• 제목/요약/키워드: Video distribution

검색결과 412건 처리시간 0.022초

Adaptive Background Modeling Considering Stationary Object and Object Detection Technique based on Multiple Gaussian Distribution

  • Jeong, Jongmyeon;Choi, Jiyun
    • 한국컴퓨터정보학회논문지
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    • 제23권11호
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    • pp.51-57
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    • 2018
  • In this paper, we studied about the extraction of the parameter and implementation of speechreading system to recognize the Korean 8 vowel. Face features are detected by amplifying, reducing the image value and making a comparison between the image value which is represented for various value in various color space. The eyes position, the nose position, the inner boundary of lip, the outer boundary of upper lip and the outer line of the tooth is found to the feature and using the analysis the area of inner lip, the hight and width of inner lip, the outer line length of the tooth rate about a inner mouth area and the distance between the nose and outer boundary of upper lip are used for the parameter. 2400 data are gathered and analyzed. Based on this analysis, the neural net is constructed and the recognition experiments are performed. In the experiment, 5 normal persons were sampled. The observational error between samples was corrected using normalization method. The experiment show very encouraging result about the usefulness of the parameter.

Overview of Motion-to-Photon Latency Reduction for Mitigating VR Sickness

  • Ryu, Yeongil;Ryu, Eun-Seok
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권7호
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    • pp.2531-2546
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    • 2021
  • For several years, virtual reality (VR) and augmented reality (AR) technologies have been improving. However, some hurdles remain that slow down the distribution of VR and AR devices, such as head-mounted display (HMD), and related consumer content. One issue is VR motion sickness, which has been experienced by users using 360 degree VR content via HMD. This paper discusses the related international standardization work that classifies the factors causing VR sickness, and proposes the process for VR sickness level evaluation. Among the factors causing VR sickness, many research institutes regard minimizing MTP (Motion-to-Photon) latency as the key enabler to mitigate VR sickness. Thus, this paper introduces research trends of MTP latency measurement and MTP latency mitigation. This paper categorizes the research on MTP latency measurement into 2 categories of hardware-based approach and software code-level approach. The 2 approaches have different pros and cons depending on use-case, purpose, and architecture of each multimedia system. The pros and cons are addressed in this paper. Additionally, the research on mitigating MTP latency with diverse strategies such as proactive computing, caching, and edge server technology is explained, and compared to conventional technologies, shows improved performance.

저작권 침해 불법 스트리밍 사이트 차단을 위한 효율적인 기법 (Effecient Techniques to Block Copyright Infringement Illegal Streaming Sites)

  • 김찬희;유호제;김서연;오수현
    • 정보보호학회논문지
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    • 제32권5호
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    • pp.837-844
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    • 2022
  • 정보통신 기술의 비약적인 발전과 비례하여 저작권 침해에 대한 피해도 증가하고 있다. 특히, 최근 몇 년 사이 OTT 플랫폼 시장이 크게 성장하면서 저작권을 침해하는 불법 복제물의 복제 속도와 유통량이 과거와 비교하여 빠르게 증가하고 있다. 그에 따라 국가에서는 불법 스트리밍 사이트를 탐지 및 차단 함으로써 저작권 침해를 방지하기 위해 노력하고 있지만, 불법 스트리밍 사이트의 생산 속도가 빨라 큰 성과를 기대하기 어려운 상황이다. 따라서, 본 논문에서는 차단된 불법 스트리밍 사이트가 빠르게 생산될 수 있는 원인에 대해 분석하였으며, 불법 스트리밍 사이트 58곳을 추적 및 분석하여 분석 결과를 바탕으로 불법 스트리밍 사이트를 효과적으로 차단할 수 있는 방안에 대해 제안한다.

YOLOv5 based Anomaly Detection for Subway Safety Management Using Dilated Convolution

  • Nusrat Jahan Tahira;Ju-Ryong Park;Seung-Jin Lim;Jang-Sik Park
    • 한국산업융합학회 논문집
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    • 제26권2_1호
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    • pp.217-223
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    • 2023
  • With the rapid advancement of technologies, need for different research fields where this technology can be used is also increasing. One of the most researched topic in computer vision is object detection, which has widely been implemented in various fields which include healthcare, video surveillance and education. The main goal of object detection is to identify and categorize all the objects in a target environment. Specifically, methods of object detection consist of a variety of significant techniq ues, such as image processing and patterns recognition. Anomaly detection is a part of object detection, anomalies can be found various scenarios for example crowded places such as subway stations. An abnormal event can be assumed as a variation from the conventional scene. Since the abnormal event does not occur frequently, the distribution of normal and abnormal events is thoroughly imbalanced. In terms of public safety, abnormal events should be avoided and therefore immediate action need to be taken. When abnormal events occur in certain places, real time detection is required to prevent and protect the safety of the people. To solve the above problems, we propose a modified YOLOv5 object detection algorithm by implementing dilated convolutional layers which achieved 97% mAP50 compared to other five different models of YOLOv5. In addition to this, we also created a simple mobile application to avail the abnormal event detection on mobile phones.

Using Gamification Development of Sex Education Program (Ethical Perspective) for Youth

  • BonJin KOO;HoSung WOO
    • 연구윤리
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    • 제5권1호
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    • pp.19-27
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    • 2024
  • Purpose: To prevent and respond to youth sexual problems that are becoming more serious with digital development, this study sought to develop a sex education program that applies gamification as an effective method for youth who are digital natives. Research design, data and methodology: To develop a sex education program for teenagers, elements of gamification were considered based on Dick and Kerry's teaching system design model. The learning content reflected UNESCO's 'Comprehensive Sex Education Guidelines'. In addition, it was designed to enable students to learn about ethics and morals from a social and emotional aspect. Results: A four-session distance learning sex education program was developed for first-year high school students. To learn about gender sensitivity, sexual relationships, sexuality, and healthy sexual behavior, we developed a story that reflects the mission and quest for sex education. It included leaderboards, time limits, and levels, and also utilized mechanics such as points and items. Edutech tools include video content, Google Sheets, Zoom, Padlet, and Mentimeter. Conclusions: This study aims to improve learning effectiveness, satisfaction, and immersion by developing a sex education program for youth using gamification that promotes active learner participation and motivation.

새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구 (A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory)

  • 김용희
    • 산경연구논집
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    • 제10권1호
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.

컨텐츠 유통 플랫폼에서 이용자 참여와 생산자 반응의 적합성 효과에 관한 연구 (The Effect of Congruency between User Participation and Producer Response on User Generated Content)

  • 손정민;이준섭
    • 유통과학연구
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    • 제13권8호
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    • pp.73-80
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    • 2015
  • Purpose - This study's objective is to analyze the content of the communications between users and producers based on the construal level theory. User generated content refers to content created in an online-based service where users and producers communicate interactively with each other. In a user generated content platform, the messages sent and received between the many players, the users and producers who use the content, may be analyzed at the psychological level based on construal level theory. Research design, data, and methodology - This study gathered user and producer participation through a snow-bowling sampling method. The data analyzed includes 125 video clips and 2,912 comments. The period of the data collection was from September 2014 to December 2014. The collected data was analyzed using a t-test and two-way ANOVA. Results - This study obtained the following research results. First, users who were a short social distance from producers responded to user participatory activities stated in concrete language rather than abstract language. In contrast, users who were at a longer social distance from producers tended to respond to the content requesting user participation through abstract language. Second, if users and producers were at a short social distance from each other, user preference increased more when a producer response to user participation was expressed concretely rather than when it was expressed abstractly. In contrast, if the users were at a longer social distance, users' preferences increased more when producer response was expressed abstractly rather than when it was expressed concretely. Conclusion - This study found that the effect of suitability, in which the social distance and the content were in congruence at the construal level, could be observed. Therefore, based on this, academic and practical implications were drawn. The three main insights of the study are as follows. First, firms can use psychological factors to analyze the message content of users in their distribution platforms. This study reveals managerial implications for marketing managers who want to take make use of this analysis of user and producer communications. This study indicates that the main factors include the concrete and abstract scores and social distance between users and producers. Second, we also provide the strategic guidelines to maximizing user preferences and other outcomes. The main dependent variable in this study is the user preference shift; the variable increases through the congruence effect; and the construal level is determined by the social distance between the users and producers and the type of producer response. The outcomes here from users can be utilized to develop several systemic strategies. One process to use the outcomes could be: (1) firms could measure the users and producers social distance; (2) calculate the concreteness or abstractness of the messages; and, (3) predict the user preference outcomes by the congruence between user and producer social distance and the abstractness or concreteness of the message content.

하드웨어 구조의 H.264/AVC 가변길이 복호기 설계 (Design of Hardwired Variable Length Decoder for H.264/AVC)

  • 유용훈;이찬호
    • 대한전자공학회논문지SD
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    • 제45권11호
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    • pp.71-76
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    • 2008
  • H.264(또는 MPEG-4/AVC pt.10) 압축 표준은 고성능 영상 압축 알고리즘으로 그 적용 범위를 넓혀 가고 있다. H.264 압축 표준의 가변길이 코드(Variable Length Code)는 데이터의 통계적 중복성의 특성을 이용하여 압축을 한다. 이러한 압축된 비트 스트림은 복호기에서 연속된 비트 스트림을 잘라내는 작업과 테이블에서 비트 스트림과 비교하는 작업을 진행하는데 순수 하드웨어 구현이 까다로운 연산부이다. 본 논문에서는 HD 영상을 실시간으로 복호 가능한 가변길이 복호기 구조를 제안한다. Exp-Golomb 복호기는 연산기로 구성되어 있으며, CAVLD는 테이블과 연산기를 혼합하여 최적화된 하드웨어로 설계하였다. 비트 스트림의 분할(parsing) 작업은 배럴 쉬프터(Barrel shifter)와 1값 감지기(First 1's detector)에서 진행되며, 이 두 유닛은 Exp-Golomb 복호기와 CAVLD가 공유하는 구조로 설계하여 불필요한 하드웨어를 제거하였다. CAVLD와 재정렬(Reorder) 유닛간의 병목현상으로 가변길이 복호기 뿐만 아니라 H.264 디코더 전체의 성능 저하가 나타나는 단점을 제거하기 위해서 CAVLD와 재정렬 유닛간 FIFO와 재정렬 유닛의 최종 출력에 메모리를 두어 병목현상을 제거하였다. 제안된 가변길이 복호기는 Verilog-HDL을 이용하여 설계하고 FPGA를 통해 검증하였다. 0.18um 표준 CMOS 공정을 사용한 합성 결과는 22,604 게이트 수이며, 동작 주파수 120MHz에서 HD 영상이 복호됨을 확인하였다.

한일 인기 유튜브 콘텐츠의 특징 -운영 주체와 콘텐츠 분야별 데이터 비교분석- (Comparative Analysis of Korean-Japan Popular YouTube Content -Based on Social Statistical Approach-)

  • 성윤아
    • 한국융합학회논문지
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    • 제11권2호
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    • pp.167-174
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    • 2020
  • 사회적, 문화적 배경이 유사한 한국과 일본에서 선호하는 유튜브 콘텐츠의 특징과 성향에 대한 기초 데이터를 제공하며, 인기 콘텐츠 제작을 위한 힌트를 얻고자 양국의 인기 상위 250개의 유튜브 채널 콘텐츠를 조사, 분류하고 사회통계학적 접근 방법을 활용하여 유튜브 채널 운영 주체의 유형, 콘텐츠 채널의 분야별 분포, 한일 양국의 개인 유튜브 가입경과일과의 연관성에 대해 알아보았다. 그 결과, 한국은 방송사와 연예 기획사 등이 K-pop, 드라마, 예능 등의 한류 콘텐츠의 확산을 위한 글로벌 마케팅을 목적으로 한 홍보 영상을 제작, 채널 개설, 운영하는데 반해, 일본은 도구나 물건, 행동과 관련된 실험, 토크쇼, 일상 등을 소재로 하는 개인 유튜브 채널의 운영이 많고 분야별 다양성 및 독창성이 인정된다. 이는 일본 개인 크리에이터들이 이른 시기부터 니코니코동화(ニコニコ動画)와 같은 콘텐츠 운영 활동을 통해 콘텐츠의 독창성과 다양성을 기르기 위한 시간 확보가 가능했기 때문이다. 향후, 유튜브 영향력의 증대를 고려하여 개인 크리에이터들은 콘텐츠 소비자의 특성을 파악하여 감정적, 지식적, 경제적 가치에 기반한 다양한 시도를 해야 하며, 사회적으로는 1인 미디어 제작과 운영의 활성화를 위한 교육과 홍보 그리고 경제적 지원책이 필요하다.

고밀도 기록용 광픽업의 ACTUATOR 동특성 (Dynamic Characteristics of Actuator for High Density Optical Recording Pick-up)

  • 임경화;이용훈;김석중;이재원
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 1995년도 춘계학술대회논문집; 전남대학교, 19 May 1995
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    • pp.258-263
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    • 1995
  • 미래 정보와 시대에서 중추적인 역할을 할 광관련 멀티미디어 장비들은 최근 관련 산업계에서 주목을 받기 시작하고 있고 특히 기존 VTR(Video Tape Recorder) 시장을 대체할 차세대 DVDR(Digital Video Disk Recorder)는 기술전쟁이라고 할 정도로 선진 기업의 연구가 치열해지고 있다. DVDR 시스템에서는 필요한 정보들을 레이저빔을 이용한 광학신호로 바꾸어 광디스크에 기록, 재생하는 광픽업이 절대적으로 필요하게 된다. 그런데 광픽업의 위치추종기구인 Actuator는 정확한 위치추종(.+-.1.$\mu$m 오차이내)을 할 수 있는 성능이 요구되며 서보의 특성상 20KHz 이하에서 불필요한 모우드가 가진되지 않는 정밀부품이어야 하므로 Actuator 각 부품의 동적인 특성을 명확히 규명할 필요가 있다. 따라서 본 연구에서는 우선 Actuator 각 부품과 가동부 전체의 중량 및 진동해석을 통해 동특성을 조사하였다. 그리고 Actuator의 중요한 기본성능중 하나인 구동감도 확보여부를 검토할 필요가 있기 때문에 유한요소법 프로그램인 ANSYS를 이용하여 자기회로 부분에 대한 해석을 구하였다. 또한 가동부와 자기회로 등 하위부품을 조립하는 과정에서 발생하는 조립오차로 인해 불필요한 공진과 회전형상이 야기될 수 있으므로 동특성 및 문제점 파악을 위한 민감도 분석이 필요하다. 따라서 본 연구에서는 가동부의 관성 모멘트 값과 강체에 대한 일반식을 이용한 자체 프로그램을 작성하여 조립공차를 구하였다. 이와같은 과정을 통해 구해진 설계값을 바탕으로 실제 제작된 Actuator에 대해서는 비접촉식 측정방법을 통해 동특성값을 측정하였고 이를 해석값과 상호 비교하였다.동강성행렬법(dynamic stiffness matrix method)을 이용하여 해석하고자 한다. 수준임이 입증되었다. 본 연구의 결과를 토대로우리나라 젊고 건강한 남성에게 적합한 무게상수는 작업자군에 대하여 25.05kg, 학생군에 대하여 20.24kg 으로 나타나 이는 미국 NIOSH 안전기준과 대체로 일치함을 발견하였다.ive structures utilized in Client/server architecture for distribution and cooperative processing of application between server and client this study presents two different data management methods under the Client/server environment; one is "Remote Data Management Method" which uses file server or database server and. the other is "Distributed Data Management Method" using distributed database management system. The result of this study leads to the conclusion that in the client/server environment although distributed application is assumed, the data could become centralized (in the case of file server or database server) or decentralized (in the case of distributed

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