• Title/Summary/Keyword: 모델 기반 UI

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Implementation of Non-Stringed Guitar Based on Physical Modeling Synthesis (물리적 모델링 합성법에 기반을 둔 줄 없는 기타 구현)

  • Kang, Myeong-Su;Cho, Sang-Jin;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.2
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    • pp.119-126
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    • 2009
  • This paper describes the non-stringed guitar composed of laser strings, frets, sound synthesis algorithm and a processor. The laser strings that can depict stroke and playing arpeggios comprise laser modules and photo diodes. Frets are implemented by voltage divider. The guitar body does not need to implement physically because commuted waveguide synthesis is used. The proposed frets enable; players to represent all of chords by the chord glove as well as guitar solo. Sliding, hammering-on and pulling-off sounds are synthesized by using parameters from the voltage divider. Because the pitch shifting corresponds to the time-varying propagation speed in the digital waveguide model, the proposed model can synthesize vibrato as well. After transformation of signals from the laser strings and frets into parameters for synthesis algorithm, the digital signal processor, TMS320F2812, performs the real-time synthesis algorithm and communicates with the DAC. The demonstration movieclip available via the Internet shows one to play a song, 'Arirang', synthesized by proposed algorithm and interfaces in real-time. Consequently, we can conclude that the proposed synthesis algorithm is efficient in guitar solo and there is no problem to play the non-stringed guitar in real-time.

Sound Engine for Korean Traditional Instruments Using General Purpose Digital Signal Processor (범용 디지털 신호처리기를 이용한 국악기 사운드 엔진 개발)

  • Kang, Myeong-Su;Cho, Sang-Jin;Kwon, Sun-Deok;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.3
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    • pp.229-238
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    • 2009
  • This paper describes a sound engine of Korean traditional instruments, which are the Gayageum and Taepyeongso, by using a TMS320F2812. The Gayageum and Taepyeongso models based on commuted waveguide synthesis (CWS) are required to synthesize each sound. There is an instrument selection button to choose one of instruments in the proposed sound engine, and thus a corresponding sound is produced by the relative model at every certain time. Every synthesized sound sample is transmitted to a DAC (TLV5638) using SPI communication, and it is played through a speaker via an audio interface. The length of the delay line determines a fundamental frequency of a desired sound. In order to determine the length of the delay line, it is needed that the time for synthesizing a sound sample should be checked by using a GPIO. It takes $28.6{\mu}s$ for the Gayageum and $21{\mu}s$ for the Taepyeongso, respectively. It happens that each sound sample is synthesized and transferred to the DAC in an interrupt service routine (ISR) of the proposed sound engine. A timer of the TMS320F2812 has four events for generating interrupts. In this paper, the interrupt is happened by using the period matching event of it, and the ISR is called whenever the interrupt happens, $60{\mu}s$. Compared to original sounds with their spectra, the results are good enough to represent timbres of instruments except 'Mu, Hwang, Tae, Joong' of the Taepyeongso. Moreover, only one sound is produced when playing the Taepyeongso and it takes $21{\mu}s$ for the real-time playing. In the case of the Gayageum, players usually use their two fingers (thumb and middle finger or thumb and index finger), so it takes $57.2{\mu}s$ for the real-time playing.

Annotation Method based on Face Area for Efficient Interactive Video Authoring (효과적인 인터랙티브 비디오 저작을 위한 얼굴영역 기반의 어노테이션 방법)

  • Yoon, Ui Nyoung;Ga, Myeong Hyeon;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.21 no.1
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    • pp.83-98
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    • 2015
  • Many TV viewers use mainly portal sites in order to retrieve information related to broadcast while watching TV. However retrieving information that people wanted needs a lot of time to retrieve the information because current internet presents too much information which is not required. Consequentially, this process can't satisfy users who want to consume information immediately. Interactive video is being actively investigated to solve this problem. An interactive video provides clickable objects, areas or hotspots to interact with users. When users click object on the interactive video, they can see additional information, related to video, instantly. The following shows the three basic procedures to make an interactive video using interactive video authoring tool: (1) Create an augmented object; (2) Set an object's area and time to be displayed on the video; (3) Set an interactive action which is related to pages or hyperlink; However users who use existing authoring tools such as Popcorn Maker and Zentrick spend a lot of time in step (2). If users use wireWAX then they can save sufficient time to set object's location and time to be displayed because wireWAX uses vision based annotation method. But they need to wait for time to detect and track object. Therefore, it is required to reduce the process time in step (2) using benefits of manual annotation method and vision-based annotation method effectively. This paper proposes a novel annotation method allows annotator to easily annotate based on face area. For proposing new annotation method, this paper presents two steps: pre-processing step and annotation step. The pre-processing is necessary because system detects shots for users who want to find contents of video easily. Pre-processing step is as follow: 1) Extract shots using color histogram based shot boundary detection method from frames of video; 2) Make shot clusters using similarities of shots and aligns as shot sequences; and 3) Detect and track faces from all shots of shot sequence metadata and save into the shot sequence metadata with each shot. After pre-processing, user can annotates object as follow: 1) Annotator selects a shot sequence, and then selects keyframe of shot in the shot sequence; 2) Annotator annotates objects on the relative position of the actor's face on the selected keyframe. Then same objects will be annotated automatically until the end of shot sequence which has detected face area; and 3) User assigns additional information to the annotated object. In addition, this paper designs the feedback model in order to compensate the defects which are wrong aligned shots, wrong detected faces problem and inaccurate location problem might occur after object annotation. Furthermore, users can use interpolation method to interpolate position of objects which is deleted by feedback. After feedback user can save annotated object data to the interactive object metadata. Finally, this paper shows interactive video authoring system implemented for verifying performance of proposed annotation method which uses presented models. In the experiment presents analysis of object annotation time, and user evaluation. First, result of object annotation average time shows our proposed tool is 2 times faster than existing authoring tools for object annotation. Sometimes, annotation time of proposed tool took longer than existing authoring tools, because wrong shots are detected in the pre-processing. The usefulness and convenience of the system were measured through the user evaluation which was aimed at users who have experienced in interactive video authoring system. Recruited 19 experts evaluates of 11 questions which is out of CSUQ(Computer System Usability Questionnaire). CSUQ is designed by IBM for evaluating system. Through the user evaluation, showed that proposed tool is useful for authoring interactive video than about 10% of the other interactive video authoring systems.

멕시코 로얄 은광산 잠재성 평가

  • Heo, Cheol-Ho;Kim, Ui-Jun
    • 한국지구과학회:학술대회논문집
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    • 2010.04a
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    • pp.108-109
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    • 2010
  • IMPACT Silver 주식회사는 Zacualpan 프로젝트의 Royal Mines(이하 로얄 광산)을 인수했다. $124.5\;km^2$에 해당하는 지역의 소유권은 두 개의 멕시코 사기업으로부터 가행중인 광산의 채굴권 구입과 운영 중인 기반시설의 임대를 조건으로 한다. 프로젝트 지역은 멕시코시티로부터 남서방향으로 100 km와 Taxco Silver 광산으로부터 북서방향으로 25 km 떨어진 지점에 위치한다. 기반시설은 비포장 도로, 충분한 전력과 물의 공급 및 숙련공들을 갖추어 우수한 평가를 받고 있다. 소유권은 멕시코인의 개인소유 하에서 무한한 매장량 혹은 자원량을 갖고 운영된 채광과 가공시설을 인수하는 것이다. 소유권 지역을 대상으로 한 IMPACT Silver사의 주 탐사목적은 이미 알려진 광화대의 확장을 위한 잠재성 평가와 다른 지역에서 신규 광상의 유망지역을 발견하는 것이다. Zacualpan 프로젝트의 로얄 광산은 남동 Guerrero terrane의 북부에 위치한다. Teloloapan subterrane은 주로 저변성 녹색편암상으로 구성된 쥬라기 후기에서 백악기 초기의 화산성 퇴적층으로 구성된다. 대부분의 유망지역은 Lower Villa de Ayala층의 중성 내지 염기성 화산성 쇄설암을 모암으로 한다. 다상의 변성작용은 지역 전반에 걸쳐 나타나고, Zacualpan 광산지역에서 수반되는 광화작용을 규제한다. Zacualpan 광산지역은 Sierra Madre del Sur로 알려진 유망 광화대에 해당한다. 이 지역은 화산성 괴상 황화광상과 천열수 맥상광상이 우세하다. 대부분의 천열수 광화작용은 3.2-3.8억 년 전 마그마의 생성이 활발한 판구조 체제 동안 발생하였다. 역사적으로 가장 주요한 지역은 Lipton Vein이다. 현재 Zacualpan 지구에서 채광량은 은 200-500 g/t 정도로 보고되고 있다. 일부 지역은 고품위 은 광화작용(은 1,000 g/t 이상)을 수반하고 있으며, 이는 탐사의 주 타겟이 되고 있다. Zacualpan에서 은 광화작용은 은이 부화된 중유황 천열수 맥상광상으로 상당히 유명하다. Fresnillo, Pachuca 및 Taxco 광산을 포함한 멕시코 소유의 대규모의 잘 알려진 광산들이 이에 해당한다. 이러한 광산들은 부산물로서 금, 아연, 연이 생산된다. 이러한 광상들은 맥상과 각력상 및 산점상 또는 망상세맥의 형태로 산출된다. 광화작용은 석영과 탄산염 맥 내에 주로 황철석과 다양한 섬아연석, 방연석, 은 혹은 금 광물들을 수반한다. 경제성을 갖는 광화작용의 수직적인 연장은 평균적으로 대략 300 m이고, 멕시코 중부에 위치한 Fresnillo의 광화작용은 100 m에서 960 m의 연장을 갖는 것으로 알려져 있다. 아주 오랫동안 Zacualpan에서 광산관계자의 관측과 IMPACT Silver에서 최근 작업의 결과를 토대로, Zacualpan 광산지역의 탐사모델은 새로운 광상의 탐사를 위한 가이드로서 개발되었다. Zacualpan 광산지역에서 가장 높은 경제성을 갖는 광화작용은 북서와 남북방향의 맥 구조를 따라 수반된다. 이러한 맥 구조들은 종종 이 지역을 가로질러 수 km까지 추적되지만, 경제성을 갖는 광화작용은 맥 구조를 따라서 구조적으로 유리한 지역에서 부광대를 형성한다. 부광대를 형성하기 위한 가장 유리한 구조적 지역은 북서와 남북방향으로 발달한 맥 구조들이 교차하는 지역이다. 지난 30년간 채광된 주요 부광대는 폭이 2-6 m 이고 수평연장은 30-150 m 그리고 수직연장은 230-300 m에 이른다. 가장 높은 생산량을 보이는 부광대는 남북방향의 이차 맥들이 Guadalupe 광산의 Lipton 맥을 가로지르는 지역에서 발달한다. 남동쪽으로 현재 Compadres 광산의 Silver Shoot No. 1으로부터 고품위 은을 생산하는 지역은 북서방향의 San Agustin 맥이 북향의 Cometa Navideno 맥에 의해 절단되는 지역에서 산출한다. 모암은 광화작용을 규제하는 또 다른 중요한 요소이다. 광산지역에서 경제성을 갖는 모든 광화작용은 중성 내지 염기성 화산암 특히 안산암과 관련 모암에 배태된다. 부광대가 셰일 혹은 편암으로 전이되는 지역에서, 맥들은 소규모의 세맥으로 나뉘어 진다. Zacualpan의 전형적인 천열수 광상에서 부광대는 상부로 가면서 은의 함량이 증가하고, 하부로 가면서 연 아연의 함량이 증가하는 수직적 대상을 보인다. 금의 함량 변화는 보다 예측이 어려우나 상당히 중요하다. Zacualpan 광산지역의 탐사모델에 사용된 토양 채취, 정밀지도제작, 트렌치 및 시추탐광은 현재 IMPACT Silver사가 이 지역을 대상으로 한 가장 효율적인 탐사방법으로 입증되었다. Zacualpan 프로젝트의 로얄 광산은 하루 500 톤을 제련하는 기반시설과 수반된 채굴권을 갖는 가행 광산들을 포함한다. 현재 IMPACT Silver사는 두 곳의 타겟 지역에서 정밀지도제작, 토양 및 암석 채취, 12공 총 1866 m의 시추탐광에 의한 사전조사로 구성된 4 단계 탐사를 수행했다. 암석 1,953개, 토양 1,631 개, 389 개의 시추코어 시료가 채집되고 분석되었다. 이러한 작업은 추가탐사를 요구하는 수많은 유망 광화대를 규명했다. Compadres 광산에서 현재 가행중인 지하갱 시료는 레벨 1에서 0.9 m의 폭을 갖는 광체에서 은 680 g/t과 금 0.3 g/t, 레벨 3에서 1.67 m의 폭을 갖는 광체에서 은 12,591 g/t과 금 12.07 g/t의 품위를 갖는 것으로 나타났다. 레벨 1에서 3까지 2-3 m의 폭과 30-40 m 연장으로 채광되었다. 시추탐광은 고품위를 갖는 몇몇의 중첩된 맥을 발견했다. Compadres 광산에서 남동방향으로 200 m지점에 위치한 Soledad 지역에서 5 개의 시추공으로부터 동일 맥 시스템이 발견되었고, 고품위 부광대의 상부로 간주되는 몇몇 중요 지점이 발견되었다. 초기 단계의 탐사는 유망 시추탐광 지역인 중간정도 내지 고품위 유망 광화대를 규명했다.

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A Technique to Recommend Appropriate Developers for Reported Bugs Based on Term Similarity and Bug Resolution History (개발자 별 버그 해결 유형을 고려한 자동적 개발자 추천 접근법)

  • Park, Seong Hun;Kim, Jung Il;Lee, Eun Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.12
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    • pp.511-522
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    • 2014
  • During the development of the software, a variety of bugs are reported. Several bug tracking systems, such as, Bugzilla, MantisBT, Trac, JIRA, are used to deal with reported bug information in many open source development projects. Bug reports in bug tracking system would be triaged to manage bugs and determine developer who is responsible for resolving the bug report. As the size of the software is increasingly growing and bug reports tend to be duplicated, bug triage becomes more and more complex and difficult. In this paper, we present an approach to assign bug reports to appropriate developers, which is a main part of bug triage task. At first, words which have been included the resolved bug reports are classified according to each developer. Second, words in newly bug reports are selected. After first and second steps, vectors whose items are the selected words are generated. At the third step, TF-IDF(Term frequency - Inverse document frequency) of the each selected words are computed, which is the weight value of each vector item. Finally, the developers are recommended based on the similarity between the developer's word vector and the vector of new bug report. We conducted an experiment on Eclipse JDT and CDT project to show the applicability of the proposed approach. We also compared the proposed approach with an existing study which is based on machine learning. The experimental results show that the proposed approach is superior to existing method.

Development of Conversion Solutions for Interoperability of Applications on Different Mobile Internet Platforms (이기종 무선인터넷 플랫폼의 어플리케이션 상호 호환을 위한 변환 솔루션 개발)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Hong, Chang-Pyo;Ryu, Jong-Min;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.1-9
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    • 2007
  • Cellular operators develop high speed mobile internet and multi-function cellular phones to activate new business model based on mobile internet services. Domestic cellular operators evolve their mobile networks from cdma2000-1x and EvDo to HSDPA to activate high speed mobile internet services. They also develop mobile internet platforms such as WIPI, BREW, and J2ME on multi-function cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS. But, content providers have problems of redevelopment of the same mobile internet application on different mobile internet platforms provided by cellular operators. In this paper, we develop conversion solutions for interoperability of mobile internet applications on WIPI and BREW using an one-pass compiler. We confirm the performance the proposed conversion solutions for the API conversion rate, the converted file size, and the full conversion time using the popular mobile games which are the killer applications on WiPI and BREW.

Ontology-based Course Mentoring System (온톨로지 기반의 수강지도 시스템)

  • Oh, Kyeong-Jin;Yoon, Ui-Nyoung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.149-162
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    • 2014
  • Course guidance is a mentoring process which is performed before students register for coming classes. The course guidance plays a very important role to students in checking degree audits of students and mentoring classes which will be taken in coming semester. Also, it is intimately involved with a graduation assessment or a completion of ABEEK certification. Currently, course guidance is manually performed by some advisers at most of universities in Korea because they have no electronic systems for the course guidance. By the lack of the systems, the advisers should analyze each degree audit of students and curriculum information of their own departments. This process often causes the human error during the course guidance process due to the complexity of the process. The electronic system thus is essential to avoid the human error for the course guidance. If the relation data model-based system is applied to the mentoring process, then the problems in manual way can be solved. However, the relational data model-based systems have some limitations. Curriculums of a department and certification systems can be changed depending on a new policy of a university or surrounding environments. If the curriculums and the systems are changed, a scheme of the existing system should be changed in accordance with the variations. It is also not sufficient to provide semantic search due to the difficulty of extracting semantic relationships between subjects. In this paper, we model a course mentoring ontology based on the analysis of a curriculum of computer science department, a structure of degree audit, and ABEEK certification. Ontology-based course guidance system is also proposed to overcome the limitation of the existing methods and to provide the effectiveness of course mentoring process for both of advisors and students. In the proposed system, all data of the system consists of ontology instances. To create ontology instances, ontology population module is developed by using JENA framework which is for building semantic web and linked data applications. In the ontology population module, the mapping rules to connect parts of degree audit to certain parts of course mentoring ontology are designed. All ontology instances are generated based on degree audits of students who participate in course mentoring test. The generated instances are saved to JENA TDB as a triple repository after an inference process using JENA inference engine. A user interface for course guidance is implemented by using Java and JENA framework. Once a advisor or a student input student's information such as student name and student number at an information request form in user interface, the proposed system provides mentoring results based on a degree audit of current student and rules to check scores for each part of a curriculum such as special cultural subject, major subject, and MSC subject containing math and basic science. Recall and precision are used to evaluate the performance of the proposed system. The recall is used to check that the proposed system retrieves all relevant subjects. The precision is used to check whether the retrieved subjects are relevant to the mentoring results. An officer of computer science department attends the verification on the results derived from the proposed system. Experimental results using real data of the participating students show that the proposed course guidance system based on course mentoring ontology provides correct course mentoring results to students at all times. Advisors can also reduce their time cost to analyze a degree audit of corresponding student and to calculate each score for the each part. As a result, the proposed system based on ontology techniques solves the difficulty of mentoring methods in manual way and the proposed system derive correct mentoring results as human conduct.