• Title/Summary/Keyword: Art engineering

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INTERNATIONAL PROJECT MANAGEMENT OF SUZHOU SCIENCE AND CULTURAL ART CENTRE AND SUZHOU INTERNATIONAL EXPO CENTRE

  • Tan Wei Szu Jackson
    • International conference on construction engineering and project management
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    • 2007.03a
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    • pp.19-29
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    • 2007
  • This paper shares our project management experience in the 2 large-scale projects in managing a diverse international project team of consultants and managing in a foreign land. The first part introduces the two projects, second part addresses management of the projects and the last portion presents some of the challenges we experienced and highlights the importance of understanding the peculiarities of the operating environment, their norms, cultures, effectiveness and limitations of conventional project management tools while operating in a foreign country.

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Passports Recognition using ART2 Algorithm and Face Verification (ART2 알고리즘과 얼굴 인증을 이용한 여권 인식)

  • Jang, Do-Won;Kim, Kwang-Baek
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 2005.05a
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    • pp.190-197
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    • 2005
  • 본 논문에서는 출입국자 관리의 효율성과 체계적인 출입국 관리를 위하여 여권 코드를 자동으로 인식하고 위조 여권을 판별할 수 있는 여권 인식 및 얼굴 인증 방법을 제안한다. 여권 이미지는 기울어진 상태로 스캔되어 획득되어질 수도 있으므로 기울기 보정은 문자 분할 및 인식, 얼굴 인증에 있어 매우 중요하다. 따라서 본 논문에서는 여권 영상을 스미어링한 후, 추출된 문자열 중에서 가장 긴 문자열을 선택하고 이 문자열의 좌측과 우측 부분의 두께 중심을 연결하는 직선과 수평선과의 기울기를 이용하여 여권 여상에 대한 각도 보정을 수행한다. 여권 코드 추출은 소벨 연산자와 수평 스미어링, 8방향 윤곽선 추적 알고리즘을 적용하여 여권 코드의 문자열 영역을 추출하고, 추출된 여권 코드 문자열 영역에 대해 반복 이지화 방법을 적용하여 코드의 문자열 영역을 이진화한다. 이진화된 문자열 영역에 대해 CDM 마스크를 적용하여 문자열의 코드들을 복원하고 8방향 윤곽선 추적 알고리즘을 적용하여 개별 코드를 추출한다. 추출된 개별 코드는 ART2 알고리즘을 적용하여 인식한다. 얼굴 인증을 위해 템플릿 매칭 알고리즘을 이용하여 얼굴 템플릿 데이터베이스를 구축하고 여권에서 추출된 얼굴 영역과의 유사도 측정을 통하여 여권 얼굴 영역의 위조 여부를 판별한다. 얼굴 인증을 위해서 Hue, YIQ-I, YCbCr-Cb 특징들의 유사도를 종합적으로 분석하여 얼굴 인증에 적용한다. 제안된 여권 인식 및 얼굴 인증 방법의 성능을 평가를 위하여 원본 여권에 얼굴 부분을 위조한 여권과 노이즈, 대비 증가 및 감소, 밝기 증가 및 감소 및 여권 영상을 흐리게 하여 실험한 결과, 제안된 방법이 여권 코드 인식 및 얼굴 인증에 있어서 우수한 성능이 있음을 확인하였다.권 영상에서 획득되어진 얼굴 영상의 특징벡터와 데이터베이스에 있는 얼굴 영상의 특징벡터와의 거리 값을 계산하여 사진 위조 여부를 판별한다. 제안된 여권 인식 및 얼굴 인증 방법의 성능을 평가를 위하여 원본 여권에서 얼굴 부분을 위조한 여권과 기울어진 여권 영상을 대상으로 실험한 결과, 제안된 방법이 여권의 코드 인식 및 얼굴 인증에 있어서 우수한 성능이 있음을 확인하였다.진행하고 있다.태도와 유아의 창의성간에는 상관이 없는 것으로 나타났고, 일반 유아의 아버지 양육태도와 유아의 창의성간의 상관에서는 아버지 양육태도의 성취-비성취 요인에서와 창의성제목의 추상성요인에서 상관이 있는 것으로 나타났다. 따라서 창의성이 높은 아동의 아버지의 양육태도는 일반 유아의 아버지와 보다 더 애정적이며 자율성이 높지만 창의성이 높은 아동의 집단내에서 창의성에 특별한 영향을 더 미치는 아버지의 양육방식은 발견되지 않았다. 반면 일반 유아의 경우 아버지의 성취지향성이 낮을 때 자녀의 창의성을 향상시킬 수 있는 것으로 나타났다. 이상에서 자녀의 창의성을 향상시키는 중요한 양육차원은 애정성이나 비성취지향성으로 나타나고 있어 정서적인 측면의 지원인 것으로 밝혀졌다.징에서 나타나는 AD-SR맥락의 반성적 탐구가 자주 나타났다. 반성적 탐구 척도 두 그룹을 비교 했을 때 CON 상호작용의 특징이 낮게 나타나는 N그룹이 양적으로 그리고 내용적으로 더 의미 있는 반성적 탐구를 했다용을 지원하는 홈페이지를 만들어 자료 제공 사이트에 대한 메타 자료를 데이터베이스화했으며 이를 통해 학생들이 원하는 실시간 자료를 검색하여 찾을 수 있고 홈페이지를 방분했을 때 이해하기 어려운 그래프나 각 홈페이지가 제공하는 자료들에 대한 처리 방법을 도움말로 제공받을 수 있게 했다. 실

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Drawing up class module elements of originality and convergence and suggesting class modules by combining middle school physical education and STEAM (중학교 체육과 STEAM 융합을 통한 창의·융합 수업 모듈 요소 도출 및 수업 모듈 제시)

  • Hong, Hee-Jung;Lim, Hyun-Joo
    • Journal of Wellness
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    • v.14 no.2
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    • pp.207-223
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    • 2019
  • The purpose This study aimed at proposing class module elements for creativity and convergence and class models for creativity and convergence by integrating content elements by physical activity field(health, challenge, competition, ) for physical education and STEAM. For this, literature review, focus group interview(FGI) and discussions with experts were conducted, and the following study results have been drawn up: First, concerning the class module elements for creativity and convergence, total 11 class module elements in the health field were suggested including detecting risks by posture analysis and analyzing and designing amount of physical activity. Second, total 7 module elements in the challenge field were deduced such as anticipation of obstacles to target achievement and modeling of effective exercise. There were 17 convergence elements in the competition field including game record analysis and creation of game data storage application. Third, total 9 creativity and convergence module elements in the field include modeling of technology improvement for motion and symbolization for motion records. In addition, class modules related to convergence with engineering in the health field, convergence with technology in the challenge field, convergence with art in the competition field and convergence with art and mathematical symbols were proposed.

Development of a Chameleonic Pin-Art Equipment for Generating Realistic Solid Shapes (실감 입체 형상 생성을 위한 카멜레온형 핀아트 장치 개발)

  • Kwon, Ohung;Kim, Jinyoung;Lee, Sulhee;Kim, Juhea;Lee, Sang-won;Cho, Jayang;Kim, Hyungtae
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.497-506
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    • 2020
  • A chameleonic surface proposed in this study was a pin-art and 3D display device for generating arbitrary shapes. A smooth and continuous surface was formed using slim telescopic actuators and high-elasticity composite material. Realistic 3D shapes were continuously generated by projecting dynamic mapping images on the surface. A slim telescopic actuator was designed to show long strokes and minimize area for staking. A 3D shape was formed by thrusting and extruding the high-elasticity material using multiple telescopic actuators. This structure was advantageous for generating arbitrary continuous surface, projecting dynamic images and lightening weight. Because of real-time synchronization, a distributed controller based on EtherCAT was applied to operate hundreds of telescopic actuators smoothly. Integrated operating software consecutively generated realistic scenes by coordinating extruded shapes and projecting 3D image from multiple projectors. An opera content was optimized for the chameleon surface and showed to an audience in an actual concert.

A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

A Study on the Optimal Selection Method of Screen Mesh for Domestic Halftone Screen Printing (국내 하프톤 스크린 인쇄를 위한 최적의 스크린 망사 선택 방법에 관한 연구)

  • Choi, In-Sik;Cho, Ga-Ram;Koo, Chul-Whoi
    • Journal of the Korean Graphic Arts Communication Society
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    • v.31 no.1
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    • pp.1-14
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    • 2013
  • Screen printing is a printing method with flexible plate surface characteristics. In addition, since the appearance of electronics industry the screen printing has been demanding high quality and definition. However, Screen printing is a method for taking ink through mesh opening because screen mesh tends to restrict quality of screen printing. In particular, the biggest problem compared with other printing type is halftone reproduction characteristics. Halftone reproduction characteristics for screen printing depend on screen mesh and opening. Dot losses or dot gains are observed through various types of screen mesh because thread of screen mesh interfere with the movement of the ink. Excessive dot losses or gains can affect the tonal range. Furthermore, this problem can result in other problem such as bad contrast and gray balance. Therefore, it is an important factor to use proper screen mesh for halftone screen printing. However, domestic screen printing industry relies on worker's experience in field rather than depending on objective data although standardized specifications and optimal printing conditions are required for screen printing. For this reason, it is important to stipulate standard condition for domestic screen printing industry. Therefore, it was examined to find tonal range by mesh opening in halftone prints process of screen printing used domestic paper and ink in this study. In addition, TVI(Tone Value Increase) characteristic was observed by comparing to the manuscripts and prints of the dot area ratio. Furthermore, contrast value and gray balance were confirmed for each condition of the printout. Conditions for the proper selection of screen mesh screen for the quality of the prints were also examined, compared with the international standard of screen printing, ISO 12647-5.

Ensemble-based deep learning for autonomous bridge component and damage segmentation leveraging Nested Reg-UNet

  • Abhishek Subedi;Wen Tang;Tarutal Ghosh Mondal;Rih-Teng Wu;Mohammad R. Jahanshahi
    • Smart Structures and Systems
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    • v.31 no.4
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    • pp.335-349
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    • 2023
  • Bridges constantly undergo deterioration and damage, the most common ones being concrete damage and exposed rebar. Periodic inspection of bridges to identify damages can aid in their quick remediation. Likewise, identifying components can provide context for damage assessment and help gauge a bridge's state of interaction with its surroundings. Current inspection techniques rely on manual site visits, which can be time-consuming and costly. More recently, robotic inspection assisted by autonomous data analytics based on Computer Vision (CV) and Artificial Intelligence (AI) has been viewed as a suitable alternative to manual inspection because of its efficiency and accuracy. To aid research in this avenue, this study performs a comparative assessment of different architectures, loss functions, and ensembling strategies for the autonomous segmentation of bridge components and damages. The experiments lead to several interesting discoveries. Nested Reg-UNet architecture is found to outperform five other state-of-the-art architectures in both damage and component segmentation tasks. The architecture is built by combining a Nested UNet style dense configuration with a pretrained RegNet encoder. In terms of the mean Intersection over Union (mIoU) metric, the Nested Reg-UNet architecture provides an improvement of 2.86% on the damage segmentation task and 1.66% on the component segmentation task compared to the state-of-the-art UNet architecture. Furthermore, it is demonstrated that incorporating the Lovasz-Softmax loss function to counter class imbalance can boost performance by 3.44% in the component segmentation task over the most employed alternative, weighted Cross Entropy (wCE). Finally, weighted softmax ensembling is found to be quite effective when used synchronously with the Nested Reg-UNet architecture by providing mIoU improvement of 0.74% in the component segmentation task and 1.14% in the damage segmentation task over a single-architecture baseline. Overall, the best mIoU of 92.50% for the component segmentation task and 84.19% for the damage segmentation task validate the feasibility of these techniques for autonomous bridge component and damage segmentation using RGB images.

Development of an Engineering Reading & Writing Textbook and Analysis of Study Outcomes (공학 Reading & Writing 교재 개발 및 학습성과 분석)

  • Chung, Ho-Yeon;Jun, Oh-Sung;Yoo, Kyu-Sun;Jang, Mi-Young
    • Journal of Engineering Education Research
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    • v.14 no.6
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    • pp.51-59
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    • 2011
  • The authors have developed a reading & writing textbook for engineering students to improve their communication capability, and also analyzed the outcomes that the students accomplished through the Engineering Reading and Writing class. The reading & writing textbook has been organized to be used as a guidebook with which the engineering students can practically solve the problems that they would face continuously after they finish their regular curriculum and when they are employed. The questionnaire survey analysis has been performed in order to evaluate the textbook contents, lecturing, and learning outcomes for the lecturers and students finished the engineering reading and writing classes. Desirable evaluation has been resulted in the broad areas: subject extraction from the readings, logical understanding, summarizing, practical writing, writing principle, etc.

A Study on Methods for the Visualization of Stage Space through Stage Lighting (무대조명을 통한 무용 예술의 무대공간 시각화 방안 연구)

  • Lee, Jang-Weon;Yi, Chin-Woo
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.23 no.4
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    • pp.16-28
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    • 2009
  • Stage art basically builds upon the essence of "seeing," and at the same time, possesses relativity in showing and seeing. Stage lighting uses artificial light to solve the essence of "seeing", which is the foundation of stage art, and coming into the modern age, its role has been enhanced to an important medium for visual expression in stage art, due to the lighting tools that developed at a rapid pace along with the discovery of electricity, as well as the development of optics. Therefore, not only does lighting use a medium known as light in a field of stage art that gives mental and emotional inspiration to the audience, and aesthetically expresses time and space. In other words, stage lighting is a complex function of light engineering (technology and science) and aesthetic sense (feeling and art). This study aims to do research on methods for the visualization of stage space through lighting, mainly focused on dancing. I have studied the basics of stage lighting, its relations with other fields of stage art, and the functions and characteristics of lighting. Results show that lighting could be used to maximize the visualization of dancing and emphasizing the artistic growth of lighting and its ability to aesthetically express and I came to the following conclusions. First, lighting uses the forms and directions of light that various tools are able to produce in order to visualize the space on stage, and can maximally express the image that the work seeks. Second, it is possible to use lighting, through the movement of light, as a visual representation of the configuration of space in dancing works. Third, through the expression of visual and spatial aspects created by light, the work's dramatic catharsis can bring out mental and emotional feelings form the audience. Fourth, lighting can be seen not as a supporting role, but as an original visual design. To conclude, in order for lighting to be freed form the simple function of "lighting up the stage," which a majority of people think is common knowledge, and grow as one area in art, lighting designers must understand the intentions of the choreographer and the work with creativity and artistry they must consider light and color as an aesthetic language in order to heighten the effects of the work and allow it to partake as one element of work creation, so that lighting will be treated as a form of art.

A Relationship Analysis between Admission Type and Dropout of Engineering University Students (공학전공대학생의 입학전형과 중도탈락의 상관관계 분석)

  • Park, Seung-Chul
    • Journal of Engineering Education Research
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    • v.15 no.5
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    • pp.98-107
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    • 2012
  • As the dropout rate of university students is gradually increasing, the studies on exploring the status, characteristics, reasons, and countermeasures of dropout of university students are currently grabbing high attention. This paper analyzes the relationship between the admission types and dropout of university students, mainly focused on engineering students. The analysis shows that the dropout rate of engineering students admitted through the scheduled-time admission procedures is quite higher than that of students admitted through non-scheduled-time admission procedures, the dropout rate of engineering students admitted from the vocational high schools is higher than that of students from the academic high schools, and the dropout rate of engineering students admitted from the liberal art high school tracks is higher than that of students from the natural science high school tracks. From the results, we could find out that student-support programs need to be carefully provided for the engineering university students according to their admission types and underlying backgrounds.