• Title/Summary/Keyword: Video representation

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Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.

A Study on Semantic Logic Platform of multimedia Sign Language Content (멀티미디어 수화 콘텐츠의 Semantic Logic 플랫폼 연구)

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.199-206
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    • 2009
  • The development of broadband multimedia content, a deaf sign language sign language is being used in education. Most of the content used in sign language training for Hangul word representation of sign language is sign language videos for the show. For the first time to learn sign language, sign language users are unfamiliar with the sign language characteristics difficult to understand, difficult to express the sign is displayed. In this paper, online, learning sign language to express the sign with reference to the attributes, Semantic Logic applying the sign language of multimedia content model for video-based platform is designed to study.

Voxel-wise UV parameterization and view-dependent texture synthesis for immersive rendering of truncated signed distance field scene model

  • Kim, Soowoong;Kang, Jungwon
    • ETRI Journal
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    • v.44 no.1
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    • pp.51-61
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    • 2022
  • In this paper, we introduced a novel voxel-wise UV parameterization and view-dependent texture synthesis for the immersive rendering of a truncated signed distance field (TSDF) scene model. The proposed UV parameterization delegates a precomputed UV map to each voxel using the UV map lookup table and consequently, enabling efficient and high-quality texture mapping without a complex process. By leveraging the convenient UV parameterization, our view-dependent texture synthesis method extracts a set of local texture maps for each voxel from the multiview color images and separates them into a single view-independent diffuse map and a set of weight coefficients for an orthogonal specular map basis. Furthermore, the view-dependent specular maps for an arbitrary view are estimated by combining the specular weights of each source view using the location of the arbitrary and source viewpoints to generate the view-dependent textures for arbitrary views. The experimental results demonstrate that the proposed method effectively synthesizes texture for an arbitrary view, thereby enabling the visualization of view-dependent effects, such as specularity and mirror reflection.

The Directions and Tasks for the Creation of Exhibition Contents Based on Oral Records: Focused on 'A Research Project of Producing Oral History Video Clips Displayed at the Exhibition of IMF Situations' of National Museum of Korean Contemporary History (구술 기록에 기반한 박물관 전시콘텐츠 생성의 방향과 과제 - 대한민국역사박물관의 '전시 맞춤형 구술영상 제작 연구'를 중심으로 -)

  • Cho, Sungsil
    • Korean Association of Arts Management
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    • no.56
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    • pp.305-327
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    • 2020
  • This study started with the question of whether the museum oral history recording projects, which have been increasing steadily in recent years, are being used in various forms, especially in exhibitions. This paper is emphasized on the need for the oral history-related projects to lead to various museum activities including exhibitions and educations and so on. As a practical example of this, to explore the future directions and tasks for oral history projects in museums 'A Research Project of Producing Oral History Video Clips for the Exhibition of IMF Financial Crisis Situations' of National Museum of Korean Contemporary History is analyzed. This research argues that oral history functions as an exhibition representation device that more actively reveal the reality of a specific historical event. Therefore, this study suggests that the museum can be developed as a venue for various discourses in which citizens participate actively using oral history.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

A Study on the Application of Visual Special Effects to TV Dramas; Focus on , (시각특수효과의 드라마 적용사례에 관한 연구 -<태양의 후예>,<미스터션샤인>을 중심으로-)

  • Chung, Tae-Sub
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.3
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    • pp.400-406
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    • 2019
  • This study will explore the reenactment of visual special effects used in TV dramas. The subjects of the study are images that are reproduced in visual special effects through and . Accordingly, we looked at the changes in the way TV dramas were produced according to the times, and looked at the changes in the market. Also, we looked at cases of visual special effects of Korean dramas, and looked at expressions according to the degree of completion of visual special effects. For the purpose of the analysis of the research targets, the images of reproducibility and the flow through reality were analyzed. In the case of , the period setting is realistic, but visual special effects were used to maximize the actor's safety and expression, and in the case of , the visual effects were used to maximize the aesthetic of the period background. In addition, it can be seen that the visual special effects were used for the effect of PPL on the export of images. This shows that the emphasis of reality and image montage techniques are being used to pursue hyperrealism. It is now possible to actively express and use the beauty of TV dramas rather than technical limitations. In addition, the pursuit of realism can actively express the changing times of digital age. This is an active representation of the camera's angle, lighting, and perspective that coincides with the background. The environment of video production is crucial for realistic expressions. The study examined various visual directions and applications. In TV images, we looked at reproduction, which can make a natural period of time by combining. As a follow-up study, we are going to study the changes in the new quadratic image based on the present image representation.

Multimodal Sentiment Analysis Using Review Data and Product Information (리뷰 데이터와 제품 정보를 이용한 멀티모달 감성분석)

  • Hwang, Hohyun;Lee, Kyeongchan;Yu, Jinyi;Lee, Younghoon
    • The Journal of Society for e-Business Studies
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    • v.27 no.1
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    • pp.15-28
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    • 2022
  • Due to recent expansion of online market such as clothing, utilizing customer review has become a major marketing measure. User review has been used as a tool of analyzing sentiment of customers. Sentiment analysis can be largely classified with machine learning-based and lexicon-based method. Machine learning-based method is a learning classification model referring review and labels. As research of sentiment analysis has been developed, multi-modal models learned by images and video data in reviews has been studied. Characteristics of words in reviews are differentiated depending on products' and customers' categories. In this paper, sentiment is analyzed via considering review data and metadata of products and users. Gated Recurrent Unit (GRU), Long Short-Term Memory (LSTM), Self Attention-based Multi-head Attention models and Bidirectional Encoder Representation from Transformer (BERT) are used in this study. Same Multi-Layer Perceptron (MLP) model is used upon every products information. This paper suggests a multi-modal sentiment analysis model that simultaneously considers user reviews and product meta-information.

Region Selective Transmission Method of MMT based 3D Point Cloud Content (MMT 기반 3차원 포인트 클라우드 콘텐츠의 영역 선별적 전송 방안)

  • Kim, Doohwan;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.1
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    • pp.25-35
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    • 2020
  • Recently, the development of image processing technology, as well as hardware performance, has been continuing the research on 3D point processing technology that provides users with free viewing angle and stereoscopic effect in various fields. Point cloud technology, which is a type of representation of 3D point, has attracted attention in various fields because it can acquired/expressed point precisely. However, since Hundreds of thousands, millions of point are required to represent one 3D point cloud content, there is a disadvantage that a larger amount of storage space is required than a conventional 2D content. For this reason, the MPEG (Moving Picture Experts Group), an international standardization organization, is continuing to research how to efficiently compress, store, and transmit 3D point cloud content to users. In this paper, a V-PCC bitstream generated by a V-PCC (Video-based Point Cloud Compression) encoder proposed by the MPEG-I (Immersive) group is composed of an MPU (Media Processing Unit) defined by the MMT. In addition, by extending the signaling message defined in the MMT standard, a parameter for a segmented transmission method of the 3D point cloud content by area and quality parameters considering the characteristic of the 3D point cloud content, so that the quality parameters can be selectively determined according to the user's request. Finally, in this paper, we verify the result through design/implementation of the verification platform based on the proposed technology.

Design of Format Conversion Filters for MPEG-4 (MPEG-4를 위한 포맷 변환 필터의 설계)

  • Jo, Nam Ik;Kim, Gi Cheol;Yu, Ha Yeong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.4
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    • pp.637-637
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    • 1997
  • In this paper, format conversion filters are proposed, which have advantages in hardware implementation compared to the ones proposed in MPEG-4 Video Verification Model. since each coefficients of the proposed filters is constrained to have less than two non-zero digits in minimal signed digit representation, multiplication of input and the coefficient can be implemented by a single adder. As a result, the proposed filters have advantages in hardware complexity and speed, compared to the filters which are usually implemented by integer multiplier or carry save adders. Six kinds of filters are proposed in MPEG-4 Video Verification Model for size conversion of 2:1, 4:1, 5:3 and 5:6. We design 5 filters for the same purpose and compare the performance. The remaining one is very simple to implement. For comparing the filtering performance, we first compare the results of sine wave frequency conversion as an indirect but meaningful comparison. Second. We compute the PSNR of the images obtained from the proposed filters and the ones proposed by MPEG, with reference to the images obtained by using double precision arithmetic and high order filter. The results show that the performance of the proposed filters is almost the same as that of the filters proposed by MPEG. In conclusion, the peroformance of the proposed filters is comparable to that of the ones in MPEG-4, while requiring lower hardware complexity and providing high operating speed.

Ukrainian Students' Analysis of Abuse Treatment by Parents: Retrospective and Perspective in Virtual and Real Environments

  • Stoliarchuk, Olesia;Kokhanova, Olena;Prorok, Nataliia;Khrypko, Svitlana;Shevtsova, Olena;Tkachyshyna, Oksana;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.8
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    • pp.197-207
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    • 2022
  • Given the prevalence of violence in Ukrainian families, measures to prevent parental abusive treatment against children are urgent. It is important to study today's youth awareness about violence within families in order to enhance a culture of engagement with spouses and children in future. The aim of the study is to examine students' reflective experiences and their attitudes towards forms, frequency, causes and effects of parental abusive treatment. During the research the following methods were used step-by-step: theoretical analyses of scientific resources, anonymous questionnaire, quantitative and correlation analyses. According to result of survey 98 students who were interviewed, none of them fell victim of sexual abuse in their families. However, more than a half (51%) of the students surveyed experienced some forms of parental physical punishment. All the interviewed students encountered psychological cases of parental violence. The mostprevalent forms of parental abuse among the interviewees are criticism, negative comparison, emotional detachment, arrogance, intimidation, blackmail and humiliation. The most prevalent consequences of parental abuse among students are anxiety, low self-esteem, insecurity, impatience, suspiciousness, constraint in communication. Students agree that budget limitations, forced labor, criticism, spanking, emotional detachment, ignoring type of communication, reproach, blackmail are acceptable methods of punishment to use when raising their own children. These results clearly demonstrate the problem of the impact of parental abuse on children and its consequences in the future. A virtual dimension of the actualized problem is considered, namely: - virtualization of aggression and cruelty in the postmodern world. - the level of determining the factor of cruelty from the space of virtual culture. - the mirror image of everyday cruelty in the virtual environment; - the phenomenon of video games as a source and context of representation of the factor of cruelty in behavioral realities; - cybercrime as a virtualized result of cruelty in family and everyday realities. - futurological perspectives of virtualization of cruelty in communicative culture in general and in family relations in particular. The postmodern world is fundamentally different from the traditions and culture of the past, primarily due to the development of computer technologies and the virtualization of life in general. So, for example, virtual communities have become, in a certain way, another world, a second reality of life in general. And certain behavioral factors, in particular cruelty in the private environment, became a projection of such a phenomenon as cybercrime. Video games are a unique modern phenomenon, which multipolarly absorb all facets of human potential, communicative tendencies, behavioral and characterological factors, from the warmth of interpersonal relationships to the extreme degree of cruelty.