• Title/Summary/Keyword: Moving picture

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A Design and Implementation of Interoperable DRM System Based on DMP (DMP 기반의 상호운용 가능한 DRM 시스템 설계 및 구현)

  • Cho, Tae-Beom;Lee, Sang-Jo;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.5
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    • pp.860-867
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    • 2007
  • Digital Contents are increasing the modification of the contents by individual user and the modified or copied contents are simply distributed though the ultrahigh speed internet and the negative pervasive effect on the contents market is increasing. The solutions for copyright protection from illegally distributing contents are developing by various standardization groups and contents manufacturers and its commercia use is partly practiced. The MPEG was developing the IPMP technique to apply existed MPEG standards as a way of digital contents protection. However, as these IPMP techniques did not provide a satisfactory function for contents protection, the DMP standard was suggested as an alternative plan. In this paper, the system is designed and materialized to apply the TooIPack concept of DMP which ensure the interoperability of DRM system. With this paper, it is expected that the practical use and the possibility of the DMP standard in the DRM market would be verified and DMP standard may presents as a reference model for more systematic standardization operations.

RFID System with 125KHz Using EM4095 (EM4095를 이용한 125KHz 무선인식 시스템)

  • Shin, Tae-Kyu;Jo, Heung-Kuk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.91-94
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    • 2009
  • RFID is application field is very wide. For example, There is parking administration system, bookkeeper administration system etc. Such application system must do priority Carrier wave choice according to application purpose. If in case of Carrier frequency is low, awareness distance is short and Carrier frequency is high, awareness distance is very long. This uses in case awareness object is fast-moving. And it must be Tag's supply and demand's that is smooth. Even if development of system is completed, if Tag's purchase is difficult, developing item is not need. In this paper, we shows RFID system using EM4095 chip that is using 125KHz by carrier wave. EM4095 is high effectiveness chip of the low-power and circuit is very simple. It is possible to read with being write as that connect 4 lines with MCU. MCU used Atmega128. As result, we explained circuit and control programs for each part, and show Tag's ID reception that use Reader by picture.

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A Case Study on Utilization of e-learning Contents for Engineering Education (공학교육을 위한 이러닝 컨텐츠의 활용에 관한 사례 연구)

  • Park, Hyung-Kun
    • Journal of Practical Engineering Education
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    • v.9 no.2
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    • pp.133-137
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    • 2017
  • In this paper, we present the results of the study on the development of electric circuit e-learning content as one of the required courses in electrical and electronics engineering. Theoretical learning of electric circuit e-learning contents is based on multimedia type and the practice part is based on moving picture. The e-learning contents were used for a blended learning in actual offline class. We investigated the learning effect of each component of e-learning contents and investigated and analyzed the type of e-learning contents suitable for class of electric circuit. In addition, we investigated and analyzed effective ways to utilize e-Learning content for offline teaching. In this paper, we show how to construct effective contents, length types and utilization methods in engineering education through the case study on the e-learning content.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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A Convergence Study for the Academic Systematization of Cartoon-animation (만화영상학의 학문적 체계화를 위한 융합적 연구)

  • Lim, Jae-Hwan
    • Cartoon and Animation Studies
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    • s.43
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    • pp.285-320
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    • 2016
  • Cartoons and Animation are convergent arts created with a composite application of language arts described in the form of literary texts and sounds, plastic arts visualized in the form of artistic paintings, and film arts produced in the form of moving pictures. An academic university major in cartoons and animation studies established in late 20th century however, did not satisfactorily meet the needs in academic research and development and the free expression of artistic creation was limited. In order to systematize the major in cartoons and animation studies, an convergent approach to establish and clarify following are in demand : the terms and definitions, the historical developments, the research areas and methods, the major education and related jobs and start-ups. New culture and arts industries including cartoons, animation, moving images, and games contents are not yet listed in the industries listing service jointly provided online by the portal site Naver.com and Hyung-Seol publishing company. Above all, cartoons and animation are inseparably related to each other that even if one uses the term separately and independently, the meaning may not be complete. So a new combined term "Animatoon" can be established for the major in cartoons and animation studies and also used for its degree with concentrations of cartoons, animation, moving images, games, and etc. In the Introduction, a new combined term Animatoon is defined and explained the use of this term as the name of the major and degree in cartoons and animation studies. In the body, first, the Historical Developments classified Animatoon in the ancient times, the medieval times, and the modern times and they are analyzed with the help of esthetics and arts using examples of mural frescos, animal painting, religion cartoons, caricatures, cartoons, satire cartoons, comics, animation, 2 or 3 dimensional webtoons, and K-toons. Second, the Research Areas of Animatoon reviewed the theories, genres, artworks, and artists and the Research Methods of Animatoon presented the curriculum that integrated the courses in humanities, science technologies, culture and arts, and etc. Third, the Major Education considered Animatoon education in children, young adults, students of the major and the Related Jobs and Start-Ups explored various jobs relating to personal creation of artwork and collective production of business-oriented artwork. In the Conclusion, the current challenges of Animatoon considered personalization of the artists, specialization of the contents, diversification of the types, and liberalization of the art creation. And the direction of improvement advocated Animatoon to be an academic field of study, to be an art, to be a culture, and to be an industry. The importance of cartoons and animation along with videos and games rose in the 21st century. In order for cartoons and animation to take a leading role, make efforts in studying Animatoon academically and also in developing Animatoon as good contents in the cultural industries.

Pseudo-Integrators in the Evolution of Bores′s Broiler Integration (육계 통합체계(계열화) 전개 과정상의 사이비 계열주체 문제)

  • 김정주;박영인
    • Korean Journal of Poultry Science
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    • v.20 no.2
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    • pp.107-114
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    • 1993
  • The structure change in the broiler industry of Korea has been taking place very rapidly toward the direction of integrated production and marketing system. During the course of the evolution into the integrated structure, however, a number of small business entities, uncountable nationally but a minimum of a dozen, that previously engaged in the supply of production factors or live bird transaction also tended to get involved in the new system as a disguised or pseudo-integrator, having brought a lot of problems not only to the farmers but also to the development of integrated structure. The pseudo-integrator is generally characterized by limited functions in such a way of supplying chicks and feeds to and collecting grown birds from farmers under the contract at a fixed farmer's payment in practically the same pattern as a partial or quasi-integration, which intends to act as if an integrator in a stratagem to simply enjoy a margin simply from selling supplies and buying products for a certain period of time. The grower making a contract with appears to be a farmer who used to be an Independent and speculating but not able to join in the normal system of evolving integration. The problems of a pseudo-integrator center on the financial loss to a contract farmer, because the falsified integrator has to become easily bankrupt and run away when the price of live broiler continually stays below the cost of production, even though he is able to make a tremendous profit otherwise which is the real purpose of the operation for. It is true that the volatile market, fluctuating the price up more than doubled in a month and down to a half in a few weeks, makes the pseudo-integrator find the room for such a fraudulence. In addition, its activity also adversely affect the evolution of the integration due to rather negative image on structure change in general. It is recommended that the farmers need to better understand the real picture of the integrated system so as not to be swindled by a disguised, small scale agribusiness agent. By the same token, it is also equally required to have the whole industry integrated completely as early as possible. The Joint effort to get rid of pseudo-integrators' problems shall be put for the industry development moving toward the integration. No doubt a pseudo-integrator must be a temporary player for chance emerging during the course of structure change into the integrated, though.

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Analysis on Oh, hein-kuhn's Portrait Photograph (오형근 초상사진 분석)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.3
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    • pp.103-112
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    • 2014
  • Oh, hein-kuhn is a representative portrait photographer in Korea. His works, , , , which treated portraits of women are a bit different from those of the past that described the appearance of characters. The artist expressed the figure of inner side that conflicts and feels uneasy between 'family and society' and 'child and woman' along with the look of character. That is, he included specific aura which the whole of aunts and girls' group radiates by showing similar photos repeatedly, that we can be aware of 'aunt' and 'girl' by seeing them. The important technique of Oh, hein-kuhn's Portrait Photograph is 'repetition' of image. The artist delivers the meaning of the photo by looking at the character upright in the front and showing photos with similar frame repeatedly. Such form and content of the work as this might feel a bit boring, since it's very simple just like identification picture. However, the photos in the frames which do not move in the fixed position can deliver the meaning of work more clearly rather than the image which expresses flowing time and moving space, we can grasp the message that the artist intends to deliver rather quickly. In the environment of photograph production mainly with image transformation, Oh, hein-kuhn's works of authentic original work method definitely stand forth. Through the portraits of aunts and girls, the artist tells an aspect of our society and we reconfirm the reality through the portraits made by him.

Post-filtering in Low Bit Rate Moving Picture Coding, and Subjective and Objective Evaluation of Post-filtering (저 전송률 동화상 압축에서 후처리 방법 및 후처리 방법의 주관적 객관적 평가)

  • 이영렬;김윤수;박현욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.24 no.8B
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    • pp.1518-1531
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    • 1999
  • The reconstructed images from highly compressed MPEG or H.263 data have noticeable image degradations, such as blocking artifacts near the block boundaries, corner outliers at cross points of blocks, and ringing noise near image edges, because the MPEG or H.263 quantizes the transformed coefficients of 8$\times$8 pixel blocks. A post-processing algorithm has been proposed by authors to reduce quantization effects, such as blocking artifacts, corner outliers, and ringing noise, in MPEG-decompressed images. Our signal-adaptive post-processing algorithm reduces the quantization effects adaptively by using both spatial frequency and temporal information extracted from the compressed data. The blocking artifacts are reduced by one-dimensional (1-D) horizontal and vertical low pass filtering (LPF), and the ringing noise is reduced by two-dimensional (2-D) signal-adaptive filtering (SAF). A comparison study of the subjective quality evaluation using modified single stimulus method (MSSM), the objective quality evaluation (PSNR) and the computation complexity analysis between the signal-adaptive post-processing algorithm and the MPEG-4 VM (Verification Model) post-processing algorithm is performed by computer simulation with several MPEG-4 image sequences. According to the comparison study, the subjective image qualities of both algorithms are similar, whereas the PSNR and the comparison complexity analysis of the signal-adaptive post-processing algorithm shows better performance than the VM post-processing algorithm.

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Low-Complexity H.264/AVC Deblocking Filter based on Variable Block Sizes (가변블록 기반 저복잡도 H.264/AVC 디블록킹 필터)

  • Shin, Seung-Ho;Doh, Nam-Keum;Kim, Tae-Yong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.4
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    • pp.41-49
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    • 2008
  • H.264/AVC supports variable block motion compensation, multiple reference images, 1/4-pixel motion vector accuracy, and in-loop deblocking filter, compared with the existing compression technologies. While these coding technologies are major functions of compression rate improvement, they lead to high complexity at the same time. For the H.264 video coding technology to be actually applied on low-end / low-bit rates terminals more extensively, it is essential to improve tile coding speed. Currently the deblocking filter that can improve the moving picture's subjective image quality to a certain degree is used on low-end terminals to a limited extent due to computational complexity. In this paper, a performance improvement method of the deblocking filter that efficiently reduces the blocking artifacts occurred during the compression of low-bit rates digital motion pictures is suggested. In the method proposed in this paper, the image's spatial correlational characteristics are extracted by using the variable block information of motion compensation; the filtering is divided into 4 modes according to the characteristics, and adaptive filtering is executed in the divided regions. The proposed deblocking method reduces the blocking artifacts, prevents excessive blurring effects, and improves the performance about $30{\sim}40%$ compared with the existing method.

Content Based Video Retrieval by Example Considering Context (문맥을 고려한 예제 기반 동영상 검색 알고리즘)

  • 박주현;낭종호;김경수;하명환;정병희
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.12
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    • pp.756-771
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    • 2003
  • Digital Video Library System which manages a large amount of multimedia information requires efficient and effective retrieval methods. In this paper, we propose and implement a new video search and retrieval algorithm that compares the query video shot with the video shots in the archives in terms of foreground object, background image, audio, and its context. The foreground object is the region of the video image that has been changed in the successive frames of the shot, the background image is the remaining region of the video image, and the context is the relationship between the low-level features of the adjacent shots. Comparing these features is a result of reflecting the process of filming a moving picture, and it helps the user to submit a query focused on the desired features of the target video clips easily by adjusting their weights in the comparing process. Although the proposed search and retrieval algorithm could not totally reflect the high level semantics of the submitted query video, it tries to reflect the users' requirements as much as possible by considering the context of video clips and by adjusting its weight in the comparing process.