• Title/Summary/Keyword: Immersive video

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A Matching Method of Recommendations Advertisements by Extracting Immersive 360-degree Video Object (실감형 360도 영상저작물 객체 추출을 통한 추천광고 매칭방법)

  • Jang, Seyoung;Park, Byeongchan;Kim, Youngmo;Yoo, Injae;Lee, Jeacheng;Kim, Seok-Yoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.01a
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    • pp.231-233
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    • 2020
  • 최근 360도 형태로 영상을 촬영하고 제공하는 경우가 많아 일반적인 동영상과 달리 360도 형태의 영상저작물에 적절하고 효과적인 방법으로 광고를 삽입하여 노출 시킬 수 있는 방법이 필요하게 되었다. 따라서 본 논문에서는 실감형 360도 영상저작물 객체 추출을 통한 추천 광고 매칭방법을 제안한다. 360도 영상저작물 내에 광고를 매칭하고 추출된 객체와 연관된 광고를 추출하여 해당 프레임에 자동으로 삽입 노출이 가능하도록 하는 방법으로 이 방법을 이용함으로써 사용자의 현재 시점 영역 내에 광고 영상이 노출되도록 광고의 삽입 위치를 이동시켜 영상이 재생되도록 하거나, 광고 영상이 삽입된 좌표로 사용자의 현재 시점을 이동시켜 영상이 재생되게 할 수 있다.

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Subjective Video Quality Evaluation and User Satisfaction according to Screen Size and Content Type : Comparison of UHD and UWV (화면크기와 콘텐츠유형에 따른 주관적 영상품질 평가와 이용자 만족도: UHD와 UWV 비교 분석)

  • Cho, EunSun;Lee, Jin-Myong;Rha, Jong-Youn;Park, Sunny;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.283-292
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    • 2018
  • UHD (Ultra High Definition) broadcasting technology, and UWV (Ultra Wide Vision) which is the high quality panoramic video of wide view angle based on UHD, were commercialized in Korea for the first time in the world, and those are representative realistic video technologies that maximize the user's sense of presence. By comparing the user's subjective reaction of UHD and UWV, the purpose of this study is to systematically establish the user's subjective video quality evaluation. For this purpose, a large screen projection experiment is designed by setting the screen size (4k x 2k, 8k x 2k) and content types (sports, landscape, concert) as variables to measure the user's subjective video quality evaluation and satisfaction. As a result of the study, the users' evaluation of UWV was higher than UHD in all items of subjective video quality, and satisfaction. Moreover, the results showed the significant differences depending on the video contents. Based on the results of the research, the study proposed the points necessary for the development and commercialization of UWV panoramic technology, and suggestions for the future research.

Sharing 3D Media with Enhanced Access Grid(e-AG) (Enhanced Access Grid(e-AG)를 통한 3차원 미디어 공유)

  • 이영호;오세찬;이석희;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.107-110
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    • 2003
  • In this paper, we propose sharing 3D media between multisite using enhanced Access Grid (e-AG) which is a composition of 3D display and Access Grld (AG) Conventional AG and other collaborative systems have a limitation to share immersive 3D media Thus, proposed system supports sharing 3D media contents in a AG meeting section. Real object can be shared by acquiring stereo image with pre-calibrated stereo camera and by delivering, and virtual object can be shared by transmitting state information after downloading 3D model. And also, real video scene acquired by stereo camera and virtual object from 3D model can be displayed on the 3D display system of each node adaptively. The characteristics of proposed sharing method are sharing 3D media, displaying 3D media on a system adaptively, supporting real-time interaction. The proposed sharing method will be used remote lecture, remote collaboration with 3D media.

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Performance Analysis on View Synthesis of 360 Video for Omnidirectional 6DoF

  • Kim, Hyun-Ho;Lee, Ye-Jin;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.22-24
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    • 2018
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance analysis on view synthesis, which is done as the exploration experiment (EE) in MPEG-I, from a set of 360 videos providing omnidirectional 6DoF in various ways with different distances, directions, and number of input views. In addition, we compared the subjective quality between synthesized images with one input view and two input views.

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Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
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    • v.18 no.1
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    • pp.130-145
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    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

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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A Study on Consumer Preference and Willingness to Pay for UWV Panoramic Video (UWV 파노라마 영상에 대한 소비자 선호 및 비용지불의사 연구)

  • Park, Sunny;Lee, Jin-Myong;Rha, Jong-Youn;Cho, EunSun;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.135-146
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    • 2018
  • This study aims to investigate the consumers' preference and willingness to pay for UWV panoramic video, which is a new realistic video technology, and propose the issues to be considered for developing and commercializing this technology in accordance with the needs of consumers. For this purpose, experimental study was conducted by constructing two environments; watching TV at home and watching panoramic video on the big screen. As a result, consumers in both experimental environments were more likely to prefer UWV than UHD, which is the existing video ratio. Consumers also showed intend to use UWV and are willing to pay for it. As a result of exploring the consumers' maximum amount of money to pay for the UWV and the reasons for it, the perception of immersion, liveliness, and actual experience of UWV were important factors for consumer acceptance of new realistic video technology.

Eye Contact System Using Depth Fusion for Immersive Videoconferencing (실감형 화상 회의를 위해 깊이정보 혼합을 사용한 시선 맞춤 시스템)

  • Jang, Woo-Seok;Lee, Mi Suk;Ho, Yo-Sung
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.7
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    • pp.93-99
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    • 2015
  • In this paper, we propose a gaze correction method for realistic video teleconferencing. Typically, cameras used in teleconferencing are installed at the side of the display monitor, but not in the center of the monitor. This system makes it too difficult for users to contact each eyes. Therefore, eys contact is the most important in the immersive videoconferencing. In the proposed method, we use the stereo camera and the depth camera to correct the eye contact. The depth camera is the kinect camera, which is the relatively cheap price, and estimate the depth information efficiently. However, the kinect camera has some inherent disadvantages. Therefore, we fuse the kinect camera with stereo camera to compensate the disadvantages of the kinect camera. Consecutively, for the gaze-corrected image, view synthesis is performed by 3D warping according to the depth information. Experimental results verify that the proposed system is effective in generating natural gaze-corrected images.

Low-Resolution Depth Map Upsampling Method Using Depth-Discontinuity Information (깊이 불연속 정보를 이용한 저해상도 깊이 영상의 업샘플링 방법)

  • Kang, Yun-Suk;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.10
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    • pp.875-880
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    • 2013
  • When we generate 3D video that provides immersive and realistic feeling to users, depth information of the scene is essential. Since the resolution of the depth map captured by a depth sensor is lower than of the color image, we need to upsample the low-resolution depth map for high-resolution 3D video generation. In this paper, we propose a depth upsampling method using depth-discontinuity information. Using the high-resolution color image and the low-resolution depth map, we detect depth-discontinuity regions. Then, we define an energy function for the depth map upsampling and optimize it using the belief propagation method. Experimental results show that the proposed method outperforms other depth upsampling methods in terms of the bad pixel rate.