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m-shaper: A Sketch Drawing System for Musical Shape Generation (m-shaper: 음악적 형태 생성을 위한 스케치 드로잉 시스템)

  • Kwon, Doo-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.2
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    • pp.1381-1387
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    • 2015
  • This paper proposes a sketch drawing system called m-shaper for musical shape generation. Through simple sketch drawing, users can generate musical shape configuration which can be played by a computer. One key ingredient of the process is a unique concept for the interactive musical shape generation that combines shape and sound based on the designers' manual inputs. m-shaper captures the numerical values of drawing characteristics and determines how the musical notes and shapes can be generated. Using a tablet, four sketch movements are captured such as pressure, tilt, rotation and speed. Each point of a shape corresponds to a certain musical note that represents a type of instrument, duration, pitch, and octave. The current m-shaper has been developed as a computational tool for supporting the schematic design process. Designers in m-shaper draw geometric sketches with a musical inspiration and explore possible conceptual forms. They also can control the parameters for results and transform their sketch drawing.

A Study on Space Evaluation Factors and Case Analysis of Teen Space in Public Libraries in Korea (공공도서관 청소년자료실의 공간 평가요소 분석 및 사례조사 연구)

  • Kim, Gi Young;Lee, Gi Ri;Kim, Yeon Ji;Park, Ok Nam
    • Journal of the Korean Society for Library and Information Science
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    • v.53 no.3
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    • pp.215-245
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    • 2019
  • The purpose of this study is to derive evaluation elements on teen space in public libraries in Korea and to study current status and implications for teen space in public libraries. To this end, six items of space evaluation factors; Convenience, Accessibility, Safety, Diversity, Comfort and Emotionality - were derived based on the teen space guidelines by the Young Adult Library Service Association and previous studies. The research also conducted a case study on teen spaces of five public libraries in Seoul. As a result, teen space in libraries requires use guidance and convenience facilities, access to information resources, maintenance of user guidelines, various spaces for teens, pleasant library environment and learning motivation promotion, and provision space to support all necessary resources of teens.

Body Painting Convergence Design Using Grotesque Painting Works (그로테스크 회화 작품을 응용한 바디페인팅 융합 디자인)

  • kwak, ju-young;Kang, Eun-Ju
    • Journal of the Korea Convergence Society
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    • v.10 no.4
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    • pp.209-217
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    • 2019
  • This study examined the concept and characteristics of grotesque painting and its history and presented body painting convergence designs using paintings of each age as basic data on creative and unique body painting design. For the purpose, this study theoretically examined the concepts, characteristics and expressing techniques of grotesque and body painting, analysed images of grotesque paintings in each age and represented convergence body painting based on the results. As a result, it was discovered that paintings including grotesque paintings provided infinite imagination and diverse themes for body painting artists. It means that artistic works can work efficiently for future body painting design. Also, it is expected that they will inspire those who want to study them more academically and in an organized way and body painting will have an independent area in art.

Handwritten One-time Password Authentication System Based On Deep Learning (심층 학습 기반의 수기 일회성 암호 인증 시스템)

  • Li, Zhun;Lee, HyeYoung;Lee, Youngjun;Yoon, Sooji;Bae, Byeongil;Choi, Ho-Jin
    • Journal of Internet Computing and Services
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    • v.20 no.1
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    • pp.25-37
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    • 2019
  • Inspired by the rapid development of deep learning and online biometrics-based authentication, we propose a handwritten one-time password authentication system which employs deep learning-based handwriting recognition and writer verification techniques. We design a convolutional neural network to recognize handwritten digits and a Siamese network to compute the similarity between the input handwriting and the genuine user's handwriting. We propose the first application of the second edition of NIST Special Database 19 for a writer verification task. Our system achieves 98.58% accuracy in the handwriting recognition task, and about 93% accuracy in the writer verification task based on four input images. We believe the proposed handwriting-based biometric technique has potential for use in a variety of online authentication services under the FIDO framework.

The Effect of Transformational Leadership on Innovative Behavior in China's Software Industry: Focused on the mediating effect of Learning Agility and Organizational Commitment (중국 소프트웨어 산업에서 변혁적 리더십이 혁신행동에 미치는 영향: 학습민첩성과 조직몰입의 매개효과를 중심으로)

  • Chu, Yan;Kim, Joon-Sung
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.103-118
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    • 2021
  • The purpose of this study is to verify the effect of transformational leadership on innovative behavior and the mediating effect of learning agility and organizational commitment. We selected 271 practitioners from China's software industry. The results show that transformational leadership has a positive correlation with innovative behavior, learning agility and organizational commitment play a partial mediating role between transformational leadership and innovative actions. Therefore, this study presents the necessity of transformational leadership development and learning and immersion programs in the innovation behavior of the Chinese software industry.

Search for Optimal Data Augmentation Policy for Environmental Sound Classification with Deep Neural Networks (심층 신경망을 통한 자연 소리 분류를 위한 최적의 데이터 증대 방법 탐색)

  • Park, Jinbae;Kumar, Teerath;Bae, Sung-Ho
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.854-860
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    • 2020
  • Deep neural networks have shown remarkable performance in various areas, including image classification and speech recognition. The variety of data generated by augmentation plays an important role in improving the performance of the neural network. The transformation of data in the augmentation process makes it possible for neural networks to be learned more generally through more diverse forms. In the traditional field of image process, not only new augmentation methods have been proposed for improving the performance, but also exploring methods for an optimal augmentation policy that can be changed according to the dataset and structure of networks. Inspired by the prior work, this paper aims to explore to search for an optimal augmentation policy in the field of sound data. We carried out many experiments randomly combining various augmentation methods such as adding noise, pitch shift, or time stretch to empirically search which combination is most effective. As a result, by applying the optimal data augmentation policy we achieve the improved classification accuracy on the environmental sound classification dataset (ESC-50).

A study on the emotional changes of learners according to the emotions provided by virtual characters (가상 캐릭터가 제공하는 감정에 따른 학습자의 감정적 반응에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.155-164
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    • 2022
  • Considerable interest has been directed toward utilizing virtual environment-based simulations for teacher education which provide authentic experience of classroom environment and repetitive training. Emotional Interaction should be considered for more advanced simulation learning performance. Since emotion is important factors in creative thinking, inspiration, concentration, and learning motivation, identifying learners' emotional interactions and applying these results to teaching simulation is essential activities. In this context, this study aims to identify the objective data for the empathetic response through the movement of the learner's EEG (Electroencephalogram) and eye-tracking, and to provide clues for designing emotional teaching simulation. The results of this study indicated that intended empathetic response was provided and in terms of valence (positive and negative) states and situational interest played an important role in determining areas of interest. The results of this study are expected to provide guidelines for the design of emotional interactions in simulations for teacher education as follow; (a) the development of avatars capable of expressing sophisticated emotions and (b) the development of scenarios suitable for situations that cause emotional reactions.

Study on Neuron Activities for Adversarial Examples in Convolutional Neural Network Model by Population Sparseness Index (개체군 희소성 인덱스에 의한 컨벌루션 신경망 모델의 적대적 예제에 대한 뉴런 활동에 관한 연구)

  • Youngseok Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.16 no.1
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    • pp.1-7
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    • 2023
  • Convolutional neural networks have already been applied to various fields beyond human visual processing capabilities in the image processing area. However, they are exposed to a severe risk of deteriorating model performance due to the appearance of adversarial attacks. In addition, defense technology to respond to adversarial attacks is effective against the attack but is vulnerable to other types of attacks. Therefore, to respond to an adversarial attack, it is necessary to analyze how the performance of the adversarial attack deteriorates through the process inside the convolutional neural network. In this study, the adversarial attack of the Alexnet and VGG11 models was analyzed using the population sparseness index, a measure of neuronal activity in neurophysiology. Through the research, it was observed in each layer that the population sparsity index for adversarial examples showed differences from that of benign examples.

Optimizing CNN Structure to Improve Accuracy of Artwork Artist Classification

  • Ji-Seon Park;So-Yeon Kim;Yeo-Chan Yoon;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.9-15
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

Teacher-Student Architecture Based CNN for Action Recognition (동작 인식을 위한 교사-학생 구조 기반 CNN)

  • Zhao, Yulan;Lee, Hyo Jong
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.3
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    • pp.99-104
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    • 2022
  • Convolutional neural network (CNN) generally uses two-stream architecture RGB and optical flow stream for its action recognition function. RGB frames stream display appearance and optical flow stream interprets its action. However, the standard method of using optical flow is costly in its computational time and latency associated with increased action recognition. The purpose of the study was to evaluate a novel way to create a two sub-networks in neural networks. The optical flow sub-network was assigned as a teacher and the RGB frames as a student. In the training stage, the optical flow sub-network extracts features through the teacher sub-network and transmits the information to student sub-network for baseline training. In the test stage, only student sub-network was operational with decreased in latency without computing optical flow. Experimental results shows that our network fed only by RGB stream gets a competitive accuracy of 54.5% on HMDB51, which is 1.5 times better than that on R3D-18.