• Title/Summary/Keyword: Multimedia art

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Real-time Multiple Pedestrians Tracking for Embedded Smart Visual Systems

  • Nguyen, Van Ngoc Nghia;Nguyen, Thanh Binh;Chung, Sun-Tae
    • Journal of Korea Multimedia Society
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    • v.22 no.2
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    • pp.167-177
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    • 2019
  • Even though so much progresses have been achieved in Multiple Object Tracking (MOT), most of reported MOT methods are not still satisfactory for commercial embedded products like Pan-Tilt-Zoom (PTZ) camera. In this paper, we propose a real-time multiple pedestrians tracking method for embedded environments. First, we design a new light weight convolutional neural network(CNN)-based pedestrian detector, which is constructed to detect even small size pedestrians, as well. For further saving of processing time, the designed detector is applied for every other frame, and Kalman filter is employed to predict pedestrians' positions in frames where the designed CNN-based detector is not applied. The pose orientation information is incorporated to enhance object association for tracking pedestrians without further computational cost. Through experiments on Nvidia's embedded computing board, Jetson TX2, it is verified that the designed pedestrian detector detects even small size pedestrians fast and well, compared to many state-of-the-art detectors, and that the proposed tracking method can track pedestrians in real-time and show accuracy performance comparably to performances of many state-of-the-art tracking methods, which do not target for operation in embedded systems.

A Study on the Effect of VR Content on Sub-Syndromatic Depression of Chinese Students in Korea - Based on Attention Restoration Theory (ART) - (VR 콘텐츠가 재한 중국인 유학생 아증후군적 우울 상태에 미치는 영향 연구 - 주의력회복이론을 기반으로 -)

  • Ding, Xianyao;Lee, YeonWoo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.124-134
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    • 2022
  • Based on existing research, the psychological state of Chinese students has become a very significant issue that needs to be resolved. In addition to paying attention to the daily life and study of Chinese students, the psychological problems of Chinese students are also worthy of attention. At the same time, if the existing psychological problems are not resolved in time, serious consequences may result. Based on the ART(Attention Restoration Theory) theory, this article uses VR (Virtual Reality) content as a medium, uses 3D modeling software to build a healing scene that helps Chinese students improve their psychological and emotional state, and presents it in a VR device. To achieve the purpose of improving the psychological and emotional state of Chinese students. According to experimental tests, the VR recovery scene constructed by this method can help improve the psychological mood of Chinese international students who already have subliminal depression. The results of independent sample T-tests after data analysis experiments show that after the intervention of the experiment, the depression of the experimental group is significantly improved compared to the control group. It is proved that the method in this study is effective for the mentality and emotion of Chinese international students who have subliminal depression. There is a significant improvement effect.

Addressing the Item Cold-Start in Recommendation Using Similar Warm Items (유사 아이템 정보를 이용한 콜드 아이템 추천성능 개선)

  • Han, Jungkyu;Chun, Sejin
    • Journal of Korea Multimedia Society
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    • v.24 no.12
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    • pp.1673-1681
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    • 2021
  • Item cold start is a well studied problem in the research field of recommender systems. Still, many existing collaborative filters cannot recommend items accurately when only a few user-item interaction data are available for newly introduced items (Cold items). We propose a interaction feature prediction method to mitigate item cold start problem. The proposed method predicts the interaction features that collaborative filters can calculate for the cold items. For prediction, in addition to content features of the cold-items used by state-of-the-art methods, our method exploits the interaction features of k-nearest content neighbors of the cold-items. An attention network is adopted to extract appropriate information from the interaction features of the neighbors by examining the contents feature similarity between the cold-item and its neighbors. Our evaluation on a real dataset CiteULike shows that the proposed method outperforms state-of-the-art methods 0.027 in Recall@20 metric and 0.023 in NDCG@20 metric.

Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

Extensibility of Visual Expression in Projection Mapping Installation Art; Focused on Examples and Projection Mapping Installation Artwork Domino (프로젝션맵핑 기반 영상 설치 미술의 시각적 표현 확장성 -사례 분석 및 작품 을 중심으로-)

  • Fang, Bin-Zhou;Lim, Young-Hoon;Paik, Joon-Ki
    • Journal of the Korea Convergence Society
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    • v.12 no.11
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    • pp.207-220
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    • 2021
  • Recent advances in new media for sensory experiences keep expanding visual expression methods in installation art such as projection mapping and virtual reality. Artists can create and develop visual expression techniques based on such new media. Projection mapping is a new medium that continues to add various possibilities to visual expression in media art. Under the projection mapping environment, artists can recompose the object or space with the digital content by projecting video onto three-dimensional surfaces in the space. This paper focuses on the process where visual expression with the projection mapping technology leads to viewers' sensory experience. To this end, "reproducibility," "dissemination," "virtuality," and "interactivity" of media were analyzed to describe the meaning and *definition of visual expression. Artworks are considered as an example to study visual expression techniques such as "repetition and overlap," "simulacrum and metaphor," and "displacement and conversion." I applied the analysis and created Domino, a projection mapping artwork, which helps the research on visual expression techniques that can lead to sensory experience the extensibility of visual expression.

Cracks Detection of Concrete Slab Surface Using ART2-based Quantization and Gary Brightness Variation (ART2 기반 양자화와 명암도 변화를 이용한 콘크리트 슬래브 표면의 균열 검출)

  • Lee, Hoon-Seok;No, Dae-Kyeung;Woo, Young-Woon;Kim, Kwang-Baek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.379-385
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    • 2008
  • 콘크리트 건물의 보수 작업은 표면에 발생하는 균열을 정확하게 계측함으로써 비용적인 측면과 안전성이 결정된다. 하지만 표면에 발생한 균열은 대부분 점검자에 의해 수작업으로 계측되기 때문에 시간적 측면에서 비효율적이다. 따라서 본 논문에서는 콘크리트 슬래브 표면에 발생한 균열의 밝기와 밀도 그리고 면적 특징을 이용한 균열 검출 기법을 제안한다. 제안된 균열 검출 방법은 콘크리트 슬래브 표면의 명암도와 위치 정보를 ART2 기반 양자화에 적용한 후, 균열과 인접한 배경간의 명암도 차이를 이용하여 균열과 인접한 배경을 분리한다. 균열과 인접한 배경이 분리된 영상에서 형태학적인 정보를 이용하여 세부적인 잡음을 제거한 후에 최종적으로 균열 영역을 검출한다. 실제 콘크리트 균열 영상을 대상으로 실험한 결과, 다양한 콘크리트 균열 영상에서 기존의 방법보다 균열 검출 성능이 개선되었음을 확인하였다.

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A Development of Amusement park Game using Virtual Reality (가상현실을 이용한 놀이공원 게임 개발)

  • Lee, Jeong Min;Park, So Ri;Yoon, Dong Won;Lee, Jong Moo;Kim, Sung Soo;Suh, Dong hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.555-556
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    • 2014
  • ICT 기술이 발전하면서 놀이동산 같은 체험이 필요한 것들까지도 디지털화 하는 것이 가능하게 되었다. 최근에는 가상현실 기술을 이용하여 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간에서 사용자의 오감 경험을 확장하고 공유함으로서, 기존의 놀이동산 게임에서 느낄 수 없는 3차원 현실세계와 유사한 경험을 추구할 수 있게 되었다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 즐거움을 줄 수 있는 놀이동산 테마파크 게임을 개발하였다. 본 연구의 놀이동산 테마파크 게임은 Eon Studio 개발툴과 JavaScript를 이용하여 구현되었으며, Eon I-CUBE안에서 1인칭 주인공 시점으로 게임을 진행하도록 하였다. 또한 유저가 선택한 스토리 중심으로 놀이동산 테마파크를 구현하였다.

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An Analysis of Audiovisual Art Exhibition "lux et sonitus" - in the Context of Nam June Paik's Artworks (오디오비주얼아트전 분석 - 백남준의 예술 작품의 관점에서)

  • Yeo, Woon Seung;Yoon, Ji Won
    • Design Convergence Study
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    • v.19 no.2
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    • pp.107-122
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    • 2020
  • "lux et sonitus" is an audiovisual art exhibition series with an artistic combination of music and video at its center. Since its first introduction in 2013, the series have been held five times under the theme of "exhibition of music", presenting works featuring both audio and visual media in an effort to explore the key issues in the field of audiovisual art. In addition to the previous achievement of the exhibition, recent works from the series feature new concepts that explore the possibility of expanding the realm of synesthesia. In this paper, details of the entire series are summarized. In addition, theoretical background behind creative results of the series is analyzed in the context of music, synesthesia and space found in Nam June Paik's audiovisual artwork as a source of inspiration. This will contribute to establishing a vision for the creation/analysis of audiovisual art in the future.

A Video Image Design Analysis with Emphasis on Colors in Video Art (비디오아트에서 나타난 색채를 중심으로 한 영상디자인 분석)

  • Cho, Hyang
    • Journal of Korea Multimedia Society
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    • v.10 no.11
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    • pp.1507-1515
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    • 2007
  • Many people have already mentioned the works of the Video Art. This is the age, video image is not a particular thing. We should not follow easily those things having been studied by a lot of people again. However, nowadays after he passed away, they voice their opinions that we should reanalyze his works properly. Therefore, it may be not new to make video image a subject of discussion. However, this study intends to look into the works of Paik Nam June once again from a new aspect that no preceding researchers did not pay much attention. It will be the main theme of this study to try to discover the expansion of nature and educational effects through technology by analyzing his works from another aspect as one person who lives in the age that video image is no more special.

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Image retrieval integrated image contents and metadata (텍스타일 영상의 내용과 메타데이터의 결합을 통한 검색)

  • Kwon, Hye-Young;Kim, Keun-Ha;Kim, Ha-Yan;Lee, Kyoung-Mi;Park, U-Chang;Lee, Eun-Ok
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.10c
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    • pp.465-469
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    • 2007
  • 본 논문에서는 텍스타일 영상의 내용 데이터와 메타데이터를 결합시킨 영상 검색 시스템을 제안한다. 섬유 패션의 정보를 가지고 있는 메타데이터와의 결합은 그 동안의 섬유 패션 산업과 관련된 영상 검색 시스템에서 진보된 것이다. 우선 메타데이터의 정보를 통해서 영상을 검색하게 된다. 검색된 영상 안에서 색상히스토그램과 색상스케치를 통하여 주어진 영상과 비슷한 영상들을 검색하게 된다. 이러한 방법은 영상내용만을 통해 검색했던 것 뿐만아니라 텍스트가 가지고 있는 의미를 보안하여 보다 효과적인 검색을 할 수 있었다. 본 논문에서 제안된 시스템에서 부가적인 기능인 돋보기 기능, 색상 히스토그램 기능, 색상 스케치 기능, 반복 패턴 보기 기능을 통해 검색된 영상들의 정보를 효과적으로 제공함으로써 사용자의 편의를 강화하였다.

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