3 resultados para half-live

em Digital Peer Publishing


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Innovations in hardware and network technologies lead to an exploding number of non-interrelated parallel media streams. Per se this does not mean any additional value for consumers. Broadcasting and advertisement industries have not yet found new formats to reach the individual user with their content. In this work we propose and describe a novel digital broadcasting framework, which allows for the live staging of (mass) media events and improved consumer personalisation. In addition new professions for future TV production workflows which will emerge are described, namely the 'video composer' and the 'live video conductor'.

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Approximately half of the population experiences some degree of poverty while 10% live in extreme poverty (according to a report made by the Ministry of Labor, Social Solidarity and Family - MLSSF). This poverty has grown rapidly over the transition decade. Real wages, already amongst the lowest in Europe (including Central and Eastern Europe) in 1990, have since declined by approximately half. A high proportion of households, mostly those in rural areas, are engaged in informal economic activity such as small-scale farming, and it is estimated that at least one third of household incomes are in kind. High levels of poverty in the country tend to be associated with families of more than three children. The only ethnic group with a markedly distinct level of poverty is the Roma, who collectively experience 3.5 times the average poverty rate. Poverty appears to be up to half as prevalent again in rural areas (where over 45 % of the population live) compared to the urban areas, as there is also some regional concentration, often associated with declining of industrial activity.

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Adding virtual objects to real environments plays an important role in todays computer graphics: Typical examples are virtual furniture in a real room and virtual characters in real movies. For a believable appearance, consistent lighting of the virtual objects is required. We present an augmented reality system that displays virtual objects with consistent illumination and shadows in the image of a simple webcam. We use two high dynamic range video cameras with fisheye lenses permanently recording the environment illumination. A sampling algorithm selects a few bright parts in one of the wide angle images and the corresponding points in the second camera image. The 3D position can then be calculated using epipolar geometry. Finally, the selected point lights are used in a multi pass algorithm to draw the virtual object with shadows. To validate our approach, we compare the appearance and shadows of the synthetic objects with real objects.