• Title/Summary/Keyword: Color Module

Search Result 219, Processing Time 0.023 seconds

Chromatic Number Algorithm for Exam Scheduling Problem (시험 일정 계획 수립 문제에 관한 채색 수 알고리즘)

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
    • /
    • v.20 no.4
    • /
    • pp.111-117
    • /
    • 2015
  • The exam scheduling problem has been classified as nondeterministic polynomial time-complete (NP-complete) problem because of the polynomial time algorithm to obtain the exact solution has been unknown yet. Gu${\acute{e}}$ret et al. tries to obtain the solution using linear programming with $O(m^4)$ time complexity for this problem. On the other hand, this paper suggests chromatic number algorithm with O(m) time complexity. The proposed algorithm converts the original data to incompatibility matrix for modules and graph firstly. Then, this algorithm packs the minimum degree vertex (module) and not adjacent vertex to this vertex into the bin $B_i$ with color $C_i$ in order to exam within minimum time period and meet the incompatibility constraints. As a result of experiments, this algorithm reduces the $O(m^4)$ of linear programming to O(m) time complexity for exam scheduling problem, and gets the same solution with linear programming.

3D Reenactment System of Soccer Game (3차원 축구 재연 시스템)

  • 이재호;김진우;김희정
    • Journal of Broadcast Engineering
    • /
    • v.8 no.1
    • /
    • pp.54-62
    • /
    • 2003
  • This paper presents a Soccer Game 3D Reencatment System which reenact the Important scene like getting a goal with image processing and computer graphics technologies. KBS Research Institute of Technology has developed the 3D Reenactment System of Soccer Game called ‘VPlay' to provide TV viewers with fresh images in soccer games. Vplay generates the reenactment of exciting and important soccer scenes by using computer graphics. Vplay extracts legion of players from video with color information, and then computes precise positions of players on the ground by using global motion estimation model and playground axis transformation model. The results are applied to locomotion generation module that generates the locomotion of virtual characters automatically. Using predefined motion and model library, Vplay reenacts the important scene in a quick and convenient manner Vplay was developed for live broadcasting of soccer games that demands rapid producing time and was used efficiently during past WorldCup and Asian Game.

Fire Extinguisher Maintenance System using Smart NFC Communication and Real-Time Pressure Measurement (스마트 NFC 통신과 실시간 압력 측정을 이용한 소화기 유지관리 시스템)

  • Park, Byeng-Cheol;Park, Ki-Hong
    • Journal of Digital Contents Society
    • /
    • v.18 no.2
    • /
    • pp.403-410
    • /
    • 2017
  • In this paper, the fire extinguisher maintenance system using smart NFC communication and the real-time pressure measurement is proposed. The proposed system consists of three steps in the flow of information. The first step is to identify the fire extinguisher through NFC tagging in the fire extinguisher module using the smart device. The fire extinguisher appearance check and the real-time pressure measurement is performed in the second step, and the last step sends the check status information to the management server. In particular, the actual pressure value is calculated based on the angle of the green area and the indicating needle. Some experiments are conducted so as to verify the proposed system, and as a result, the proposed system shows that the administrator can effectively control the status information of fire safety check.

A Study on the Design of Alarms to Maintain the distance in the COVID-19 Era. (코로나19시대의 거리유지를 위한 경보기 디자인에 관한 연구)

  • Kang, Hee-Ra
    • Journal of Digital Convergence
    • /
    • v.20 no.4
    • /
    • pp.513-518
    • /
    • 2022
  • In the past two years, all sectors of society have been underdeveloped and suffered a significant damage due to COVID-19. In particular, people who were working in many areas of research were unable to do anything due to restrictions on meetings with people and social distancing. The purpose of this study is to develop a social distancing device that allows users to maintain the distance in accordance with the government guidelines through an analysis of people's social distancing methods in the COVID-19 society through UX Design. In order to develop the social distancing device, the distance is expressed by changing the color of LED based on research related to UI design such as ultrasonic distance sensor, battery, charging method, distance display method, etc. The outer form of the social distancing device is designed using 3D, the device is developed by installing ultrasonic distance sensor, neo-pixel module and Arduino after printing a prototype using a 3D printer, and this device is tested to develop a final product that helps the social distancing practice amid COVID-19.

Lightweight multiple scale-patch dehazing network for real-world hazy image

  • Wang, Juan;Ding, Chang;Wu, Minghu;Liu, Yuanyuan;Chen, Guanhai
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.12
    • /
    • pp.4420-4438
    • /
    • 2021
  • Image dehazing is an ill-posed problem which is far from being solved. Traditional image dehazing methods often yield mediocre effects and possess substandard processing speed, while modern deep learning methods perform best only in certain datasets. The haze removal effect when processed by said methods is unsatisfactory, meaning the generalization performance fails to meet the requirements. Concurrently, due to the limited processing speed, most dehazing algorithms cannot be employed in the industry. To alleviate said problems, a lightweight fast dehazing network based on a multiple scale-patch framework (MSP) is proposed in the present paper. Firstly, the multi-scale structure is employed as the backbone network and the multi-patch structure as the supplementary network. Dehazing through a single network causes problems, such as loss of object details and color in some image areas, the multi-patch structure was employed for MSP as an information supplement. In the algorithm image processing module, the image is segmented up and down for processed separately. Secondly, MSP generates a clear dehazing effect and significant robustness when targeting real-world homogeneous and nonhomogeneous hazy maps and different datasets. Compared with existing dehazing methods, MSP demonstrated a fast inference speed and the feasibility of real-time processing. The overall size and model parameters of the entire dehazing model are 20.75M and 6.8M, and the processing time for the single image is 0.026s. Experiments on NTIRE 2018 and NTIRE 2020 demonstrate that MSP can achieve superior performance among the state-of-the-art methods, such as PSNR, SSIM, LPIPS, and individual subjective evaluation.

A Study on Development of Energy Education Materials for Middle School Students (중학교용 에너지 교육 자료 개발 연구)

  • 최돈형;이양락
    • Hwankyungkyoyuk
    • /
    • v.7 no.1
    • /
    • pp.46-87
    • /
    • 1994
  • Our country has been consuming a huge amount of energy in the course of industrialization and its demand is expected to increase enormously in the future. However, the deposits of energy resources are so limited that the settlement of energy problem comes up the essential subject. To solve the energy problem, it is requested that new resources to gain energy stably should be developed and also energy should be economized and used effectively. The effective use of energy and an the wisdom of economy in energy are requested to everybody and these things should be habitualized from very young age through education. Nevertheless, almost every school in our country hasn’t been concerned about energy education. Even though they have a concern, they are very short of the energy education materials and the quality of the materials is not so good. Therefore it is very meaningful to the settlement of energy problem of the country to make the students who will lead our country to make the students who will lead our country in the future realize the seriousness of energy problem and to provide them the necessary knowledge and methods to solve this problem so that they practice those things in everyday life. Having these necessities, this research, supported by The Korea Energy Management Corporation(KEMCO), was performed for 8 months from April 17, 1994 to December 17, 1994. Many peoples participated in this study such as 30 staffs of researchers and authors, 5 staffs of photographers and illustrators, and 3 VCR program producers developing an energy education material set for middle school students that includes a printed material for student, a diskette for computer simulation, a teacher's guidebook, VCR material and its guidebook. The following main development direction was established : First, the material for student should be consisted of units that let students know the seriousness of energy problem. Second, the focus should be put on the necessary method and practice to economize energy actually in real life based on the basic knowledge learned in elementary school. Third, material for student should be consisted of modules to be student activity-oriented teaching-learning rather than lecture-oriented one. The activity, to maximize student's interests, should be presented in various forms such as experiments, investigation, play, data interpretation, computer simulation, visits, expression and appreciation, etc. To develop the energy education materials for middle school students, a research plan was made first. After literature review about domestic and foreign energy education materials, several research trips home and abroad, and discussion meetings, the basic theory of energy education such as the principle, objective, contents, teaching-learning method, and evaluation method was established. Material for student was developed through the following procedures : The activities in the existing energy education materials were analysed and were divided into four categories related to energy using places of home, school, community, and country, and which were again divided into three categories related to time of past, present, and future, Considering these division, nine modules which are structure units of material for student were chosen, Each module comprises 2-4 activities. Totally 31 activities were designed in this way. The syllabi were made out for each activity and writing was asked for to experts related to each activity after several discussions and revision. To complement the draft, another several discussions and revision were also made on it and then pictures and illustrations were asked for. All these procedures complete the material for student, titled ; Energy Inquiry of Middle School Students', which totals 129 pages and is all in color. As the manuscript of material for student was fixed, writing for teacher's guidebook was asked for to the same writers. The draft of teacher's guidebook was also complemented through the several concentrated works and discussions. Teacher's guidebook focused on the teaching-learning principle and methods of energy education and on the concrete instruction cases for effective instruction of material for student. It is organized with two parts : the one is 'general outline' which introduces theoretical contents and the other is 'details' which are practically helpful to teaching-learning. It is totally 131 pages including both 'general outline' and 'details'. The VCR material and its guidebook consist of contents that cultivate the good attitude trying to economize energy and raise student's interests with a purpose of strong motivation to recognize the necessity of economy and practice it. After establishing development direction of VCR material through discussion meetings and research trips, its script was made by relevant experts. Then the script was also reviewed two times. The drafted VCR material made by a video material developing expert was examined and modified by previews twice. After completion of VCR material, the VCR guidebook was made. All these procedures led to the development of VCR material which runs 20 minutes in VHS type. The VCR guidebook shows a production purpose of the program, structure of contents, evaluation methods, and contents of the program in detail to give help to instructors when they use this VCR material, When these energy education materials are used, it is desirable that the VCR material should be presented first to induce student's motive, and then material for student is introduced Since the material for student is composed of activity-oriented modules and each module is independent one another in general, and each activity is, too. the necessary module or activity can be chosen and utilized in any order according to school or class conditions. This energy education materials will contribute to the development of student's ability to solve energy problem in everyday life and teacher's ability to teach the fundamental knowledge and method in solving energy problem.

  • PDF

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.18 no.1
    • /
    • pp.1-21
    • /
    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

Crepe Search System Design using Web Crawling (웹 크롤링 이용한 크레페 검색 시스템 설계)

  • Kim, Hyo-Jong;Han, Kun-Hee;Shin, Seung-Soo
    • Journal of Digital Convergence
    • /
    • v.15 no.11
    • /
    • pp.261-269
    • /
    • 2017
  • The purpose of this paper is to provide a search system using a method of accessing the web in real time without using a database server in order to guarantee the up-to-date information in a single network, rather than using a plurality of bots connected by a wide area network Design. The method of the research is to design and analyze the system which can search the person and keyword quickly and accurately in crepe system. In the crepe server, when the user registers information, the body tag matching conversion process stores all the information as it is, since various styles are applied to each user, such as a font, a font size, and a color. The crepe server does not cause a problem of body tag matching. However, when executing the crepe retrieval system, the style and characteristics of users can not be formalized. This problem can be solved by using the html_img_parser function and the Go language html parser package. By applying queues and multiple threads to a general-purpose web crawler, rather than a web crawler design that targets a specific site, it is possible to utilize a multiplier that quickly and efficiently searches and collects various web sites in various applications.

A Study on the Design Process and Characteristic of Frank Lloyd Wright works (F. L. Wright 작품들의 디자인 발전과정과 특성에 관한 연구)

  • Hwang, Yong-Woon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.21 no.5
    • /
    • pp.656-663
    • /
    • 2020
  • The study analyzed how F. L. Wright's architectural design concept changed based on Taliesin West (1940). According to the analysis, F. L. Wright was also influenced by the ancient Mayan civilization in addition to the Froebel block and Japanese culture. Wright realized the design style of Mayan civilization directly at the Biltmore Hotel, which is located near Taliesin West. Later, Wright's architectural design elements changed considerably. In particular, the local characteristics of Arizona, where Taliesin West is located, desert climate, and Cherokee Red, the color of ocatilla cactus growing in the desert, have been applied in his symbolic colors of his architecture. The following is a summary of the changed design concepts compared to before 1940: 1) A square module was used for floor plans before 1940 that later changed to a design concept called a circle and spiral. 2) The form of a column that simply emphasized its verticality changed to various shapes. 3) The gable roofs used in the early days of Wright's architecture changed to various forms that rose into the sky after 1940. This change was seen as the culmination of potential experiences that had not been realized before 1940.

Effect of freezing on electrical properties and quality of thawed chicken breast meat

  • Wei, Ran;Wang, Peng;Han, Minyi;Chen, Tianhao;Xu, Xinglian;Zhou, Guanghong
    • Asian-Australasian Journal of Animal Sciences
    • /
    • v.30 no.4
    • /
    • pp.569-575
    • /
    • 2017
  • Objective: The objective of this research was to study the electrical properties and quality of frozen-thawed chicken breast meat and to investigate the relationship between these parameters at different times of frozen storage. Methods: Thawed samples of chicken breast muscles were evaluated after being kept in frozen storage at $-18^{\circ}C$ for different periods of time (1, 2, 3, 4, 5, 6, 7, and 8 months). Results: The results showed that water-holding capacity (WHC) and protein solubility decreased while thiobarbituric acid-reactive substances content increased with increasing storage time. The impedance module of samples decreased during 8-month frozen storage. Pearson correlation coefficients showed that the impedance change ratio (Q value) was significantly (p<0.05) related to pH, color, WHC, lipid oxidation and protein solubility, indicating a good relationship between the electrical properties and qualities of frozen-thawed chicken breast meat. Conclusion: Impedance measurement has a potential to assess the quality of frozen chicken meat combining with quality indices.