• Title/Summary/Keyword: 시각화실험

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A Study on SNS Reviews Analysis based on Deep Learning for User Tendency (개인 성향 추출을 위한 딥러닝 기반 SNS 리뷰 분석 방법에 관한 연구)

  • Park, Woo-Jin;Lee, Ju-Oh;Lee, Hyung-Geol;Kim, Ah-Yeon;Heo, Seung-Yeon;Ahn, Yong-Hak
    • Journal of the Korea Convergence Society
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    • v.11 no.11
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    • pp.9-17
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    • 2020
  • In this paper, we proposed an SNS review analysis method based on deep learning for user tendency. The existing SNS review analysis method has a problem that does not reflect a variety of opinions on various interests because most are processed based on the highest weight. To solve this problem, the proposed method is to extract the user's personal tendency from the SNS review for food. It performs classification using the YOLOv3 model, and after performing a sentiment analysis through the BiLSTM model, it extracts various personal tendencies through a set algorithm. Experiments showed that the performance of Top-1 accuracy 88.61% and Top-5 90.13% for the YOLOv3 model, and 90.99% accuracy for the BiLSTM model. Also, it was shown that diversity of the individual tendencies in the SNS review classification through the heat map. In the future, it is expected to extract personal tendencies from various fields and be used for customized service or marketing.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

The Philosophical Perspective on Discussion of Human Body in Digital Media Era - focused on new media art cases (디지털 미디어 시대의 신체담론에 관한 철학적 고찰 - 뉴미디어 아트에 나타난 신체담론을 중심으로)

  • Kah, Eun-Young;Kim, Jong-Deok
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.109-114
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    • 2008
  • We have long kept our Cartesian tradition in which Mind privileges over Body; the invention of printing technology has accelerated the tradition in which the intelligence and legibility of media were considered as a higher human value. However, the development of media and technology are supporting the multisensory mechanisms of the body as it was in preliterate era when we communicated with our whole bodily experiences. The development and spread of mass-media and new technologies have broaden the boundary of human sensory that are largely dominated by visual information and expanded it to auditory, olfactory and even gustatory sensation. Since 1960's, some philosophers and artists have recognized the human body as a subjective matter, starting the movement in which the body plays a role as an essential factor in study of human perception and cognition, aesthetics in art, and sociology, and the changed perspectives are practiced vigorously in the field of new media art; the theory of Maurice Merleau-Ponty who clarified the body as a general means for the body's possession of world, so that recognize the importance of cognition of one's body and approved the embodiment could be applied and practiced here. Therefore, we discuss how Merleau-Ponty's philosophical theory can be practiced and how McLuhan's perspective could be applied on the notion of body's extension in media by analysing some new media art cases.

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Diurnal Variation of $CO_2$ Concentration and Air Temperature inb Polyethylene Film Covered Rice Seedbed Subjected to Various Ventilation Methods (벼 보온절충 못자리의 바람트기 방법에 따른 상내 2산화탄소 농도와 기온의 일변화)

  • 윤성호;이변우;김병찬;이정택
    • KOREAN JOURNAL OF CROP SCIENCE
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    • v.35 no.6
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    • pp.543-547
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    • 1990
  • Diurnal courses of $CO_2$ concentration and air temperature in the rice seedbed tunnel covered with polyethylene film, subjected to three different ventilation methods, were traced. Regaredless of ventilation methods, $CO_2$ concentrations in the tunnel on a clear day were lower than that in ambient air, and vice versa before dawn. $CO_2$ concentration during the day was lowest in the tunnel with non-ventilation (NV), followed by horizontal slit ventilation (HSV) and traditional one(TN), reaching down to the lowest level of 58ppm, 155ppm and 272ppm, respectively. Air temperature in the tunnel reached 46$^{\circ}C$ in NV, 37$^{\circ}C$ in HSV and 32$^{\circ}C$ in TV at the daytime when ambient air temperature was 22$^{\circ}C$. Even at night time of ambient air temperature below 15$^{\circ}C$, HSV was more effective than TV in raising the air temperature in the tunnel. The dry weight of 40-day old seedling weighed heaviest in HSV, followed by TV and NV.

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on Classification of CNN-based Linux Malware using Image Processing Techniques (영상처리기법을 이용한 CNN 기반 리눅스 악성코드 분류 연구)

  • Kim, Se-Jin;Kim, Do-Yeon;Lee, Hoo-Ki;Lee, Tae-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.634-642
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    • 2020
  • With the proliferation of Internet of Things (IoT) devices, using the Linux operating system in various architectures has increased. Also, security threats against Linux-based IoT devices are increasing, and malware variants based on existing malware are constantly appearing. In this paper, we propose a system where the binary data of a visualized Executable and Linkable Format (ELF) file is applied to Local Binary Pattern (LBP) image processing techniques and a median filter to classify malware in a Convolutional Neural Network (CNN). As a result, the original image showed the highest accuracy and F1-score at 98.77%, and reproducibility also showed the highest score at 98.55%. For the median filter, the highest precision was 99.19%, and the lowest false positive rate was 0.008%. Using the LBP technique confirmed that the overall result was lower than putting the original ELF file through the median filter. When the results of putting the original file through image processing techniques were classified by majority, it was confirmed that the accuracy, precision, F1-score, and false positive rate were better than putting the original file through the median filter. In the future, the proposed system will be used to classify malware families or add other image processing techniques to improve the accuracy of majority vote classification. Or maybe we mean "the use of Linux O/S distributions for various architectures has increased" instead? If not, please rephrase as intended.

A Seamline Extraction Technique Considering the Characteristic of NDVI for High Resolution Satellite Image Mosaics (고해상도 위성영상 모자이크를 위한 NDVI 특성을 이용한 접합선 추출 기법)

  • Kim, Jiyoung;Chae, Taebyeong;Byun, Younggi
    • Korean Journal of Remote Sensing
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    • v.31 no.5
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    • pp.395-408
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    • 2015
  • High-resolution satellite image mosaics are becoming increasingly important in the field of remote sensing image analysis as an essential image processing to create a large image constructed from several smaller images. In this paper, we present an automatic seamline extraction technique and the procedure to generate a mosaic image by this technique. For more effective seamline extraction in the overlap region of adjacent images, an NDVI-based seamline extraction technique is developed, which takes advantage of the computational time and memory. The Normalized Difference Vegetation Index(NDVI) is an index of plant "greeness" or photosynthetic activity that is employed to extract the initial seamline. The NDVI can divide into manmade region and natural region. The cost image is obtained by the canny edge detector and the buffering technique is used to extract the ranging cost image. The seamline is extracted by applying the Dijkstra algorithm to a cost image generated through the labeling process of the extracted edge information. Histogram matching is also conducted to alleviate radiometric distortion between adjacent images acquired at different time. In the experimental results using the KOMPSAT-2/3 satellite imagery, it is confirmed that the proposed method greatly reduces the visual discontinuity caused by geometric difference of adjacent images and the computation time.

An Asynchronous UWB Positioning Scheme with Low Complexity and Low Power Consumption (낮은 복잡도와 전력 소모의 비동기식 UWB 무선측위 기법)

  • Kim, Jae-Woon;Park, Young-Jin;Lee, Soon-Woo;Shin, Yo-An
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11C
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    • pp.1098-1105
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    • 2009
  • In this paper, we propose an asynchronous UWB (Ultra Wide Band) Positioning scheme that can provide precise positioning performance with low complexity and low power consumption. We also present the residual test to improve the positioning performance in multipath channels having heavy NLoS (Non-Line of Sight) components. As compared to conventional ToA (Time of Arrival) positioning scheme that requires round-trip transmissions as many as the number of beacons, the proposed UWB positioning scheme effectively decrease power consumption and processing delay since a single round-trip transmission is only required. Also, as compared to conventional TDoA (Time Difference of Arrival) positioning scheme requiring precise synchronization among the beacons, asynchronous nature of the proposed scheme achieves very low system complexity. Through simulations in LoS (Line of Sight) channel models, we observe that the proposed scheme requires low system complexity, low power consumption, while providing positioning performance of almost the same accuracy as the conventional ToA and TDoA positioning schemes. In addition, the proposed scheme by employing the residual test achieves accurate positioning performance even in multipath channels having heavy NLoS components.

A Preliminary Development of Real-Time Hardware-in-the-Loop Simulation Testbed for the Satellite Formation Flying Navigation and Orbit Control (편대비행위성의 항법 및 궤도제어를 위한 실시간 Hardware-In-the-Loop 시뮬레이션 테스트베드 초기 설계)

  • Park, Jae-Ik;Park, Han-Earl;Shim, Sun-Hwa;Park, Sang-Young;Choi, Kyu-Hong
    • Journal of Astronomy and Space Sciences
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    • v.26 no.1
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    • pp.99-110
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    • 2009
  • The main purpose of the current research is to developments a real-time Hardware In-the-Loop (HIL) simulation testbed for the satellite formation flying navigation and orbit control. The HIL simulation testbed is integrated for demonstrations and evaluations of navigation and orbit control algorithms. The HIL simulation testbed is composed of Environment computer, GPS simulator, Flight computer and Visualization computer system. GPS measurements are generated by a SPIRENT GSS6560 multi-channel RF simulator to produce pseudorange, carrier phase measurements. The measurement date are transferred to Satrec Intiative space borne GPS receiver and exchanged by the flight computer system and subsequently processed in a navigation filter to generate relative or absolute state estimates. These results are fed into control algorithm to generate orbit controls required to maintain the formation. These maneuvers are informed to environment computer system to build a close simulation loop. In this paper, the overall design of the HIL simulation testbed for the satellite formation flying navigation and control is presented. Each component of the testbed is then described. Finally, a LEO formation navigation and control simulation is demonstrated by using virtual scenario.

Cultural Differences and Cognitive Process in Global Advertising Imagery: Holistic vs. Analytic thought between Korean and Americans (글로벌 광고의 비주얼 이미지에 대한 한.미 대학생의 인식차이 비교: 니스벳의 종합적 사고와 분석적 사고의 차이를 중심으로)

  • Oh, Hyun-Sook;Kim, Youn-Soo
    • Korean journal of communication and information
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    • v.47
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    • pp.96-119
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    • 2009
  • Although there ate many studies on cross-cultural comparison of advertising appeals, very little is known about how receivers from different cultures process visual images in global advertising. The purpose of this study is to examine how cultural differences between East Asians and Westerners influence the cognitive process of visual images from standardized global advertising by employing the Nisbett's framework of holistic/analytic thought. Nisbett contends that East Asian tend to attend to the context and the relations between objects and contexts as holistic thinkers while Americans tend to see the worlds analytically. The results of a experimental study conducted using 80 subjects from Korea and the United States suggest that Korean participants are more likely to mention relatively peripheral, nonsalient, or background information than are American participants. Thus, this study support the Nisbett's notion that East Asians are more sensitive to contextual information than are Westerners and challenge the belief that standardized visual images are part of a "universal language".

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