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The FE-SM/SONN for Recognition of the Car Skid Mark (자동차 스키드마크 인식을 위한 FE-SM/SONN)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.1
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    • pp.125-132
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    • 2012
  • In this paper, We proposes FE-SM/SONN for recognizing blurred and smeared skid mark image caused by sudden braking of a vehicle. In a blurred and smeared skid marks, tread pattern image is ambiguous. To improve recognition of such image, FE-SM/SONN reads skid marks utilizing Fuzzy Logic and distinguishing tread pattern SONN(Self Organization Neural Networks) recognizer. In order to substantiate this finding, 48 tire models and 144 skid marks were compared and overall recognition ratio was 89%. This study showed 13.51% improved recognition compared to existing back propagation recognizer, and 8.78% improvement than FE-MCBP. The expected effect of this research is achieving recognition of ambiguous images by extracting distinguishing features, and the finding concludes that even when tread pattern image is in grey scale, Fuzzy Logic enables the tread pattern recognizable.

A Study of Call Admission Control Scheme using Noncooperative Game under Homogeneous Overlay Wireless Networks (동종의 중첩 무선 네트워크에서 비협력적 게임을 이용한 호수락 제어기법의 연구)

  • Kim, Nam Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.4
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    • pp.1-9
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    • 2015
  • This paper proposes CAC method that is more efficient for RRM using game theory combined with Multiple Attribute Decision Making(MADM). Because users request services with different Quality of Service(QoS), the network preference values to alternative networks for each service are calculated by MADM methods such as Grey Relational Analysis(GRA), Simple Additive Weighting(SAW) and Technique for Order Preference by Similarity to Ideal Solution(TOPSIS). According to a utility function representing preference value, non-cooperative game is played, and then network provider select the requested service that provide maximum payoff. The appropriate service is selected through Nash Equilibrium that is the solution of game and the game is played repeated. We analyze two overlaid networks among four Wireless LAN(WLAN) systems with different properties. Simulation results show that proposed MADM techniques have same outcomes for every game round.

Analysis of Gain and Frequency in a DFB laser with Cleaved Facets (결정 벽개면을 갖는 DFB 레이저의 이득과 주파수 분석)

  • Lee, Chang-Seok;Kwon, Kee-Young;Ki, Jang-Geun;Cho, Hyun-Mook
    • Journal of Software Assessment and Valuation
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    • v.16 no.2
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    • pp.117-125
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    • 2020
  • In this paper, when both the refractive index grating and the gain grating exist in a 1.55um DFB laser with two cleaved mirror facets, when the phase of ρl is fixed to 0 and the phase of ρr is changed to -π/2, π, π/2, 0, the change in frequency and oscillation gain was theoretically analyzed. In the case of δL<0, the oscillation gain required for lasing is the lowest and the most stable frequency operation is obtained in the case of (ρl phase=0, ρr phase=0) and κL=10, when κL is varied from 0.1 to 10. In the case of δL>0, when (ρl phase=0, ρr phase=π) and κL=10, the oscillation gain required for lasing is the lowest and the difference between the oscillation gains of the higher-order modes is large so that the most stable frequency operation is obtained.

Performance Evaluation of Bit Error Resilience for Pixel-domain Wyner-Ziv Video Codec with Frame Difference Residual Signal (화면 간 차이 신호에 대한 화소 영역 위너-지브 비디오 코덱의 비트 에러 내성 성능 평가)

  • Kim, Jin-Soo
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.20-28
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    • 2012
  • DVC(Distributed Video Coding) technique is a new paradigm, which is based on the Slepian-Wolf and Wyner-Ziv theorems. DVC offers not only flexible partitioning of the complexity between the encoder and decoder, but also robustness to channel errors due to intrinsic joint source-channel coding. Many conventional research works have been focused on the light video encoder and its rate-distortion performance improvement. However, in this paper, we propose a new DVC codec which is effectively applicable for error-prone environment. The proposed method adopts a quantiser without dead-zone and symmetric Gray code around zero value. Through computer simulations, the proposed method is evaluated by the bit errors position as well as the number of burst bit errors. Additionally, it is shown that the maximum and minimum transmission rate for the given application can be linearly determined by the number of bit errors.

A Rendering Algorithm for Binary Volume Data based on Slice-based Binary Shell (SBS에 기반한 이진 볼륨 데이타의 렌더링 알고리즘)

  • Kim, Bo-Hyoung;Seo, Jin-Wook;Shin, Byeong-Seok;Shin, Yeong-Gil;Kang, Heung-Sik
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.5
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    • pp.441-449
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    • 2000
  • Binary volume data has its widespread use in the application of color volume rendering and surgical simulation system where gray-scale volume is inappropriate. For the efficient representation of binary volume, this paper proposes a new data structure - the Slice-based Binary Shell (SBS) - along with its rendering algorithm. Since SBS stores the minimal set of surface voxels in slice order and supports the direct computation of voxel coordinates, it shows high efficiency for rendering multiple objects. The rendering algorithm of SBS running on a PC with no specialized hardware renders more than one hundred binary objects in a second.

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Color-based Stippling for Non-Photorealistic Rendering (비사실적 렌더링 (NPR)을 위한 컬러기반 점묘화 기법)

  • Jang Seok;Hong Hyun-Ki
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.128-136
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    • 2006
  • The stippling techniques, which represent objects with numerous points using pen and ink. The previous stippling techniques for Non-Photorsealistc Rendering(NPR) use single-colored points to represent the tone of gray image ur the material of surface. This paper presents a new stippling technique with various colored points based on the analysis of color information. By using the color information of the input image on HSV model, we define the color weight function that allows to determine automatically the number and size of points. The color jittering based on Munsell's color model can generate stippling drawings using various colored points to represent the image. Our color stippling method is expected to be used in many areas such as animation, digital art, video processing and CG tool.

Evaluation of Vehicle and Pedestrian Environments using Grey System Theory (Grey System Theory를 이용한 차량 및 보행환경 통합평가)

  • Lee, Jin-Gak;Son, Yeong-Tae;Han, Sang-Jin;Park, Jin-Yeong;Lee, Sang-Hwa
    • Journal of Korean Society of Transportation
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    • v.28 no.4
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    • pp.141-156
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    • 2010
  • In this paper, understanding there is a limitation with a comprehensive and network approach for the evaluation of existing vehicle and pedestrian environments, the authors focus on developing an integrated approach to assessing these environments. The network evaluation here means the assessment at a three-dimensional level that includes evaluation methods of lines/axes in a spatial concept as well as integration of evaluation indicators being used for vehicles and the walking environment. Grey System Theory (GST) was applied based on the theoretical background for network and comprehensive integrated evaluation, and the evaluation of the vehicle and pedestrian environment was performed by assigning target areas to walking preference zones. As a result of the comprehensive evaluation and analysis by GST, even if the service level is the same as the operating indicators (Highway Capacity Manual) of the vehicle and pedestrian environment, or relatively better, it was identified that the total score could be varied over Grey Category because the observed data are calculated after considering the weights between evaluation indicators by the range of Grey Category on the comprehensive evaluation. Considering comprehensively these points, although the indicators on the operation of roads are relatively good, in the event that the indicators on the safety of roads are bad, it was known that the scores over Grey Category also could be changed. The result is that this evaluation method can be used to evaluate the network concept per lane (per axis) as well as to diagnose the current state by type of urban street in the future.

Considerations on Wolfgang Weingart's Typography based on Syntactic Characteristics (볼프강 바인가르트의 구문론적 특성에 의한 타이포그래피 고찰)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.12 no.7
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    • pp.86-93
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    • 2012
  • The foundation of the development in modern typography is based on the era of International Typographical Style and Modern Typography that valued morphological functionality and rationality to achieve an accurate conveyance of meaning. However, with the advance of postmodernism, the view that the aesthetic and conceptual aspect must be included in its interpretation rather than its rational functionality was prominent. Indeed, the works of Dan Friedman and April Greiman, two graphic designers that are known to be the most representative of the post-modernistic era, displayed that graphic design works can also serve as a method for a more free artistic expression, unlike works of Modern Typography. This move towards aesthetic graphics was first started by Wolfgang Weingart. His various attempts at expanding the concept of typography had a significant impact on the development of New Wave and his experimentalist attitude brought about a ground-breaking change to the functional design and formative expression of modern typography. However, this thesis will consider the theoretical background of the typographical designs displayed in Wiengart's works and the experimental methods thereof, and will not attempt to evaluate Weingart's pioneering role and achievements. Furthermore, this thesis will shed new light on the argument that the Weingart's works are not based on the authorship view of post-modernistic typography and are rather utilized to expand the concept of typography based on a syntactical approach.

Examination of Factors Affecting the Expansion of Virtual Consumption in the Game Virtual World: Analysis of Differences by Demographic Characteristics and Virtual Product Type Groups (게임 가상세계에서의 가상소비 확산 영향요인 고찰: 인구통계학적 특성과 가상상품 유형 그룹별 차이점 분석)

  • Ae Ri Lee;Han-Tao Chen;Kyung Kyu Kim
    • Knowledge Management Research
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    • v.25 no.3
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    • pp.279-299
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    • 2024
  • The socio-cultural and economic activities of users in virtual worlds are increasing, and virtual consumption of purchasing virtual products is expanding. The future growth potential of this virtual consumption market is very high and has the potential to change the existing traditional consumption ecosystem. This study was interested in the phenomenon of virtual consumption in the most rapidly growing gaming virtual world, and based on the consumption values theory and the concept of self-improvement, major factors promoting virtual consumption in the gaming virtual world were derived. Then, the influence of factors on intention to continue virtual consumption was verified. In particular, this study compared and analyzed whether the influence of factors varies depending on demographic groups (age group and gender) and types of virtual products mainly consumed. This study collected data from users who actually experienced virtual consumption in the game virtual world and empirically analyzed the influence of factors promoting virtual consumption and differences by group. Accordingly, it provides implications for knowledge management in terms of establishing a service development strategy in response to the virtual consumption phenomenon in virtual worlds, which will expand further in the future, and revitalizing the convergence economic ecosystem between the virtual and reality economy.

Optimization Design in Time Domain on Impulse GPIR System (임펄스 GPIR시스템의 시간영역 최적화 설계)

  • Kim, Kwan-Ho;Park, Young-Jin;Yoon, Young-Joong
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.46 no.3
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    • pp.32-39
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    • 2009
  • In this paper, system optimization design technique of an impulse ground penetrating image radar (GPIR) in time domain is proposed to improve depth resolution of the system. For the purpose, time domain analysis method of key components such as impulse generator and UWB antenna is explained and by simulation, parameters of each component are determined. In particular, by standardizing the impulse signal, spectrum efficiency of a radiated impulse signal is improved and a U-shaped planar dipole antenna for a UWB antenna is developed. By equipping a parabolic metal reflector with the proposed antenna, external noise is prevented and the ability of radiating an input impulse into ground is improved. In addition, to remove ringing effect of the propose antenna which causes serious degradation of the system performance, resistors are loaded at the edge of the antenna and then Tx and Rx UWB antennas are optimized by simulation in time domain. For images of targets buried under the ground migration technique is applied and influence of tough ground surface on distortion of received impulse signals is reduced using technique of noise and signal distortion reduction in time domain and its time resolution is enhanced. To verify the design optimization procedure, a prototype of an GPIR and an artificial test field are made. Measurement results show that the resolution of the system designed is as good as that of a theoretical model.