• Title/Summary/Keyword: Choice of objects

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UCN-Tree: A Unified Index for Moving Objects in Constrained Networks (UCN-트리: 제한된 망 구조 내의 이동체를 위한 통합 색인)

  • Cheon, Jong-Hyeon;Jeong, Myeong-Ho;Jang, Yong-Il;Oh, Young-Hwan;Bae, Hae-Young
    • Journal of Korea Spatial Information System Society
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    • v.8 no.1 s.16
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    • pp.37-57
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    • 2006
  • To support Location Based Services, the technology to store and search locations information of moving objects effectively was needed. And the study about indexes to manage these moving objects effectively has been done. As these indexes for moving objects was not considered for the objects which are moving along constrained networks such as road and railroad, indexes for the moving objects based on constrained networks was proposed. But these kinds of indexes have two problems as following. First, as the indexes for the moving objects based on constrained networks is divided according to time domain, when the places of moving objects from the present to the past are needed, the problem to search past indexes as well as present indexes occurs. Second, in this case, we should construct both present indexes and past indexes, so we have no other choice but to spend space cost and reconstruction cost additionally. This paper proposes A Unified Index for Moving Objects in Constrained Networks to solve these kinds of problems. As this proposed indexes support both present location and past location of moving objects, it can solve the current problems such as when we search present and past location of moving objects, we need a separate processing procedure. And as it consolidated the common parts of current location indexes and past location indexes, we can use less space cost and reconstruction cost than when we maintain indexes separately.

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WALK-THROUGH VIEW FOR FTV WITH CIRCULAR CAMERA SETUP

  • Uemori, Takeshi;Yendo, Tomohiro;Tanimoto, Masayuki;Fujii, Toshiaki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.727-731
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    • 2009
  • In this paper, we propose a method to generate a free viewpoint image using multi-viewpoint images which are taken by cameras arranged circularly. In past times, we have proposed the method to generate a free viewpoint image based on Ray-Space method. However, with that method, we can not generate a walk-through view seen from a virtual viewpoint among objects. The method we propose in this paper realizes the generation of such view. Our method gets information of the positions of objects using shape from silhouette method at first, and selects appropriate cameras which acquired rays needed for generating a virtual image. A free viewpoint image can be generated by collecting rays which pass over the focal point of a virtual camera. However, when the requested ray is not available, it is necessary to interpolate it from neighboring rays. Therefore, we estimate the depth of the objects from a virtual camera and interpolate ray information to generate the image. In the experiments with the virtual sequences which were captured at every 6 degrees, we set the virtual camera at user's choice and generated the image from that viewpoint successfully.

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Adaptation for Object-based MPEG-4 Content with Multiple Streams (다중 스트림을 이용한 객체기반 MPEG-4 컨텐트의 적응 기법)

  • Cha Kyung-Ae
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.3
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    • pp.69-81
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    • 2006
  • In this paper, an adaptive algorithm is proposed in streaming MPEG-4 contents with fluctuating resource amount such as throughput of network conditions. In the area of adaptive streaming issue, a lot of researches have been made on how to represent encoded media(such as video) bitstream in scalable way. By contrast, MPEG-4 supports object-based multimedia content which is composed of various types of media streams such as audio, video, image and other graphical elements. Thus, it can be more effective to provide individual media streams in scalable way for streaming object-based content to heterogeneous environment. The proposed method provides the multiple media streams corresponding to an object with different qualities and bit rate in order to support object based scalability to the MPEG-4 content. In addition, an optimal selection of the multiple streams for each object to meet a given constraint is proposed. The selection process is adopted a multiple choice knapsack problem with multi-step selection for the MPEG-4 objects with different scalability levels. The proposed algorithm enforces the optimal selection process to maintain the perceptual qualities of more important objects at the best effort. The experimental results show that the set of selected media stream for presenting objects meets a current transmission condition with more high perceptual quality.

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Selection Conditional on Associated Measurements

  • Yeo, Woon-Bang
    • Journal of the Korean Statistical Society
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    • v.12 no.2
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    • pp.110-114
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    • 1983
  • In this paper, a random subset selection procedure for the choice of the k best objects out of n primary measurements $Y_t$ is considered when only the associated measurements $X_t$ are available. In contrast to Yeo and David (1992), where only the ranks of the X's are needed, the present uses the observed X-values. The approach is illustrated numerically when X and Y are bivariate normal and the standard deviation of X is known.

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MetaCube : A New Skeletal Element for Modeling Informal Objects (메타큐브 : 부정형 물체의 모델링을 위한 새로운 구조 요소)

  • Kim, Eun-Seok;Kim, Jay-Jeong
    • Journal of KIISE:Computer Systems and Theory
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    • v.27 no.4
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    • pp.353-361
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    • 2000
  • In Computer Graphics, to select the element for modeling is very important in aspect of real-time processing of photorealistic images. Especially in modeling of informal objects, the criteria of choice are such as the minimum number of data, the easy rendering technique, and the expansibility. The metaball model which is one of the methods for modeling the implicit surface is excellent in modeling the complicated surface with a few data. However, a greater number of data are required for modeling objects that consist of planar surfaces with metaballs than with polygons. In this paper, we propose the new skeletal element, metacube which has the merits of metaball and improves the modeling ability of informal objects containing planar surfaces. A metacube has two parameters to change freely its shape from the cube to the sphere and can easily do the modeling of objects with curved surfaces and plane surfaces.

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Salient musical elements and children's choice of objects in improvisational music therapy for children with autism (자폐아동의 즉흥음악치료에서 나타난 주요 음악요인 분석과 아동의 대상선정에 관한 연구)

  • Kim, Jinah
    • Journal of Music and Human Behavior
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    • v.9 no.2
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    • pp.53-67
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    • 2012
  • Improvisational music therapy is known to promote social engagement in children with autism. This study investigated salient features that characterize the engagement of the child with autism and the therapist in improvisational music therapy. Through video analysis of the children's behavior, this study sets out to investigate what engages children with autism into mutual play with the therapist in improvisational music therapy by measuring the shared musical elements between the child and the therapist during musical synchronicity episodes and the children's choice of instruments. A repeated measures, a crossover design was employed in two different conditions (n = 10). Children were randomly assigned into two groups; group 1 participated music therapy first, followed by play therapy second. Group 2 followed the reverse order. Specific target behaviors were analyzed in the selected sessions 1, 4, 8 and 12. As expected, improvisational music therapy produced markedly more and longer events of musical synchronicity in children with autism than the play sessions with toys (p < .001). Rhythm and dynamic appeared to be the two most salient elements during musical synchronicity events between the child and the therapist. Observational findings confirmed that horns and whistles were the most frequently selected instruments in music therapy, whereas a dollhouse set was in play therapy by children with autism. The clinical implications and the details of these findings are discussed further.

The Strategy of Korean Firms' FDI into European Union (한국기업의 대EU 직접투자전략)

  • Bang, Ho-Yeol
    • International Commerce and Information Review
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    • v.11 no.4
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    • pp.77-109
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    • 2009
  • The purpose of this study is to review the current trend of FDIs by Korean companies into EU, and to present the optimal strategies for them to combine their firm-specific factors and FDI attractiveness of the regions in EU. The companies are divided into two categories, SMEs and large enterprises. The regions of EU are composed of 15 incumbent members before the fifth enlargement in 2004 and 12 new members. Large Korean companies tend to make large investments in 15 incumbent members with stable and mature markets. Korean SMEs, by contrast, mainly invest on small scales in the new members due to the lack of their available inner resources and knowledge for the markets. The main objects of the investments in EU by the large Korean companies are to gain more market share and to acquire the advanced technologies. Although such goals are also important for the SMEs, the most important objects for the investments by Korean SMEs in EU are usually to enter EU markets and to take advantage of the relatively cheap labor forces for the efficient operations. The effects of such passive strategies by the SMEs, however, are expected to extinct because the cost advantages in regions of the new EU members will not last in the long term, so the SMEs must take longer views for the choice of locations. Many empirical results suggest that the optimal FDI strategies for the Korean companies in EU could be worked mainly by more aggressive localization policy of companies and by the cooperations of SMEs and large enterprises for the reduction in costs of foreignness.

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Performance Assessments of Three Line Simplification Algorithms with Tolerance Changes (임계값 설정에 따른 선형 단순화 알고리듬의 반응 특성 연구)

  • Lee, Jae Eun;Park, Woo Jin;Yu, Ki Yun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.30 no.4
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    • pp.363-368
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    • 2012
  • The result of the line simplification algorithm varies with the choice of algorithms, the change in tolerance and the selection of target objects. Three of the algorithms used in this study are Sleeve-fitting, Visvalingam-Whyatt, and Bend-simplify. They were applied to the three kinds of objects which were buildings, rivers, and roads with the five degrees of the tolerance. Through this experiments the vector displacement, the areal displacement, and the angular displacement were measured and the qualitative analysis was performed with the trend line of the errors. The experimental results show that errors were differ from tolerance values, and characteristics of line simplification algorithms based on changes of tolerance were understood.

The Study on Goal Driven Personalized e-Learning System Design Based on Modified SCORM Standard (수정된 SCORM 표준을 적용한 목표지향 개인화 이러닝 시스템 설계 연구)

  • Lee, Mi-Joung;Park, Jong-Sun;Kim, Ki-Seok
    • Journal of Information Technology Services
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    • v.7 no.4
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    • pp.231-246
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    • 2008
  • This paper suggests an e-learning system model, a goal-driven personalized e-learning system, which increase the effectiveness of learning. An e-learning system following this model makes the learner choose the learning goal. The learner's choice would lead learning. Therefore, the system enables a personalized adaptive learning, which will raise the effectiveness of learning. Moreover, this paper proposes a SCORM standard, which modifies SCORM 2004 that has been insufficient to implement the "goal driven personalized e-learning system." We add a data model representing the goal that motivates learning, and propose a standard for statistics on learning objects usage. We propose each standard for contents model and sequencing information model which are parts of "goal driven personalized e-learning system." We also propose that manifest file should be added for the standard for contents model, and the file which represents the information of hierarchical structure and general learning paths should be added for the standard for sequencing information model. As a result, the system could sequence and search learning objects. We proposed an e-learning system and modified SCORM standards by considering the many factors of adaptive learning. We expect that the system enables us to optimally design personalized e-learning system.

Affordance Perception And Behavior Planning Based on Analytic Hierarchy Process (로봇의 어포던스 지각 과정 및 계층 분석법을 이용한 우선 순위 동작 결정)

  • Lee, Geun-Ho;Kwon, Chul-Min;Ikeda, Akihiro;Chong, Nak-Young
    • The Journal of Korea Robotics Society
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    • v.7 no.3
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    • pp.182-193
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    • 2012
  • This paper presents a new behavior planning scheme for autonomous robots, allowing them to handle various objects used in our daily lives. The key idea underlying the proposed scheme is to use affordance concepts that provide a robot with action possibilities triggered by a relation between the robot and objects around it. Specifically, the robot attempts to find the affordances and to determine the most adequate action among them. Through a series of the perception processes, robot motions can be planned and performed to complete assigned tasks. What is of particular importance from the practical point of view is a decision making capability to determine the best choice by comparing the human's body characteristics and behavioral patterns as criteria with action possibilities as alternatives. For this, the analytic hierarchy process (AHP) technique is employed to systematically evaluate the correlation between the criteria and the alternatives. Moreover, the alternatives arranged in order of priority through the decision making process enable the robot to have redundant solutions for the assigned task, resulting in flexible motion generation. The effectiveness and validity of the proposed scheme are verified by performing extensive simulations using objects of our daily use.