• Title/Summary/Keyword: Internet media

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A Novel Video Copy Detection Method based on Statistical Analysis (통계적 분석 기반 불법 복제 비디오 영상 감식 방법)

  • Cho, Hye-Jeong;Kim, Ji-Eun;Sohn, Chae-Bong;Chung, Kwang-Sue;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.661-675
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    • 2009
  • The carelessly and illegally copied contents are raising serious social problem as internet and multimedia technologies are advancing. Therefore, development of video copy detection system must be settled without delay. In this paper, we propose the hierarchical video copy detection method that estimates similarity using statistical characteristics between original video and manipulated(transformed) copy video. We rank according to luminance value of video to be robust to spacial transformation, and choose similar videos categorized as candidate segments in huge amount of database to reduce processing time and complexity. The copy videos generally insert black area in the edge of the image, so we remove rig black area and decide copy or not by using statistical characteristics of original video and copied video with center part of frame that contains important information of video. Experiment results show that the proposed method has similar keyframe accuracy to reference method, but we use less memory to save feature information than reference's, because the number of keyframes is less 61% than that of reference's. Also, the proposed method detects if the video is copied or not efficiently despite expansive spatial transformations such as blurring, contrast change, zoom in, zoom out, aspect ratio change, and caption insertion.

Invariant Classification and Detection for Cloth Searching (의류 검색용 회전 및 스케일 불변 이미지 분류 및 검색 기술)

  • Hwang, Inseong;Cho, Beobkeun;Jeon, Seungwoo;Choe, Yunsik
    • Journal of Broadcast Engineering
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    • v.19 no.3
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    • pp.396-404
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    • 2014
  • The field of searching clothing, which is very difficult due to the nature of the informal sector, has been in an effort to reduce the recognition error and computational complexity. However, there is no concrete examples of the whole progress of learning and recognizing for cloth, and the related technologies are still showing many limitations. In this paper, the whole process including identifying both the person and cloth in an image and analyzing both its color and texture pattern is specifically shown for classification. Especially, deformable search descriptor, LBPROT_35 is proposed for identifying the pattern of clothing. The proposed method is scale and rotation invariant, so we can obtain even higher detection rate even though the scale and angle of the image changes. In addition, the color classifier with the color space quantization is proposed not to loose color similarity. In simulation, we build database by training a total of 810 images from the clothing images on the internet, and test some of them. As a result, the proposed method shows a good performance as it has 94.4% matching rate while the former Dense-SIFT method has 63.9%.

Analysis of Domestic Patent Information on Hydroponics Field (수경재배 분야의 국내 특허 정보 분석)

  • Yu, Sung-Oh;Bae, Jong-Hyang;Park, Yun-Jum;Cho, Ja-Yong;Jang, Hong-Gi;Heo, Buk-Gu
    • Journal of Bio-Environment Control
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    • v.16 no.1
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    • pp.13-20
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    • 2007
  • This study was conducted to collect the basic data fo the development ot hydroponic technique and the efficient promotion of water culture. We have also analysed the water culture associated domestic patent application informations searching for on-line internet site with an admission fee (http://www2.wips.co.kr) from the year 1983 to January, 2006. Fifty nine patent applications related to the hydroponics were searched for in this study. Main patent contents applied were as followed in the order of that nineteen applications about the hydroponic equipments by 32.2%, thirteen applications about the materials used in water culture by 22.0%, eleven applications about the composition of nutrient solution by 18.6%, nine applications about the cultural methods by 15.3%, and seven applications about the cultural media by 11.9%. The compositions of nutrient solution and the cultural methods intended for specific crops were increased in number following five applications about tomato plants and four applications about potatoes. Thirty three patents (55.9%) were mainly applied before the year 2000. Main patent contents were the compositions of nutrient solution before the year 2000 in contrast to the cultural methods and substrates after the year 2000.

Monitoring Seasonal Influenza Epidemics in Korea through Query Search (인터넷 검색어를 활용한 계절적 유행성 독감 발생 감지)

  • Kwon, Chi-Myung;Hwang, Sung-Won;Jung, Jae-Un
    • Journal of the Korea Society for Simulation
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    • v.23 no.4
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    • pp.31-39
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    • 2014
  • Seasonal influenza epidemics cause 3 to 5 millions severe illness and 250,000 to 500,000 deaths worldwide each year. To prepare better controls on severe influenza epidemics, many studies have been proposed to achieve near real-time surveillance of the spread of influenza. Korea CDC publishes clinical data of influenza epidemics on a weekly basis typically with a 1-2-week reporting lag. To provide faster detection of epidemics, recently approaches using unofficial data such as news reports, social media, and search queries are suggested. Collection of such data is cheap in cost and is realized in near real-time. This research aims to develop regression models for early detecting the outbreak of the seasonal influenza epidemics in Korea with keyword query information provided from the Naver (Korean representative portal site) trend services for PC and mobile device. We selected 20 key words likely to have strong correlations with influenza-like illness (ILI) based on literature review and proposed a logistic regression model and a multiple regression model to predict the outbreak of ILI. With respect of model fitness, the multiple regression model shows better results than logistic regression model. Also we find that a mobile-based regression model is better than PC-based regression model in estimating ILI percentages.

A Study on the Image Perception and Preference of the Dress Shirts - Focusing on the city of Seoul, Daejon, and KyungkiDo - (드레스 셔츠의 이미지 분석(分析) - 서울, 대전, 경기지역(大田, 京畿地域)을 중심(中心)으로 -)

  • Koo, In-Sook
    • Journal of Fashion Business
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    • v.10 no.4
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    • pp.1-15
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    • 2006
  • The purpose of this study was to analyze the image perception of dress shirts according to perceiver's residency and shirts style, and to investigate the shirts preference according to style of dress shirts, and to find out the men's aesthetics consciousness for shirts, and to analyze between the image perception and the usage of mass-media, for developing the possibility & strategy of the dress shirts market in men's wear market for the apparel marketers and manufactures. For this study, the data obtained from 321 respondents were analyzed by descriptive statistics, Pearson's simple correlation, ANOVA. The results from the study were as follow ; The 6 stimuli for image perception rated on 5 point Likert-type scales in the 12 features were evaluated by perceivers. By the best 3 features abstracted, shirts style concepts were decided such as, Basic style by the best 3 features of the first stimulus, and Soft style by the best 3 features of the second stimulus, and Sophisticate style by the best 3 features of the third stimulus, and Modern casual style by the best 3 features of the fourth stimulus, and Modern mannish style by the best 3 features of the fifth stimulus, and Trendy style by the best 3 features of the sixth stimulus. The modern casual style was estimated highly by respondents in Daejon. The respondents in Seoul prfered the basic style to other style. There were significant differences in evaluating between preferences of shirts style and pattern. Of the 82 respondents(26.8%) with the preference of bold london stripe, the 52 respondents estimated Modern casual style in bold london stripe. The fashion consciousness of the respondents in Seoul was estimated higher than in Daejon. But, the respondents in Daejon in the consciousness for the coordination knit cardigan and V zone was estimated higher than in Seoul. Also, the 31 respondents with the preference of Sophisticate style were the highest in fashion consciousness. The respondents estimated that the first important thing in buying dress shirts is 'Design(41.4%). and next is quality(17.8%). Results revealed that Daks ranked best brand (13.7%), and Renoma ranked best two brand (6,5%). And, the 35.5% respondents estimated that the first important information which influenced on buying dress shirts was the store display, next was internet(15.9%). Finally, I propose that the best strategy for men with low fashion consciousness is to upgrade salesmen' coordination technic and fabric knowledge, and store management with story attracting customers.

CoAP-based Time Synchronization Algorithm in Sensor Network (센서 네트워크에서의 CoAP 기반 시각 동기화 기법)

  • Kim, Nac-Woo;Son, Seung-Chul;Park, Il-Kyun;Yu, Hong-Yeon;Lee, Byung-Tak
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.3
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    • pp.39-47
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    • 2015
  • In this paper, we propose a new time synchronization algorithm using CoAP(constrained-application protocol) in sensor network environment, which handles a technique that synchronizes an explicit timestamp between sensor nodes not including an additional module for time-setting and sensor node gateway linked to internet time server. CoAP is a standard protocol for sensor data communication among sensor nodes and sensor node gateway to be built much less memory and power supply in constrained network surroundings including serious network jitter, packet losses, etc. We have supplied an exact time synchronization implementation among small and cheap IP-based sensor nodes or non-IP based sensor nodes and sensor node gateway in sensor network using CoAP message header's option extension. On behalf of conventional network time synchronization method, as our approach uses an exclusive protocol 'CoAP' in sensor network, it is not to become an additional burden for synchronization service to sensor nodes or sensor node gateway. This method has an average error about 2ms comparing to NTP service and offers a low-cost and robust network time synchronization algorithm.

QoS Guaranteed Handover Scheme for Global Roaming in Heterogeneous Proxy Mobile IPv6 Networks (이기종 프록시 이동(모바일) IPv6 네트워크에서 QoS가 보장된 글로벌 로밍 핸:드오버 방식)

  • Go, Kwang-Sub;Kim, Soo-Hyun;Kim, Mi-Sun;Mun, Young-Song
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.1
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    • pp.1-10
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    • 2012
  • Mobility and quality of service (QoS) are becoming the more important issues in wireless communications. The traditional Internet service is expanding into new access media and applications. Since wireless communication services are accompanied by frequent handovers at remote sites, scalable and fast handover has become a prerequisite for ubiquitous communication. In this paper, the differentiated service (Diffserv) model is deployed in heterogeneous proxy mobile IPv6 (PMIPv6) networks to satisfy the QoS guaranteed service and fast handover requirements. The operational procedures for QoS guaranteed global roaming are presented. In addition, QoS management and handover cost evaluation schemes based on a mobile host's movement scope are proposed. This paper analyzes the reduction in handover delay in a network-based localized mobility management framework. We propose and analyze a PMIPv6 optimized with a global mobile access gateway (G-MAG), which is a network-based entity, to further improve the handover performance in terms of handover delay while maintaining minimal signaling overhead in the air interface among converged heterogeneous wireless networks. The handover signaling procedures with host-based MIPv6 are compared with network-based proxy MIPv6 (PMIPv6) and fast PMIPv6 assisted by G-MAG to show how much handover delay reduction can be achieved. Analytical results show that the handover delay is significantly reduced.

An Effective of Rate Control for Scene Change in H.264/AVC (장면전환에 효율적인 H.264/AVC 비트율 제어 기법)

  • Son, Nam-Rye;Shin, Yoon-Jeong;Lee, Guee-Sang
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.1
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    • pp.26-39
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    • 2007
  • In recent years, rate control is an important technique in real time video communication applications using H.264/AVC. Many existing rate control algorithms employ the quadratic rate-distortion model, which is determine the target bits for each P frame. In this paper, a new rate control algorithm for transmission of H.264/AVC video bit stream through CBR(Constant Bit Rate) channel is proposed. The proposed algorithm predicts an adaptive QP(Quantization Parameter) for improving video distortion, due to high motion and abruptly scene change, which target bit rate and MAD(Mean of Absolute Difference) for current frame considering image complexity variance between previous and current frames. Additionally, it uses frame skip technique to maintain bit stream within a manageable range and protect buffer from overflow or underflow. Experimental results show that the proposed method gives a quality improvement of about 0.5dB when compared to previous rate control algorithm. Also our proposed algorithm encodes the video sequences with less frame skipping compared to the existing rate control for H.264/AVC.

The Study on the Interface Design for supporting the Exhibition Viewing (전시환경을 위한 전시관람 지원 인터페이스 디자인에 관한 연구)

  • Choi, Ji-Eun;Jung, Ji-Hong
    • Journal of the HCI Society of Korea
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    • v.1 no.1
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    • pp.81-88
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    • 2006
  • With the introduction of the digital technology in the exhibition environment, the information of the exhibit has come to be transmitted through diverse media. The visitors desire has been increased from the simple viewing of the exhibition to the active participation in the exhibition viewing and the utilization of the exhibit information. Subsequently, the study on the service to effectively support the viewing experience and provide the information by utilizing the internet and mobile device for visitors in movement has become important in terms of the exhibition environment. Accordingly, in this study, the current condition in studying the service supporting the exhibition environment and the exhibition viewing, which are being changed into a digital network environment, was examined through the literature and case studies. In order to find out the viewing situation and viewing type of visitors, the visitors behaviors of viewing the exhibition were observed. By analyzing the contents observed, the viewing type and keyword were drawn in accordance with the visitors behaviors of viewing. On the basis of this, visitors needs and problems occurring in case of the exhibition viewing were found out via in-depth interview. The service factors of supporting the exhibition viewing were proposed on the basis of the factors by which visitors needs and problems could be solved via interface in the circumstance when visitors would move round the exhibition hall and view the exhibition. In terms of the service factors, the method to resolve was presented on the basis of the relationship between the exhibit and the space in case of selecting and viewing the exhibit. This was applied into the mobile PDA with the example of the exhibition environment in the national museum. Through the scenario of using, the usefulness of the service proposed and the relevant possibility of utilization were reviewed.

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gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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