• Title/Summary/Keyword: Real-time Image Composition

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Optimization Methodology of Quality Measurement of Digital Correlator (디지털 상관기 성능 측정의 최적화 기법)

  • Yeom, Jae-Hwan;Jeong, Goo-Young;Roh, Duk-Gyoo;Oh, Se-Jin;Kim, Kwang-Dong;Lee, Chang-Hoon
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.371-372
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    • 2006
  • In this paper, we propose a method that measures quality of digital correlator. Quality of digital correlator in field of image composition of radio astronomy have as important position for acquisition of radio wave image with high precision. Digital correlator should have wide bandwidth and high precision to study on deep space. Digital correlator, therefore, should be designed to have high speed processing and high precision. But, real time measurement of quality of digital correlator using acquisition data is difficult to compare accuracy of result because digital correlator should process a large quantity of data with high speed. Measurement method of quality, also, has intricate implementation of experiment equipment. this paper present methods that compose experiment equipment without external installation easily and verify quality of digital correlator perfectly.

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Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19 (코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석)

  • Baek, Seung-Heon;Kim, Gi-Tak
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.2
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    • pp.123-135
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    • 2021
  • The data processing of this study is focused on keywords related to 'Corona 19 and professional baseball' and 'Corona 19 and professional baseball no spectators', using text mining and social network analysis of textom program to identify problems and view quality. It was used to set the variable of For quantitative analysis, a questionnaire on viewing quality was constructed, and out of 270 survey respondents, 250 questionnaires were used for the final study. As a tool for securing the validity and reliability of the questionnaire, exploratory factor analysis and reliability analysis were conducted, and IPA analysis (importance-satisfaction) was conducted based on the questionnaire that secured validity and reliability, and the results and strategies were presented. As a result of IPA analysis, factors related to the image (image composition, image coloration, image clarity, image enlargement and composition, high-quality image) were found in the first quadrant, and the second quadrant was the game situation (support team game level, support player game level, star). Player discovery, competition with rival teams), game information (match schedule information, player information check, team performance and player performance, game information), interaction (consensus with the supporting team), and some factors appeared. The factors of commentator (baseball-related knowledge, communication ability, pronunciation and voice, use of standard language, introduction of game-related information) and interaction (real-time communication with the front desk, sympathy with viewers, information exchange such as chatting) appeared.

Proposal for Deep Learning based Character Recognition System by Virtual Data Generation (가상 데이터 생성을 통한 딥러닝 기반 문자인식 시스템 제안)

  • Lee, Seungju;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.25 no.2
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    • pp.275-278
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    • 2020
  • In this paper, we proposed a deep learning based character recognition system through virtual data generation. In order to secure the learning data that takes the largest weight in supervised learning, virtual data was created. Also, after creating virtual data, data generalization was performed to cope with various data by using augmentation parameter. Finally, the learning data composition generated data by assigning various values to augmentation parameter and font parameter. Test data for measuring the character recognition performance was constructed by cropping the text area from the actual image data. The test data was augmented considering the image distortion that may occur in real environment. Deep learning algorithm uses YOLO v3 which performs detection in real time. Inference result outputs the final detection result through post-processing.

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

  • YOO, YOUNGJAE
    • Journal of the Korea Convergence Society
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    • v.8 no.5
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    • pp.145-153
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    • 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 Algorithm Improved the Speed for the 3-Dimensional CT Video Composition (3D CT 동영상 구성을 위한 속도 개선 알고리즘)

  • Jeong, Chan-Woong;Park, Jin-Woo;Jun, Kyu-Suk
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.2
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    • pp.141-147
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    • 2009
  • This paper presents a new fast algorithm, rotation-based method (RBM), for the reconstruction of 3 dimensional image for cone beam computerized tomography (CB CT) system. The system used cone beam has less exposure time of radioactivity than fan beam. The Three-Pass Shear Matrices (TPSM) is applied, that has less transcendental functions than the one-pass shear method to decrease a time of calculations in the computer. To evaluate the quality of the 3-D images and the time for the reconstruction of the 3-D images, another 3-D images were reconstructed by the radon transform under the same condition. For the quality of the 3-D images, the images by radon transform was shown little good quality than REM. But for the time for the reconstruction of the 3-D images REM algorithm was 35 times faster than radon transform. This algorithm offered $4{\sim}5$ frames a second. It meant that it will be possible to reconstruct the 3-D dynamic images in real time.

POSITION RECOGNITION AND QUALITY EVALUATION OF TOBACCO LEAVES VIA COLOR COMPUTER VISION

  • Lee, C. H.;H. Hwang
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2000.11c
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    • pp.569-577
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    • 2000
  • The position of tobacco leaves is affluence to the quality. To evaluate its quality, sample leaves was collected according to the position of attachment. In Korea, the position was divided into four classes such as high, middle, low and inside positioned leaves. Until now, the grade of standard sample was determined by human expert from korea ginseng and tobacco company. Many research were done by the chemical and spectrum analysis using NIR and computer vision. The grade of tobacco leaves mainly classified into 5 grades according to the attached position and its chemical composition. In high and low positioned leaves shows a low level grade under grade 3. Generally, inside and medium positioned leaf has a high level grade. This is the basic research to develop a real time tobacco leaves grading system combined with portable NIR spectrum analysis system. However, this research just deals with position recognition and grading using the color machine vision. The RGB color information was converted to HSI image format and the sample was all investigated using the bundle of tobacco leaves. Quality grade and position recognition was performed through well known general error back propagation neural network. Finally, the relationship about attached leaf position and its grade was analyzed.

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A Study on the Necessity and Cases of Non-Face-to-Face Online Craft Education Programs (비대면 온라인 공예 교육 프로그램의 필요성과 사례 연구)

  • Jang, Ji-Su;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.277-282
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    • 2021
  • The purpose of this thesis is to suggest the direction of various online education media to be developed in the future by studying the necessity and cases of non-face-to-face online craft education programs. To this end, among the online class platforms currently operated in Korea, four places that contain craft education programs were selected and analyzed for comparison. Class101, Hobbyful, Conects-Hobby Class, and Air Klass are examples. As a result of the study, the common features and advantages of the convenience of accessing contents and the diversity of class composition were found. However, there was a limitation in that the real-time inquiry and response system was not systematically implemented in most online class platforms. In particular, as the number of users of the online class platform is gradually increasing in the untact era caused by Covid-19, continuous research and development will be required to ensure that interaction, the most important characteristic of face-to-face, can also be performed well on online platforms.

On a Way in which Biographical Film Summons Character and History - Focusing on the Film, The Golden Era - (전기 영화가 인물과 역사를 소환하는 한 방식에 대해 - 영화 <황금시대>를 중심으로)

  • Jin, Sung-Hee
    • Cross-Cultural Studies
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    • v.39
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    • pp.287-308
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    • 2015
  • Biographical film is a genre narrativizing the actual person and history, and reproducing the character and history in a biographical film is in a dimension different from a film focused on a fiction. Discussion between these methods of narrative composition and image reproduction in a biographical film is also, in line with artistic/aesthetic problems and ethical/philosophical theses of the film text. This study discusses the phase of the way of reproduction of the actual person, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ in the biographical film, The Golden Era and the time she lived in a biographical film and how the audience's discussion of the film and socio-cultural discourse differ depending on their attitude towards the cinematic introspection of the text. The narrative structure, the method of image reproduction and cinematic devices of the film, The Golden Era are completely off the point of the general format of the traditional biographical film. In The Golden Era, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ and the history which she lived in did not revive depending on an omniscient subject's selective statement and meta-film structure. Ann Hui removed general, mythic images of $Xi{\bar{a}}o$ $H{\acute{o}}ng$ formed in the field of traditional Chinese culture and reproduced her through multilateral visions of a real, fictional narrator. Each spectator's judgment and interpretation of the film intervene in the multi-layered and sparse descriptions of the actual person's images and the era of the characters. Through this, it is possible to approach the uniqueness and authenticity a historical character, $Xi{\bar{a}}o$ $H{\acute{o}}ng$ and to have an opportunity of multi-layered reflection on how to secure a critical distance and make a perception in historical judgment.

A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.39-46
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    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

A Study on Audio-Visual Interactive Art interacting with Sound -Focused on 21C Boogie Woogie (사운드에 반응하는 시청각적인 인터랙티브 아트에 관한 연구)

  • Son, Jin-Seok;Yang, Jee-Hyun;Kim, Kyu-Jung
    • Cartoon and Animation Studies
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    • s.35
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    • pp.329-346
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    • 2014
  • Art is the product from the combination of politics, economy, and social and cultural aspects. Recent development of digital media has affected on the expansion of visual expression in art. Digital media allow artists to use sound and physical interaction as well as image as an plastic element for making a work of art. Also, digital media help artists create an interactive, synaesthetic and visual perceptive environment by combining viewers' physical interaction with the reconstruction of image, sound, light, and among other plastic elements. This research was focused on the analysis of the relationship between images in art work and the viewer and data visualization using sound from the perspective of visual perception. This research also aimed to develop an interactive art by visualizing physical data with sound generating from outer stimulus or the viewer. Physical data generating from outer sound can be analyzed in various aspects. For example, Sound data can be analyzed and sampled within pitch, volume, frequency, and etc. This researcher implemented a new form of media art through the visual experiment of LED light triggered by sound frequency generating from viewers' voice or outer physical stimulus. Also, this researcher explored the possibility of various visual image expression generating from the viewer's reaction to illusionary characteristics of light(LED), which can be transformed within external physical data in real time. As the result, this researcher used a motif from Piet Mondrian's Broadway Boogie Woogie in order to implement a visual perceptive interactive work reacting with sound. Mondrian tried to approach at the essence of visual object by eliminating unnecessary representation elements and simplifying them in painting and making them into abstraction consisting of color, vertical and horizontal lines. This researcher utilized Modrian's simplified visual composition as a representation metaphor in oder to transform external sound stimulus into the element of light(LED), and implemented an environment inducing viewers' participation, which is a dynamic composition maximizing a synaesthetic expression, differing from Modrian's static composition.