• Title/Summary/Keyword: 역사객체

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A Proposal of Methods for Extracting Temporal Information of History-related Web Document based on Historical Objects Using Machine Learning Techniques (역사객체 기반의 기계학습 기법을 활용한 웹 문서의 시간정보 추출 방안 제안)

  • Lee, Jun;KWON, YongJin
    • Journal of Internet Computing and Services
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    • v.16 no.4
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    • pp.39-50
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    • 2015
  • In information retrieval process through search engine, some users want to retrieve several documents that are corresponding with specific time period situation. For example, if user wants to search a document that contains the situation before 'Japanese invasions of Korea era', he may use the keyword 'Japanese invasions of Korea' by using searching query. Then, search engine gives all of documents about 'Japanese invasions of Korea' disregarding time period in order. It makes user to do an additional work. In addition, a large percentage of cases which is related to historical documents have different time period between generation date of a document and record time of contents. If time period in document contents can be extracted, it may facilitate effective information for retrieval and various applications. Consequently, we pursue a research extracting time period of Joseon era's historical documents by using historic literature for Joseon era in order to deduct the time period corresponding with document content in this paper. We define historical objects based on historic literature that was collected from web and confirm a possibility of extracting time period of web document by machine learning techniques. In addition to the machine learning techniques, we propose and apply the similarity filtering based on the comparison between the historical objects. Finally, we'll evaluate the result of temporal indexing accuracy and improvement.

Implementation of a Mutation Tool for Java Programs (자바 프로그램을 위한 뮤테이션 도구 구현)

  • 이효정;마유승;김상운;권용래
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.10d
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    • pp.91-93
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    • 2002
  • 컴퓨터 성능의 향상으로 고비용의 수행을 요하는 뮤테이션 기법의 적용 가능성이 커지면서 뮤테이션 기법에 대한 연구가 다시 활성화되고 있다. 뮤테이션 기법에 대한 연구는 순차 프로그램에 대해서는 완성 단계인 것에 반해, 객체지향 프로그램에 대한 연구는 역사가 짧고 아직 초기 단계에 머무르고 있다. 본 논문에서는 현존하는 자바 뮤테이션 오퍼레이터를 모두 지원하는 뮤테이션 분석 도구인 MuJava/SC를 구현하고 이의 성능 개선 방안에 대해서 논의한다. MuJava/SC 구현에는 리플렉션 시스템을 사용하였는데 그 중에서 구조적 리플렉션이 객체지항 뮤데이션 도구의 구현에 적절히 이용됨을 보여주었다. MuJava/SC의 성능을 개선한다면 객체지향 프로그램의 뮤테이션 분석에 유용하게 사용될 수 있을 것이다.

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A Study on Design of Ontologies-Driven Design of Context-based Historical-Cultural of U-Service in U-City (U-City에 있어서 U-Service의 콘텍스트 기반 역사문화 온톨로지 설계 관한 연구)

  • Kwon, Chang-Hee
    • Journal of Digital Convergence
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    • v.9 no.6
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    • pp.379-387
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    • 2011
  • Historical-cultural contents are digitized documents of records or evidences about changes of human society. The changes or evolvements are results of the interaction between society and environment. So the different feafures are appears by spatio-temporal observing locations Historical-cultural contents need to be designed so that the preservation and exchange of information, adaptation to changes of the future are easy. So historical-cultural contents have structured to support the intelligent services based on context. This study propose context-based ontology-design method based on events, and we implemented web services of Bible contents by proposed method.

Detection of Object Area by Modeling of Motion Field in Automobile Driving Environment (자동차 주행 환경에서 모델링된 움직임 필드를 이용한 객체 영역검출)

  • Lee, Dong Hee;Yi, Kang;Kang, Dong Wook;Jung, Kyeong Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.5-7
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    • 2018
  • 지능형 자동차는 역사가 깊은 연구 분야이다. 과거에는 낮은 하드웨어 성능에 맞추기 위하여 복잡한 알고리즘을 경량화하면서 성능을 유지하고자 하는 제한적인 연구들이 주로 이루어졌으나, 최근 하드웨어 성능이 높아지면서는 다양한 알고리즘 적용이 가능해졌기 때문에 매우 활발하게 연구되는 분야가 되었다. 본 논문은 차량의 주행 특성을 반영한 움직임 벡터 필드 모델링을 수행하고, 이 모델 값과 실제 추정된 움직임 벡터와의 차이를 이용해서 차량의 후보 영역을 검출하는 객체 영역 검출 알고리즘을 제안한다. 제안하는 움직임 벡터 필드 모델링 기법은 기존의 움직임 벡터 추정 기법에 비해 계산량이 적고, 음영 영역이나 밝기가 포화된 영역에서도 움직임 필드를 모델링해낼 수 있는 장점이 있어서 상용화된 블랙박스에 적용이 가능하다.

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Analysis of the Learning Activities using Asexual Reproduction Learning Application for School Students with Special Needs in Middle School by the Cultural Historical Activity Theory (문화역사적 활동이론을 통한 중학교 특수교육 대상 학생의 무성생식 스마트러닝 활동 분석)

  • Kim, Ah-Ra;Jeong, Jin-Su;Kim, Yong-Seong;Moon, Dong-Oh
    • Journal of Science Education
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    • v.40 no.1
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    • pp.52-71
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    • 2016
  • The purpose of this study is to analyze the learning activities which use asexual reproduction learning application(app) of students with special needs through the Cultural Historical Activity(CHAT). The asexual reproduction learning app was developed for students with special needs, and analyzed the learning activities of students with special needs in perspective of CHAT. The app was developed as subsidiary study material for asexual reproduction inquiry learning. Main functions of the app were composed of concept learning, problem solving, video playing, and report writing. According the CHAT analysis, findings indicated that students with special needs as the subject were able to organize division of labor demonstrated in cooperative learning with the object to actively participate in the class by using the tool of an app. This study also showed effective teaching strategy for improvement of learning achievement and task behavior level of student with special needs.

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A design and implementation of Intelligent object recognition system in urban railway (도시철도내 지능형 객체인식 시스템 구성 및 설계)

  • Park, Ho-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.2
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    • pp.209-214
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    • 2018
  • The subway, which is an urban railway, is the core of public transportation. Urban railways are always exposed to serious problems such as theft, crime and terrorism, as many passengers use them. Especially, due to the nature of urban railway environment, the scope of surveillance is widely dispersed and the range of surveillance target is rapidly increasing. Therefore, it is difficult to perform comprehensive management by passive surveillance like existing CCTV. In this paper, we propose the implementation, design method and object recognition algorithm for intelligent object recognition system in urban railway. The object recognition system that we propose is to analyze the camera images in the history and to recognize the situations where there are objects in the landing area and the waiting area that are not moving for more than a certain time. The proposed algorithm proved its effectiveness by showing detection rate of 100% for Selected area detection, 82% for detection in neglected object, and 94% for motionless object detection, compared with 84.62% object recognition rate using existing Kalman filter.

Estimation of Human Height and Position using a Single Camera (단일 카메라를 이용한 보행자의 높이 및 위치 추정 기법)

  • Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.45 no.3
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    • pp.20-31
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    • 2008
  • In this paper, we propose a single view-based technique for the estimation of human height and position. Conventional techniques for the estimation of 3D geometric information are based on the estimation of geometric cues such as vanishing point and vanishing line. The proposed technique, however, back-projects the image of moving object directly, and estimates the position and the height of the object in 3D space where its coordinate system is designated by a marker. Then, geometric errors are corrected by using geometric constraints provided by the marker. Unlike most of the conventional techniques, the proposed method offers a framework for simultaneous acquisition of height and position of an individual resident in the image. The accuracy and the robustness of our technique is verified on the experimental results of several real video sequences from outdoor environments.

A Study on Reconstruction of Digital Space in Multi-layer Structure (다층적 구조에서 보여 지는 디지털 공간의 재구성에 관한 연구)

  • Chung, Kue-Hyung
    • Journal of Digital Convergence
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    • v.12 no.12
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    • pp.513-520
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    • 2014
  • Since the beginning of history, men have done mimesis and produced illusion and succeeded art and culture instinctually. The subject which mention above included the object which can order and space around that. Perspective which began the Renaissance age was dominant way about understanding space in western history and it made modern visual system. Direction way of space which based perspective is changed as horizontal data included multi-layer structure in digital media age. This character make us possible to represent the space more efficiently. So we must have pay attention the direction way of space based on digital media, because it has meaning to show human value beyond a methodology of visual art culture.

Spatio-temporal Graph for Representing Historical Situations in Virtual Reality (가상현실 속의 상황 표현을 위한 시공간 그래프)

  • Park, Jong-Hee;Cho, Kyu-Myoung
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.1-12
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    • 2012
  • We develop the Spatio-Temporal Graph to imbue the historical context to the situations in a virtual world, and an ontology to enable a structural description of their elements such as the objects, relationships, and activities. In the time dimension the graph models all the temporal phases of the future besides the past and present in a comprehensive manner, and all the spatial aspects in an intuitive but efficient fashion. The overall architecture composing the Physical Layer, Logical Layer and Conceptual Layer which are integrated according to their interrelations allows events occurring in their corresponding worlds to be simulated in historical context. The S-T Graph could be used both to simulate the situations in the virtual world and to realize the knowledge systems of the virtual inhabitants to be used in judging and evaluating those situations. By adding temporal changes to the multi-layered architecture of our virtual world, this model lays a foundation for maximizing the diversity of situations in the simulation of a virtual world.

(<디지털 미디어 환경에서의 모션그래픽의기본적 요소에 대한 연구>)

  • Jang, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.370-376
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    • 2006
  • 산업 전반에 걸친 활발한 디지털로의 진전은 영상산업의 전통적인 방법을 변화시키며 새로운 형태로 발전하고 있다. 이러한 영상산업의 발전 중에서도 모션그래픽(Motion graphic)의 활용도와 중요성은 비약적으로 발전하고 있다. 컴퓨터 그래픽은 그 짧은 기간의 역사에도 불구하고 다른 예술분야의 특성을 차용하여 예술의 한 장르로 빠르게 진화하고 있다. 특히 빠른 시간 발전하는 국내의 미디어 환경 속에서 모션그래픽은 전통적인 디자인 영역과 새로운 영역의 디자인에서도 모두 관심을 모으는 부분일 것이다. 짧은 시간 동안 모션그래픽은 영화, 광고, 뮤직비디오, TV, web 등의 모든 분야에서 활용되는 매체로 성장하였다. 그러나 이러한 장르로서의 모션그래픽이 등장한 시점은 얼마 되지 않았으며, 디자이너들이 이러한 영상에 자유로운 기법이나 실험성을 가지게 된 것도 극히 최근의 일이다. 이에 본 논문의 목적은 이러한 발전하는 디지털기반의 영상 제작 환경에서 영상의 한 요소로써의 모션 그래픽의 기본적 요소를 고찰함으로, 이 개념을 정립하려고 한다. 그 요소로는 공간, 모션 그래픽의 객체들의 시간개념과 움직임, 색체와 사운드를 규정하고, 이를 여러 디지털적인 환경에서 규정한다.

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