• Title/Summary/Keyword: Media Video

Search Result 2,664, Processing Time 0.026 seconds

Design and implementation of a three-dimensional broadcasting system based on DTV (디지털 TV기반 3차원 방송 시스템 설계 및 구현)

  • Yun, Kug-Jin;Cho, Suk-Hee;Hur, Nam-Ho;Kim, Jin-Woong;Lee, Soo-In;Ahn, Chi-Eteuk
    • Journal of Broadcast Engineering
    • /
    • v.11 no.4 s.33
    • /
    • pp.483-494
    • /
    • 2006
  • In this paper, we propose a novel program specific information structure(PSI) in MPEG-2 system for a three-dimensional broadcasting system while guaranteeing compatibility with the conventional digital broadcasting system. The proposed PSI structure including a descriptor of contents type, 2D or 3D, provides service providers with a function of combining 2D and 3D contents freely. However the descriptor is ignored in the conventional digital broadcasting set-top box. With the proposed PSI structure, we designed and implemented a three-dimensional broadcasting system. The proposed system has 2D or 3D display mode for providing user's preference in a three-dimensional broadcasting environment.

Detection of Aesthetic Measure from Stabilized Image and Video (정지영상과 동영상에서 미도의 추출)

  • Rhee, Yang-Won;Choi, Byeong-Seok
    • Journal of the Korea Society of Computer and Information
    • /
    • v.17 no.11
    • /
    • pp.33-38
    • /
    • 2012
  • An free-fall object is received only force of gravity. Movement that only accept gravity is free-fall movement, and a free-falling object is free falling body. In other words, free falling body is only freely falling objects under the influence of gravity, regardless of the initial state of objects movement. In this paper, we assume, ignoring the resistance of the air, and the free-fall acceleration by the height does not change within the range of the short distance in the vertical direction. Under these assumptions, we can know about time and maximum height to reach the peak point from jumping vertically upward direction, time and speed of the car return to the starting position, and time and speed when the car fall to the ground. It can be measured by jumping degree and risk of accident from car or motorcycle in telematics.

Developing Health Education Programs for Health Promotion: Development of a Training Guide on Prevention of Smoking and Excessive Drinking (건강증진사업을 위한 보건교육프로그램 개발 : 금연, 절주교육을 중심으로)

  • Bae, Kyunghee;Nam, Jungja
    • Proceedings of The Korean Society of Health Promotion Conference
    • /
    • 2001.09a
    • /
    • pp.91-111
    • /
    • 2001
  • Background: Alcohol and tobacco use are two major behavioral risk factors implicated in increased morbidity and mortality. Since both substances are widely used in Korea, a concerted effort is currently underway to reduce the use of tobacco and alcohol in Korea. Objectives: Efforts directed toward educating health promotion planners and health educators from local health departments to organize and implement health education programs to reduce the proportion of people smoking and excessive drinking in the community. Methods: A training guide on prevention of smoking and excessive drinking has been developed. Comprehensive multi-media health promotion materials were developed based on health behavior theories and strategies for effective health behavioral interventions. To better control of behavioral risk and promote health enhancement, the materials were developed to introduce a user-oriented developmental approach by making messages more persuasive and organizing content in a user-friendly manner. Sections of the report explain theoretical background of the intervention, choosing goals and a target population, specific program activities to include in an intervention, development, organization, methods of making program content vivid and persuasive, and evaluation,. Implications for Practitioners: The process followed in developing the health intervention materials is described in detail to assist practitioners who need to develop effective programs to reduce the use of tobacco and excessive alcohol. Health educators from all local health departments in the country were trained in the use of the materials, to enable them to develop community interventions to reduce smoking and excessive drinking.

  • PDF

A Study for the MPEG-4 Library to operate in real-time on the DSP (DSP상에서 실시간 처리 가능한 MPEG-4 Library에 관한 연구)

  • Hong, Sung-Hwa;Jung, Suk-Yong
    • Journal of the Korea Convergence Society
    • /
    • v.2 no.1
    • /
    • pp.7-13
    • /
    • 2011
  • Informations of multimedia centering in the images, are combined acoustic and letter, etc. Although the network advances and the capacity of the storage media extends, these huge informations will not be able to accommodate. From meaning which is like this, International standards for the compression and a multiplexing of image, acoustic and voice H261 where admits standard, JPEG, JBIG, MPEG-l, MPEG-2, MPEG-4 and H263, G series etc, are core techniques of multimedia. At initial step of the base technique which creates the base of like this multimedia service time, we developed the real-time MPEG-4 transmission systems to provides real-time MPEG-4 multimedia services. This system means becomes the base technique which hereafter is developed and is applied various system. This system Will be able to apply from a videoconference, a building protection system and a VOD video system to use the Internet. And, They, the image sensing, embedded linux, and MPEG4 software, will become sourceful technique to develop the different system.

A Study on Factors Affecting Users' Satisfaction Level in Using PMP for Learning Purpose (학습목적의 PMP사용자에 대한 만족도 영향요인 분석)

  • Um, Myoungyong;Kim, Mi-Ryang
    • The Journal of Korean Association of Computer Education
    • /
    • v.10 no.1
    • /
    • pp.77-88
    • /
    • 2007
  • More flexible learning models are needed, and learning environments that operate through mobile technologies such as portable multimedia players(PMP) provide useful tools in implementing these learning models. The main attractant of PMP is often their versatility: being able to load and play different formats of video, audio, digital images, and interactive media. In this paper, we investigate the factors influencing the usage and acceptance of the PMP for study, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, perceived ease of use, flow and perceived enjoyment are the major determinants for users to play PMP for study purpose. Factors, including ease of use, contents-credibility are shown to determine the level of perceived usefulness; additionally, perceived usefulness, ease of use and perceived enjoyment are shown to directly affect the level of flow. Based upon the statistical results, some useful guidelines for developing learning contents are also provided.

  • PDF

Technique of Sea-fog Removal base on GPU (GPU 기반의 해무제거 기술)

  • Choi, Woonsik;Ha, Jun;Youn, Woosang;Kwak, Jaemin;Choi, Hyunjun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.576-578
    • /
    • 2015
  • This paper propose the help of the secure a clear view and safe navigation of the coastal ship through the sea-fog removal algorithm. Interest in marine accidents and vessel safety has increased in recent Sewol ferry event. According to statistics coastal ship cause of the marine accident when sea fog on the sea did not secure clear view the ship's occur several incidents of collisions between ships and can see that accounts for a high percentage. Algorithm for image exist sea fog is number of studies. but, such studies take up a lot of calculation quantity in the course of performing the algorithm. In this paper, we improve the computational speed of sea fog over the GPU-based technique was removed to suit real-time video. Furthermore, by using GPU, we succeeded in accelerating the simulation 250 times.

  • PDF

Case Analysis of the performance contents using virtual reality technology (가상현실 기술을 활용한 공연콘텐츠의 사례분석연구)

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.5
    • /
    • pp.145-153
    • /
    • 2017
  • As success stories of using virtual reality (VR) have become more prevalent, interest in performance-related technology has rapidly increased around the world. Performances such as, Cirque du Soleil had much success in using video technology, these VR applications have enabled experiences using digital image technology. However, critics have claimed that the completeness and diversity of visual content is reduced, due to insufficient storylines, spatial composition, and partial use of the entire visual field. Therefore, the design of a performance using digital image technology should consider the characteristics of the production stage to be different from real world performances. In this study, the visual space of the stage, the method of creating space for the stage, and the movement of the performer and utilization of the performance was analyzed. Through this, It transferred the limitation of the traditional stage into the space and time of the image and opened the possibilities of the tran­-media.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.17-27
    • /
    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

  • PDF

Transcoding MPEG-2 to H.264/AVC in the GOP Structure Conversion (GOP 구조 변환을 포함하는 MPEG-2에서 H.264/AVC로의 트랜스코딩)

  • Lee, Kang-Jun;Ha, Chang-Woo;Jeong, Je-Chang
    • Journal of Broadcast Engineering
    • /
    • v.14 no.1
    • /
    • pp.3-14
    • /
    • 2009
  • Currently, H.264/AVC is used in many multimedia applications. Also, The MPEG-2 main profile which supports B pictures for bi-directional motion prediction is widely used in applications such as HDTV and DVD’s. Therefore, transcoding the MPEG-2 main profile to the H.264/AVC baseline is necessary for universal multimedia access. In this transcoding architecture including the GOP structure conversion, the proposed algorithms adopt the adaptive search range selection through the linearity test of a predictive motion vector and adaptive mode selection using the reference region complexity information. The proposed algorithms extremely reduce the computational complexity while maintaining the video quality.

Pedestrian Counting System based on Average Filter Tracking for Measuring Advertisement Effectiveness of Digital Signage (디지털 사이니지의 광고효과 측정을 위한 평균 필터 추적 기반 유동인구 수 측정 시스템)

  • Kim, Kiyong;Yoon, Kyoungro
    • Journal of Broadcast Engineering
    • /
    • v.21 no.4
    • /
    • pp.493-505
    • /
    • 2016
  • Among modern computer vision and video surveillance systems, the pedestrian counting system is a one of important systems in terms of security, scheduling and advertising. In the field of, pedestrian counting remains a variety of challenges such as changes in illumination, partial occlusion, overlap and people detection. During pedestrian counting process, the biggest problem is occlusion effect in crowded environment. Occlusion and overlap must be resolved for accurate people counting. In this paper, we propose a novel pedestrian counting system which improves existing pedestrian tracking method. Unlike existing pedestrian tracking method, proposed method shows that average filter tracking method can improve tracking performance. Also proposed method improves tracking performance through frame compensation and outlier removal. At the same time, we keep various information of tracking objects. The proposed method improves counting accuracy and reduces error rate about S6 dataset and S7 dataset. Also our system provides real time detection at the rate of 80 fps.