• Title/Summary/Keyword: visual frame

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Development of a Brain Phantom for Multimodal Image Registration in Radiotherapy Treatment Planning

  • H. S. Jin;T. S. Suh;R. H. Juh;J. Y. Song;C. B. Y. Choe;Lee, H .G.;C. Kwark
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.450-453
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    • 2002
  • In radiotherapy treatment planning, it is critical to deliver the radiation dose to tumor and protect surrounding normal tissue. Recent developments in functional imaging and radiotherapy treatment technology have been raising chances to control tumor saving normal tissues. A brain phantom which could be used for image registration technique of CT-MR and CT-SPECT images using surface matching was developed. The brain phantom was specially designed to obtain imaging dataset of CT, MR, and SPECT. The phantom had an external frame with 4 N-shaped pipes filled with acryl rods, Pb rods for CT, MR, and SPECT imaging, respectively. 8 acrylic pipes were inserted into the empty space of the brain phantom to be imaged for geometric evaluation of the matching. For an optimization algorithm of image registration, we used Downhill simplex algorithm suggested as a fast surface matching algorithm. Accuracy of image fusion was assessed by the comparison between the center points of the section of N-shaped bars in the external frame and the inserted pipes of the phantom and minimized cost functions of the optimization algorithm. Technique with partially transparent, mixed images using color on gray was used for visual assessment of the image registration process. The errors of image registration of CT-MR and CT-SPECT were within 2mm and 4mm, respectively. Since these errors were considered within a reasonable margin from the phantom study, the phantom is expected to be used for conventional image registration between multimodal image datasets..

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A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

Error Concealment Method for MPEG-4 Video in Wireless Environment (무선환경에서 MPEG-4 영상의 오류은닉 방법)

  • Park, Sun-Young;Song, Joon-Ho;Moon, Joo-Hee
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.6
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    • pp.641-651
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    • 2002
  • Recently, many advanced video application services over the mobile wireless networks have required a transcoder which can efficiently reduce the size of compressed video bitstreams. The transcoder can be worked in either the spatial domain or the DCT domain. In this paper, we propose a new fast hybrid-type transcoder which can efficiently reduce the frame size with keeping the visual quality. The proposed scheme consists of two major processes: a transform domain process and a spatial domain process. We also propose a scheme for coding mode selection and motion vector refinement. Experimental results show that our approach can reduce the computational complexity more than any other conventional spatial-domain transcoder with keeping the visual quality.

A New Fast Transcoder for Resizing Coded Video Sequences (부호화된 영상의 크기를 변환하는 새로운 고속 트랜스코더)

  • Park, Il-Woo;Cho, Yong-Gook;Myung, Jin-Su;Chae, Byung-Jo;Oh, Seoung-Jun;Yang, Chang-Mo;Cho, We-Duke
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.6
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    • pp.652-663
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    • 2002
  • Recently, many advanced video application services over the mobile wireless networks have required a transcoder which can efficiently reduce the size of compressed video bitstreams. The transcoder can be worked in either the spatial domain or the DCT domain. In this paper, we propose a new fast hybrid-type transcoder which can efficiently reduce the frame size with keeping the visual quality. The proposed scheme consists of two major processes: a transform domain process and a spatial domain process. We also propose a scheme for coding mode selection and motion vector refinement. Experimental results show that our approach can reduce the computational complexity more than any other conventional spatial-domain transcoder with keeping the visual quality.

The 'Plastic Architecture' of De Stijl, Its Utopian Vision (드 스틸의 조형적 건축, 그 유토피안 비전)

  • Yun, Nan-Jie
    • The Journal of Art Theory & Practice
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    • no.9
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    • pp.151-170
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    • 2010
  • As an art group, De Stijl (1917-1931) led a total art movement encompassing painting, sculpture, design, and architecture. Among these, architecture, as a model of the total art pursued by the group, was encapsulated by the term 'plastic architecture.' The term reflects architecture's shared features with plastic art, especially its pictorial characteristics. Firstly, De Stijl architecture shares geometric form with painting. Assembled in simple, clear and rational structures, the geometric forms signified universal forms, and extended the pictorial experimentation that Mondrian exercised through Neo-Plasticism to architecture. Constructed with colour fields made of concrete wall, De Stijl architecture is geometric abstract painting embodied in space. Together with such pictorial characteristics, large plate glass windows, narrow window frames, and cantilever structure minimize the building's visual weight. De Stijl architecture, which appears suspended in the air, is an architectural version of the abstract paintings of the era that revealed unknown spaces beyond perspective. De Stijl architecture is also an 'open' architecture, where the units placed as if radiating from the center form relations with each other flexibly and organically. The observer in such a space is encouraged to experience space within time, as his/her physical and visual mobility and extension are maximized. De Stijl architecture is an example of how the time-space continuum, represented within picture frame through Cubism, Futurism, and abstract art, can be realized in space. By transforming the ideal space of painting into real space in this way, 'plastic architecture' turned out to be an architectural manifestation of the utopianism of the era, aimed at building a society in 'perfect harmony.' However, such rationalism and universalism are not free from the violence of totalization that deletes various differences. This is evident in the history that followed as the geometric form of architecture and urban planning proliferated across the globe, engulfing the diverse natural landscapes and local cultures.

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A Video Watermarking Method using Global Masking (전역 마스킹을 이용한 비디오 워터마킹 방법)

  • 문지영;호요성
    • Journal of Broadcast Engineering
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    • v.8 no.3
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    • pp.268-277
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    • 2003
  • In this paper, we propose a new video watermarking method exploiting the human visual system (HVS) to find effective locations. in the video frames which make the watermark robust and imperceptible simultaneously. In particular, we propose a new HVS-optimized weighting map for hiding the watermark by considering HVS in three different aspects : frequency, spatial, and motion masking effects. The global masking map is modeled by combining the frequency masking, the spatial masking, and the motion masking. In this paper, we use a watermark which is generated by the bitwise exclusive-OR operation between a logo image and a random sequence. The amount of watermarks is weighted by a control parameter. Furthermore, we embed the watermark in the uncompressed video sequence for the general watermarking method available to various coding schemes. Simulation results show that the watermark is imperceptible and the proposed method is good for watermark capacity. It is also demonstrated that the proposed method is robust against various attacks, such as MPEG coding, MPEG re-encoding, and frame attacks.

Improved Error Detection Scheme Using Data Hiding in Motion Vector for H.264/AVC (움직임 벡터의 정보 숨김을 이용한 H.264/AVC의 향상된 오류 검출 방법)

  • Ko, Man-Geun;Suh, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.20-29
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    • 2013
  • The compression of video data is intended for real-time transmission of band-limited channels. Compressed video bit-streams are very sensitive to transmission error. If we lose packets or receive them with errors during transmission, not only the current frame will be corrupted, but also the error will propagate to succeeding frames due to the spatio-temporal predictive coding structure of sequences. Error detection and concealment is a good approach to reduce the bad influence on the reconstructed visual quality. To increase concealment efficiency, we need to get some more accurate error detection algorithm. In this paper, We hide specific data into the motion vector difference of each macro-block, which is obtained from the procedure of inter prediction mode in H.264/AVC. Then, the location of errors can be detected easily by checking transmitted specific data in decoder. We verified that the proposed algorithm generates good performances in PSNR and subjective visual quality through the computer simulation by H.324M mobile simulation tool.

Video Watermarking Using Human Visual System and Wavelet Transform (인간 시각 시스템 및 웨이블릿 변환을 이용한 비디오 워터마킹)

  • 권성근;김병주;김태수;이석환;권기룡;이건일
    • Journal of Korea Multimedia Society
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    • v.6 no.3
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    • pp.436-443
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    • 2003
  • A digital video watermarking algorithm is proposed that uses HVS and DWT. In this algorithm, each video frame is decomposed into four-level by DWT which reveals the characteristics of the human eyes and watermark is embedded into DWT coefficients using HVS. For robustness, the lowest level subbands which represent the highest frequency component are excluded in watermark embedding step and watermark is embedded into the perceptually significant coefficients (PSCs) of the rest subbands. PSCs of the baseband are selected according to the amplitude of the coefficients and PSCs of the high frequency subbands are selected by successive subband quantization (SSQ). Watermark is embedded into the PSCs of the baseband and high frequency subbands by Weber's law and spatial masking effect, respectively, for the invisibility and robustness. We tested the performance of the proposed algorithm compared with the conventional watermarking algorithm by computer simulation. Experimental results show that the proposed watermarking algorithm produces a better invisibility and robustness than the conventional algorithm.

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A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

A Simulation program for verify and reappearance of motor vehicle accident (교통사고 조사 및 재현을 위한 시뮬레이션 프로그램에 관한 연구)

  • Kim, Dong-Hyun;Jeong, Yang-Kwon;Choi, Jae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.5 no.1
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    • pp.1-9
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    • 2010
  • The research which needs when the traffic accident occurs, the assailant and the victim as the assault person the gain and loss as the damage person does in necessity. Produces shame information which is scientific about the traffic accident which occurs, importance in the effect of visual, about the program which based on the fact that provides the tool which is used from the process which reappears an accident embodies is a thing in the objective self-acknowledgement assailant and the victim. From the research which sees traffic accident site easily, will compose and the fact that applies according to in necessary accident investigation process of the simulation program will be able to reappear goal. From the insurance company and the police station expressed the frame about traffic accident and the sample result to apply reappears from the side of visual the application value was expected with the tool which appropriate in accident control is easy very and is.