• Title/Summary/Keyword: STILL AND MOVING PICTURES

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Authoring Method for stereo scenes using Stereoscopic Still Pictures and Moving Pictures (실사 정지영상 및 동영상 콘텐츠를 이용한 양안식 장면 합성 기술)

  • 이인재;김규헌
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.11b
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    • pp.495-498
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    • 2003
  • The authoring technique in 3D stereoscopic technology has dealt in virtual stereoscopic contents. Thus authoring technique for stereoscopic pictures is insufficient. In this paper, we propose the method for authoring stereo scenes with a stereoscopic still picture and moving pictures. And there are no standards for stereoscopic contents in MPEG-4 systems. Thus we propose the extended MPEG-4 systems to support an interactive service with stereoscopic contents. We define new nodes for stereoscopic contents.

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Effects of Movement When Using Visual Media to Determine Encounter Standards1a (휴양지역의 조우 평가기준 설정을 위한 시각매체의 활용시 움직임의 효과)

  • Kim, Sang-Oh;Shelby, Bo
    • Korean Journal of Environment and Ecology
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    • v.23 no.4
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    • pp.309-316
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    • 2009
  • The usefulness of media representations for assessing normative standards depends in part on how accurately media reflect "on-the-ground" resource conditions. This study compared encounter standards based on still and moving pictures to assess movement effects. The study location was the Jungmoeri area of Mudeungsan Provincial Park (MPP) in Korea. A total of 50 college students participated in a laboratory experiment where they evaluated still and moving pictures constructed using Photoshop and Flash computer programs. For the maximum acceptable number (MAN), however, there was no significant difference of ratings between still and moving pictures, and the overall encounter norm curves were nearly identical. There were some "method findings" for ordering effects and percent of people moving, but for a resource manager developing standards there was no advantage to the more complex logistics of using moving pictures to assess this particular impact. The trade-offs of using more sophisticated media are discussed, and more research is needed to further explore factors such as movement of sound in evaluation of other resource conditions.

Synthesis Method for Stereoscopic Still Pictures and Moving Pictures (실사 양안식 정지영상 및 동영상 콘텐츠 지원을 위한 합성 방법 연구)

  • Lee Injae;Jeong Seyoon;Kim Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.153-156
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    • 2003
  • As there is a growing tendency to represent the 3D content instead of the 2D content, researches for the stereoscopic image and video are under way in a variety of fields such as acquisition compression, transmission, authoring and display. The authoring technique for stereoscopic contents has given emphasis to virtual stereoscopic contents. Thus the authoring technique for stereoscopic pictures is insufficient. When we compose a stereo scene with stereoscopic pictures, stereoscopic contents may not match the stereo scene because each stereoscopic picture may have different camera condition. To solve this problem, stereoscopic pictures have been modified manually. It is a laborious work and will be spent much time. Also it is difficult for a user who does not have an elementary knowledge of stereopsis. In this paper, we propose the synthesis method to compose a natural stereo scene with stereoscopic still pictures and moving pictures. Experimental results show that the proposed method in this paper allows a user to synthesize stereoscopic contents easily and compose a stereo scene conveniently.

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A Study on Parallel Processing System for Automatic Segmentation of Moving Object in Image Sequences

  • Lee, Hyung;Park, Jong-Won
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.429-432
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    • 2000
  • The new MPEG-4 video coding standard enables content-based functionalities. In order to support the philosophy of the MPEG-4 visual standard, each frame of video sequences should be represented in terms of video object planes (VOP’s). In other words, video objects to be encoded in still pictures or video sequences should be prepared before the encoding process starts. Therefore, it requires a prior decomposition of sequences into VOP’s so that each VOP represents a moving object. A parallel processing system is required an automatic segmentation to be processed in real-time, because an automatic segmentation is time consuming. This paper addresses the parallel processing: system for an automatic segmentation for separating moving object from the background in image sequences. The proposed parallel processing system comprises of processing elements (PE’s) and a multi-access memory system (MAMS). Multi-access memory system is a memory controller to perform parallel memory access with the variety of types: horizontal, vertical, and block access way. In order to realize these ways, a multi-access memory system consists of a memory module selection module, data routing modules, and an address calculation and routing module. The proposed system is simulated and evaluated by the CADENCE Verilog-XL hardware simulation package.

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The Principle of Moving Image and the Development of the Optical Instruments in the 19th Century - On the Theory of Afterimage Effect and the Scientific Development of Moving Image - (동영상의 원리와 19세기 시각기구의 발전과정 - 잔상이론과 동영상의 과학적 발전에 대해 -)

  • LEE, Sang-Myon
    • Korean Association for Visual Culture
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    • v.19
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    • pp.189-221
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    • 2012
  • This thesis investigates the development of optical instruments in the 19th century, before the birth of the cinema, and the principle of the perception of moving images. For this purpose it traces the development stages of the optical instruments which demonstrated 'illusion of movement' from 1820s when the 'persistence of vision' had begun to be researched by scientists. Then, it examines the theory of the 'persistence of vision' or 'afterimage effect' known as the principle in the perception of illusion of movement produced from moving images. The optical instruments in the 19th century that presented the illusion of movement began with the Thaumatrope (double-sided picture disc), and appeared from the Phenakistiscope/Stroboscope (revolving disc), the Zoetrope (revolving drum) and the Praxinoscope (mirror-reflexive revolving drum), and in 1892 the Projection-Praxinoscope presented firstly the moving pictures (animation) on the screen. According to the research of psychology and physiology in the early 20th century it has been recognized that the 'afterimage effect' theory is not sufficient to explain the perception of illusion of movement from the moving images which is closely related to the particularity of the visual perception system of the human eyes. Since then, the Phi-phenomenon suggested 1912 by the Gestalt psychologist, Max Wertheimer (1880-1943), is regarded as the most persuasive theory until now, although it is still imperfect.

A New Effective Measure of the Block Effect in Still Images and Moving Pictures (정지영상 및 동영상에서의 효율적인 블록효과 측정방법)

  • 김문성;정진구
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.4
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    • pp.102-107
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    • 2002
  • Compression coding based on block coding has been applied in image and video compression standard. But there is no block effect measurement due to block based image coding. In this paper, we propose a objective block effects measurement to reconstructed image using subblock DCT coding. Experimental results show that the block effects measures given by the suggested method agree well with the subjective ranking. This new objective measurement is simple and effective in measuring the block effect in the reconstructed image.

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An effective video multiplexing method for the DMB multimedia services (DMB 멀티미디어 서비스를 위한 효율적인 비디오 다중화 방식)

  • 나남웅;백선혜;홍성훈
    • Proceedings of the IEEK Conference
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    • 2003.11a
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    • pp.267-270
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    • 2003
  • The DMB recently standardized in Korea is a Eureka-147 DAB(Digital Audio Broadcasting)-based standard which is able to provide multimedia services including moving pictures, still images, text and etc. That has the structure to add the MPEG media codec and the MPEG system, namely, video-multiplexer to the DAB system. In this paper, we analysis the video-multiplexer of the DMB standard and propose a new multiplexer, namely. M4GM(MPEG-4 General Mux) included in the DMB vido-multiplexer for the performance improvement with respect to the transmission efficiency and the expansible functions. In addition, we simulate the two video-multiplexers and then compare and estimate their performance entirely.

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The Crisis of Painting and Its Response (회화의 위기, 회화의 대안)

  • Bhak, Young-Taik
    • The Journal of Art Theory & Practice
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    • no.2
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    • pp.7-26
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    • 2004
  • Since the 20th century, it was often announced that a painting was dead, but it is still alive. Even in the epoch of recently increasing virtuality, painting is still appealing, consistently pursed by many with a thirst. Thus, it is said that the mission of a picture is to maintain its reality without being trapped in virtuality. In the history of Western painting spanning over several hundreds of years the myriad of techniques and styles have emerged, going though a huge variety of changes: namely, its not possible any longer to find the new ways of expression in painting. Hence, painters today feel that it becomes more gradually difficult for them to execute something. In the midst of swiftly changing, diversely evolving trends of contemporary art, the painters incessantly pose a question why they go on working on painting, and seek to find its answer. Why the painters still try to say something about painting? Is that because they consider it the quintessence of fine arts or think that it is in no way possible or meaningful to comment on fine arts without relying on painting? If then, is there any avenue of escape for the painting? The question of the 'crisis of painting' is still raised, when reviewing the rapidly changing conditions of inventing artworks. That is also why the recent works failed to offer a conceptually unified, universally shared perspective of painting. Moreover, painting is left to shrink comparatively with the pervasive existence of videos and installations briskly employing digital images and technologies in their creations. Whats more problematic is the fact that there is a growing sense of crisis not only in the sphere of painting hut also in the entire realm of art. As the organizers and curators of big-scale exhibitions and art projects tend to exploit their space spectacularly, focusing primarily on their abilities to control the space, there is a pervasive notion amongst them that painting is a medium that is not properly to suit such purposes and requests. Today, the death of painting is, in fact, the death of modernist painting, which assumed a central role in the history of art for a considerable amount of time, rather than the death of painting itself. Employing a new paradigm of invention, a picture is now entering a new domain which is perhaps unknown to us. Moving beyond the stereotypical concepts of painting, physical property and flatness, pictures today reveal the introduction of time and space and the penetration of new media such as installation, photography, video and the Internet. Despite such trends, the dexterity and tactile capability of painters is still to be considered significant in the future. The renewal of painting is made in an entirely unexpected manner and place.

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A Study on the Features for Filming and Directing of the Digital Stereoscopic Animation Films (디지털 3차원입체 애니메이션의 촬영과 연출 특성에 관한 연구)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.15
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    • pp.237-249
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    • 2009
  • Interest in and study on 3 dimensional pictures has been continued since visual media showing moving images was invented. From simple anaglyph wearing glasses to hologram making perfect 3 dimensional objects by recording phase data of reflected light, as well as amplitude and wave, speed and scope of technical development are quicker and wider, respectively. However, despite such development of technology, there is still lack of study on aesthetical, industrial and contents developing area, except for technology of 3 dimensional images. Unlike the interest in 3 dimensional images, even a theoretical frame for the approach to theoretical areas of 3 dimensional images has not been established. Especially, few experiment and study on directing aesthetics have been conducted, with exception of areas in entertainment documentaries for 3 dimensional feeling or some latest 3D animations. As a result, this study will try to find alternatives to directing aesthetics of realistic 3 dimensional movies to be developed in future by studying directing grammar and aesthetics of digital 3 dimensional movies and finding and analyzing difference between 3 dimensional images and 2 dimensional images drawn on the plane.

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Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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