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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 16, Issue 12 - Dec 2013
Volume 16, Issue 11 - Nov 2013
Volume 16, Issue 10 - Oct 2013
Volume 16, Issue 9 - Sep 2013
Volume 16, Issue 8 - Aug 2013
Volume 16, Issue 7 - Jul 2013
Volume 16, Issue 6 - Jun 2013
Volume 16, Issue 5 - May 2013
Volume 16, Issue 4 - Apr 2013
Volume 16, Issue 3 - Mar 2013
Volume 16, Issue 2 - Feb 2013
Volume 16, Issue 1 - Jan 2013
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Fast Detection of Copy-Move Forgery Image using DCT
Shin, Yong-Dal ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 411~417
DOI : 10.9717/kmms.2013.16.4.411
In this paper, we proposed a fast detection method of copy-move forgery image based on low frequency coefficients of the DCT coefficients. We proposed a new matching criterion of copy-moved forgery image detection (MCD) using discrete cosine transform. For each
pixel block, the DCT transform is calculated. Our algorithm uses low frequency four (DC, 3 AC coefficient) and six coefficients (DC, 5 AC coefficients) of DCT per
pixel block. Our algorithm worked block matching for DCT coefficients of the
pixel block is slid by one pixel along the image from the upper left corner to the lower right corner. Our algorithm can reduce computational complexity more than conventional copy moved forgery detection algorithms.
Hybrid Polyline Simplification for GIS Vector Map Data Compression
Im, Dae-Yeop ; Jang, Bong-Joo ; Lee, Suk-Hwan ; Kwon, Seong-Geun ; Kwon, Ki-Ryong ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 418~429
DOI : 10.9717/kmms.2013.16.4.418
This paper presents a GIS vector map data compression scheme based on hybrid polyline simplification method and SEC(spatial energy compaction). The proposed method extracts all layers which contain polylines in the GIS vector map and compress all polylines in extracted layers by the hybrid polyline simplification and SEC based on MAE(minimum area error) for each segment in the line. The proposed simplification and SEC increase the compression ratio while preserving the shape quality. We analyze the visual aspects and compression efficiency between the original GIS vector map and the compressed map. From experimental results, we verify that our method has the higher compression efficiency and visual quality than conventional methods.
A Position Information Hiding in Road Image for Road Furniture Monitoring
Seung, Teak-Young ; Lee, Suk-Hwan ; Kwon, Ki-Ryong ; Moon, Kwang-Seok ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 430~443
DOI : 10.9717/kmms.2013.16.4.430
The recognition of current position and road surrounding of car is very important to driver for safe driving. This paper presents the recognition technique of the road traveling environment using position information hiding and viewpoint transform that monitors the information of road furniture and signature and notifies them to driver. The proposed scheme generates the road images into which the position information are hided, from car camera and GPS module and provides the road information to driver through the viewpoint transformation and the road signature detection. The driving tests with camera and GPS module verified that the position information hiding takes about 66.5ms per frame, the detection rate of road signature is about 95.83%, and the road signature detection takes about 227.45ms per frame. Therefore, we know that the proposed scheme can recognize the road traveling environment on the road video with 15 frame rate.
Time Complexity Measurement on CUDA-based GPU Parallel Architecture of Morphology Operation
Izmantoko, Yonny S. ; Choi, Heung-Kook ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 444~452
DOI : 10.9717/kmms.2013.16.4.444
Operation time of a function or procedure is a thing that always needs to be optimized. Parallelizing the operation is the general method to reduce the operation time of the function. One of the most powerful parallelizing methods is using GPU. In image processing field, one of the most commonly used operations is morphology operation. Three types of morphology operations kernel, na
ve, global and shared, are presented in this paper. All kernels are made using CUDA and work parallel on GPU. Four morphology operations (erosion, dilation, opening, and closing) using square structuring element are tested on MRI images with different size to measure the speedup of the GPU implementation over CPU implementation. The results show that the speedup of dilation is similar for all kernels. However, on erosion, opening, and closing, shared kernel works faster than other kernels.
Automatic Music Summarization Method by using the Bit Error Rate of the Audio Fingerprint and a System thereof
Kim, Minseong ; Park, Mansoo ; Kim, Hoirin ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 453~463
DOI : 10.9717/kmms.2013.16.4.453
In this paper, we present an effective method and a system for the music summarization which automatically extract the chorus portion of a piece of music. A music summary technology is very useful for browsing a song or generating a sample music for an online music service. To develop the solution, conventional automatic music summarization methods use a 2-dimensional similarity matrix, statistical models, or clustering techniques. But our proposed method extracts the music summary by calculating BER(Bit Error Rate) between audio fingerprint blocks which are extracted from a song. But we could directly use an enormous audio fingerprint database which was already saved for a music retrieval solution. This shows the possibility of developing a various of new algorithms and solutions using the audio fingerprint database. In addition, experiments show that the proposed method captures the chorus of a song more effectively than a conventional method.
A Study on Packet Transmissions using overhearing and Time-Interval in WMSNs
Ha, IlKyu ; Byeon, Seokjin ; Ahn, ByoungChul ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 464~471
DOI : 10.9717/kmms.2013.16.4.464
With the advance of wireless sensor networks, WMSN(Wireless Multimedia Sensor Networks) researches to transfers multimedia data have been studied actively. First of all, three basic protocols, End-to-end, Hop-by-hop, and Unreliable transmission method, are compared to transfer multimedia data using simulations. This paper presents an efficient protocol to transfer multimedia data by overhearing messages of nodes and by transmitting next packets during the unused time interval. The proposed method is verified its performance by simulations and experiments. The results shows that the transmission rate of the proposed method 22% higher than that of End-to-end protocol with half of transmission time. Also the performance of the proposed method is compared with that of PIGAB(Packet Interval Gap based on Adaptive Backoff).
A Study on Wireless LAN Topology Configuration for Enhancing Indoor Location-awareness and Network Performance
Kim, Taehoon ; Tak, Sungwoo ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 472~482
DOI : 10.9717/kmms.2013.16.4.472
This paper proposes a wireless LAN topology configuration method for enhancing indoor location-awareness and improving network performance simultaneously. We first develop four objective functions that yield objective goals significant to the optimal design of a wireless LAN topology in terms of location-awareness accuracy and network performance factors. Then, we develop metaheuristic algorithms such as simulated annealing, tabu search, and genetic algorithm that examine the proposed objective functions and generate a near-optimal solution for a given objective function. Finally, four objective functions and metaheuristic algorithms developed in this paper are exploited to evaluate and measure the performance of the proposed wireless LAN topology configuration method.
FPGA Implementation of SURF-based Feature extraction and Descriptor generation
Na, Eun-Soo ; Jeong, Yong-Jin ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 483~492
DOI : 10.9717/kmms.2013.16.4.483
SURF is an algorithm which extracts feature points and generates their descriptors from input images, and it is being used for many applications such as object recognition, tracking, and constructing panorama pictures. Although SURF is known to be robust to changes of scale, rotation, and view points, it is hard to implement it in real time due to its complex and repetitive computations. Using 3.3 GHz Pentium, in our experiment, it takes 240ms to extract feature points and create descriptors in a VGA image containing about 1,000 feature points, which means that software implementation cannot meet the real time requirement, especially in embedded systems. In this paper, we present a hardware architecture that can compute the SURF algorithm very fast while consuming minimum hardware resources. Two key concepts of our architecture are parallelism (for repetitive computations) and efficient line memory usage (obtained by analyzing memory access patterns). As a result of FPGA synthesis using Xilinx Virtex5LX330, it occupies 101,348 LUTs and 1,367 KB on-chip memory, giving performance of 30 frames per second at 100 MHz clock.
Priority-based Scheduling Methods for Real-time Tasks of Massively Multiplayer On-line Game Systems
Kim, Jinhwan ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 493~501
DOI : 10.9717/kmms.2013.16.4.493
A key challenge in massively multiplayer on-line game(MMOG) systems is providing real-time response latencies to the large number of concurrent game players. MMOG systems are a kind of soft real-time systems because requests from many players should be responded within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In order to meet their timing constraints, we propose priority scheduling methods that attempt to allocate preferentially more CPU bandwidth to serve an task with the higher priority level in the presence of transient overloading. The proposed scheduling methods are capable of enhancing real-time performance of MMOG system by maximizing the number of tasks with higher priority completed successfully within their deadlines while minimizing total average latency of tasks finished after given deadlines. The performance of these scheduling methods is evaluated through extensive simulation experiments.
An analysis of satisfaction index on computer education of university based on Fuzzy Decision Making Method
Ryu, Kyung-Hyun ; Hwang, Byung-Kon ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 502~509
DOI : 10.9717/kmms.2013.16.4.502
In Information age, The academic liberal art computer education course set up goals to promote computer literacy and develop the ability to cope with changes in information society and improve productivity and national competitiveness. In this paper, we analyze on discovering of decisive variable and satisfaction index to have a influence on computer education on university students. As a preprocessing course, the proposed method selects optimum variable using correlation based feature selection(CFS) of machine learning tool based on Java and we calculate weighted value for each variable and then, we generate the optimal variable using weighted value based on fuzzy decision making method. we proposed Fuzzy decision making method in analysis of the academic liberal art computer education satisfaction index data and checked the accuracy of the satisfaction evaluation by using recall and precision.
A Voice Annotation Browsing Technique in Digital Talking Book for Reading-disabled People
Park, Joo Hyun ; Lim, Soon-Bum ; Lee, Jongwoo ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 510~519
DOI : 10.9717/kmms.2013.16.4.510
In this paper, we propose a voice-annotation browsing system that make the reading-disabled people to be able to find and play the existing voice-annotations. The proposed system consists of 4 steps: input, ranking & recommendation, search, and output. For the reading-disabled people depending only on the auditory sense, all steps can accept voice commands. To evaluate the effectiveness of our system, we design and implement an android-based mobile e-book application supporting the voice-annotation browsing ability. The implemented system is tested by a number of blind-folded users. As a result, we can see almost all the reading-disabled people can successfully and easily reach the existing voice-annotations they want to find.
Realistic Skin Rendering for 3D Facial Makeup
Lee, Sang-Hoon ; Kim, Hyeon-Joong ; Choi, Soo-Mi ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 520~528
DOI : 10.9717/kmms.2013.16.4.520
Makeup simulation is a tool that tests various makeup methods on a virtual digital face using input and display devices. Although several simulation systems supporting various makeup styles have been recently developed, most systems have many limitations on realistic skin representations because they use 2D facial images. We develope a realistic makeup simulation method which can control skin reflectance and roughness parameters. The method allows a user to simulate makeup applications while changing skin parameters using high-resolution facial data acquired by 3D scanners. Besides we use a point-based shape representation which enables simple and flexible 3D rendering, and provide a more realistic makeup simulation by applying different skin parameters on each part of the face.
A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show
Wu, Sehee ; Kang, Yeonkyung ; Ko, Young-A ; Kim, Anna ; Kim, Naeun ; Kim, Cheeyong ; Ko, Hyeong-Seok ;
Journal of Korea Multimedia Society, volume 16, issue 4, 2013, Pages 529~537
DOI : 10.9717/kmms.2013.16.4.529
*IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.