• 제목/요약/키워드: Digital-Design

검색결과 8,661건 처리시간 0.042초

A Study on the VLSI Design of Efficient Color Interpolation Technique Using Spatial Correlation for CCD/CMOS Image Sensor (화소 간 상관관계를 이용한 CCD/CMOS 이미지 센서용 색 보간 기법 및 VLSI 설계에 관한 연구)

  • Lee, Won-Jae;Lee, Seong-Joo;Kim, Jae-Seok
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • 제43권11호
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    • pp.26-36
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    • 2006
  • In this paper, we propose a cost-effective color filter may (CFA) demosaicing method for digital still cameras in which a single CCD or CMOS image sensor is used. Since a CFA is adopted, we must interpolate missing color values in the red, green and blue channels at each pixel location. While most state-of-the-art algorithms invest a great deal of computational effort in the enhancement of the reconstructed image to overcome the color artifacts, we focus on eliminating the color artifacts with low computational complexity. Using spatial correlation of the adjacent pixels, the edge-directional information of the neighbor pixels is used for determining the edge direction of the current pixel. We apply our method to the state-of-the-art algorithms which use edge-directed methods to interpolate the missing color channels. The experiment results show that the proposed method enhances the demosaiced image qualify from $0.09{\sim}0.47dB$ in PSNR depending on the basis algorithm by removing most of the color artifacts. The proposed method was implemented and verified successfully using verilog HDL and FPGA. It was synthesized to gate-level circuits using 0.25um CMOS standard cell library. The total logic gate count is 12K, and five line memories are used.

Study on the Characteristics of Media Environment of MRS (혼합현실공간(MRS)의 미디어환경 특성연구)

  • Han, Jung-Yeob;Ahn, Jin-Keun
    • The Journal of the Korea Contents Association
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    • 제10권11호
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    • pp.169-179
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    • 2010
  • In these days, space design is evolving to the mixed reality space where fused on-line and off-line. But, standard and measure of mixed reality space has not been suggested and there has been little research about media environment and expression method as a mixed system either. That's why here I suggest four media environments and their characteristics that act not only as a critical point in the mixed reality space based on ubiquitous technology but also as a standard for spatial discerning. 1) Real space that is a media environment only seen by human visual and tactical sense is evolving using expression methods like new materials based on digital technology and LED. 2) Augmented reality space is a media environment using information instruments is expressed with diverse 2D and 3D contents. 3) Cyber Space is a environment depends totally on media instruments is produced by perfect graphic information without any spatial and physical limitations. 4) Augmented cyber space is realized only through the displays in cyber studio and is a space where real objects and graphic information are mixed. Depending on the purpose of the experience, media environment and expressional characteristics of mixed reality space can be fused, blended, and mixed, and that can be realized to the intelligent information space where one can experience without spatial, visual, informational limitations. In the future, studies on physical characteristics of contents according to the media environment characteristics are necessary.

A Comparative Study on the Color Features and Images of Professional Football Uniforms in Korea and Foreign Leagues (국내·외 리그별 프로축구 유니폼의 색채 특성과 이미지 비교 연구)

  • Lee, Mi-Suk;Lim, Song-Mi
    • Journal of the Korean Society of Costume
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    • 제64권3호
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    • pp.108-125
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    • 2014
  • The purpose of this study is to provide the basic information necessary to develop sports uniform design by comparing and analyzing the color features and images of professional football uniforms in Korea and foreign countries. The subjects of this study were limited to 5 top leagues in Europe (Premier League, Primera Liga, Bundesliga, Serie A, and Ligue 1) as well as J-League, and K-League. This study was done using the 2012/2013 season home and away uniforms for European leagues and 2013 season home and away uniforms for Korean and Japan leagues. Using the Adobe photoshop CS2 eyedropper tool, color chips and RGB values were extracted from digital images and converted into HV/C of Munsell Conversion. Finally, a total of 735 colors were used for the analysis. The color image scale by Shigenobu Kobayashi was used to position the color images. The results are as follows. First, the color analysis of professional football uniforms in leagues suggested that chromatic color (53.7%) was more prevalent than achromatic color (46.3%). The two most common colors of the ten chromatic colors were R(19.7%) and PB(18.0%), followed by Y(5.4%), RP(2.0%), G(1.9), GY(1.8%), B(1.6%), YR(1.5%), P(1.1%), and BG(0.7%). Second, for the color tone comparison and analysis of professional football uniforms in leagues, the most commonly used color tone was W(28.4%), followed by v(25.5%), Bk(16.3%), s(5.8%), dk(5.2%), b/lt(5.2%), dp(3.0%), sf(2.0%), ltGy(1.0%), p(0.5%), G/dkGy(0.4%), and ltg/mGy (0.1%). Third, for the comparison and analysis of color and color tone of professional football uniforms in leagues, W(28.4%), R(v)(17.7%), and Bk(16.3%) were commonly used. Finally, for the comparison and analysis of color images of professional football uniforms in leagues, the most commonly used color image was a casual image(31.8%), followed by modern image(26.5%), dynamic12.8%), cool casual(12.0%), gorgeous(9.3%), clear(6.6%), chic(3.5%), and elegant images. Dandy, classical, romantic and pretty images(0.4% respectively) were also used.

Creating Cultural Consumer Value in Corporate Culture Marketing. -Focused on Cultural Space 'SpigenHall' and Opera , Apple Steve Jobs' 10th Anniversary Memorial Study- (기업 문화마케팅의 문화소비자 가치 창출 -융복합문화공간 '슈피겐홀'과 오페라 <스티브 잡스의 혁명>을 중심으로, 애플 스티브 잡스의 10주년 추모 연구-)

  • Oh, Se Jong
    • The Journal of the Convergence on Culture Technology
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    • 제6권3호
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    • pp.111-116
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    • 2020
  • This is a case study of corporate culture marketing to commemorate the 10th anniversary of the death of Steve Jobs on October 5, 2021. Corporate culture marketing seeks to derive cultural consumer values through Steve Jobs' fandom, and to increase corporate brand image and achieve profits. According to Big Data, Steve Jobs' brand image was derived from 'Innovation', 'First', 'Creativity', 'Change', and 'Design'. So, the relationship between Spigen convergence culture space 'SpigenHall', which is highly related to Steve Jobs' brand image, and the opera , which is made of the material of former Apple CEO Steve Jobs, is analyzed with big data and culture. We investigated the opinions of content experts. SpigenKorea and the digital opera are designed to provide Steve Jobs' story of joy and sorrow, offer VIP members' premium services, press publicity is 'the first in Korea', GangNam's suitable for famous celebrity performance venues and cultural and artistic venues 'SpigenHall', the revenue of the performance ticket was selected as a donation. This study is suitable for researching the life story of male CEOs and planning a cultural city. The limitations of the study need to analyze various works by genre and attempt to analyze consumer values according to the industry.

A Study on the Design and Fabrication of Phase Locked Dielectric Resonance Oscillator (위상고정 유전체 공진형 발진기의 설계 및 제작에 관한 연구)

  • Seo Gon;Park hang-Hyun;Kim Jang-Gu;Choi Byung-Ha
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • 제42권3호
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    • pp.25-32
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    • 2005
  • In this papers, we first, therefore, designed VCO(voltage controlled oscillator) that is composed of the dielectric resonator and the varactor diode, and then designed and fabricated PLDRO(phase locked dielectric resonator oscillator) that is combined with the sampling phase detector and loop filter. The measured results of the fabricated PLDRO at 12.05 [GHz] show the output power is 13.54 [dBm], frequency tuning range approximately +/- 7.5 [MHz], and Power variation over the tuning range less than 0.2 [dB], respectively. The phase noise which effects on bits error rate in digital communication is obtained with -114.5 [dBc/Hz] at 100 [KHz] offset from carrier, and The second harmonic suppression is less than -41.49 [dBc]. These measured results are found to be more improved than those of VCO without adopting PLL, and the phase noise and power variation performance characteristics show the better performances than those of conventional PLL.

Analysis of Subsurface Geological Structures and Geohazard Pertinent to Fault-damage in the Busan Metropolitan City (부산시 도심지의 지하 지질구조와 단층손상과 관련된 지질위험도 분석)

  • Son, Moon;Lee, Son-Kap;Kim, Jong-Sun;Kim, In-Soo;Lee, Kun
    • Economic and Environmental Geology
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    • 제40권1호
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    • pp.87-101
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    • 2007
  • A variety of informations obtained from satellite image, digital elevation relief map (DEM), borehole logging, televiewer, geophysical prospecting, etc were synthetically analyzed to investigate subsurface geological and structural characteristics and to evaluate geohazard pertinent to fault-damage in the Busan metropolitan city. It is revealed that the geology is composed of the Cretaceous andesitic$\sim$dacitic volcanics, gabbro, and granitoid and that at least three major faults including the Dongrae fault are developed in the study area. Based on characteristics of topography, fault-fractured zone, and isobath maps of the Quaternary sediments and weathered residuals of the basement, the Dongrae fault is decreased in its width and fracturing intensity of damaged zone from south toward north, and the fault is segmented around the area between the Seomyeon and Yangieong junctions. Meanwhile, we drew a geohazard sectional map using the five major parameters that significantly suggest damage intensity of basement by fault, i.e. distance from fault core, TCR, RQD, uniaxial rock strength, and seismic velocity of S wave. The map is evaluated as a suitable method to express the geological and structural characteristics and fault-damaged intensity of basement in the study area. It is, thus, concluded that the proposed method can contribute to complement and amplify the capability of the present evaluation system of rock mass.

Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • 제10권3호
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

Towards a Pedestrian Emotion Model for Navigation Support (내비게이션 지원을 목적으로 한 보행자 감성모델의 구축)

  • Kim, Don-Han
    • Science of Emotion and Sensibility
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    • 제13권1호
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    • pp.197-206
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    • 2010
  • For an emotion retrieval system implementation to support pedestrian navigation, coordinating the pedestrian emotion model with the system user's emotion is considered a key component. This study proposes a new method for capturing the user's model that corresponds to the pedestrian emotion model and examines the validity of the method. In the first phase, a database comprising a set of interior images that represent hypothetical destinations was developed. In the second phase, 10 subjects were recruited and asked to evaluate on navigation and satisfaction toward each interior image in five rounds of navigation experiments. In the last phase, the subjects' feedback data was used for of the pedestrian emotion model, which is called ‘learning' in this study. After evaluations by the subjects, the learning effect was analyzed by the following aspects: recall ratio, precision ratio, retrieval ranking, and satisfaction. Findings of the analysis verify that all four aspects significantly were improved after the learning. This study demonstrates the effectiveness of the learning algorithm for the proposed pedestrian emotion model. Furthermore, this study demonstrates the potential of such pedestrian emotion model to be well applicable in the development of various mobile contents service systems dealing with visual images such as commercial interiors in the future.

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Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • 제13권4호
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Radio Frequency Circuit Module BGA(Ball Grid Array) (Radio Frequency 회로 모듈 BGA(Ball Grid Array) 패키지)

  • Kim, Dong-Young;Jung, Tae-Ho;Choi, Soon-Shin;Jee, Yong
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • 제37권1호
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    • pp.8-18
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    • 2000
  • We presented a BGA(Ball Grid Array) package for RF circuit modules and extracted its electrical parameters. As the frequency of RF system devices increases, the effect of its electrical parasitics in the wireless communication system requires new structure of RF circuit modules because of its needs to be considered of electrical performance for minimization and module mobility. RF circuit modules with BGA packages can provide some advantages such as minimization, shorter circuit routing, and noise improvement by reducing electrical noise affected to analog and digital mixed circuits, etc. We constructed a BGA package of ITS(Intelligent Transportation System) RF module and measured electrical parameters with a TDR(Time Domain Reflectometry) equipment and compared its electrical parasitic parameters with PCB RF circuits. With a BGA substrate of 3${\times}$3 input and output terminals, we have found that self capacitance of BGA solder ball is 68.6fF, and self inductance 146pH, whose values were reduced to 34% and 47% of the value of QFP package structure. S11 parameter measurement with a HP4396B Network Analyzer showed the resonance frequency of 1.55GHz and the loss of 0.26dB. Routing length of the substrate was reduced to 39.8mm. Thus, we may improve electrical performance when we use BGA package structures in the design of RF circuit modules.

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