• Title/Summary/Keyword: real-time broadcast

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Golf Swing Classification Using Fuzzy System (퍼지 시스템을 이용한 골프 스윙 분류)

  • Park, Junwook;Kwak, Sooyeong
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.380-392
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    • 2013
  • A method to classify a golf swing motion into 7 sections using a Kinect sensor and a fuzzy system is proposed. The inputs to the fuzzy logic are the positions of golf club and its head, which are extracted from the information of golfer's joint position and color information obtained by a Kinect sensor. The proposed method consists of three modules: one for extracting the joint's information, another for detecting and tracking of a golf club, and the other for classifying golf swing motions. The first module extracts the hand's position among the joint information provided by a Kinect sensor. The second module detects the golf club as well as its head with the Hough line transform based on the hand's coordinate. Using a fuzzy logic as a classification engine reduces recognition errors and, consequently, improves the performance of robust classification. From the experiments of real-time video clips, the proposed method shows the reliability of classification by 85.2%.

A Data Broadcasting System for Traffic Information Based on Terrestrial DMB (지상파 DMB에서 교통정보 제공을 위한 데이터방송시스템)

  • Kang, Do-Young;Yeh, Hong-Jin
    • Journal of KIISE:Computing Practices and Letters
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    • v.12 no.5
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    • pp.300-311
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    • 2006
  • Traffic information is considered as one of the core contents of the terrestrial DMB. This paper proposes and implements the data broadcasting system, which automatically collects data and transmits the contents in order to provide traffic information promptly The proposed data broadcasting system comprises the following three subsystems: 1 he traffic information integration system for collecting and processing data in real-time, the traffic information authoring system for automatically creating and verifying the contents, and the traffic information transmission system for transmitting the created contents. We describe these subsystems in detail about their functionality, components and interoperability. The proposed data broadcasting system provides the HWS type contents as the PAD data of the terrestrial DMB audio broadcast. Finally, we describe our implementation of the data broadcasting system, and suggest further improvements that need to be made.

On-Line Audio Genre Classification using Spectrogram and Deep Neural Network (스펙트로그램과 심층 신경망을 이용한 온라인 오디오 장르 분류)

  • Yun, Ho-Won;Shin, Seong-Hyeon;Jang, Woo-Jin;Park, Hochong
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.977-985
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    • 2016
  • In this paper, we propose a new method for on-line genre classification using spectrogram and deep neural network. For on-line processing, the proposed method inputs an audio signal for a time period of 1sec and classifies its genre among 3 genres of speech, music, and effect. In order to provide the generality of processing, it uses the spectrogram as a feature vector, instead of MFCC which has been widely used for audio analysis. We measure the performance of genre classification using real TV audio signals, and confirm that the proposed method has better performance than the conventional method for all genres. In particular, it decreases the rate of classification error between music and effect, which often occurs in the conventional method.

A New ASIC Design of Digital Hologram Generation Circuit for 12×12 Block (12×12 블록의 디지털 홀로그램 생성 회로의 ASIC 설계)

  • Lee, Yoon-Hyuk;Kim, Dong-Wook;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.21 no.6
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    • pp.944-956
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    • 2016
  • In this paper, we propose a new hardware architecture to generate computer-generated holograms based on the block based calculation method and implement a VLSI (very large scaled integrated circuit) in ASIC (application specific integrated circuit) environment. The proposed hardware has a structure that can produce a part of a hologram in the unit of a block in parallel. After calculating a block of a hologram by using an object point, the calculation is repeated to all object points and intermediate results from them are accumulated to produce a final block of a hologram. Through this structure, we can make various size of holograms with the optimized memory access in real-time operation. The proposed hardware was implemented in the Hynix 0.18um CMOS technology of Magna chip Inc. and has 876,608 gate counts. It can generate complex holograms unlike the previous researches and stably operate in the clock frequency of 200MHz.

Non-Real-Time 3D Video Services for Terrestrial DMB (지상파 DMB 비실시간 3D 비디오 서비스)

  • Kim, Yong-Han;Park, Min-Kyu;Oh, Chang-Yeol;Yun, Kug-Jin;Lee, Bong-Ho;Hur, Nam-Ho;Lee, Soo-In
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.83-85
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    • 2010
  • 최근 소형 무안경식 스테레오스코픽 디스플레이가 저가에 양산될 수 있게 되어 이를 장착한 휴대형 기기를 통한 스테레오스코픽 서비스에 대한 관심이 고조되고 있다. 지상파 DMB 수신 겸용 휴대폰의 경우에도 이러한 3D 디스플레이를 장착할 수 있으므로, 지상파 DMB를 통해 3D 비디오 서비스를 제공하는 데에도 관심이 고조되고 있다. 그러한 현재 지상파 DMB 채널은 가용 전송률이 거의 남아 있지 못한 상태이므로, 실시간으로 이러한 서비스를 제공할 수 없다. 본 논문에서는 기존 지상파 DMB 비디오 서비스를 위해 전송되는 비디오 압축 데이터를 3D 영상의 좌우 영상 중 한 영상으로 사용하고, 다른쪽 영상은 비실시간적인 방법으로 수신기로 전송함으로써 기존 지상파 DMB 비디오 서비스와 호환적으로 3D 비디오 서비스를 제공할 수 있는 방법 2 가지를 제안한다. 첫 번째 방법은 지상파 DMB의 파일 다운로드 프로토콜인 MOT(Multimedia Object Transfer)를 이용하여 3D 영상에 필요한 한 쪽 영상을 파일 형태로 미리 수신기로 다운로드해 준 후, 실시간으로 전송되어 오는 2D 비디오 데이터와 함께 디스플레이하는 MOT/스트림 모드 비실시간 3D 비디오 서비스이며, 두 번째 방법은 광고 영상과 같이 일정 기간 중에 반복적으로 전송되는 콘텐트에 대해 추가로 필요한 전송률이 거의 없이 3D 비디오로 제공할 수 있는 반복 콘텐트 비실시간 3D 비디오 서비스이다.

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Sub-channel Allocation Scheme for Multi-media Service in AMC-based OFDMA Systems (AMC 기반 OFDMA 시스템에서 멀티미디어 서비스를 지원하기 위한 서브 채널 할당 방법)

  • Song, Woo-Ram;Chong, Jo-Woon;Kim, Dong-Hoi
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.178-188
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    • 2009
  • In this paper, we propose the method which provides efficient sub-channel allocation for handoff and new call supporting multi-media service in AMC-based OFDMA system. Firstly, we apply the multi-band method which provides different AMC method according to the location of user terminals. Also, in OFDMA system environment that a base station has a lot of sub-channels, we adopt the sub-channel allocation scheme that provides a higher priority to handoff call and real-time service about handoff and new calls with multi-meida service. The simulation results show that the proposed scheme plays a role in increasing the number of new and handoff calls meeting the required blocking rate.

Real-time Traffic Sign Recognition using Rotation-invariant Fast Binary Patterns (회전에 강인한 고속 이진패턴을 이용한 실시간 교통 신호 표지판 인식)

  • Hwang, Min-Chul;Ko, Byoung Chul;Nam, Jae-Yeal
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.562-568
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    • 2016
  • In this paper, we focus on recognition of speed-limit signs among a few types of traffic signs because speed-limit sign is closely related to safe driving of drivers. Although histogram of oriented gradient (HOG) and local binary patterns (LBP) are representative features for object recognition, these features have a weakness with respect to rotation, in that it does not consider the rotation of the target object when generating patterns. Therefore, this paper propose the fast rotation-invariant binary patterns (FRIBP) algorithm to generate a binary pattern that is robust against rotation. The proposed FRIBP algorithm deletes an unused layer of the histogram, and eliminates the shift and comparison operations in order to quickly extract the desired feature. The proposed FRIBP algorithm is successfully applied to German Traffic Sign Recognition Benchmark (GTSRB) datasets, and the results show that the recognition capabilities of the proposed method are similar to those of other methods. Moreover, its recognition speed is considerably enhanced than related works as approximately 0.47second for 12,630 test data.

Fast View Synthesis Using GPGPU (GPGPU를 이용한 고속 영상 합성 기법)

  • Shin, Hong-Chang;Park, Han-Hoon;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.13 no.6
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    • pp.859-874
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    • 2008
  • In this paper, we develop a fast view synthesis method that generates multiple intermediate views in real-time for the 3D display system when the camera geometry and depth map of reference views are given in advance. The proposed method achieves faster view synthesis than previous approaches in GPU by processing in parallel the entire computations required for the view synthesis. Specifically, we use $CUDA^{TM}$ (by NVIDIA) to control GPU device. For increasing the processing speed, we adapted all the processes for the view synthesis to single instruction multiple data (SIMD) structure that is a main feature of CUDA, maximized the use of the high-speed memories on GPU device, and optimized the implementation. As a result, we could synthesize 9 intermediate view images with the size of 720 by 480 pixels within 0.128 second.

Real-time 3D Volumetric Model Generation using Multiview RGB-D Camera (다시점 RGB-D 카메라를 이용한 실시간 3차원 체적 모델의 생성)

  • Kim, Kyung-Jin;Park, Byung-Seo;Kim, Dong-Wook;Kwon, Soon-Chul;Seo, Young-Ho
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.439-448
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    • 2020
  • In this paper, we propose a modified optimization algorithm for point cloud matching of multi-view RGB-D cameras. In general, in the computer vision field, it is very important to accurately estimate the position of the camera. The 3D model generation methods proposed in the previous research require a large number of cameras or expensive 3D cameras. Also, the methods of obtaining the external parameters of the camera through the 2D image have a large error. In this paper, we propose a matching technique for generating a 3D point cloud and mesh model that can provide omnidirectional free viewpoint using 8 low-cost RGB-D cameras. We propose a method that uses a depth map-based function optimization method with RGB images and obtains coordinate transformation parameters that can generate a high-quality 3D model without obtaining initial parameters.

Fast Decision Method of Adaptive Motion Vector Resolution (적응적 움직임 벡터 해상도 고속 결정 기법)

  • Park, Sang-hyo
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.305-312
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    • 2020
  • As a demand for a new video coding standard having higher coding efficiency than the existing standards is growing, recently, MPEG and VCEG has been developing and standardizing the next-generation video coding project, named Versatile Video Coding (VVC). Many inter prediction techniques have been introduced to increase the coding efficiency, and among them, an adaptive motion vector resolution (AMVR) technique has contributed on increasing the efficiency of VVC. However, the best motion vector can only be determined by computing many rate-distortion costs, thereby increasing encoding complexity. It is necessary to reduce the complexity for real-time video broadcasting and streaming services, but it is yet an open research topic to reduce the complexity of AMVR. Therefore, in this paper, an efficient technique is proposed, which reduces the encoding complexity of AMVR. For that, the proposed method exploits a special VVC tree structure (i.e., multi-type tree structure) to accelerate the decision process of AMVR. Experiment results show that the proposed decision method reduces the encoding complexity of VVC test model by 10% with a negligible loss of coding efficiency.