• Title/Summary/Keyword: Media Video

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Nonlinear Filter-based Adaptive Shoot Elimination Method (비선형 필터 기반의 적응적 슈트제거 방법)

  • Cho, Jin-Soo;Bae, Jong-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.2
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    • pp.18-25
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    • 2008
  • The current display systems including TVs are going digital and large-sized, and high visual quality of those systems becomes a very important selling point in the current display system market. Thus, various researches have been carried out for enhancing the visual quality of digital display systems. One of the important digital image(or video) enhancement techniques is sharpness enhancement, and it is generally based on a transient improvement technique that reduces the edge transition time. However, this technique often generates overshoot and undershoot, which cause undesirable pixel-level changes around the transient improved edge. In this paper, we propose a new nonlinear filter-based adaptive shoot elimination method for effectively suppressing the overshoot and undershoot that occur in the transient improvement, so that we can obtain visually sharper and clearer digital images(or videos). The proposed method uses two orthogonal directional min/max nonlinear filters with an adaptive shoot elimination scheme in order to effectively suppress the visually sensitive overshoot and undershoot. Experimental results show that the proposed method suppresses the overshoot and undershoot almost perfectly while maintaining the effect of the transient improvement. The applications of the proposed method include digital TVs, digital monitors, digital cameras/camcoders, portable media players(PMP), etc.

Attributes of "Play" in Interactive Art: Interpreting Maurice Benayoun's Artworks (상호작용적 작품에서 놀이속성: 모리스 베나윤(Maurice Benayoun)의 작품을 중심으로)

  • Park, Yeonsook
    • The Journal of Art Theory & Practice
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    • no.15
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    • pp.83-109
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    • 2013
  • The study mainly discusses appreciation of interactive art works seen from the perspective of play attributes that make spectators glimpse the truth of things. The general studies of interactivity, as one of remarkable features in contemporary art, are regarding the relation between the effects of digital media and interactivity as well as video games. From the preceding discussion, I analyze the effects of the appreciating interactive art works which are focused on new sensory systems, the methods to intuit the essence of the art works. Based on the concept, as I investigate the play attributes found in the interactive art works, this study gives attention to the possibility that if the spectators can reach the inherent aspects of interactive art works, while interacting them. Thus to discuss the properties of the play, this article studies play concept of Johan Huizinga(1872-1945), psychologist and anthropologist and play theory of Hans Georg Gadamer(1900-2002) who considers play as a metaphor for art. As Huizinga thinks acting is the important attribute of play, Gadamer argues whenever the term 'play' is used, we should think about 'to-and tro movement' and the movement is absence of goal as well as endlessly renews through repetition. Then what we should pay attention to, seeing the essence of art and play as similar? That is, Gadamer claims, we can understand the truth of things through the play. To apply the play concept to the interactive art works, I research the works of Maurice Benayoun(1957 - ), French interactive artist. By employing interactivity, he attempts to extend and affect the experience of his art works to one of social phenomenon. Striving this, spectators can widen and deepen the breadth of their intuition and recognize the essence of art works. It is the interactive art works that can be the apex of the transformation of structure from the play to the art. The endless repetitive process of play, which is free creation-annihilation process, is similar with the interactive experience of spectators that is variable, de-centered, and multi-sensory. The pure action of the play lets us recognize, sense and accept the world and through the system of interactive art experience, we can expand the horizons of perception. Interactive art works with these play attributes are capable of playing the role that the spectators glimpse the truth of things and experience the world around them.

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An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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Quality Improvement on Upper Gastrointestinal Series (위장조영검사에서 화질 개선 방법)

  • Lim, Byung-Hak;Chon, Kwon Su
    • Journal of the Korean Society of Radiology
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    • v.10 no.6
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    • pp.395-401
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    • 2016
  • Upper gastrointestinal series is a diagnostic test that X-ray passes through the stomach after administering contrast media such as barium or gastrografin. Upper gastrointestinal series with an advantage of no side effect except temporary constipation or abdominal pain has been widely used to diagnose diseases of the gastrointestinal system. However, image degradation and diagnostic accuracy frequently occurred when improper movement and breath control were carried out by lack of understanding the overall inspection process for the upper gastrointestinal series. The movie of the upper gastrointestinal series was made for improving inspection accuracy and image quality. The examinees encouraged to see the movie for waiting time before doing upper gastrointestinal series. In this study, image quality and diagnostic accuracy was examined for the effect of the movie about upper gastrointestinal series. 60 patients composed of each 10 people from 30s to 80s were selected randomly among both 2,940 examinees in 2014 and 3,076 examinees in 2015. Image quality was evaluated by the full width at half maximum of profile for each image using the Image J. The measurement of the full width at half maximum showed 0.208 mm and 0.133 mm for after and before seeing the movie. Thus it was verified that the movie education could improve the image quality and diagnostic accuracy for upper gastrointestinal series.

An Approximate Reconstruction of NPT for Synchronized Data Broadcasting (동기화된 데이터방송을 위한 근사적인 NPT 재구성 기법)

  • 정문열;김용한;백두원
    • Journal of Broadcast Engineering
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    • v.9 no.1
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    • pp.83-90
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    • 2004
  • DVB-MHP recommends that NPT(normal play time) be used as the times of stream events. NPT is the local time within an event(TV program). But we found that commercial transport stream (TS) generators and middlewares for DVB-MHP settop boxes are not ready to support the use of NPT by applications. In particular, TS generators do not create NPT reference descriptors needed to reconstruct NPT at the TV receiver. This situation is undesirable because program providers cannot experiment with the idea of synchronized applications. So we have implemented a TS generator that inserts NPT reference descriptors to TS and MyGetNPT API to approximately reconstruct NPT. STC (system time clock) is needed to reconstruct NPT, but Xlets are not allowed to read it. So, we approximate STC by using PCR (program clock reference) and the Java system tune. In this method, the stream generator extrats PCRs from an existing TS and inserts them into null TS packets in the form of MPEG sections, which can be read by Xlets. Because PCRs are displaced into new positions in TS, their values should be adjusted based on the time intervals between the original positions and the new positions. We implemented a synchronized application by using our TS generator and MyGetNPT API, where the task of stream events are to display graphic images. We found that graphic images are displayed where 240 ㎳ from their intended time, where 240ms is a human tolerance for the synchronization skew between graphic image and video.

Real-Virtual Fusion Hologram Generation System using RGB-Depth Camera (RGB-Depth 카메라를 이용한 현실-가상 융합 홀로그램 생성 시스템)

  • Song, Joongseok;Park, Jungsik;Park, Hanhoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.866-876
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    • 2014
  • Generating of digital hologram of video contents with computer graphics(CG) requires natural fusion of 3D information between real and virtual. In this paper, we propose the system which can fuse real-virtual 3D information naturally and fast generate the digital hologram of fused results using multiple-GPUs based computer-generated-hologram(CGH) computing part. The system calculates camera projection matrix of RGB-Depth camera, and estimates the 3D information of virtual object. The 3D information of virtual object from projection matrix and real space are transmitted to Z buffer, which can fuse the 3D information, naturally. The fused result in Z buffer is transmitted to multiple-GPUs based CGH computing part. In this part, the digital hologram of fused result can be calculated fast. In experiment, the 3D information of virtual object from proposed system has the mean relative error(MRE) about 0.5138% in relation to real 3D information. In other words, it has the about 99% high-accuracy. In addition, we verify that proposed system can fast generate the digital hologram of fused result by using multiple GPUs based CGH calculation.

Transport Overhead Analysis in Terrestrial UHD Broadcast A/V Stream (지상파 UHD 방송 AV 스트림 오버헤드 분석)

  • Kim, Nayeon;Bae, Byungjun
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.744-754
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    • 2017
  • This paper compares transport overhead of MPEG-2 TS, MMT and ROUTE in order to compare transport efficiency between the DTV and UHDTV. The MPEG-2 TS standard, widely used, was established for multiplexing and synchronizing encoded audio and video, additional information. In recent years, MMT and ROUTE was established as a next generation multimedia transport standard for the new broadcasting communication environment. In this paper, we compare and analyze transport overhead about three protocol. In order to analysis, we captured the UHD A/V stream in real-time broadcasting service using ROUTE and MMT, and we calculated and analyzed transport overhead using the overhead analysis program which was developed in our laboratory. Furthermore, for comparison under the same conditions, we assumed the MPEG-2 TS stream by extracting ES of UHD A/V stream based on the DTV standard. In this paper, we show the results of protocol transport efficiency in case of basic A/V stream except for additional services. And result show that MMT and ROUTE have similar overhead and MPEG-2 TS is relatively small overhead. However, since MPEG-2 TS result does not consider null packets, it is expected that the relative overhead difference will be reduced.

A Design and Implementation of Event Processor for Playing SMIL 2.0 Documents (SMIL 2.0 문서 재생을 위한 이벤트 처리기의 설계 및 구현)

  • 김혜은;채진석;이재원;김성동;이종우
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.251-263
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    • 2004
  • The Synchronized Multimedia Integration Language (SMIL), recommended by the World Wide Web Consortium (W3C) in 1998, is an XML-based declarative language to synchronize and present multimedia documents. SMIL can create new multimedia data integrating various types of multimedia objects which exist separately such as text, video, graphics and audio. It can support synchronization of multimedia data which are limited in current HTML-based Web technology. For its popularity, it is required to develop a multimedia server guaranteeing Quality of Service (QoS), authoring tool and player. For developing a SMIL authoring tool and player, the technologies are essentially required to read and analyze a SMIL document and to play synchronized various types of media objects in a timeline. In this paper, we describe a design and implementation of an event processor which supports SMIL 2.0 timing model. Moreover, we also develop a SMIL 2.0 player using the proposed event processor. This will facilitate the play of SMIL contents, so that it can contribute to the prosperity of SMIL technology It is possible to reuse in various language profiles defined in the SMIL standard. This player is expected to be utilized in other standard integrating SMIL such as XHTML+SMIL and SMIL Animation.

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A Study on the Medium Designator In Non-book Materials (비도서자료의 매체표시에 관한 연구)

  • Nam Tae Woo
    • Journal of the Korean Society for Library and Information Science
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    • v.15
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    • pp.119-140
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    • 1988
  • This paper is the study on the Medium Designator in Non-book materials. Main contents of this study were as follows; 1. The medium designator serves to indicate the class of material to which an item belongs. This is used to give an 'early warning' ;to the catalogue user. 2. This medium designator may be further divided into two elements ; a general material designation (GMD), for example video-recording, and a specific material designation (SMD), for example, videodisc. 3. GMD: In cataloging, a term indicating the broad class of material to which a bibliographic item belongs, such as 'motion picture', and SMD : In descriptive cataloging, a term indicating the special class of material (usually the class of physical object) to which a biblographic item belongs, such as videocassette. 4. Locating the medium designator after the title proper was not prescribed until ISBD(G) and AACR2. In pre-ISBD(G) codes, the ,early, warning type of medium designator was placed after all title information. But in AACR2, the medium designator is placed after the title proper, but before parellel title and other title information. 5. In Terminology, Two separate lists of designations are given in AACR2, l.1C1, one for British and one for North American use. The British list contains fewer terms, and uses generic categories to group together some of the North American list. 6. The problem of where to place the medium designator might be circumvented by using some kind of early alerting device other than a formal element of biblliographic description. Various alternatives have been suggested. A more popular device is the provision of symbols or 'media code' which are part of the call number and indicate the porticular medium type. 'Colour-coding' the use of used by some libraries but is now longly discouraged. 7. According to Frost. The medium designatorhas been generally reeognized as serving three functions; 1) as a statement of the nature or basic format of the item cataloged and thus as a meant of informing the user as to the type of material at hand; 2) as a description of the physical charaetistics of medium and as a means of alerting the user to equipment needed to make use of the item. 3) as a device to distinguish different physical formats which share the same title. 8. AACR2 raises some problems which decision makers have neet had to face preriously It provides a GMD for every item in the collection including books and it makes the application of any or all GMD's optional.

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Improving Encoder Complexity and Coding Method of the Split Information in HEVC (HEVC에서 인코더 계산 복잡도 개선 및 분할 정보 부호화 방법)

  • Lee, Han-Soo;Kim, Kyung-Yong;Kim, Tae-Ryong;Park, Gwang-Hoon;Kim, Hui-Yong;Lim, Sung-Chang;Lee, Jin-Ho
    • Journal of Broadcast Engineering
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    • v.17 no.2
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    • pp.325-343
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    • 2012
  • This paper proposes the coding method to predict the split structure of LCU in the current frame on the basis of the reference frame or temporally-previous frame. HEVC encoder determines split structure according to image characteristics in LCU which is an basic element of CU. The split structure of the current LCU is very similar to the split structure of collocated LCU in the reference frame or temporally-previous frame. Thus, this paper proposes the method to reduce the encoder computational complexity by predicting split structure of the current LCU on the basis of that of collocated LCU in the reference frame or temporally-previous frame. And it also proposes the method to reduce the BD-Bitrate by coding after the prediction of the CU split information. The simulation results of changing only encoder showed that the mean of encoder computational complexity was lower by 21.3%, the decoder computational complexity was negligible change and the BD-Bitrate increase by the maximum of 0.6%. Also, the method changing encoder, bitstream, and decoder improves the mean of encoder computational complexity was lower by 22%, the decoder computational complexity was negligible change and the BD-Bitrate is improved to the maximum of 0.3%. When compared with the conventional method, indicating that the proposed method is superior.