• Title/Summary/Keyword: TV Image

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Changes in the Number of Matching Points in CCTV's Stereo Images by Indoor/Outdoor Illuminance (실내·외 조도에 따른 스테레오 CCTV 영상 정합점 수 변화)

  • Moon, Kwang Il;Pyeon, Mu Wook;Kim, Jong Hwa;Kim, Kang San
    • Journal of Korean Society for Geospatial Information Science
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    • v.23 no.1
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    • pp.129-135
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    • 2015
  • The Ubiquitous City (U-City) spatial information technology aimed to provide services freely anytime and anywhere by converging high-tech information & communication technology in urban infrastructure has been available in diverse patterns. In particular, there have been studies on the development of 3D spatial information after selecting and matching key points with stereo images from the many Closed Circuit TV (CCTV) in the U-City. However, the data mostly used in extracting matching points haven't considered external environmental impacts such as illuminance. This study tested how much the matching points needed to construct 3D spatial information with the CCTV whose image quality is dependent upon changes in illuminance fluctuate under the same hardware performances. According to analysis on the number of matching points by illuminance, the number of matching points increased up to 3,000Lux in proportion to the illuminance when IRIS, shutter speed and ISO were fixed. In addition, a border between an object and background became more distinctive. When there was too much light, however, the page became brighter, and noise occurred. Furthermore, it was difficult to name key points because of the collapse of an inter-object border. It appears that if filmed with the study results, the number of matching points would increase.

Analysis for the Consumers' Cognition and Opinion about Corporate Social Responsibility(CSR) (기업의 사회공헌 활동에 대한 소비자 인식 분석)

  • Ahn, Joo-Ah;Hwang, Kyong-Ah;Yoon, Shuk-Nyun
    • Korean journal of communication and information
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    • v.56
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    • pp.237-256
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    • 2011
  • The goal of this study is to examine consumers' cognition for the corporate social responsibility(CSR) and opinion to practical use of CSR on advertising (ex. corporate PR) in situation that CSR is treated with long-term and continuous activity in strategic marketing. The results of survey in this study are, first, the best effective method of CSR to introduce is TV or radio program placed first, internet came second, and followed by advertising. But the cognition process of CSR is internet palaced first in frequency. Thus it is very important to use of new media as a internet with regard to CSR. Second, respondents have thought positively about CSR and to practical use of CSR on advertising. But respondents answered that CSR is not enough though it's importance. Therefore marketers of companies is needed to transfer direction of CSR accord with consumers' liking and taste. Third, consumers have recognized that CSR in connection with characteristics core business of the companies. It is, image of company is not detached with CSR, more effective that CSR reflected characteristics of the company. Fourth, consumers have thought to active for CSR that the companies they like. Finally, these results are showed that is important brand management and corporate image management in strategic and macroscopic level include CSR.

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Automatic Classification Technique of Offence Patterns using Neural Networks in Soccer Game (뉴럴네트워크를 이용한 축구경기 공격패턴 자동분류에 관한 연구)

  • Kim, Hyun-Sook;Yoon, Ho-Sub;Hwang, Chong-Sun;Yang, Young-Kyu
    • Annual Conference of KIPS
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    • 2001.10a
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    • pp.727-730
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    • 2001
  • 멀티미디어 환경의 급속한 발전에 의해 영상처리 기술은 인간의 인체와 관련하여 얼굴인식, 제스처 인식에 관한 응용과 더불어 스포츠 관련분야로 깊숙히 정착하고 있다. 그러나 입력영상으로부터 움직이고 있는 선수들의 동작을 추출 및 추적하는 일은 컴퓨터비전 연구의 난 문제 중의 하나로 알려져 있다. 이러한 축구경기의 TV 중계에 있어서 하이라이트 장면의 자동추출(자동색인)은 그 경기의 가장 집약적인 표현이며, 축구경기 전체를 한 눈에 파악할 수 있도록 해주는 요약(summary)이자 intensive actions이고 경기의 진수이다. 따라서 축구경기와 같이 비교적 기 시간(대체로 1시간 30분) 동안 다수의 선수(양 팀 합해서 22명)들이 서로 복잡하게 뒤얽히면서 진행하는 경기의 하이라이트 장면을 효과적으로 포착하여 표현해 줄 수 있다면 TV를 통해서 경기를 관람하는 시청자들에게는 경기의 진행상황을 한 눈에 효과적으로 파악할 수 있게 해주어 흥미진진한 경기관람을 할 수 있게 해주고, 경기의 진행자들(감독, 코치, 선수 등)에게는 고차원적이고 과학적인 정보를 효과적으로 제공함으로써 한층 진보된 경기기법을 개발하고 과학적인 경기전략을 세울 수 있게 해준다. 본 논문은 이상과 같이 팀 스포츠(Team Spots)의 일종인 축구경기 하이라이트 장면의 자동색인을 위해 뉴럴네트워크 기법을 이용하여 그룹 포메이션(Group Formation) 중의 공격패턴 자동분류 기법을 개발하고 이를 검증하였다. 본 연구에서는 축구경기장 내의 빈번하게 변화하는 장면들을 자동으로 분할하여 대표 프레임을 선정하고, 대표 프레임 상에서 선수들의 위치정보와 공의 위치정보 등을 기초로 하여 경기 중에 이루어지는 선수들의 그룹 포메이션을 추적하여 그룹행동(group behavior)을 분석하고, 뉴럴네트워크의 BP(Back-Propagation) 알고리즘을 사용하여 축구경기 공격패턴을 자동으로 인식 및 분류함으로써 축구경기 하이라이트 장면의 자동추출을 위한 기반을 마련하였다. 본 연구의 실험에는 '98 프랑스 월드컵 축구경기의 다양한 공격패턴에 대한 비디오 영상에서 각각 좌측공격 60개, 우측공격 74개, 중앙공격 72개, 코너킥 39개, 프리킥 52개의 총 297개의 데이터를 추출하여 사용하였다. 실험과는 좌측공격 91.7%, 우측공격 100%, 중앙공격 87.5%, 코너킥 97.4%, 프리킥 75%로서 매우 양호한 인식율을 보였다.

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A Study on the Change of Editing Style in YouTube Short-From Content (Youtube 숏폼 콘텐츠의 편집스타일 변화에 대한 연구)

  • Kim, Mimi;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.59-90
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    • 2022
  • Short-form content, which means "short video content within 10 minutes," is rapidly emerging as a recent trend among MZ generations based on the fact that it can be viewed whenever there is a short running time, and they are physically short, colorful, and deliver a lot of information in a compressed time, showing differences in both long-form content and format. In addition, entertainment videos such as information delivery videos, eating shows, web entertainment, and dance challenges are mainly produced and distributed, so there is no need to take expertise as a creative work of video experts, and consumers often become producers by directly participating in production using low-end equipment such as smartphones. For these reasons, shortform content creates new image styles rather than general existing image forms such as long-form contents, and this study focuses on changes in editing styles. This study summarized the following five characteristic changes by analyzing the editing style of short form content that has changed compared to long form content according to the 'visual' aspect. The use of frames, memes, screen division, blue screen, and subtitles are included, and by organizing each characteristic, we identified the editing style of shortform content that has emerged as a recent trend and learned about the changes.

Precision Evaluation of Expressway Incident Detection Based on Dash Cam (차량 내 영상 센서 기반 고속도로 돌발상황 검지 정밀도 평가)

  • Sanggi Nam;Younshik Chung
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.6
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    • pp.114-123
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    • 2023
  • With the development of computer vision technology, video sensors such as CCTV are detecting incident. However, most of the current incident have been detected based on existing fixed imaging equipment. Accordingly, there has been a limit to the detection of incident in shaded areas where the image range of fixed equipment is not reached. With the recent development of edge-computing technology, real-time analysis of mobile image information has become possible. The purpose of this study is to evaluate the possibility of detecting expressway emergencies by introducing computer vision technology to dash cam. To this end, annotation data was constructed based on 4,388 dash cam still frame data collected by the Korea Expressway Corporation and analyzed using the YOLO algorithm. As a result of the analysis, the prediction accuracy of all objects was over 70%, and the precision of traffic accidents was about 85%. In addition, in the case of mAP(mean Average Precision), it was 0.769, and when looking at AP(Average Precision) for each object, traffic accidents were the highest at 0.904, and debris were the lowest at 0.629.

Optimal Location Allocation of CCTV Using 3D Simulation (3차원 시뮬레이션을 활용한 CCTV 최적입지선정)

  • PARK, Jeong-Woo;LEE, Seong-Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.19 no.4
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    • pp.92-105
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    • 2016
  • This study aims to establish a simulation method for CCTV (Closed Circuit Television) sight area. The simulation incorporates variables for computing CCTV sight area including CCTV specifications and installation. Currently CCTV is used for traffic, crime prevention and fire prevention by local governments. However, new locations are selected by administrator decision rather than analysis of the optimal location. In order to determine optimum location, a method to CCTV compute range is needed, which incorporates specifications according to CCTV purpose. For this purpose, limitations of previous research methods must be recognized and the simulation method must supplement these limitations. Here in this study, we derived CCTV sight area variables for realistic analysis to complement the limitations of previous studies. A total of eight elements were derived from image device sensors and installation: wide angle, height, angle, setting height, setting angle, and others. This research implemented a 3D simulation technique that can be applied to the derived factors and automate them using ArcObject and Visual C#. This simulation method can calculate sight range in accordance with CCTV specifications. Furthermore, when installing additional CCTVs, it can derive optimal allocation position. The results of this study will provide rational choices for specification selection and CCTV location by interagency collaborative projects.

An Approximate Reconstruction of NPT for Synchronized Data Broadcasting (동기화된 데이터방송을 위한 근사적인 NPT 재구성 기법)

  • 정문열;김용한;백두원
    • Journal of Broadcast Engineering
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    • v.9 no.1
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    • pp.83-90
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    • 2004
  • DVB-MHP recommends that NPT(normal play time) be used as the times of stream events. NPT is the local time within an event(TV program). But we found that commercial transport stream (TS) generators and middlewares for DVB-MHP settop boxes are not ready to support the use of NPT by applications. In particular, TS generators do not create NPT reference descriptors needed to reconstruct NPT at the TV receiver. This situation is undesirable because program providers cannot experiment with the idea of synchronized applications. So we have implemented a TS generator that inserts NPT reference descriptors to TS and MyGetNPT API to approximately reconstruct NPT. STC (system time clock) is needed to reconstruct NPT, but Xlets are not allowed to read it. So, we approximate STC by using PCR (program clock reference) and the Java system tune. In this method, the stream generator extrats PCRs from an existing TS and inserts them into null TS packets in the form of MPEG sections, which can be read by Xlets. Because PCRs are displaced into new positions in TS, their values should be adjusted based on the time intervals between the original positions and the new positions. We implemented a synchronized application by using our TS generator and MyGetNPT API, where the task of stream events are to display graphic images. We found that graphic images are displayed where 240 ㎳ from their intended time, where 240ms is a human tolerance for the synchronization skew between graphic image and video.

Design of a Fully Integrated Low Power CMOS RF Tuner Chip for Band-III T-DMB/DAB Mobile TV Applications (Band-III T-DMB/DAB 모바일 TV용 저전력 CMOS RF 튜너 칩 설계)

  • Kim, Seong-Do;Oh, Seung-Hyeub
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.21 no.4
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    • pp.443-451
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    • 2010
  • This paper describes a fully integrated CMOS low-IF mobile-TV RF tuner for Band-III T-DMB/DAB applications. All functional blocks such as low noise amplifier, mixers, variable gain amplifiers, channel filter, phase locked loop, voltage controlled oscillator and PLL loop filter are integrated. The gain of LNA can be controlled from -10 dB to +15 dB with 4-step resolutions. This provides a high signal-to-noise ratio and high linearity performance at a certain power level of RF input because LNA has a small gain variance. For further improving the linearity and noise performance we have proposed the RF VGA exploiting Schmoock's technique and the mixer with current bleeding, which injects directly the charges to the transconductance stage. The chip is fabricated in a 0.18 um mixed signal CMOS process. The measured gain range of the receiver is -25~+88 dB, the overall noise figure(NF) is 4.02~5.13 dB over the whole T-DMB band of 174~240 MHz, and the measured IIP3 is +2.3 dBm at low gain mode. The tuner rejects the image signal over maximum 63.4 dB. The power consumption is 54 mW at 1.8 V supply voltage. The chip area is $3.0{\times}2.5mm^2$.

The Impact of Korean Wave Cultural Contents on the Purchase of Han-Sik (Korean food) and Korean Product - Based on the Survey of Asia (Japan, China), Americas and Europe - (한류 문화콘텐츠가 한식 및 한국 제품 구매에 미치는 영향 - 아시아 (중국, 일본), 미주, 유럽지역을 중심으로 -)

  • Shin, Bong-Kyu;Oh, Mi-Hyun;Shin, Tack-Su;Kim, Yoon-Sun;You, Sang-Mi;Roh, Gi-Youp;Jung, Kyoung-Wan
    • Journal of the Korean Society of Food Culture
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    • v.29 no.3
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    • pp.250-258
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    • 2014
  • This research investigated the relationship among Korean Wave Cultural Contents consumption of Korean food, Korean products, and Learning of the Korean language. The survey targeted non-Koreans who were either interested in or experienced Korean Wave Cultural Contents. Exactly 61.3% of subjects had traveled to Korea. The most common method of experiencing the Korean Wave was via the Internet (57.7%), followed by TV (21.1%) and Mobile (7.7%). The most popular Korean Wave Contents were K-pop (35.2%) and TV Dramas (31.0%). Movies were preferred in the Americas ($3.63{\pm}0.83$) and Asia ($3.63{\pm}1.09$), whereas K-pop was preferred in Asia ($3.68{\pm}1.12$) and games preferred in Europe ($2.50{\pm}1.56$). Regarding Korean food, most participants had tasted Kimchi (81.7%), followed by Bulgogi (74.6%), Bibimbap (66.9%), and Galbi (66.2%). According to the country-by-country survey, in the case of Galbi (p<0.05), Bibimbap (p<0.05), and Bulgogi (p<0.05), Asians had more experiences with Korean food compared to those from other regions. Meanwhile, in the case of satisfaction of Korean food, Bulgogi ($4.22{\pm}1.05$) was ranked highest, whereas Kimchi ($3.85{\pm}1.15$) was ranked lowest. According to the region-by-region survey, those from Oceania and other regions preferred Kimchi ($4.25{\pm}0.71$) and Bulgogi ($4.50{\pm}4.50$) while the Americas preferred Galbi ($4.82{\pm}0.39$) and Bibimbap ($4.54{\pm}0.81$). Bulgogi ($2.76{\pm}0.06$) was highly ranked as a representative Korean Food while Kimchi ($2.44{\pm}0.71$) was ranked the lowest. This research explained that among Korean Wave Cultural Contents, movies and music positively influenced on the 'Image of Korea', movies and K-pop effected 'Purchasing intention of Korean products', and TV Dramas, movies, and K-pop effected 'Purchasing intention of Korean Food'.

The Structural Relationship and Difference During to Watch Sports Through TV by Advertising to Perceived Intrusiveness, Advertising Attitude and Advertising Avoidance (TV를 통한 스포츠 시청 중 광고에 대한 소비자의 지각된 침입성, 광고태도, 광고회피의 차이와 구조적 관계)

  • Cho, Song-Hyun;Jang, Hyeon-Gil
    • 한국체육학회지인문사회과학편
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    • v.54 no.6
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    • pp.309-319
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    • 2015
  • The purpose of this research was to find out the structural relationship and difference soccer and baseball during TV sport broadcasting of advertising for consumer attitude relation of advertising, advertising avoid, perceived intrusiveness in order to help for advertising strategy and giving for good image to sport viewer by advertising media. In this study, 275 surveys were collected and the participants were university student in B metropolitan city using convenience sampling method. The questionnaires were written using self-administration method. The confirmatory factor analysis and the structural equation model were done using IBM AMOS 20. The reliability analysis, descriptive analysis, frequency analysis, independent t-test and correlation were done using IBM SPSS Statistics 21. The results were as follows: First, cognitive avoidance and physical avoidance was shown that baseball viewer was higher than football viewer. Advertising attitude and perceived intrusiveness was shown the baseball viewer and football viewer not different. Second, perceived intrusiveness had effect advertising attitude. Third, perceived intrusiveness had effect avoidance(physical avoidance, cognitive avoidance). Fourth, advertising attitude had effect on advertising cognitive avoidance. Fifth, advertising attitude had not effect on advertising physical avoidance.