하면 합성에 방해가 될 수 있다. 이에 본 논문은 TMIV (Test Model 6 for MPEG Immersive Video) 인코더를 거쳐 나온 기본 시점과 추가 시점의 텍스쳐와 깊이 영상에 디블로킹 필터를 적용하여 BD-Rate의 향상 정도와 인지 화질적 관점에서의 화질 개선 여부를 실험을 통해 검증한다.

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Light Field Lenslet Video Compression using Screen Content Coding tool (스크린 콘텐츠 코딩 툴을 이용한 라이트필드 렌즈렛 영상 부호화)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Inae;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.49-52
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    • 2020
  • MPEG-I(Immersive) 그룹에서는 몰입형 미디어 영상처리 표준화의 일환으로 마이크로렌즈를 통한 다시점 영상 처리 기술인 Dense Light Field에 대한 성능 탐색을 진행하고 있다. 본 논문에서는 MPEG-I에서 정의된 라이트 필드 시퀀스에 대해 versatile video codec(VVC)에 대한 압축 성능 분석을 시행하였으며, 또한 렌즈렛(Lenslet) 형태의 특정적인 이미지 정보를 효율적으로 압축하기 위한 스크린 콘텐츠 코딩 툴의 효율 비교를 진행하였다. 또한 렌즈렛 영상에서의 화면 내 블록 카피(intra block copy) 기법이 선택되는 비율을 확인하고, 화면 내 블록 카피 기법을 통해 렌즈렛 영상이 효율적으로 압축될 수 있음을 보였다.

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Content Aware Patch Level Geometry Scaling for TMIV (TMIV 를 위한 콘텐츠 적응형 패치 레벨 기하정보 스케일링)

  • Kakli, Muhammad Umer;Jeong, Jun Young;Lee, Gwangsoon;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.73-74
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    • 2021
  • This paper presents a scheme to downscale the patches in geometry atlas based upon its contents for MPEG Immersive Video (MIV). In proposed scheme, the geometric contents of a patch is analyzed across the intra period, and a decision is made, whether to downscale a patch or not. The patches containing homogeneous information is downscaled by half, while the patches having salient information about the object such as edges are retained. Experimental results show that the bitrate saving is achieved by incorporating the patch level downscaling.

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Mask R-CNN based Priority Object Image Stitching (Mask R-CNN을 활용한 Priority Object 영상 스티칭)

  • Rhee, Seong Bae;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.47-50
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    • 2020
  • 최근 Panorama와 360도 영상이 대표되는 몰입형(Immersive) 미디어 콘텐츠의 사용이 증가하고 있다. 몰입형 영상 콘텐츠는 사용자에게 현장감을 제공해야 하지만, 촬영 카메라 간의 시차(Parallax)로 인해 영상 콘텐츠에서 시차 왜곡이 발생할 수 있고, 이는 사용자의 콘텐츠 몰입을 제한하기 때문에 해당 영상 콘텐츠의 제작 기술인 영상 스티칭의 높은 정확도가 요구되고 있다. 지금까지 스티칭 영상의 시차 왜곡을 줄이기 위하여 다중 호모그래피 추정 방법과 Seam Optimization 방법이 제안되었지만, 영상 내 사물 배치에 따라 기술 적용이 제한될 수 있다. 이에 본 논문에서는 Mask R-CNN을 활용하여 사물을 세그먼트화하고, 사물의 종류에 따라 각각 다른 가중치 적용을 통해 시차 왜곡을 방지하며, 영상 내 사물의 배치에 따라 시차 왜곡이 발생할 상황에서는 사용자의 인지 중요도가 낮은 사물로 시차 왜곡을 유도하는 영상 스티칭 방법을 제안한다.

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A Depth Mapping Method for 3DoF+ Video Coding (3DoF+ 비디오 부호화를 위한 깊이 매핑 기법)

  • Park, Ji-Hun;Lee, Jun-Sung;Park, Dohyeon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.295-296
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    • 2020
  • 3DoF+ 비디오 부호화 표준을 개발하고 있는 MPEG-I 비주얼 그룹은 표준화 과정에서 참조 SW 코덱인 TMIV(Test Model for Immersive Video)를 개발하고 있다. TMIV 는 제한된 공간에서 동시에 여러 위치에서 획득한 뷰(view)의 텍스처(texture) 비디오와 깊이(depth) 비디오를 효율적으로 압축하여 임의 시점의 뷰 렌더링(rendering)을 제공한다. TMIV 에서 수행되는 깊이 비디오의 비트 심도 스케일링 및 압축은 깊이 정보의 손실을 발생하며 이는 렌더링(rendering)된 임의 시점 비디오의 화질 저하를 야기한다. 본 논문에서는 보다 효율적인 깊이 비디오 압축을 위한 히스토그램 등화(histogram equalization) 기반의 구간별(piece-wise) 깊이 매핑 기법을 제안한다. 실험결과 제안기법은 자연 영상(natural sequence)의 End-to-End 부호화 성능에서 평균적으로 3.1%의 비트율 절감이 있음을 확인하였다.

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A Sustainable Tourism Study in Underdeveloped Areas Using Big Data Analysis Techniques

  • Hyun-Seok Kim;Sang-Hak Lee;Gi-Hwan Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.112-118
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    • 2024
  • We Design The problem of underdeveloped areas is emerging as a social problem. Industrialization drove the population to the cities, creating underdeveloped areas. Underdeveloped areas are causing social problems such as population decline and aging. It is necessary to study the continuous tourism development of underdeveloped areas through development and improvement projects. Using social media big data to investigate keywords in underdeveloped areas and see the connection between keywords. The purpose of this study was to conduct core research divided by type and to investigate the keywords of tourism in underdeveloped areas through concor analysis of underdeveloped areas. As a result of the study, keywords were connected for each type of redevelopment, regional development, regional economy, and underdeveloped areas. Through this, the keywords for sustainable tourism in underdeveloped areas were identified. It is hoped that this study will develop sustainable tourism for the keywords of underdeveloped areas.

Development of Fire Detection System using YOLOv8 (YOLOv8을 이용한 화재 검출 시스템 개발)

  • Chae Eun Lee;Chun-Su Park
    • Journal of the Semiconductor & Display Technology
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    • v.23 no.1
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    • pp.19-24
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    • 2024
  • It is not an exaggeration to say that a single fire causes a lot of damage, so fires are one of the disaster situations that must be alerted as soon as possible. Various technologies have been utilized so far because preventing and detecting fires can never be completely accomplished with individual human efforts. Recently, deep learning technology has been developed, and fire detection systems using object detection neural networks are being actively studied. In this paper, we propose a new fire detection system that improves the previously studied fire detection system. We train the YOLOv8 model using refined datasets through improved labeling methods, derive results, and demonstrate the superiority of the proposed system by comparing it with the results of previous studies.

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A Cappella as Incidental Music: With a Focus on Frederick Delius's Choral Music

  • Eui Joong Yoon;Jiyoung Jung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.362-369
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    • 2024
  • In this paper, we analyze and study about the incidental music focusing on the Frederick Delius's choral music without instrumental accompaniment. Incidental music refers to music composed for a play, often played between acts or as background music. Typically, incidental music is discussed within the realm of classical music, but historically, it has evolved into background music for various media. Additionally, incidental music is predominantly instrumental rather than vocal or choral. However, Frederick Delius expanded the scope of incidental music to include choral elements. Delius's efforts opened new possibilities for incidental music, enhancing the integration of drama and music. His works transcend mere background music, enriching the atmosphere and emotions of the play. This provides the audience with a more immersive experience and elevates the artistic value of incidental music. Frederick Delius's unaccompanied choral work, "Two songs to be Sung of a Summer Night on the Water" is characterized by their lack of lyrics and melodic and harmonic texture, making them even more suitable as incidental music.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.373-380
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    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.