• Title/Summary/Keyword: 3 스크린 데이터

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Predicting Movie Success based on Machine Learning Using Twitter (트위터를 이용한 기계학습 기반의 영화흥행 예측)

  • Yim, Junyeob;Hwang, Byung-Yeon
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.7
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    • pp.263-270
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    • 2014
  • This paper suggests a method for predicting a box-office success of the film. Lately, as the growth of the film industry, a variety of studies for the prediction of market demand is being performed. The product life cycle of film is relatively short cultural goods. Therefore, in order to produce stable profits, marketing costs before opening as well as the number of screen after opening need a plan. To fulfill this plan, the demand for the product and the calculation of economic profit scale should be preceded. The cases of existing researches, as a variable for predicting, primarily use the factors of competition of the market or the properties of the film. However, the proportion of the potential audiences who purchase the goods is relatively insufficient. Therefore, in this paper, in order to consider people's perception of a movie, Twitter was utilized as one of the survey samples. The existing variables and the information extracted from Twitter are defined as off-line and on-line element, and applied those two elements in machine learning by combining. Through the experiment, the proposed predictive techniques are validated, and the results of the experiment predicted the chance of successful film with about 95% of accuracy.

The effect of design factors on product design preference in concept testing (컨셉테스팅에서 제품디자인선호에 대한 디자인요소들의 영향)

  • 양종열
    • Archives of design research
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    • v.14 no.3
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    • pp.69-76
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    • 2001
  • In the new product development process, concept testing which screens ideas with the highest probability of market success is very effective in predicting the success of a new product. However, designers do not have accurate guidelines in new product development because the structure of cause and effect of consumers' preference - the most important part of concept testing - has not been provided as quantitative data. Therefore, the aim of this study is to present guidelines for new product concept development through applying means-end chain theory and product form theory which explains what kinds of benefits cause consumers to purchase a product and what kinds of design attributes meet the benefits. In this study, after reviewing means-end chain theory and product form theory, and developing a research model, guidelines for a concept product development (TV are provided through an empirical study.

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Realistic Contents and Interaction Based Realistic Contents Service (상호작용 기반의 홀로그램 실감 콘텐츠 서비스연구)

  • Lee, Wan Jung;Shin, Eun Ji;Yoon, Hyun Sun;Choi, Hee Min;Cho, Dong Sik;Kang, Hoon Jong
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.10
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    • pp.429-438
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    • 2021
  • In recent, realistic content has been applied in various ways due to the development of display technology and hologram, the final realistic content technology, have been used limitedly in accordance with the growing public demand. However, most realistic content requires additional devices of HMD (head mounted device) or glasses type, and other realistic content display technologies deliver a single image plane in the experience space to the user, providing a monotonous content experience. Various realistic contents with hologram technology are introduced in this work. In addition, we propose an interaction based realistic hologram service based that combines projection mapping and floating holograms. Projection-mapped screens and multi-floating hologram device provide a three-dimensional volumetric space with extended depth orientation from the user's point of view, while allowing users' entire and partial motions to be recognizable through multiple sensors.

Stereo Audio Matched with 3D Video (3D영상에 정합되는 스테레오 오디오)

  • Park, Sung-Wook;Chung, Tae-Yun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.21 no.2
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    • pp.153-158
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    • 2011
  • This paper presents subjective experimental results to understand how audio should be changed when a video clip is watched in 3D than 2D. This paper divided auditory perceptual information into two categories; distance and azimuth that a sound source contributes mostly, and spaciousness that scene or environment contribute mostly. According to the experiment for distance and azimuth, i.e. sound localization, we found that distance and azimuth of sound sources were magnified when heard with 3D than 2D video. This lead us to conclude 3D sound for localization should be designed to have more distance and azimuth than 2D sound. Also we found 3D sound are preferred to be played with not only 3D video clip but also 2D video clip. According to the experiment for spaciousness, we found people prefer sound with more reverberation when they watch 3D video clips than 2D video clips. This can be understood that 3D video provides more spacial information than 2D video. Those subjective experimental results can help audio engineer familiar with 2D audio to create 3D audio, and be fundamental information of future research to make 2D to 3D audio conversion system. Furthermore when designing 3D broadcasting system with limited bandwidth and with 2D TV supportive, we propose to consider transmitting stereoscopic video, audio with enhanced localization, and metadata for TV sets to generate reverberation for spaciousness.

Effects of Walking Speeds and Cognitive Task on Gait Variability (보행속도변화와 동시 인지과제가 보행 가변성에 미치는 영향)

  • Choi, Jin-Seung;Kang, Dong-Won;Tack, Gye-Rae
    • Korean Journal of Applied Biomechanics
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    • v.18 no.2
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    • pp.49-58
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    • 2008
  • The purpose of this study was to identify effects of walking speed and a cognitive task during treadmill walking on gait variability. Experiments consisted of 5 different walking speeds(80%, 90%, 100%, 110% and 120% of preferred walking speed) with/without a cognitive task. 3D motion analysis system was used to measure subject's kinematic data. Temporal/spatial variables were selected for this study; stride time, stance time, swing time, step time, double support time, stride length, step length and step width. Two parameters were used to compare stride-to-stride variability with/without cognitive task. One is the coefficient of variance which is used to describe the amount of variability. The other is the detrended fluctuation analysis which is used to infer self-similarity from fluctuation of aspects. Results showed that cognitive task may influence stride-to-stride variability during treadmill walking. Further study is necessary to clarify this result.

New Effective Korean Character Keypads using Dragging on Smart Phones (스마트폰에서 끌기 기능을 이용한 효과적인 한글 문자 자판)

  • Choi, Jaeyoung;Lim, Sanggul;Yang, Woocheol
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.6
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    • pp.423-432
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    • 2013
  • Smart phones have been technologically advanced in many ways from basic cellular phones. However, most of all smart phone users in Korea still have been using the traditional Korean character keypads used in the basic cellular phones. It would be required to develop new keypads on smart phones with touch screen. In this paper, we extended the three standard Korean character keypads - Cheonjiin, Naragul, and SKY-Hangul - by adding dragging function on touch screen, then we compared writing speeds of the keypads based on the number of touching buttons and moving distance of the finger while writing a sentence. In addition, we proposed two new Korean keypads - 's-Gana' and 's-Bada', which are more suitable on smart phones. s-Gana assigned 7 representative consonants and 5 representative vowels in order on the 4x3 keypad, and s-Bada assigned consonants and vowels by considering their frequency of use. s-Gana and s-Bada keypads showed 3~19% and 9~24% of performance improvement, respectively, compared with the standard Korean keypads. Finally, we set up 5 requisites of SELF-T in order to evaluate the usability of Korean character keypads in smart phones, then we compared the keypads using the requisites.

Analysis of the Signal Properties of Polycrystalline $HgI_2$ Film Detector under Radiographic Irradiation Condition (X-선촬영 조사 조건하에서 다결정 요오드화수은 박막검출기의 신호특성 분석)

  • Kim, Jong-Eon
    • Journal of radiological science and technology
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    • v.33 no.3
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    • pp.289-294
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    • 2010
  • The purpose of this study is an evaluation of the performance of a detector under radiographic irradiation condition by fabricating the polycrystalline $HgI_2$ film detector. The polycrystalline $HgI_2$ film detectors with thickness of 210 and $320\;{\mu}m$ were fabricated by screen print technology. Measurements of X-ray sensitivity and dark current were performed for two detectors. And measurements of the linearity of X-ray response and reproducibility were performed for the detector of thickness $320\;{\mu}m$. For applied electric field strengths from 0.05 to $2\;V/{\mu}m$ to the detector of thickness $320\;{\mu}m$, the X-ray sensitivities were measured from 233 to $1,408{\times}106\;electrons/mR{\cdot}mm^2$. And the dark currents were measured from 3.2 to $118\;pA/mm^2$. Compared with values reported by Zhong Su et al., the X-ray sensitivities exhibit about two times larger than the X-ray sensitivities measured by Zhong Su et al. And the dark currents exhibit about nine times larger than the dark currents measured by Zhong Su et al. The linearity of X-ray response acquired 0.988 as a coefficient of correlation (r). Reproducibility acquired 0.002 as a coefficient of variation. This study provides the performance data of fabricated polycrystalline $HgI_2$ film detector available for an active matrix flat panel imager under radiographic irradiation condition.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

Application of Response Surface Methodology for the Optimization of Process in Food Technology (반응표면분석법을 이용한 식품제조프로세스의 최적화)

  • Sim, Chol-Ho
    • Food Engineering Progress
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    • v.15 no.2
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    • pp.97-115
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    • 2011
  • A review about the application of response surface methodology in the optimization of food technology is presented. The theoretical principles of response surface methodology and steps for its application are described. The response surface methodologies : three-level full factorial, central composite, Box-Behnken, and Doehlert designs are compared in terms of characteristics and efficiency. Furthermore, recent references of their uses in food technology are presented. A comparison between the response surface designs (three-level full factorial, central composite, Box-Behnken and Doehlert design) has demonstrated that the Box-Behnken and Doehlert designs are slightly more efficient than the central composite design but much more efficient than the three-level full factorial designs.

An Optimal Structure of a Novel Flat Panel Detector to Reduce Scatter Radiation for Clinical Usage: Performance Evaluation with Various Angle of Incident X-ray (산란선 제거를 위한 신개념 간접 평판형 검출기의 임상적용을 위한 최적 구조 : 입사 X선 각도에 따른 성능평가)

  • Yoon, Yongsu
    • Journal of radiological science and technology
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    • v.40 no.4
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    • pp.533-542
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    • 2017
  • In diagnostic radiology, the imaging system has been changed from film/screen to digital system. However, the method for removing scatter radiation such as anti-scatter grid has not kept pace with this change. Therefore, authors have devised the indirect flat panel detector (FPD) system with net-like lead in substrate layer which can remove the scattered radiation. In clinical context, there are many radiographic examinations with angulated incident X-ray. However, our proposed FPD has net-like lead foil so the vertical lead foil to the angulate incident X-ray would have bad effect on its performance. In this study, we identified the effect of vertical/horizontal lead foil component on the novel system's performance and improved the structure of novel system for clinical usage with angulated incident X-ray. Grid exposure factor and image contrast were calculated to investigate various structure of novel system using Monte Carlo simulation software when the incident X-ray was tilted ($0^{\circ}$, $15^{\circ}$, and $30^{\circ}$ from the detector plane). More photons were needed to obtain same image quality in the novel system with vertical lead foil only then the system with horizontal lead foil only. An optimal structure of novel system having different heights of its vertical and horizontal lead foil component showed improved performance compared with the novel system in a previous study. Therefore, the novel system will be useful in a clinical context with the angulated incident X-ray if the height and direction of lead foil in the substrate layer are optimized as the condition of conventional radiography.