• Title/Summary/Keyword: Color Language

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Java Garbage Collection for a Small Interactive System (소규모 대화형 시스템을 위한 자바 가비지 콜렉션)

  • 권혜은;김상훈
    • Journal of KIISE:Software and Applications
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    • v.29 no.12
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    • pp.957-965
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    • 2002
  • Garbage collection in the CLDC typically employs a stop-the-world GC algorithm which is performing a complete garbage collection when needed. This technique is unsuitable for the interactive Java embedded system because this can lead to long and unpredictable delays. In this paper, We present a garbage collection algorithm which reduces the average delay time and supports the interactive environment. Our garbage collector is composed of the allocator and the collector. The allocator determines the allocation position of free-list according to object size, and the collector uses an incremental mark-sweep algorithm. The garbage collector is called periodically by the thread scheduling policy and the allocator allocates the objects of marked state during collection cycle. Also, we introduce a color toggle mechanism that changes the meaning of the bit patterns at the end of the collection cycle. We compared the performance of our implementation with stop-the-world mark-sweep GC. The experimental results show that our algorithm reduces the average delay time and that it provides uniformly low response times.

A Study of the Costume Used in Peking Opera (중국 경극복식 연구 I)

  • Shin, Kyeong-Seub
    • Journal of the Korean Society of Costume
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    • v.60 no.8
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    • pp.132-150
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    • 2010
  • The purpose of this research was to study the forms and styles of the costumes in the Peking Opera of China and to figure out the symbolism and aesthetic value of the costumes. The research was done using documentary Peking Opera, the costumes can be seen as a special kind of language which audience members can clearly understand it. Therefore, the spectators can understand instantly the sex, age, personality, and position of the character by seeing the style, color, and patterns of the costumes. As a result, one can call the costumes of Peking Opera, "picturizing costumes". The typical costumes are mangpao, pi, kao, xiezi, yi. Mangpao is the ceremonial robe often used by emperors and officials. It can be worn by lao sheng, xiao sheng and wu sheng. Bright yellow and apricot yellow colors are used exclusively by those who play the parts of emperors, foreign rulers, princes and the Monkey King. The next costume style to be discussed is Pi. Pi is the informal dress for the emperor, and young officials that are involved in civilian or military duties. The third costume style to be explored is Kao: the garment that a stage warrior wears when going into battle. This warrior can have three kinds of armor: the hard armor, the soft armor and the newly revised armor. Fourthly, the costume that is the most commonly worn, xiezi, is examined; it is the informal coat for every one regardless of one's age, sex, role, or level of nobility. Finally, the last of the typical costumes is Yi; this costume category includes numerous kinds of costumes, such as kaichang, baguaiyi, fayi, guanyi, yulinjia, kanjian, toupeng, jianyi, etc

Anatomical Review of Lateral Upper Arm Flap for the Oral and Maxillofacial Reconstruction (구강악안면재건을 위한 외측상완피판의 해부학적 고찰)

  • Seo, Mi Hyun;Kim, Soung Min;Kang, Ji Young;Myoung, Hoon;Lee, Jong Ho
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.34 no.4
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    • pp.286-292
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    • 2012
  • The lateral upper arm flap (LUAF) was initially described by in 1982 by Song et al. as a simple skin flap, addressing the availability of cutaneous nerves for anastomoses. Katsaros et al., reported the use of a lateral upper arm skin flap, but also considered using it as a composite graft. The LUAF for the oral and maxillofacial reconstruction has several advantages over other flaps, such as constant anatomy, good color match and texture, thin design and plasticity. There is no functional limitation in the donor arm, such as strength and extension, and donor defects can be closed primarily with a linear scar, even when a flap of up to 8 cm in width is taken. For a better understanding of LUAF as a routine reconstructive option in moderate defect of maxillofacial region, the constant anatomical findings must be learned and memorized by young doctors during the specialized training course for the Korean national board of oral and maxillofacial surgery. This article review the anatomical basis of LUAF with Korean language.

Accuracy of new implant impression technique using dual arch tray and bite impression coping

  • Lee, Shin-Eon;Yang, Sung-Eun;Lee, Cheol-Won;Lee, Won-Sup;Lee, Su Young
    • The Journal of Advanced Prosthodontics
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    • v.10 no.4
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    • pp.265-270
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    • 2018
  • PURPOSE. The purpose of this in vitro study was to evaluate the accuracy of a new implant impression technique using bite impression coping and a dual arch tray. MATERIALS AND METHODS. Two implant fixtures were placed on maxillary left second premolar and first molar area in dentoform model. The model with two fixtures was used as the reference. The impression was divided into 2 groups, n=10 each. In group 1, heavy/light body silicone impression was made with pick up impression copings and open tray. In group 2, putty/light body silicone impression was made with bite impression copings and dual arch tray. The reference model and the master casts with implant scan bodies were scanned by a laboratory scanner. Surface tessellation language (STL) datasets from test groups was superimposed with STL dataset of reference model using inspection software. The three-dimensional deviation between the reference model and impression models was calculated and illustrated as a color-map. Data was analyzed by independent samples T-test of variance at ${\alpha}=.05$. RESULTS. The mean 3D implant deviations of pick up impression group (group 1) and dual arch impression group (group 2) were 0.029 mm and 0.034 mm, respectively. The difference in 3D deviations between groups 1 and 2 was not statistically significant (P=.075). CONCLUSION. Within limitations of this study, the accuracy of implant impression using a bite impression coping and dual arch tray is comparable to that of conventional pick-up impression.

21 Century Video Image Fashion Communication - Focusing on Prada Fashion Animation - (21세기 영상 패션 커뮤니케이션 - 프라다 패션 애니메이션을 중심으로 -)

  • Jang, Ra-Yoon;Yang, Sook-Hi
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1318-1330
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    • 2010
  • The 21st century is the age when a sensational image has more explanatory power and can deliver a more powerful message than a message consisting of logical thinking. Powerful visual images create a big impact on many people throughout the world, overcoming linguistic barriers and even replacing language as a means of communication. In the fashion field, the concept and power of visual images within the new multimedia of the 21st century are becoming increasingly important. In recent years, other than the above methods, videos, movies and animation features have been produced directly to enhance visual effects and attempts are increasing to use these new tools as communication methods. This study focuses on animation contents that have been used in the fashion industry to overcome prejudice of luxury international brands that feature images that emphasize value, quality and heritage. The purpose of this study is to focus on the specific character of fashion animation in order to overview the concept of 21st video fashion communication and to show how the collection concept that includes color and detail places an emphasis on visual images. Analysis of previous research, theoretical research through literature and case study on Prada fashion animation led to the following conclusion. The common features of two different Prada fashion animation show that both animation have the following features in common : realism, dramatic impact and convergence for expression methods, and creativeness, hybrid and a happy ending for contents. Beginning with this study, I believe that various angles of interest and concern about communication in the fashion world, which is a social and cultural phenomenon that changes rapidly, can be will be looked at and learned from.

Human-Computer Interaction Based Only on Auditory and Visual Information

  • Sha, Hui;Agah, Arvin
    • Transactions on Control, Automation and Systems Engineering
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    • v.2 no.4
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    • pp.285-297
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    • 2000
  • One of the research objectives in the area of multimedia human-computer interaction is the application of artificial intelligence and robotics technologies to the development of computer interfaces. This involves utilizing many forms of media, integrating speed input, natural language, graphics, hand pointing gestures, and other methods for interactive dialogues. Although current human-computer communication methods include computer keyboards, mice, and other traditional devices, the two basic ways by which people communicate with each other are voice and gesture. This paper reports on research focusing on the development of an intelligent multimedia interface system modeled based on the manner in which people communicate. This work explores the interaction between humans and computers based only on the processing of speech(Work uttered by the person) and processing of images(hand pointing gestures). The purpose of the interface is to control a pan/tilt camera to point it to a location specified by the user through utterance of words and pointing of the hand, The systems utilizes another stationary camera to capture images of the users hand and a microphone to capture the users words. Upon processing of the images and sounds, the systems responds by pointing the camera. Initially, the interface uses hand pointing to locate the general position which user is referring to and then the interface uses voice command provided by user to fine-the location, and change the zooming of the camera, if requested. The image of the location is captured by the pan/tilt camera and sent to a color TV monitor to be displayed. This type of system has applications in tele-conferencing and other rmote operations, where the system must respond to users command, in a manner similar to how the user would communicate with another person. The advantage of this approach is the elimination of the traditional input devices that the user must utilize in order to control a pan/tillt camera, replacing them with more "natural" means of interaction. A number of experiments were performed to evaluate the interface system with respect to its accuracy, efficiency, reliability, and limitation.

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Study on Dongkyung-i Dog Characterized as Anury and Brachyury (무미와 단미로 특징되는 동경이에 대한 연구)

  • Cho, Sung-Jin;Park, Young-Seok;Lee, Eun-Soo;Lee, Hyun-A;Kim, Ok-Jin
    • Journal of Veterinary Clinics
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    • v.25 no.1
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    • pp.15-18
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    • 2008
  • Until now, there are no scientific studies for Dongkyung-i(DKI) dog, which is recently called as Deng-Kyun. This study is aimed to investigate the characteristics of DKI. According to visiting studies, DKI is an active, live and muscular dog. The dog is willing to announce the approach of strangers friendly. As the results of morphological studies, DKI is medium sized and the average weight is 22.6 kg. Its coat has mainly yellowish brown color and short hair. Morphologically, the dog showed vestigial tail and muscular and sturdy pelvic limbs. As the results of radiological studies, DKI is characterized as the absence of coccygeal vertebrae or the coccygeal agenesis. We concluded that DKI may be a Korean native canine breed characterized as short or non-tail dog. Also, we suggested that this characteristic dog is valuable to develop as a Korean native breed.

Implement of Finger-Gesture Remote Controller using the Moving Direction Recognition of Single (단일 형상의 이동 방향 인식에 의한 손 동작 리모트 컨트롤러 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.91-97
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    • 2013
  • A finger-gesture remote controller using the single camera is implemented in this paper, which is base on the recognition of finger number and finger moving direction. Proposed method uses the transformed YCbCr color-difference information to extract the hand region effectively. The number and position of finger are computer by using a double circle tracing method. Specially, a user continuous-command can be performed repeatedly by recognizing the finger-gesture direction of single shape. The position information of finger enables a user command to amplify a same command in the User eXperience. Also, all processing tasks are implemented by using the Intel OpenCV library and C++ language. In order to evaluate the performance of the our proposed method, after applying to the commercial video player software as a remote controller. As a result, the proposed method showed the average 89% recognition ratio by the user command-mode.

Development of Computerized Neuropsychological Tests for Functional Localization of Brain (뇌의 기능적 국소화를 위한 전산화 신경심리 검사의 개발)

  • Lee, Sung-Hoon;Ahn, Chang-Bum;Park, Hae-Jung
    • Sleep Medicine and Psychophysiology
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    • v.6 no.2
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    • pp.149-157
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    • 1999
  • A Computerzed Neuropsychological Test(CNT) system using multimedia and object oriented technologies are developed for clinical application in psychiatry. The developed system is composed of 14 neuropsychologial tests which are capable of evaluation of various cognitive functions and functional localization of brain. The system employs Microsoft Window based graphic user interface for easy operation and it has a touch screen and a mouse as input devices from the patient. Speech perception test, color word test, verbal memory test, contingent continuos performance test, and trail making test were translated into korean language, so that usefulness of tests was maximized. Through the results of utilization of this system in the cases of patients with head trauma and psychiatric desorder, this system can be proved to be useful in the evaluation of cognitive function and functional localization of brain.

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The analysis of Chinese Character's Calligraphy which is applied to the T-shirt design - By contrast between China and USA's example - (티셔츠디자인에 활용된 한자(汉字)의 캘리그라피 분석 - 중국과 미국의 사례비교를 중심으로 -)

  • Fang, Xing-Xing;Kim, Se-Hwa;Ahn, Byoung-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.703-707
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    • 2008
  • Chinese has the biggest user in the world, is not only used to contact but also has ample cultural value and beautiful modeling. So it's widely used in our life. The Chinese character which is used in the T-shirt has a strong ability of transmit the information on the language. And it has a strong personality on the model too. It's more and more popular over the years with young people. The main objective of this research is to collect the structure data of Chinese character and the illustration of apply Chinese character on T-shirt between China and American. The second is to compare and analyze the number, construction, script, size, place, color, expression of the character. The others is to investigate the illustration of apply character on fashion design. And take the various manifestation of character as the foundation to put forward some new design project of apply Chinese character on the T-shirt.

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