• Title/Summary/Keyword: Videos

Search Result 1,523, Processing Time 0.024 seconds

Automatic Name Line Detection for Person Indexing Based on Overlay Text

  • Lee, Sanghee;Ahn, Jungil;Jo, Kanghyun
    • Journal of Multimedia Information System
    • /
    • v.2 no.1
    • /
    • pp.163-170
    • /
    • 2015
  • Many overlay texts are artificially superimposed on the broadcasting videos by humans. These texts provide additional information to the audiovisual content. Especially, the overlay text in news videos contains concise and direct description of the content. Therefore, it is most reliable clue for constructing a news video indexing system. To make the automatic person indexing of interview video in the TV news program, this paper proposes the method to only detect the name text line among the whole overlay texts in one frame. The experimental results on Korean television news videos show that the proposed framework efficiently detects the overlaid name text line.

Implementation of High Quality 360 VR Video Low-latency Live Streaming System using Multi Level Tile Caching based on MPEG DASH SRD (MPEG DASH SRD기반 다중 레벨 분할 영상 캐싱을 이용한 고품질 360 VR 영상 저지연 라이브 스트리밍 시스템 구현)

  • Kim, Hyun Wook;Choi, U Sung;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.8
    • /
    • pp.942-951
    • /
    • 2018
  • In these days, 360 degree videos, which is provided via VR, have high resolution and quality of 8K. These kinds of videos inevitably require streaming technology which guarantees QoS. Therefore, we suggest MPEG DASH HTTP protocol which stably provides streaming services of high quality videos in 8K, which are 360 degree tile-encoded, on low-spec devices such as OTT and IPTV Settop and Tile Segment Cache management structure for servers operating streaming services.

Analyzing How English Premier League Teams Utilize YouTube Channel

  • Han, Sukhee
    • International journal of advanced smart convergence
    • /
    • v.9 no.3
    • /
    • pp.28-35
    • /
    • 2020
  • YouTube has been gaining popularity all around the world. A lot of companies have created their own YouTube channels to leverage them in diverse ways; they upload commercial videos, show people user reviews, and conduct promotions with their products. Sports clubs are no exception; they upload diverse videos to gain popularity and to interact with their fans. This study analyzes how the English Premier League (EPL) clubs leverage their YouTube channel as soccer (football in European nations) players. YouTube activities of 20 clubs during the 2019/2020 Season are investigated. After careful consideration, we decide to examine two factors of the respective channel of the YouTube: 1) Popularity (the number of views and subscribers) 2) Contents of videos (e.g. interviews and highlight scenes). The study followingly inspects the benefits of utilizing YouTube channels and of direct communication between sports clubs and fans in online settings.

Subjective Evaluation of Ultra-high Definition (UHD) Videos

  • Rahim, Tariq;Shin, Soo Young
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.14 no.6
    • /
    • pp.2464-2479
    • /
    • 2020
  • This paper presents a detailed subjective quality assessment for the ultra-high definition (UHD) videos having frame rates of 30fps and 60 fps. The subjective assessment is based on the ITU-R BT-500 recommendations, where double stimulus continuous quality scale (DSCQS-type II) test is performed for the evaluation of the perceived quality of the user's in terms of differential mean opinion score (DMOS). Encoding of the UHD videos by opting encoders i.e. H.264/AVC, H.265/HEVC, and VP9 at five different quantization parameter (QP) levels is done to investigate the perceived user's quality of experience (QoE) given as DMOS. Moreover, the encoding efficiency as the encoding time for each encoder and qualitative performance by employing full-reference (FR) quality metrics are presented in this work.

ESTIMATION OF PEDESTRIAN FLOW SPEED IN SURVEILLANCE VIDEOS

  • Lee, Gwang-Gook;Ka, Kee-Hwan;Kim, Whoi-Yul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2009.01a
    • /
    • pp.330-333
    • /
    • 2009
  • This paper proposes a method to estimate the flow speed of pedestrians in surveillance videos. In the proposed method, the average moving speed of pedestrians is measured by estimating the size of real-world motion from the observed motion vectors. For this purpose, pixel-to-meter conversion factors are calculated from camera geometry. Also, the height information, which is missing because of camera projection, is predicted statistically from simulation experiments. Compared to the previous works for flow speed estimation, our method can be applied to various camera views because it separates scene parameters explicitly. Experiments are performed on both simulation image sequences and real video. In the experiments on simulation videos, the proposed method estimated the flow speed with average error of about 0.1m/s. The proposed method also showed a promising result for the real video.

  • PDF

A Distributive Placement Policy according to Popularity of Video Dat in Video-On-Demand Server (주문형 비디오 서버에서 비디오 데이터의 인기도에 따른 분산 배치 기법)

  • An, Yu-Jeong;Won, Yu-Heon
    • The Transactions of the Korea Information Processing Society
    • /
    • v.7 no.2S
    • /
    • pp.621-628
    • /
    • 2000
  • A retrieval performance of VOD sever is estimated by how quickly it services popular videos to users and how many users it is able to service. Each video data is placed on heterogeneous disks and placement techniques are various, retrieval performance is under the control of these elements, so that a retrieval performance is affected by placement policy. In this paper, we place video data considering their characteristics, especially, we place videos distributively according to their popularity. To verify our policy, we make various environment of experiment, estimate a placement policy using popularity of videos and a contrary policy, and compare them.

  • PDF

Implementation of Live Streaming Server for Video Commerce using Open source projects (오픈 소스를 활용한 비디오 커머스용 라이브 스트리밍 서버 구축)

  • Phong, Nguyen Ho Hong;Choi, Jongmyung
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2017.05a
    • /
    • pp.405-406
    • /
    • 2017
  • With the advance of ICT technology, E-Commerce is getting popular and used widely in daily life. Nowaday's commercial videos are also being used extensively to introduce commercial products to consumers. Most commercial companies are advertising their products on the internet with images and videos through online sharing sites. Putting pre-recorded videos online is easy, but it is difficult for sellers to interact with customers. Live Streaming is the transmission of digital content directly to the Internet in real time. Although there are many services available that provide live streaming on the internet, most are limited in the content they transmit. Building live streaming servers using open source projects will help users master the content which conveys to their customers. In this paper, we will consider implementation of Live Streaming Server for Video Commerce using Open Source.

  • PDF

Semantic Indexing for Soccer Videos Using Web-Extracted Information (웹에서 축출된 정보를 이용한 축구 경기의 시맨틱 인덱싱)

  • Hirata, Issao;Kim, Myeong-Hoon;Sull, Sang-Hoon
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10c
    • /
    • pp.41-45
    • /
    • 2007
  • The rapid growing of video content production leads to the necessity of developing more complex indexing systems in order to efficiently allow searching, retrieval and presentation of the desired segments of videos. This paper presents a method for indexing soccer video through automatic extraction of information from internet. The proposed paper defines a metadata structure to formally represent the knowledge of soccer matches and provides an automatic method to extract semantic information from web-sites. This approach improves the capability to extract more reliable and richer semantic Information for soccer videos. Experimental results demonstrate that the proposed method provides an efficient performance.

  • PDF

Classification of Phornographic Videos Based on the Audio Information (오디오 신호에 기반한 음란 동영상 판별)

  • Kim, Bong-Wan;Choi, Dae-Lim;Lee, Yong-Ju
    • MALSORI
    • /
    • no.63
    • /
    • pp.139-151
    • /
    • 2007
  • As the Internet becomes prevalent in our lives, harmful contents, such as phornographic videos, have been increasing on the Internet, which has become a very serious problem. To prevent such an event, there are many filtering systems mainly based on the keyword-or image-based methods. The main purpose of this paper is to devise a system that classifies pornographic videos based on the audio information. We use the mel-cepstrum modulation energy (MCME) which is a modulation energy calculated on the time trajectory of the mel-frequency cepstral coefficients (MFCC) as well as the MFCC as the feature vector. For the classifier, we use the well-known Gaussian mixture model (GMM). The experimental results showed that the proposed system effectively classified 98.3% of pornographic data and 99.8% of non-pornographic data. We expect the proposed method can be applied to the more accurate classification system which uses both video and audio information.

  • PDF

Comparison of experience recognition in 360° virtual reality videos and common videos (360° 가상현실 동영상과 일반 동영상 교육 콘텐츠의 경험인식 비교 분석)

  • Jung, Eun-Kyung;Jung, Ji-Yeon
    • The Korean Journal of Emergency Medical Services
    • /
    • v.23 no.3
    • /
    • pp.145-154
    • /
    • 2019
  • Purpose: This study simulates cardiac arrest situations in 360° virtual reality video clips and general video clips, and compares the correlations between educational media and experience recognition. Methods: Experimental research was carried out on a random control group (n=32) and experimental group (n=32) on March 20, 2019. Results: The groups where participants were trained with the 360° virtual reality video clips and a higher score of experience recognition (p=.047) than the group where participants were trained with the general video clips. Moreover, the subfactors of experience recognition including the sense of presence and vividness (p=.05), immersion (p<.05). experience (p<.01), fantasy factor (p<.05). and content satisfaction (p<.05) were positively correlated. Conclusion: Enhancing vividness and the sense of presence when developing virtual reality videos recorded with a 360° camera is thought to enable experience recognition without any direct interaction.