• Title/Summary/Keyword: TV Image

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The Development of Stereotest using Gabor Images in 3D Environment: An Explorative Study (3D 환경에서 가보 영상을 이용한 입체 시력 검사도구의 개발: 탐색적 연구)

  • Kham, Keetaek
    • Journal of Broadcast Engineering
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    • v.20 no.6
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    • pp.901-911
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    • 2015
  • Many studies tried to develop a 3D display based stereo test as a substitute for the conventional stereo test. Although many 3D monitor based stereo tests have various advantages over the conventional stereo tests with printed stimuli, they have a crucial limitation in manipulating disparity. The least value for disparity manipulation is one pixel, which is too big to screen the normal stereo acuity in pc environment with a short viewing distance. In this explorative study, a Gabor image was employed as a test stimulus, because its position can be manipulated by changing its phase information, which allows sub-pixel manipulation for disparity. Instead of employing the methods of the conventional stereo tests where measurement was made only once for each of a wide range of disparity values, 10 replications were administrated for each of 6 disparity levels. The results from the test using Gabor images were compared with those using random dot stimulus because the latter stimulus was exactly the same as that of the conventional stereo test. The correlation coefficient between two tests was found to be moderate. After one month later, the whole test was repeated in the same settings. The correlation coefficient between test and retest results from Gabor images was found to be as high as that from a random dot stimulus, implying high test-retest reliability. These results suggest that a Gabor stimulus could be used as a test stimulus for the valid and reliable stereo test, even in the limited condition, such as 3D environment with a short viewing distance and a condition for evaluating the stereo acuity very precisely.

A Study on the hair fashion feeling - Objecting to capital area university women students - (헤어 패션 감각(感覺)에 관(關)한 연구(硏究) - 수도권(首都圈) 대학(大學) 여학생(女學生)을 대상(對象)으로 -)

  • An, Hyeon-Kyeong;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.9 no.4
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    • pp.59-78
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    • 2005
  • This study aims to know the deferences of hair fashion feeling group in accordance with hair styling activities, general characteristics, life styles objecting to capital area university women students and aid to hair fashion design. So the results are as belows. 1. Frequency Analysis of Categories A. Hair fashion feeling - Natural, sexy, romantic pretty, sophisticate, ethnic are 90% in total hair fashion feeling variables in sequence of frequency, so it can be said these are in vogue. B. Hair styling activities - The objections visit the hair salon once 1-2months, spend about 42,000 won a month, perform cut & wave perm to sentimental reasens & hair style changes, determine the hair style well coordinated in her image and managed easily. In her home, they manage her hair style 12 minutes a day, spend 17,000 won to buy hair aids, do hair blow dry or pin or pony tail mainly in the morning, scarcely use the hair styling aids but if use, essence or wax mainly. And the degree of interest to hair style is high. C. General Characteristics - The objections's average age is 21.1, residence is seoul kangnam 23.3%, seoul kangbook 18.4%, other capital areas 58.4%, the degree of education is university students 94.9%, graduated student 5.1%, marriage is married 96%, unmarried 2.8%, family who live with is married are mainly man & woman and living with father & mother in low in man's, unmarried are mainly live alone & nuclear family, personal expenses a month is 300,000 won in average, income of home is 4,000,000 won a month. D. Life style - The objections are not in interest of physical exercises but if are, do yoga & health, like drama & comedies program, watch TV or meet friend in leisure time, like balad & dance music, fashion magazine, meet friend in cafe or college. 2. Relationship of hair fashion feeling & other variables Using the $x^2$-test, level p<0.05, Hair styling activities(frequency of hair salon coming in and out, ordinary time representing hair style, preferred hair styling aids, the amount of hair style interest), General Characteristics(age), Life style(leisure time) variables are meaningful.

The Effects of 'MEETING WITH SCIENTISTS' Program on the Fifth Graders' Physical Images of Scientists ('과학자와의 만남' 프로그램 적용이 초등학생의 과학자에 대한 신체적 이미지에 미치는 효과)

  • Kim, Sung-Kwan;Jang, Myoung-Duk;Jeong, Jin-Woo
    • Journal of The Korean Association For Science Education
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    • v.22 no.3
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    • pp.490-498
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    • 2002
  • This study investigated the effects of the 'Meeting With Scientists' program on children's stereotypical images of scientist. To do those, 36 children of a fifth grade class participated in the program for one month. The program consisted of two main activities:(l) participating in scientists' lectures and exchanging e-mail with them; and (2) visiting web sites about scientist and science, and exchanging e-mail with scientists at the sites. The results of the study can be summarized as follows: First, after participating in the program, children showed the significant decrease of several stereotypical items, such as facial growth of hair(bald hair beard), symbols of research, and age of the scientist. Second, the most popular source of the images was the visual media at the pretest but the source was changed to the visiting and participating scientist's lecture, and internet at the posttest. The latter items appeared a significant difference between the pretest and the posttest, The results indicate that the program is effective to decrease of children's stereotypical physical image of scientist.

A Study on the Adequate HD Camera Focal Length in the Broadcasting Studio using LED Video Wall (LED 비디오월을 사용하는 방송환경에서 HD 카메라의 적정 초점거리 연구)

  • Choi, Ki-chang;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.713-721
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    • 2022
  • In order to use the LED video wall in the broadcasting studio, there are a few things to be aware of. First, since the pixels are closely arranged, a moire phenomenon may occur due to a short arrangement period, and second, the distance between pixels (pixel pitch) may be recorded on the image sensor of the broadcasting camera. When moire occurs or pixel pitch is observed, viewers feel uncomfortable. Moire effect can be reduced by adjusting the shooting distance or angle of the camera, but in order to prevent the pixel pitch from being recorded on the image sensor, secure a sufficient distance between the LED video wall and camera. even when the distance secured, the zoom lens used in the broadcasting studio must be operated by appropriately changing the magnification. If the focal length is changed by changing the magnification to obtain a desired angle of view, the pixel pitch may be unintentionally recorded. In this study we propose the range that the pixel pitch is not observed while changing the magnification ratio of the zoom lens when the distance from the video wall is sufficiently secured. The content was played back on the LED video wall and the LED video wall was recorded on the server using an HD camera equipped with a B4 mount zoom lens

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

Using the fusion of spatial and temporal features for malicious video classification (공간과 시간적 특징 융합 기반 유해 비디오 분류에 관한 연구)

  • Jeon, Jae-Hyun;Kim, Se-Min;Han, Seung-Wan;Ro, Yong-Man
    • The KIPS Transactions:PartB
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    • v.18B no.6
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    • pp.365-374
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    • 2011
  • Recently, malicious video classification and filtering techniques are of practical interest as ones can easily access to malicious multimedia contents through the Internet, IPTV, online social network, and etc. Considerable research efforts have been made to developing malicious video classification and filtering systems. However, the malicious video classification and filtering is not still being from mature in terms of reliable classification/filtering performance. In particular, the most of conventional approaches have been limited to using only the spatial features (such as a ratio of skin regions and bag of visual words) for the purpose of malicious image classification. Hence, previous approaches have been restricted to achieving acceptable classification and filtering performance. In order to overcome the aforementioned limitation, we propose new malicious video classification framework that takes advantage of using both the spatial and temporal features that are readily extracted from a sequence of video frames. In particular, we develop the effective temporal features based on the motion periodicity feature and temporal correlation. In addition, to exploit the best data fusion approach aiming to combine the spatial and temporal features, the representative data fusion approaches are applied to the proposed framework. To demonstrate the effectiveness of our method, we collect 200 sexual intercourse videos and 200 non-sexual intercourse videos. Experimental results show that the proposed method increases 3.75% (from 92.25% to 96%) for classification of sexual intercourse video in terms of accuracy. Further, based on our experimental results, feature-level fusion approach (for fusing spatial and temporal features) is found to achieve the best classification accuracy.

The Correlation between Japanese Animation and Spyri's (일본 애니메이션 <알프스 소녀 하이디>와 슈피리 문학과의 연관성)

  • Park, Gi-Ryung
    • Cartoon and Animation Studies
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    • s.37
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    • pp.247-265
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    • 2014
  • This essay is about the considering the mutual relevance of animation and literary work in a case. The television animation Heidi, Girl of the Alps made in Japan is the most famous media version of the original novel. The novel Heidi by the Switzerland writer Johanna Spyri has been translated in a lot of countries, and the original Heidi has been adapted for mass media - literary(translation), movie, play, animation, cartoon, picture book. Here, with the relation between animation Heidi, Girl of the Alps and Spyri's Heidi and the present condition of the change in Japan and Korea, the relevance of animation and literature was reconsidered. First, Heidi, Girl of the Alps and Heidi have the different characteristic as media, and the content has some different set-up. On the other hand, original soul is inherited in the animation. Second, the animation has affected Heidi related visual image and the original media diffusion. The above consideration from a viewpoint of the mutual relevance between media shows the importance to return aiming at mutual understanding of animation and literature and mutual value between the diversified media. Moreover, it suggests a possibility of leading to creation of the energy which results in transformation also to action.

A Study on the real motion capture of 3D Game character and classificatory proposal the type, the shapes of 3D character animation (3D 게임캐릭터의 실사 움직임(Real working)과 3D 캐릭터 애니메이션의 종류별, 형태별 모델 분류 제안)

  • Yun, Hwang-Rok;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Shon, Jong-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.269-272
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    • 2006
  • Game industry is one of the most popular sector in the world cultural industries in the digital era. 2D and 3D Animation with development of computer technology it. Because Animation needs to show real motion image. The computer hardware and software technique quick change it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. But recently Game graphic design have a trend 3D Game that is absorbed and easy handling. 2D Game Character is changing to 3D Game Character more and more. This thesis have significant the real motion capture of 3D Game Character and the types, the shapes of 3D Game Character animation. First of all this thesis will define about 3D Game Character as well it will be show examples of real motion capture also it will proposal data of real motion capture. Therefore it will be bring the high technology Animation industry with Digital Contents industry. also hope for the growth of Game Character Animation process and 3D Game Character Animation in Game industry as well contents industry.

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Bit-plane based Lossless Depth Map Coding Method (비트평면 기반 무손실 깊이정보 맵 부호화 방법)

  • Kim, Kyung-Yong;Park, Gwang-Hoon;Suh, Doug-Young
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.551-560
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    • 2009
  • This paper proposes a method for efficient lossless depth map coding for MPEG 3D-Video coding. In general, the conventional video coding method such as H.264 has been used for depth map coding. However, the conventional video coding methods do not consider the image characteristics of the depth map. Therefore, as a lossless depth map coding method, this paper proposes a bit-plane based lossless depth mar coding method by using the MPEG-4 Part 2 shape coding scheme. Simulation results show that the proposed method achieves the compression ratios of 28.91:1. In intra-only coding, proposed method reduces the bitrate by 24.84% in comparison with the JPEG-LS scheme, by 39.35% in comparison with the JPEG-2000 scheme, by 30.30% in comparison with the H.264(CAVLC mode) scheme, and by 16.65% in comparison with the H.264(CABAC mode) scheme. In addition, in intra and inter coding the proposed method reduces the bitrate by 36.22% in comparison with the H.264(CAVLC mode) scheme, and by 23.71% in comparison with the 0.264(CABAC mode) scheme.

A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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