• 제목/요약/키워드: Case Representation

검색결과 506건 처리시간 0.025초

소용량 컴퓨터에 의한 CT 영상의 계층적 표현 (Hierachical representation of CT images with small memory computer)

  • 유선국;김선호;김남현;김원기;박상희
    • 대한의용생체공학회:학술대회논문집
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    • 대한의용생체공학회 1989년도 춘계학술대회
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    • pp.39-43
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    • 1989
  • In this paper, hierachical representation method with a 1-to-4 and 1-to-8 data structure is used to reconstruct the three-dimensional scene from two-dimensional cross sections provided by computed tomography with small memory computer system. To reduce the internal memory use, 2-D section is represented by quadtree, and 3-D scene is represented by octree. Octree is constructed by recursively merging consecutive quadtrees. This method uses 7/200 less memory than pointer type structure with all the case, and less memory up to 60.3% than linear octree with experimental data.

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G. C에 있어서 비선형축의 표현 (A Representation of the Nonlinear Axis in the G. C)

  • 조동욱;최병욱
    • 한국통신학회논문지
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    • 제13권4호
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    • pp.309-321
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    • 1988
  • 본 논문에서는 단면(cross section)이 원(circle)인 곡면물체를 처리하는 방법인 G.C표현에 있어서 필요한 축방정식과 반경함수를 구하는 방법을 제안한다. 우선 입력으로 들어온 깊이 데이터에서 clustering을 통해 선형축을 가지고 있는 부분과 비선형축을 가지는 부분을 분리하였으며 각 표면마스크조각(surface mask patch)들의 법선 벡터를 통하여 축상의 점들을 추출하였다. 또한 추출된 축상의 점들이 비선형인 경우 Hermite 곡선으로 축방정식을 표현하였으며 본 논문의 유용성을 실험에 의하여 입증하였다.

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The Understanding of Improper Integration - A Case Study

  • Camacho Matias;Gonzalez-Martin Alejandro S.
    • 한국수학교육학회지시리즈D:수학교육연구
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    • 제10권2호
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    • pp.135-150
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    • 2006
  • Although improper integrals constitute a concept of great utility for Mathematics students, it appears that students are unable to assimilate this concept within the wider system of concepts they learn in their first year of Mathematics studies. In this paper we describe a competence model used in a study about the kind of understanding students possess about improper integral calculus when two registers of representation come into play. Competence will be considered as the coherent articulation of different semiotic registers. After analysing the results of a questionnaire, six students were selected to be interviewed on the basis of their overall results and the significance of their answers. For the interview, five original questions from the questionnaire were used together with a new question. In this article we will analyse, from our theoretical point of view, the work carried out by one student who was interviewed to show how our competence model works and we will discuss this formal competence model used.

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PDM기반 조립체 DMU를 위한 웹뷰어 형상커널의 설계 (Geometric Kernel Design of the Web-Viewer for the PDM Based Assembly DMU)

  • 송인호;정성종
    • 대한기계학회논문집A
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    • 제31권2호
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    • pp.260-268
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    • 2007
  • Demand for the use of 3D CAD DMU systems over the Internet environment has been increased. However, transmission of commercial 3D kernels has delayed the communication effectiveness due to the kernel size. Light weight CAD geometric kernel design methodology is required for rapid transmission in the distributed environment. In this paper, an assembly data structure suitable for the top-down and bottom-up assembly models has been constructed. Part features are stored without a hierarchy so that they are created and saved in no particular order. In particular, this paper proposes a new assembly representation model, called multi-level assembly representation (MAR), for the PDM based assembly DMU system. Since the geometric kernel retains assembly hierarchy and topological information, it is applied to the web-viewer for the PDM based DMU system. Effectiveness of the proposed geometric kernel is confirmed through various case studies.

온라인 서명 검증을 위한 필기의 구조적 표현 (A Structural Representation of Handwritings for Automatic On-line Signature Verification)

  • 김성훈
    • 한국시뮬레이션학회논문지
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    • 제14권3호
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    • pp.147-154
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    • 2005
  • In conventional approaches such as a functinal approach or a parametric approach to online signature verification, which could not deal with the local shape of signature, much various important informations inherent in the local part of signature shape have been overlooked. In this paper, we try a structural approach in which a signature is represented as a structural form of handwriting primitives and the local parts along a signature handwriting can be selectively compared according to their discrimination power in the process of signature verification, As a result, the error rate is diminished in the case that the weights of subpattern units is applied into comparing process, which is the degree of discrimination power of local part. And also, the global variation and complexity of each signature extracted from the analysis of local shape is found useful in determining the decision threshold more precisely.

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분산 자료에 대한 초완비 표현 방법 (A method of overcomplete representation for distributed data)

  • 이상철;박종우;곽칠성
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2007년도 하계종합학술대회 논문집
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    • pp.457-458
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    • 2007
  • This paper propose a method for representing distributed data of sensor networks. The proposed method is based on a general distributed regression framework that models sensor data by fitting a global function to each of the local measurements and explores the possible extensions of distribution regression by using complex signal representations. In order to reduce the amount of processed data and the required communication, the signal model has to be as compact as possible, with the ability to restore the arbitrary measurements. To achieve this requirement, data compression step is included, where the basis function set is changed to an overcomplete set. This have better advantages in case of nonstationary signal modeling than complete base representation.

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A Study on Spatial characteristic and presentation of digital game

  • Oh, Hyoun-Ju
    • 한국컴퓨터정보학회논문지
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    • 제20권11호
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    • pp.47-54
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    • 2015
  • In this paper, I examines the spatial representation of the change in the environment of the digital platform, and play the game with a focus on the spatial characteristics of a digital game. First, what is the Spatial characteristic of digital games? This section applies to a digital game "theory of Lefebvre", and the spatial representation of the practice space, divided into representational space were explored. Second, how to express dealing Is there space in the genre of adventure games? The spatial characteristics of the game medium through the Spatial characteristic of the adventure game genre that is most striking examples was analyzed whether the expression in any way. Consequently, the spatial characteristics of the digital game studies of the game as well as think a very large role in the development direction. In addition, this case analysis of the expression is the basis of this digital game that is utilized in many areas, and I am sure many possibilities to find a positive role in the game.

Predictive Spatial Data Fusion Using Fuzzy Object Representation and Integration: Application to Landslide Hazard Assessment

  • Park, No-Wook;Chi, Kwang-Hoon;Chung, Chang-Jo;Kwon, Byung-Doo
    • 대한원격탐사학회지
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    • 제19권3호
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    • pp.233-246
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    • 2003
  • This paper presents a methodology to account for the partial or gradual changes of environmental phenomena in categorical map information for the fusion/integration of multiple spatial data. The fuzzy set based spatial data fusion scheme is applied in order to account for the fuzziness of boundaries in categorical information showing the partial or gradual environmental impacts. The fuzziness or uncertainty of boundary is represented as two kinds of fuzzy membership functions based on fuzzy object concept and the effects of them are quantitatively evaluated with the help of a cross validation procedure. A case study for landslide hazard assessment demonstrates the better performance of this scheme as compared to traditional crisp boundary representation.

규칙베이스와 사례베이스 추론의 불확실한 지식의 표현 (A Representation of Uncertain Knowledge of Rule Base Reasoning and Case Base Reasoning)

  • 정구범;노은영;정환묵
    • 한국지능시스템학회논문지
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    • 제21권2호
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    • pp.165-170
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    • 2011
  • 규칙베이스 추론과 사례베이스 추론의 협조에 의해 보다 유연한 추론을 위한 효율적인 방법의 실현이 기대된다. 본 논문에서는 MVL 오토마타 모델을 적용하여 규칙베이스와 사례 베이스의 통합 추론모델과 이에 따른 불확실성 처리 방법을 제안한다.

디지털 패션영상에 나타난 가상성 연구 (Virtuality in Digital Fashion Images)

  • 김향자;김영삼
    • 한국의류학회지
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    • 제39권2호
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    • pp.233-246
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    • 2015
  • Focus on Digital Fashion Image, the conceptual framework for the thesis is established from Virtuality in Digital Art. Formative characteristics and aesthetic characteristics were studied by classifying the Digital Fashion Image applied and expressed by digital media and technology. A detective research method was used for a case study. A literature study for case-by-case data was analyzed with focus on the works expressing fashion that utilized digital media and technology since the 2000s. Through this study, the Digital revolution has created the socio-cultural impact of a Virtual representation to implement technology and fashion culture that finds ways to take advantage of the image shown in a Digital Fashion Media by understanding Virtuality. The results are as follows. First, it was a re-formation of the fashion culture through the experience of virtuality with mental zone parameters between the media 'Mediation Code'. Reflect the reality of the virtual environment as represented by a cultural image of fashion brands and fashion that reset the team relationship and formed a Homo Ludens cultural code. Second, 'Interactive Exchange' acts on the exchange interaction between the method of digital technology, the human and the machine as well as the technical interoperability of network elements and techniques. This exchange is applied to fashion images that express emotion. Forming personalized fashion items and the user interactively storage that expresses the interactive exchange to forward the identity of the emotional fashion by a change in the message delivery system fashion. Third, the emphasis on intuitive artistic expression 'Synesthesia Immersion' induces a sense of immersion and excitement through the fusion of the interconnected. Enhance a visual image in fashion sensory representation and maximize a tactile and visual virtual reality involvement.