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REFERENCE LINKING PLATFORM OF KOREA S&T JOURNALS
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Journal of Korea Multimedia Society
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Korea Multimedia Society
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Volume & Issues
Volume 12, Issue 12 - Dec 2009
Volume 12, Issue 11 - Nov 2009
Volume 12, Issue 10 - Oct 2009
Volume 12, Issue 9 - Sep 2009
Volume 12, Issue 8 - Aug 2009
Volume 12, Issue 7 - Jul 2009
Volume 12, Issue 6 - Jun 2009
Volume 12, Issue 5 - May 2009
Volume 12, Issue 4 - Apr 2009
Volume 12, Issue 3 - Mar 2009
Volume 12, Issue 2 - Feb 2009
Volume 12, Issue 1 - Jan 2009
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Noise Smoothing using the 2D/3D Magnitude Ratio of Mesh Data
Hyeon, Dae-Hwan ; WhangBo, Taeg-Keun ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 473~482
Reconstructed 3D data from computer vision includes necessarily a noise or an error. When these data goes through a mesh process, the different 3D mesh data from original shape comes to make by a noise or an error. This paper proposed the method that smooths a noise effectively by noise analysis in reconstructed 3D data. Because the proposed method is smooths a noise using the area ratio of the mesh, the pre-processing of unusable mesh is necessary in 3D mesh data. This study detects a peak noise and Gaussian noise using the ratio of 3D volume and 2D area of mesh and smooths the noise with respect of its characteristics. The experimental results using synthetic and real data demonstrated the efficacy and performance of proposed algorithm.
A Fast Motion Estimation Algorithm Using Adaptive Elimination of Sub-block Partial Coefficient
Ryu, Tae-Kyung ; Moon, Kwang-Seok ; Kim, Jong-Nam ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 483~491
In this paper, we propose a fast motion estimation algorithm using adaptive elimination of sub-block partial coefficients. The proposed algorithm predicts an adaptive threshold for each sub-block by using relationship of an initial sum of absolute difference(SAD) and a minimum SAD at the current point, and efficiently reduces unnecessary calculation time of the conventional partial distortion elimination(PDE) algorithm with the predicted threshold. Our algorithm reduces about 60% of computations of the conventional PDE algorithm without any degradation of prediction quality compared with the con ventional full search. Additionally, the proposed algorithm can be applied to other fast motion estimation 떠gorithms. the proposed Our proposing algorithm will be useful to real-time video coding applications using MPEG-2 or MPEG-4 AVC standards.
Movement Search in Video Stream Using Shape Sequence
Choi, Min-Seok ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 492~501
Information on movement of objects in videos can be used as an important part in categorizing and separating the contents of a scene. This paper is proposing a shape-based movement-matching algorithm to effectively find the movement of an object in video streams. Information on object movement is extracted from the object boundaries from the input video frames becoming expressed in continuous 2D shape information while individual 2D shape information is converted into a lD shape feature using the shape descriptor. Object movement in video can be found as simply as searching for a word in a text without a separate movement segmentation process using the sequence of the shape descriptor listed according to order. The performance comparison results with the MPEG-7 shape variation descriptor showed that the proposed method can effectively express the movement information of the object and can be applied to movement search and analysis applications.
Automatic Depth-of-Field Control for Stereoscopic Visualization
Kang, Dong-Soo ; Kim, Yang-Wook ; Park, Jun ; Shin, Byeong-Seok ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 502~511
In order to simulate a depth-of-field effect in real world, there have been several researches in computer graphics field. It can represent an out-of-focused scene by calculating focal plane. When a point in a 3D coordinate lies on further or nearer than focal plane, the point is presented as a blurred circle on image plane according to the characteristic of the aperture and the lens. We can generate a realistic image by simulating the effect because it provides an out-of-focused scene like human eye dose. In this paper, we propose a method to calculate a disparity value of a viewer using a customized stereoscopic eye-tracking system and a GPU-based depth-of-field control method. They enable us to generate more realistic images reducing side effects such as dizziness. Since stereoscopic imaging system compels the users to fix their focal position, they usually feel discomfort during watching the stereoscopic images. The proposed method can reduce the side effect of stereoscopic display system and generate more immersive images.
Efficient Maximum Intensity Projection using SIMD Instruction and Streaming Memory Transfer
Kye, Hee-Won ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 512~520
Maximum intensity projection (MIP) is a volume rendering method which extracts maximum values along the viewing direction through volume data. It visualizes high-density structures, such as angio-graphic datasets so that it is frequently used in medical imaging systems. We have proposed an efficient two-step MIP acceleration method that uses the recent CPUs. First, we exploited SIMD instructions to reduce conditional branch instructions which take up a considerable part of whole rendering process, so that we improved rendering speed. Second, we proposed a new method, which accesses volume and image data successively by modifying the shear-warp rendering. This method improves memory access patterns so that cache misses are reduced. Using the current CPUs, our method improved the rendering speed by a factor of 7 than that of the shear-warp rendering.
Human Primitive Motion Recognition Based on the Hidden Markov Models
Kim, Jong-Ho ; Yun, Yo-Seop ; Kim, Tae-Young ; Lim, Cheol-Su ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 521~529
In this paper, we present a vision-based human primitive motion recognition method. It models the reference motion patterns, recognizes a user's motion, and measures the similarity between the reference action and the user's one. In order to recognize a motion, we provide a pattern modeling method based on the Hidden Markov Models. In addition, we provide a similarity measurement method between the reference motion and the user's one using the editing distance algorithm. Experimental results show that the recognition rate of ours is above 93%. Our method can be used in the motion recognizable games, the motion recognizable postures, and the rehabilitation training systems.
Certificateless Proxy Re-Encryption Scheme and Its Extension to Multiple KGC Environment
Sur, Chul ; Jung, Chae-Duk ; Park, Young-Ho ; Rhee, Kyung-Hyune ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 530~539
In this paper we introduce the notion of certificateless proxy re-encryption which enjoys the advantages of certificateless cryptography while providing the functionalities of proxy re-encryption. We give precise definitions for secure certificateless proxy re-encryption schemes and also present a concrete scheme from bilinear pairing. Our scheme is unidirectional and compatible with current certificateless encryption deployments, In addition, we show that our scheme has chosen ciphertext security in the random oracle model. Finally, we extend the proposed scheme for appling multiple KGC environment.
A Study on Group Key Management based on Mobile Device ID in Ad-hoc network
Kang, Seo-Il ; Lee, Nam-Hoon ; Lee, Im-Yeong ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 540~549
An arbitrary mobile device configures Ad-hoc network to provide the transmission of a data and services using wireless communications. A mobile device requires authentication and encryption key management to securely communicate in the Ad-hoc network. This paper examines the trend of the authentication in the Ad-hoc network and the group key management and suggests the plan for ID-based mutual authentication and group key establishment. ID-based mutual authentication in proposed scheme uses zero knowledge in the absence of shared information and is applied to establish a session key and group key. In addition, the proposed scheme is applied to Ad-hoc network to increase the efficiency and the safety of security technology.
A Study on the License Management Model for Secure Contents Distribution in Ubiquitous Environment
Jang, Ui-Jin ; Lim, Hyung-Min ; Shin, Yong-Tae ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 550~558
In ubiquitous environment, more small, lightweight, cheap and movable device is used than one device used in wired network environment. Multimedia service which is anytime, anywhere, is provided by device. However, it does not ensure the fair use of multimedia contents and causes damage to the contents providers because of illegal copy and distribution and indiscriminate use of digital contents. For solving this problems, DRM is applied to wired network but it has the problems does not protect stored license and manage license completely because of depending on simple protection such as device authentication and cryptographic algorithm. This paper proposes the license management model using digital forensic and DRM that prevents contents and licenses from distributing illegally and also enables the creation of evidence for legal countermeasure and the protection of license in whole life cycle.
Concurrent Watermarking Scheme for Robust and Fragile Authentication of 3D Animation Content
Lee, Suk-Hwan ; Kwon, Seong-Geun ; Kwon, Ki-Ryong ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 559~571
This paper presents a concurrent watermarking scheme with both robustness and fragileness for copyright protection and authentication of 3D animation contents. In a 3D animation model, the proposed scheme embeds not only robustly the watermark into geometry node for copyright protection but also fragilely the watermark into position and orientation interpolators for content authentication. This paper names the former as the robust geometry watermarking and the latter as the fragile interpolator watermarking. The proposed scheme performs independently these watermarkings for satisfying at one time the robustness and the fragileness of 3D animation model. From experimental results, we verified that the watermark embedded by the geometry watermarking has the robustness against many attacks from 3D public editing tools and also the watermark embedded by the interpolator watermarking has the fragileness against the same attacks.
A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation
Kang, Im-Chul ; Joo, Jae-Hong ; Kim, Beom-Seok ; Yang, Yong-Dae ; Lee, Hyun-Cheol ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 572~582
Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.
Analysis on Attitudes of Different Individuals toward On-line Game Portal Sites
Lee, Eun-Ah ; Kim, Eun-Jung ; Jung, Jai-Jin ; Kim, Tai-Suk ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 583~590
For entertaining information system such as online games that value pleasures, characteristics of individuals can be very important factor. In this study, the influence of individuals' characteristics on the emotional and perceptive attitudes toward portal sites was analyzed with statistical method through surveys using Technology Acceptance Model suggested by Davis et al. (1989). As a result of the study, it was found that the influence that the influence of game's characteristics have on the perceived accessibility has significant influence on the emotions about game portal site, which means familiarity is influential Detailed assumptions on the influence of game portal site on the perceived accessibility showed that familarity and achievement mavenism are all influential. It showed that the perceived accessibility about game portal site has significant influence on the perceived pleasure. Also, it was found that the perceived pleasure about game portal site has influence on cognitive attitude but the perceived accessibility has no influence on cognitive attitude. Also, the influence of the perceived pleasure and the perceived accessibility about game portal site on emotional attitude and the influence of the perceived pleasure on cognitive attitude were studied. As a result, it was found that the perceived pleasure and the perceived accessibility have influence on emotional attitude.
A Study on Technology Trends of CG in Visual Effects and Suggestion
Choi, Sung-Kyu ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 591~599
The rapid development in computer technology has led to remarkable development in the field of VFX that used in making real picture film. In the past, it was very hard work to make the VFX scenes by means of analogue ways. But these days, CG Animation technology has them make rapid progress and dazzle with brilliance. Recently we can judge the most advanced technology and IT technology based on CG technology introduced in VFX. VFX on CG technology becomes the concentration and the symbol of the most advanced technology. I study manufacturing movement of VFX on CG technology. It shows manufacturing tools are subdivided and the interface is convenient to use, so that artists have applied analogue manufacturing technology easily. The improvement of the computer has made it possible to develop CG technology and tools for hyper-realism. Industries and laboratories in the country get excellent result but we have to concentrate on people in this field more. First of all, we get out of technology copy of Hollywood and we have to develop creative and leading tools reflecting the artists' idea. industry.
Position Estimation System of Moving Object using GPS and Accelerometer
Yeom, Jeong-Nam ; Lee, Geum-Boon ; Park, Jeong-Jin ; Cho, Beom-Joon ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 600~607
In order to obtain continuous navigation information at low cost, we demonstrate, in this work, a position system which is constructed by integrating accelerometers with GPS. The proposed system eliminates vibration and noise elements of accelerometers by using Kalman filter. Calculating continuous navigation information is executed by unifying GPS position data and accelerations of moving and centripetal directions which affect the vehicle. Through simulations and experiments, we show that the performance of GPS can be improved by employing accelerometers. Our proposed system can provide stable and seamless position information where the GPS signal is unavailable due to obstruction like tunnels, and high buildings. The designed system can be implemented at low cost of circuit design and production, and satisfy various installation conditions.
Distributed Software Tools Enabling Efficient RFID Data Pre-Processing Using Agent Mobility
Ahn, Yong-Sun ; Ahn, Jin-Ho ;
Journal of Korea Multimedia Society, volume 12, issue 4, 2009, Pages 608~615
As RFID tag prices have rapidly been declining because of the advance of RFID technology, each tag is attached to an individual item, not a packing box only, for managing the item much more precisely. However, some mechanisms are essential to handle a very large amount of tag data quickly because readers and middlewares processing RFID data have limited hardware resources. In this paper, we design and implement a new mobile agent-based distributed software tools to satisfy this requirement efficiently. These tools provide a convenient environment enabling required data to be pre-processed repeatedly in transit by transferring a mobile agent including its specified data collection policy to numerous mobile readers. This behavior can significantly reduce the elapsed time required for processing huge volumes of tag data at the readers and middlewares with their very high recognition rates compared with the existing one to process the data by fixed readers after having arrived at the destination