• Title/Summary/Keyword: 탐색과정

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Wavelet-Based Fractal Image Coding Using SAS Method and Multi-Scale Factor (SAS 기법과 다중 스케일 인자를 이용한 웨이브릿 기반 프랙탈 영상 압축)

  • Jeong, Tae Il;Gang, Gyeong Won;Mun, Gwang Seok;Gwon, Gi Yong;Kim, Mun Su
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.4
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    • pp.11-11
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    • 2001
  • 기존의 웨이브릿 기반 프랙탈 압축 방법은 전 영역에 대하여 최적의 정의역을 탐색하므로, 부호화 과정에서 많은 탐색시간이 소요되는 단점이 있다. 그래서 본 논문에서는 웨이브릿 변환영역에서 SAS(Self Affine System) 기법과 다중 스케일 인자를 이용한 웨이브릿 변환 기반 프랙탈 영상 압축 방법을 제안한다. 웨이브릿 기반 영역에서 정의역과 치역을 구성하고, 각각의 치역 블럭에 대해 모든 정의역 블럭을 탐색하는 것이 아니라, 정의역 탐색과정이 필요 없는 SAS 기법을 도입하여 공간적으로 같은 위치에 있는 상위 레벨 블록을 정의역으로 선택한다 그래서 부호화 과정에서 곱셈 계산량을 감소시켜 고속 부호화를 가능하게 한다. 그리고 SAS 기법의 단점인 화질이 떨어지는 단점을 개선하기 위해, 각 레벨별로 서로 다른 스케일 인자를 사 용하여 화질을 개선한다. 그 결과 화질에는 영향을 미치지 않고 부호화 시간과 압축률이 개선되고, 점진적 전송이 가능한 알고리듬을 제안한다.

Performance Evaluation of Initial Cell Search Scheme Using Time Tracker for W-CDMA (시간 동기 블록을 적용한 비동기 W-CDMA용 초기 셀 탐색 방법의 성능 분석)

  • Hwang, Sang-Yun;Kang, Bub-Ju;Choi, Woo-Young;Kim, Jae-Seok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.27 no.1B
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    • pp.24-33
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    • 2002
  • The cell search scheme for W-CDMA consists of the following three stages: slot synchronization(1st stage), group identification and frame boundary detection(2nd stage), and long code identification(3rd stage). The performance of the cell search when a mobile station is switched on, which is referred to as initial cell search, is decreased by the initial frequency and timing error. In this paper, we propose the pipeline structured initial cell search scheme using time trackers to compensate for the impact of the initial timing error in the stage 2 and stage 3. The simulation results show that the performance of the proposed scheme is maximal 1.5dB better than that of the conventional one when the initial timing error is near ${\pm}T_c$/2.

Fast Side Information Generation Method using Adaptive Search Range (적응적 탐색 영역을 이용한 고속 보조 정보 생성 방법)

  • Park, Daeyun;Shim, Hiuk Jae;Jeon, Byeungwoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.299-302
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    • 2011
  • 분산비디오압축(DVC, Distributed Video Coding) 기술은 부호화기의 복잡한 과정을 복호화기로 이동시킴으로써 경량화 비디오 부호화를 위한 새로운 방법으로 주목 받고 있다. 하지만 복호화기에서 채널 복호 과정과 움직임 추정/보상 과정이 수행됨으로써 복호화기의 복잡도가 상당히 증가하게 되며, 이에 복호화기 채널 복호 과정을 고속화하기 위한 방법이 지속적으로 제안되고 있다. 그러나 채널 복호 과정이 고속화될수록 움직임 추정/보상에 소요되는 계산량이 상대적으로 증가하게 되어, 이에 대한 연구가 필요하다. 따라서 본 논문에서는 상대적으로 증가하는 움직임 추정/보상 과정에 적응적 탐색 영역 방법을 적용하여 DVC 복호화기를 고속화하는 알고리즘을 제안한다. 제안 방법은 고정된 탐색 영역을 사용한 보조 정보 생성 방법과 비교하여 평균 76%의 시간절감이 가능하며, 성능저하는 BDBR이 약 0.31% 증가하는 정도로 크지 않다.

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Memory in visual search: Evidence from search efficiency (시각 탐색에서의 기억: 탐색 효율성에 근거한 증거)

  • Baek Jongsoo;Kim Min-Shik
    • Korean Journal of Cognitive Science
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    • v.16 no.1
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    • pp.1-15
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    • 2005
  • Since human visual system has limited capacity for visual information processing, it should select goal-relevant information for further processing. There have been several studies that emphasized the possible involvement of memory in spatial shift of selective attention (Chun & Jiang, 1998, 1999; Klein, 1988; Klein & MacInnes, 1999). However, other studies suggested the inferiority of human visual memory in change detection(Rensink, O'Regan, & Clark, 1997; Simons & Levin, 1997) and in visual search(Hotowitz & Wolfe, 1998). The present study examined the involvement of memory in visual search; whether memory for the previously searched items guides selective attentional shift or not. We investigated how search works by comparing visual search performances in three different conditions; full exposure condition, partial exposure condition, and partial-to-full exposure condition. Revisiting searched items was allowed only in full exposure condition and not in either partial or partial-to-full exposure condition. The results showed that the efficiencies of attentional shift were nearly identical for all conditions. This finding implies that even in full exposure condition the participants scarcely re-examined the previously searched items. The results suggest that instant memory can be formed and used in visual search process. These results disagree with the earlier studies claiming thar visual search has no memory. We discussed the problems of the previous research paradigms and suggested some alternative accounts.

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A proposal of a Non-contact Interaction Behavior Design Model for the Immersion of Culture Contents based on Non-linear Storytelling (비선형 스토리텔링 전시형 문화콘텐츠 몰입을 위한 비접촉 인터랙션 행위 디자인 모델 제안)

  • So Jin Kim;Yeon Su Seol
    • Smart Media Journal
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    • v.12 no.1
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    • pp.77-91
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    • 2023
  • Interaction methods and technologies for mutual exploration based on user behavior are evolving variously. Especially, in recent years, with the development of a wide range of sensors, they have developed from contact to non-contact methods. However, developers' senseless definitions of the interaction methods have made the exploration process quite complicated, which rather creates the hassle of users needing to learn the interaction guide defined by the developers before experiencing the exhibition contents. In this context, in order to make visitors smoothly communicate with exhibition contents, a preliminary study on easy interaction for users of various ages is needed, and in particular, research on improving the usability of user interaction is also essential when developing non-contact exhibition contents. So, in this study, a method to reduce the confusion between developers and users was sought by researching non-contact interaction that could be universally interacted with in the field of exhibition contents and proposing behavior designs. First, based on the narrative structure of cultural resources, existing studies were reviewed and the points of interactions as cultural contents were derived. Then the most efficient search process was selected among non-contact behaviors based on hand gestures that allow users to naturally guess and learn interaction methods. Furthermore, on the basis of the meaning of non-linear narrative-based interaction and the analysis results of spatial behavior elements, affordance behavior with high learning effect and efficiency was derived. Through this research process, an action that helps users to understand non-contact interaction naturally in the process of exploring exhibition-type cultural contents and to utilize non-contact interaction in the process of immersion in exhibition contents is proposed as a final model.

Development of A Turn Label Based Optimal Path Search Algorithm (Turn Label 기반 최적경로탐색 알고리즘 개발)

  • Meeyoung Lee
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.23 no.2
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    • pp.1-14
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    • 2024
  • The most optimal route-search algorithm thus far has introduced a method of applying node labels and link labels. Node labels consider two nodes simultaneously in the optimal route-search process, while link labels consider two links simultaneously. This study proposes a turn-label-based optimal route-search technique that considers two turns simultaneously in the process. Turn-label-based optimal route search guarantees the optimal solution of dynamic programming based on Bellman's principle as it considers a two-turn search process. Turn-label-based optimal route search can accommodate the advantages of applying link labels because the concept of approaching the limit of link labels is applied equally. Therefore, it is possible to reflect rational cyclic traffic where nodes allow multiple visits without expanding the network, while links do not allow visits. In particular, it reflects the additional cost structure that appears in two consecutive turns, making it possible to express the structure of the travel-cost function more flexibly. A case study was conducted on the metropolitan urban railway network consisting of transportation card terminal readers, aiming to examine the scalability of the research by introducing parameters that reflect psychological resistance in travel with continuous pedestrian transfers into turn label optimal path search. Simulation results showed that it is possible to avoid conservative transfers even if the travel time and distance increase as the psychological resistance value for continuous turns increases, confirming the need to reflect the cost structure of turn labels. Nevertheless, further research is needed to secure diversity in the travel-cost functions of road and public-transportation networks.

The Research on PBL Application in Mathematics Method Course (문제중심학습(PBL)에서 초등예비교사들의 문제해결과정)

  • Lee, Kwang-Ho;Jang, Eun-Ha
    • Education of Primary School Mathematics
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    • v.15 no.2
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    • pp.91-106
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    • 2012
  • This study reports pre-service teachers' problem solving process on the problem-based learning(PBL) employed in an elementary mathematics method course. The subjects were 6 pre-service teachers(students). The data were collected from classroom observation. The research results were described by problem solving stages. In understanding the problem stage, students identified what problem stand for and made a problem solving planned sheet. In curriculum investigation stage, students went through investigation and re-investigation process for solving the task. In problem solving stage, students selected the best strategy for solving the task and presented and shared about problem solving results.

내가 중학교 기하 영역의 교사용 지도서를 다시 쓴다면?

  • Choi, Su-Il;Kim, Dong-Won
    • Proceedings of the Korea Society of Mathematical Education Conference
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    • 2008.05a
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    • pp.17-28
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    • 2008
  • 이 논문은 중학교 기하 영역의 수업에 대한 학생들의 성취도가 낮은 것을 관찰하고, 그에 대한 고민으로 교육과정을 분석하고, 수학교육의 질적 접근을 위한 교수 실험을 통해 실제 중학교 과정에서 운용되는 논증기하 교육의 문제점과 그 대안을 탐색하고자 하였다. 본 연구에서는 교사가 반드시 갖춰야 할 지식으로 Shulman(1986)이 제시한 교과 내용 지식과 교수학적 내용 지식, 그리고 교육과정 관련 지식을 받아들였으며, 중학교 기하 영역에서 이런 지식을 갖추기 위해 교사가 폭넓은 고민을 하여 수업의 개선점을 찾는 과정을 보여주고 있다. 연구를 통해서 학생들에게 명제를 지도할 때 주의할 점과 학습자에게 증명을 하도록 제시하는 방법상의 문제점, 그리고 이등변삼각형의 지도에서의 그 증명이 갖는 의미를 잘 이해하여 학생들에 증명 학습에 진정한 도움이 될 수 있는 방향을 탐색하였다. 그리고 절차만을 학습시키는 현행 작도 수업을 개선하기 위한 여러 시도와 등변사다리꼴의 학습에서와 같이 학생들이 수학 용어를 되돌아보는 수업이 필요성을 탐색하여, 많은 교수 실험을 통한 교육과정의 바람직한 개정을 제안하였다.

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Influences of Enneagram Personality Types on OPAC Searching and Satisfaction (에니어그램 성격 유형에 따른 OPAC 탐색 성향과 만족도)

  • Jung, Young-Mi
    • Journal of the Korean Society for information Management
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    • v.29 no.3
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    • pp.169-186
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    • 2012
  • This study examined the relation between personality types and users' searching trait and satisfaction when interacting with OPAC system. In this study, personality type was measured by the KEPTI Enneagram tools. Data was collected through four questionnaires, pre-test, TaskA, TaskB, and post-test survey. The results indicated that there was a statistically significant difference in perceptions on the expected ease of search, completion time, adequacy of search time, usefulness of search results, and performed ease of search within the Three Triads of Enneagram. Also a statistically significant difference was found on familiarity and interest in the selected queries within the Hornivian group.

Sound Model Generation using Most Frequent Model Search for Recognizing Animal Vocalization (최대 빈도모델 탐색을 이용한 동물소리 인식용 소리모델생성)

  • Ko, Youjung;Kim, Yoonjoong
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.1
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    • pp.85-94
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    • 2017
  • In this paper, I proposed a sound model generation and a most frequent model search algorithm for recognizing animal vocalization. The sound model generation algorithm generates a optimal set of models through repeating processes such as the training process, the Viterbi Search process, and the most frequent model search process while adjusting HMM(Hidden Markov Model) structure to improve global recognition rate. The most frequent model search algorithm searches the list of models produced by Viterbi Search Algorithm for the most frequent model and makes it be the final decision of recognition process. It is implemented using MFCC(Mel Frequency Cepstral Coefficient) for the sound feature, HMM for the model, and C# programming language. To evaluate the algorithm, a set of animal sounds for 27 species were prepared and the experiment showed that the sound model generation algorithm generates 27 HMM models with 97.29 percent of recognition rate.