• Title/Summary/Keyword: Media Video

Search Result 2,645, Processing Time 0.025 seconds

Robust Motorbike License Plate Detection and Recognition using Image Warping based on YOLOv2 (YOLOv2 기반의 영상워핑을 이용한 강인한 오토바이 번호판 검출 및 인식)

  • Dang, Xuan-Truong;Kim, Eung-Tae
    • Journal of Broadcast Engineering
    • /
    • v.24 no.5
    • /
    • pp.713-725
    • /
    • 2019
  • Automatic License Plate Recognition (ALPR) is a technology required for many applications such as Intelligent Transportation Systems and Video Surveillance Systems. Most of the studies have studied were about the detection and recognition of license plates on cars, and there is very little about detecting and recognizing license plates on motorbikes. In the case of a car, the license plate is located at the front or rear center of the vehicle and is a straight or slightly sloped license plate. Also, the background of the license plate is mainly monochromatic, and license plate detection and recognition process is less complicated. However since the motorbike is parked by using a kickstand, it is inclined at various angles when parked, so the process of recognizing characters on the motorbike license plate is more complicated. In this paper, we have developed a 2-stage YOLOv2 algorithm to detect the area of a license plate after detection of a motorbike area in order to improve the recognition accuracy of license plate for motorbike data set parked at various angles. In order to increase the detection rate, the size and number of the anchor boxes were adjusted according to the characteristics of the motorbike and license plate. Image warping algorithms were applied after detecting tilted license plates. As a result of simulating the license plate character recognition process, the proposed method had the recognition rate of license plate of 80.23% compared to the recognition rate of the conventional method(YOLOv2 without image warping) of 47.74%. Therefore, the proposed method can increase the recognition of tilted motorbike license plate character by using the adjustment of anchor boxes and the image warping which fit the motorbike license plate.

Pre-Service Teachers' Perception about the Geological Heritage and the Necessity for its Education (예비 교사들의 지질유산에 대한 인식과 교육의 필요성)

  • Kim, Tae Hyeong;Kong, Dal-Yong;Lim, Jong-Deock
    • Korean Journal of Heritage: History & Science
    • /
    • v.47 no.2
    • /
    • pp.32-45
    • /
    • 2014
  • The aim of this study is to raise a cognition and necessity of effective geoheritage education for pre-service teachers. We conducted a survey research of 190 elementary and secondary pre-service teachers in Chung-buk province, 2013. The survey showed that pre-service teachers did not recognize and explain geoheritatges well due to lack of education even though they have heard about 'geoheritages' through broadcast media. Although most pre-service teachers were not trained for geoheritage courses, some of them were educated from their elementary and middle school teachers. However, even the trained pre-service teachers have insufficient cognition for geoheritages, either. Some of pre-service teachers recognized the significance of geoheritages and responded to a necessity of geoheritage education. The pre-service teachers recognized that education for geoheritages is not included in present elementary and secondary curriculum, even though education of geoheritages by teachers at school would be the most effective approach. Furthermore, the pre-service teachers answered that elementary school curriculum should raise much curiosity and provide effective learning for geoheritage education even though negative views are present such that students may have to spend considerable time for geoheritage education. Finally, the pre-service teachers expect to experience with field activities for geoheritage education as a present curriculum, and responded that they would prefer video aids for education provided from professional geoheritage organization. As a result of this investigation we provide strategy for introducing to Pre-service teachers about value and preciousness of geoheritage.

A Study on Strategic Management of Native Advertisement (네이티브 광고의 전략적 관리방안에 관한 연구)

  • Son, Jeyoung;Kang, Inwon
    • Management & Information Systems Review
    • /
    • v.38 no.1
    • /
    • pp.63-81
    • /
    • 2019
  • In order to overcome the disadvantages of banner ad, pop-up ad, interstitial ad, which are existing web advertisement forms, native ad is actively utilized. Native advertising is considered to be a useful advertising technique in that it can reduce users' rejection and attract attention. However, in recent years, there have been a lot of fake news and fake contents that have turned articles or video contents into advertisements. The purpose of this study is to understand how firms can coordinate and control native advertisements in a rational way. For this analysis, we conducted a survey of 308 social media users using quota sampling method. As a result of the verification, it was found that the more negative the perception of the evaluation of the advertisement, the less the level of persuasion about the advertisement and the negative impact on the website where the advertisement is exposed. In addition, this study examined the influence of the negative stimulus factors on the qualitative performance of the firm. As a result, it was found that source non-expert had the highest effect on skepticism on ad. Also, platform overflow has a direct effect on the evaluation of the website as well as the negative evaluation of the advertisement. Moreover, this study provides concrete implications for the subdivision market by verifying the differences between the paths according to the level of website involvement.

Watermarking for Digital Hologram by a Deep Neural Network and its Training Considering the Hologram Data Characteristics (딥 뉴럴 네트워크에 의한 디지털 홀로그램의 워터마킹 및 홀로그램 데이터 특성을 고려한 학습)

  • Lee, Juwon;Lee, Jae-Eun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
    • /
    • v.26 no.3
    • /
    • pp.296-307
    • /
    • 2021
  • A digital hologram (DH) is an ultra-high value-added video content that includes 3D information in 2D data. Therefore, its intellectual property rights must be protected for its distribution. For this, this paper proposes a watermarking method of DH using a deep neural network. This method is a watermark (WM) invisibility, attack robustness, and blind watermarking method that does not use host information in WM extraction. The proposed network consists of four sub-networks: pre-processing for each of the host and WM, WM embedding watermark, and WM extracting watermark. This network expand the WM data to the host instead of shrinking host data to WM and concatenate it to the host to insert the WM by considering the characteristics of a DH having a strong high frequency component. In addition, in the training of this network, the difference in performance according to the data distribution property of DH is identified, and a method of selecting a training data set with the best performance in all types of DH is presented. The proposed method is tested for various types and strengths of attacks to show its performance. It also shows that this method has high practicality as it operates independently of the resolution of the host DH and WM data.

Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.16 no.5
    • /
    • pp.93-106
    • /
    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

An emprical analysis on the effect of OTT company's content investment (OTT 사업자 콘텐츠 투자가 미치는 영향에 대한 실증 분석)

  • Kwak, Jeongho;Na, Hoseoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.21 no.4
    • /
    • pp.149-156
    • /
    • 2021
  • OTT service, which allows video content to be viewed as a streaming service on the Internet network, has recently attracted a lot of attention, and the number of users is also increasing rapidly. It would be a natural strategy for OTT companies to acquire more content to gain a competitive advantage in relations with traditional media companies and other OTT companies. However, there are research results to show that the investment in facilities by Internet service providers who must transport the increasing Internet traffic from OTT provider to end users should increase as the amount of Internet traffic originated by OTT services also increases. This study empirically analyzed how content investment by Netflix, a leading OTT company, affects its revenue growth and network investment by Internet service providers through a polynomial distributed lag model. And the analysis results show that Netflix's content investment contributes to the company's increase in revenue, and also has an effect on the increase in network investment by Internet service providers. This result confirms that OTT operators' content acquisition strategy is a valid management strategy, and empirically supports the study results that OTT operators need to share the cost of Internet network facility investment.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Construction of an Audio Steganography Botnet Based on Telegram Messenger (텔레그램 메신저 기반의 오디오 스테가노그래피 봇넷 구축)

  • Jeon, Jin;Cho, Youngho
    • Journal of Internet Computing and Services
    • /
    • v.23 no.5
    • /
    • pp.127-134
    • /
    • 2022
  • Steganography is a hidden technique in which secret messages are hidden in various multimedia files, and it is widely exploited for cyber crime and attacks because it is very difficult for third parties other than senders and receivers to identify the presence of hidden information in communication messages. Botnet typically consists of botmasters, bots, and C&C (Command & Control) servers, and is a botmasters-controlled network with various structures such as centralized, distributed (P2P), and hybrid. Recently, in order to enhance the concealment of botnets, research on Stego Botnet, which uses SNS platforms instead of C&C servers and performs C&C communication by applying steganography techniques, has been actively conducted, but image or video media-oriented stego botnet techniques have been studied. On the other hand, audio files such as various sound sources and recording files are also actively shared on SNS, so research on stego botnet based on audio steganography is needed. Therefore, in this study, we present the results of comparative analysis on hidden capacity by file type and tool through experiments, using a stego botnet that performs C&C hidden communication using audio files as a cover medium in Telegram Messenger.

AI Art Creation Case Study for AI Film & Video Content (AI 영화영상콘텐츠를 위한 AI 예술창작 사례연구)

  • Jeon, Byoungwon
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.85-95
    • /
    • 2021
  • Currently, we stand between computers as creative tools and computers as creators. A new genre of movies, which can be called a post-cinema situation, is emerging. This paper aims to diagnose the possibility of the emergence of AI cinema. To confirm the possibility of AI cinema, it was examined through a case study whether the creation of a story, narrative, image, and sound, which are necessary conditions for film creation, is possible by artificial intelligence. First, we checked the visual creation of AI painting algorithms Obvious, GAN, and CAN. Second, AI music has already entered the distribution stage in the market in cooperation with humans. Third, AI can already complete drama scripts, and automatic scenario creation programs using big data are also gaining popularity. That said, we confirmed that the filmmaking requirements could be met with AI algorithms. From the perspective of Manovich's 'AI Genre Convention', web documentaries and desktop documentaries, typical trends post-cinema, can be said to be representative genres that can be expected as AI cinemas. The conditions for AI, web documentaries and desktop documentaries to exist are the same. This article suggests a new path for the media of the 4th Industrial Revolution era through research on AI as a creator of post-cinema.

A Study on System of Feasibility Study and Issues of Economic Analysis in Cultural Facility Construction: Focused on the National Museum of Contemporary Art(MMCA), Seoul (문화시설 건립 타당성조사의 체계와 경제성 분석에서의 쟁점 - 국립현대미술관 서울관 건립사업을 중심으로 -)

  • Jung, Sang-chul
    • Korean Association of Arts Management
    • /
    • no.53
    • /
    • pp.101-125
    • /
    • 2020
  • This paper presents the problems and improvement methods in estimating demand and benefit, which have been controversial in the feasibility study of building cultural facilities. Although there are justifications for supplying cultural facilities by expanding leisure time and increasing income, the economic burden from the insolvent operation after construction is high. Feasibility studies can prevent these problems in advance. In order to estimate the demand for cultural facilities, similar facilities were selected and the gravity model was used to estimate the demand. In the future, it is necessary to prepare the criteria for setting the reference facility to increase the accuracy of the demand estimation. In addition, in the case of cultural facilities constructed through feasibility study, it is necessary to induce and enforce the disclosure of operational data and information, and to establish a database so that it can be used as a reference facility for demand estimation in future feasibility study on cultural facility. Accurate benefit estimation requires multiple CVM surveys. In addition to the current CVM survey, this paper suggest that supplementary online non-face-to-face surveys is considered. Furthermore, this research suggests that the use of video media for explanation of alternative materials for cultural facilities to be constructed because the WTP may be excessive due to lack of alternatives for survey respondents in the current CVM survey.