• Title/Summary/Keyword: Short Video

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Comparison of Two Methods for Stationary Incident Detection Based on Background Image

  • Ghimire, Deepak;Lee, Joonwhoan
    • Smart Media Journal
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    • v.1 no.3
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    • pp.48-55
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    • 2012
  • In general, background subtraction based methods are used to detect the moving objects in visual tracking applications. In this paper we employed background subtraction based scheme to detect the temporarily stationary objects. We proposed two schemes for stationary object detection and we compare those in terms of detection performance and computational complexity. In the first approach we used single background and in the second approach we used dual backgrounds, generated with different learning rates, in order to detect temporarily stopped object. Finally, we used normalized cross correlation (NCC) based image comparison to monitor and track the detected stationary object in a video scene. The proposed method is robust with partial occlusion, short time fully occlusion and illumination changes, as well as it can operate in real time.

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A Study on Costume Design Simulation using LUMENA Program I (LUMENA Program을 이용한 의상 시뮬레이션에 관한 연구 I)

  • Chang Soo Kyung
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.2
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    • pp.255-262
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    • 1992
  • A computer simulation methiod for costume design has been developed using LUMENA, a generic-purpose 2-dimensional graphic software. In this study the palette, tone chart, fabric chart, styling chart, and costume drawing were constructed on the computer. In costume design simulation, fabric swatches with various colors and patterns were applied to the base garment image taken by using a scanner or a video camera. In this procedure the original 3-dimensional effect was fully retained. Using this simulation method, a number of costume designs could be carried out in short time without actually making the garment. A portfolio including the tone chart, fabric chart, styling chart, costume drawing, and simulation results were made for the purpose of demonstration, using the animation tools of LUMENA.

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Multiband Meandered Monopole Antenna for Mobile Applications

  • Lee, Jae-Kwan;Pyo, Seong-Min;Kim, Young-Sik
    • ETRI Journal
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    • v.32 no.3
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    • pp.475-478
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    • 2010
  • A multiband meandered monopole antenna is proposed for digital video broadcasting handheld (DVB-H), global positioning system, personal communications service, wireless broadband (Wibro), and wireless local area network (WLAN) applications. The proposed antenna consists of a meandered line, a shorted length strip line, and a conductor strip between a meandered line and a microstrip feed line. By tuning a short strip and a conductor, a multiband impedance matching is achieved. The proposed antenna has an omnidirectional radiation and yields an antenna gain of greater than -3 dBi in the DVB-H band and 4.5 dBi in the Wibro and WLAN bands. Details of the proposed antenna design and experimental results are presented.

The study of batting characteristics in elite baseball players (엘리트 야구 선수의 타격 특성 연구)

  • Lee, Young-Suk
    • Korean Journal of Applied Biomechanics
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    • v.13 no.1
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    • pp.173-184
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    • 2003
  • The purpose of this study was to investigate the batting characteristics in elite baseball players. Seven skilled collegiate players hit the ball which was thrown by a pitching machine linearly and strongly to the center of the field. Time, velocity, angle and pound reaction force variables were measured by using high-speed video cameras and pound reaction force analyzer. The results were as follows: 1. The elite players finished their stride performance in a short time and they stayed longer in a swing phase. The increases in the range of trunk rotation were associated with the delay of the swing phase. 2. The 'take-back' phenomenon in the trunk was showed after the stride phase. 3. The down swing demonstrated powerful line drives. 4. Equivalent body weights were placed on both feet during the ready phase. 95% of the body weights were moved to the rear foot during the stride phase, whereas the body weights were driven to the front foot during the swing phase. 95% of the body weights were placed on the front foot at impact.

Analysis of Lower Extremity Joint Moment and Power during Squat in Female Patients with Genu Varum

  • Jeong, Ji-Man;Lim, Bee-Oh
    • Korean Journal of Applied Biomechanics
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    • v.26 no.4
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    • pp.407-412
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    • 2016
  • Objective: The aim of this study was to analyze the net joint moment and joint power of the lower extremity during squat in female patients with genu varum. Method: Eight female patients with genu varum were asked to do regular squats, and their net joint moment and joint power were compared to those of another eight female participants with straight legs. Their video recordings and ground reaction force data were analyzed to be used as a theoretical evidence of squatting effectively for female patients with genu varum. Results: Squats had a higher impact on internal knee joint rotation and ankle joint flexion moments in the genu varum group than in the straight leg group due to their weak and short hip joint muscles. Conclusion: There is a need to develop a squat movement that is appropriate for women with genu varum in order to distribute overload efficiently among the hip, knee, and ankle joints and to strengthen the muscles in a balanced way.

Robot-Assisted Thoracoscopic Esophagectomy with Total Mediastinal Lymphadenectomy: A Guide to a Systematic Approach Using the Concept of Fascial Plane Dissection

  • Park, Byung Jo;Kim, Dae Joon
    • Journal of Chest Surgery
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    • v.54 no.4
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    • pp.294-301
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    • 2021
  • Recent case series and meta-analyses have suggested that robot-assisted minimally invasive esophagectomy (RAMIE) could be a useful alternative to video-assisted thoracic surgery esophagectomy. The advantages of RAMIE are a 3-dimensional view, 7 degrees of freedom, and tremor filtering, which enable more meticulous lymph node dissection with a lower incidence of complications. However, in radical esophagectomy, understanding the concepts of the fascia and compartment is crucial for successful and reliable dissection. The first RAMIE in Korea was performed by our team in July 2006, and since then, we have developed related techniques to achieve better short- and long-term outcomes. The key step in RAMIE for esophageal squamous cell carcinoma is dissection of the upper mediastinum due to the difficulty of lymph node dissection and the high incidence of nodal metastasis in the area. Herein, we describe the technique of fascial plane dissection with esophageal suspension during RAMIE.

Deepfake Detection using Supervised Temporal Feature Extraction model and LSTM (지도 학습한 시계열적 특징 추출 모델과 LSTM을 활용한 딥페이크 판별 방법)

  • Lee, Chunghwan;Kim, Jaihoon;Yoon, Kijung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.91-94
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    • 2021
  • As deep learning technologies becoming developed, realistic fake videos synthesized by deep learning models called "Deepfake" videos became even more difficult to distinguish from original videos. As fake news or Deepfake blackmailing are causing confusion and serious problems, this paper suggests a novel model detecting Deepfake videos. We chose Residual Convolutional Neural Network (Resnet50) as an extraction model and Long Short-Term Memory (LSTM) which is a form of Recurrent Neural Network (RNN) as a classification model. We adopted cosine similarity with hinge loss to train our extraction model in embedding the features of Deepfake and original video. The result in this paper demonstrates that temporal features in the videos are essential for detecting Deepfake videos.

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A Study on the animation music video production for the viral marketing purposes A case study of project (바이럴 마케팅용 애니메이션 뮤직비디오 제작 연구 : 월드컵 응원가 <일어나라 대한민국> 사례를 중심으로)

  • Han, Sang-Gyun;Kim, Tak-Hoon;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.22
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    • pp.47-63
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    • 2011
  • Recently, contemporary cultural contents have been shown its diversity changes followed by the birth of new media platforms with consumers' new needs in the global market. Also, developments of Internet and computer system networks are the main contributors of making this changes happened rapidly. This study aims to know that how to usefully use those new media platforms through the great example of stop-motion animation music video by analyzing its production and marketing process. The music video production had been focused to be completed with high quality by adjusting the production process economically in spite of the relatively short period(less than one month)from its crank-up to the deadline. Because the production was planned that main characters lead the whole story, the creative team had been tried to reduce the production hours by commonly use the same mold when they make original clay models by collecting the similarities of characters' appearances. By using CG technic, could overcome the visual monotonous from the similarities which inferred above. Also, the repeated rhythm in the music video, the similar scenes of backgrounds were commonly used by copy of the original scene. At the point of directing, the creative team considered both economical and art aspects for the quality work. In details, they divided the scenes into foreground and background, and removed unnecessary parts to save the production hours and budget but make depth of fields in the scenes. Except the viral marketing purposes, was searching for the methods to compensate the production cost. For this, the characters in the music video dressed the same T-shirts which are world-cup logo on, and those were designed for the sale after released the music video. Even the result of the sales was not enough to satisfied, it was estimated a great attempt to the domestic animation industry.

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Development of Android Smartphone App for Camera-based Remote Monitoring System (카메라 기반의 원격 모니터링 시스템을 위한 안드로이드 스마트폰 앱 개발)

  • Lee, Seong-Kyu;Kim, Jin-Soo;Kim, Young-Seup;Choi, Chul-Uong
    • Spatial Information Research
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    • v.19 no.5
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    • pp.87-96
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    • 2011
  • Recently mobile users can access to internet using smart phone at any place and any time, through which they can search and share information. In addition, as the sensors with high-tech functions become cheaper and miniaturized along with the development of MEMS (micro-electo mechanical systems) technology, the extent to utilize smart phone is increasing. Smart phone is equipped with various sensors such as high-resolution camera, GPS, gyroscope and magnetic sensor, which is an appropriate system configuration for remote monitoring research using camera. The remote monitoring system requires camera for video and internet network to send video, for which it has a limitation that it is influenced by the monitoring location. This study is aimed to design and develop the monitoring app. which can be remotely monitored using smart phone technology. The developed monitoring app was designed to take images of ROI (region of interest) within the specified time and to automatically send the images to the server. The developed app. is also possible to be remotely controlled by SMS (short message service). The monitoring proposed in this study can take high-resolution images using CMOS built in the smart phone and send the images and information to the server automatically at any place and any time using 3G and Wi-Fi networks.

Factors Influencing Users' Payment Decisions Regarding Knowledge Products on the Short-Form Video Platform: A Case of Knowledge-Sharing on TikTok (짧은 영상 플랫폼에서 지식상품에 대한 사용자의 구매결정에 영향을 미치는 요인: TikTok의 지식 공유 사례)

  • Huimin Shi;Joon Koh;Sangcheol Park
    • Knowledge Management Research
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    • v.24 no.1
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    • pp.31-49
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    • 2023
  • TikTok, as a leading short video platform, has attracted many users, and the resulting attention generates immense business value as a platform to diffuse knowledge. As a qualitative and explorative approach, this study reviews the knowledge payment industry and discusses the influential factors of users' payment decisions regarding knowledge products on TikTok. By conducting in-depth interviews with ten participants and observing 95 knowledge providers' videos, we find that TikTok has significant business potential in the knowledge payment industry. By using the ATLAS. ti software to code the data collected from these interviews, this study finds that demander characteristics (personal needs), product characteristics (product quality), provider characteristics (the key opinion leader effect), and platform characteristics (platform management) are the four core categories that influence users' payment decisions regarding knowledge products on TikTok. A theoretical model consisting of the ten variables of emotional needs, professional needs, quality, price, helpfulness, value, charisma, user trust, service guarantee, and scarcity is proposed based on the grounded theory. The theoretical and practical implications of the study findings are also discussed.