• Title/Summary/Keyword: Text Motion

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Design and Implementation of the Primitive Motion API for Kinetic Typography (키네틱 타이포그래피를 위한 기본모션 API 설계 및 개발)

  • Cho, YoonAh;Woo, Sung-Ho;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.18 no.6
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    • pp.763-771
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    • 2015
  • The kinetic typography animates the static text and it will enable the delivery the opinion and emotion, but we should use professional software or do complex coding precess to create a motion into an existing static text. In this paper, we propose the primitive motion API which is the way to configure the kinetic typography easily by adding a motion into the static text. In the pursuit of this purpose, we analyzed the movement of the text, defined the underlying levels of the movement and designed the primitive motion API to express the kinetic typography promptly. Furthermore, we verified the performance of the primitive motion API by testing the usability. Using the primitive motion API to implement the kinetic typography explicitly might substitute for tedious coding process and usage of the existing professional software so it makes anyone be able to apply the kinetic typography in a variety of applications.

Overlay Text Graphic Region Extraction for Video Quality Enhancement Application (비디오 품질 향상 응용을 위한 오버레이 텍스트 그래픽 영역 검출)

  • Lee, Sanghee;Park, Hansung;Ahn, Jungil;On, Youngsang;Jo, Kanghyun
    • Journal of Broadcast Engineering
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    • v.18 no.4
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    • pp.559-571
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    • 2013
  • This paper has presented a few problems when the 2D video superimposed the overlay text was converted to the 3D stereoscopic video. To resolve the problems, it proposes the scenario which the original video is divided into two parts, one is the video only with overlay text graphic region and the other is the video with holes, and then processed respectively. And this paper focuses on research only to detect and extract the overlay text graphic region, which is a first step among the processes in the proposed scenario. To decide whether the overlay text is included or not within a frame, it is used the corner density map based on the Harris corner detector. Following that, the overlay text region is extracted using the hybrid method of color and motion information of the overlay text region. The experiment shows the results of the overlay text region detection and extraction process in a few genre video sequence.

Characterization of Motion Interpolation in 120Hz Systems

  • Shin, Byung-Hyuk;Kim, Kyung-Woo;Park, Min-Kyu;Berkeley, Brian H.
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.681-684
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    • 2008
  • Motion interpolation is adopted and has been spread widely into market since it is effective in reducing motion blur, which is considered as weak characteristic due to slow response time of liquid crystal and hold-type display. 120Hz driving using interpolated frames achieves better moving picture quality with less motion blur and less motion judder. However, errors in the interpolated frames can cause visual artifacts such as static text breakup, halos, and occlusions. This paper focuses on categorizing characteristics of visual artifacts and on reducing side-effects by using information from original frames in special cases.

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Extension of Kinetic Typography System Considering Text Components (요소를 고려한 키네틱 타이포그래피 시스템의 확장)

  • Jung, Seung-Ah;Lee, Dasom;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.20 no.11
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    • pp.1828-1841
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    • 2017
  • In the previous research, we proposed a Kinetic typography font engine that can easily add motion to text with function call only. However, since it is aimed at constructing movements for a sentence, there is still inconvenience in the production of various kinetic typography motions in word or letter unit. We propose Kinetic Typical Extended Motion API(Application Programming Interface) that extends Kinetic Motion API. The extended Kinetic Typographic Font Engine aims to simplify the process of making kinetic typography in words and letters, including the kinetic typographic motion library provided as a function. In addition, various applications that can apply Kinetic typography A kinetic typography authoring interface is provided for facilitating the construction of a motion library for the robot.

Ship Number Recognition Method Based on An improved CRNN Model

  • Wenqi Xu;Yuesheng Liu;Ziyang Zhong;Yang Chen;Jinfeng Xia;Yunjie Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.740-753
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    • 2023
  • Text recognition in natural scene images is a challenging problem in computer vision. The accurate identification of ship number characters can effectively improve the level of ship traffic management. However, due to the blurring caused by motion and text occlusion, the accuracy of ship number recognition is difficult to meet the actual requirements. To solve these problems, this paper proposes a dual-branch network based on the CRNN identification network. The network couples image restoration and character recognition. The CycleGAN module is used for blur restoration branch, and the Pix2pix module is used for character occlusion branch. The two are coupled to reduce the impact of image blur and occlusion. Input the recovered image into the text recognition branch to improve the recognition accuracy. After a lot of experiments, the model is robust and easy to train. Experiments on CTW datasets and real ship maps illustrate that our method can get more accurate results.

A Study on Stop Motion Text Contents Production using Motion Graphics (모션 그래픽을 이용한 스톱모션 텍스트 콘텐츠 제작에 관한 연구)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.189-190
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    • 2015
  • 본 연구에서는 모션 그래픽을 이용하여 스톱 모션 텍스트 제작을 나타내었다. 스톱모션은 컴퓨터애니메이션의 한 종류로서 인형이나 찰흙 같은 소재를 이용하여 한 장면씩 정지 영상을 촬영하여 연속적으로 나타냄으로써 애니메이션으로 이용된다. 본 연구에서는 스톱모션 응용으로 텍스트 애니메이션 기법을 적용하여 텍스트 콘텐츠로 제작하여 나타내었다. 따라서 다양한 영역에서 스톱모션 활용을 할 수 있음을 나타낸다.

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Spatiotemporal Removal of Text in Image Sequences (비디오 영상에서 시공간적 문자영역 제거방법)

  • Lee, Chang-Woo;Kang, Hyun;Jung, Kee-Chul;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.2
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    • pp.113-130
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    • 2004
  • Most multimedia data contain text to emphasize the meaning of the data, to present additional explanations about the situation, or to translate different languages. But, the left makes it difficult to reuse the images, and distorts not only the original images but also their meanings. Accordingly, this paper proposes a support vector machines (SVMs) and spatiotemporal restoration-based approach for automatic text detection and removal in video sequences. Given two consecutive frames, first, text regions in the current frame are detected by an SVM-based texture classifier Second, two stages are performed for the restoration of the regions occluded by the detected text regions: temporal restoration in consecutive frames and spatial restoration in the current frame. Utilizing text motion and background difference, an input video sequence is classified and a different temporal restoration scheme is applied to the sequence. Such a combination of temporal restoration and spatial restoration shows great potential for automatic detection and removal of objects of interest in various kinds of video sequences, and is applicable to many applications such as translation of captions and replacement of indirect advertisements in videos.

An Analysis on the Design of Motion-Sensing Game Role Selection GUI (체감형 게임에서 캐릭터 선택 GUI 디자인 분석)

  • Huang, HaiBiao;Zheng, LingJing;Ryu, Seuc-HO
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.383-387
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    • 2020
  • This paper studies the GUI design of motion-sensing game character selection. The game's GUI plays a role in transferring information in human-computer interaction. The purpose of this game player-oriented GUI design is to optimize the human-computer interaction, make the operation more user-friendly, reduce the user's cognitive burden, and better adapt to the user's operation needs. This paper combines examples to compare and analyze these three games from three aspects: text, color and form. In the existing motion-sensing game games, the character selection GUI has a design feature of high recognition and strong visibility. Finally, suggestions for GUI design of motion-sensing game games are given. It is hoped that in the future, reference materials will be provided for the GUI design of experience game character selection.