• 제목/요약/키워드: Feature modeling

검색결과 639건 처리시간 0.029초

Semi-automatic 3D Building Reconstruction from Uncalibrated Images (비교정 영상에서의 반자동 3차원 건물 모델링)

  • Jang, Kyung-Ho;Jang, Jae-Seok;Lee, Seok-Jun;Jung, Soon-Ki
    • Journal of Korea Multimedia Society
    • /
    • 제12권9호
    • /
    • pp.1217-1232
    • /
    • 2009
  • In this paper, we propose a semi-automatic 3D building reconstruction method using uncalibrated images which includes the facade of target building. First, we extract feature points in all images and find corresponding points between each pair of images. Second, we extract lines on each image and estimate the vanishing points. Extracted lines are grouped with respect to their corresponding vanishing points. The adjacency graph is used to organize the image sequence based on the number of corresponding points between image pairs and camera calibration is performed. The initial solid model can be generated by some user interactions using grouped lines and camera pose information. From initial solid model, a detailed building model is reconstructed by a combination of predefined basic Euler operators on half-edge data structure. Automatically computed geometric information is visualized to help user's interaction during the detail modeling process. The proposed system allow the user to get a 3D building model with less user interaction by augmenting various automatically generated geometric information.

  • PDF

Generalized Steganalysis using Deep Learning (딥러닝을 이용한 범용적 스테그아날리시스)

  • Kim, Hyunjae;Lee, Jaekoo;Kim, Gyuwan;Yoon, Sungroh
    • KIISE Transactions on Computing Practices
    • /
    • 제23권4호
    • /
    • pp.244-249
    • /
    • 2017
  • Steganalysis is to detect information hidden by steganography inside general data such as images. There are stegoanalysis techniques that use machine learning (ML). Existing ML approaches to steganalysis are based on extracting features from stego images and modeling them. Recently deep learning-based methodologies have shown significant improvements in detection accuracy. However, all the existing methods, including deep learning-based ones, have a critical limitation in that they can only detect stego images that are created by a specific steganography method. In this paper, we propose a generalized steganalysis method that can model multiple types of stego images using deep learning. Through various experiments, we confirm the effectiveness of our approach and envision directions for future research. In particular, we show that our method can detect each type of steganography with the same level of accuracy as that of a steganalysis method dedicated to that type of steganography, thereby demonstrating the general applicability of our approach to multiple types of stego images.

FTFM: An Object Linkage Model for Virtual Reality (가상현실을 위한 객체 연결 모델)

  • Ju, U-Seok;Choe, Seong-Un;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
    • /
    • 제3권1호
    • /
    • pp.95-106
    • /
    • 1996
  • The most fundamental difference between general three dimensional computer graphics technology and virtual reality technology lies in the degree of realism as we feel, and thus the virtual reality method heavily relies on such tolls as data gloves, 3D auditory system to enhance human perception and recognition. Although these tolls are valid for such purpose, more essential ingredient. This paper provides further realism by modeling active interactions between the objects inside scenes. For this purpose, this paper proposes and implements a field model where the virtual reality space is treated as a physical field defined on the characteristic radius of stimulus and sense corresponding to the individual object. In the field model, the rule of cause and effect as an essential feature of the realism can be interpreted simply as an energy exchange between objects and consequently, variation on the radius information together with behavioral logic alone can build the virtual environment where each object can react to other objects actively and controllably.

  • PDF

Luminous Characteristics of Bridge's Nightscape across the Han River (조명물리량 측면에서 본 교량의 야간경관 평가)

  • Hwang, Tae-Yon;Kim, Jeong-Tai
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • 제20권1호
    • /
    • pp.7-18
    • /
    • 2006
  • This study aims to analyze the illumination effects of bridges across the Han River. For the purpose, 8 bridges were selected. Field survey and measurements were performed, and the physical values such as luminance, color temperature and chromaticity were measured by Radiant Imaging Prometric 1400 Color. The results of the study are as follows; (1) Metal halide lamp, sodium lamp and LED(Light Emitting Diode) of various colors, are used in illuminating the bridges and create color contrasts and color changing by color filters. (2) Luminance contrast of the illuminated bridges affects 'modeling' and 'spare sense' of bridges, and it might improve people's preference and impression. (3) Color temperature of the illuminated bridges is influenced by 'color of bridge', 'material of bridge' and, 'color temperature and color of light sources'. (4) 'Structure of bridges' and 'luminaires' influence on the physical feature of the bridges. Especially, illumination of the bridges shows resemblant patterns by 'structure of bridges'.

Variability Support in Component-based Product Lines using Component Code Generation (컴포넌트 코드 생성을 통한 컴포넌트 기반 제품 라인에서의 가변성 지원)

  • Choi, Seung-Hoon
    • Journal of Internet Computing and Services
    • /
    • 제6권4호
    • /
    • pp.21-35
    • /
    • 2005
  • Software product-lines is the software development paradigm to attain the rapid development of quality applications by customizing the reconfigurable components and composing them based on predefined software architectures. Recently various methodologies for the component-based product lines are proposed, but these don't provide the specific implementation techniques of the components in terms of variability resolution mechanism. In other hand, the several approaches to implement the component supporting the variabilities resolution are developed, but these don't define the systematic analysis and design method considering the variabilities from the initial phase. This paper proposes the integration of PLUS, the one of product line methodologies extending UML modeling, and component code generation technique in order to increase the efficiency of producing the specific product in the software product lines. In this paper, the component has the hierarchical architecture consisting of the implementation elements, and each implementation elements are implemented as XSLT scripts. The codes of the components are generated from the feature selection. Using the microwave oven product lines as case study, the development process for the reconfigurable components supporting the automatic variability resolution is described.

  • PDF

Dynamic Bayesian Network based Two-Hand Gesture Recognition (동적 베이스망 기반의 양손 제스처 인식)

  • Suk, Heung-Il;Sin, Bong-Kee
    • Journal of KIISE:Software and Applications
    • /
    • 제35권4호
    • /
    • pp.265-279
    • /
    • 2008
  • The idea of using hand gestures for human-computer interaction is not new and has been studied intensively during the last dorado with a significant amount of qualitative progress that, however, has been short of our expectations. This paper describes a dynamic Bayesian network or DBN based approach to both two-hand gestures and one-hand gestures. Unlike wired glove-based approaches, the success of camera-based methods depends greatly on the image processing and feature extraction results. So the proposed method of DBN-based inference is preceded by fail-safe steps of skin extraction and modeling, and motion tracking. Then a new gesture recognition model for a set of both one-hand and two-hand gestures is proposed based on the dynamic Bayesian network framework which makes it easy to represent the relationship among features and incorporate new information to a model. In an experiment with ten isolated gestures, we obtained the recognition rate upwards of 99.59% with cross validation. The proposed model and the related approach are believed to have a strong potential for successful applications to other related problems such as sign languages.

A Study of Requirements Elicitation and Specification for Context-Aware Systems (컨텍스트 인지 시스템을 위한 요구사항 도출 및 명세화 방법)

  • Choi, Jong-Myung
    • Journal of KIISE:Computer Systems and Theory
    • /
    • 제35권8호
    • /
    • pp.394-406
    • /
    • 2008
  • Even though context is the most important feature in context-aware systems, the existing requirements engineering cannot support methodology for elicitation and specification of contexts. In this paper, we propose a requirements elicitation method and a requirements specification method for context-aware systems. Our requirements elicitation method is a 6-stepped, incremental, and iterative process. At the beginning steps in the process, we identify the requirements for business logic. Afterwards, we gather the requirements for context logic, model contexts, and identify subsystems. For requirements specification, we suggest a context-aware use case diagram, a context diagram for context modeling, and a context-type-use-case-dependency diagram for the traceability of use cases on the change of context types. We also introduce a case study that we apply our approaches to a real system, and a qualitative evaluation of our approaches. Our study will help stakeholders to efficiently elicit requirements for context-aware systems and to specify them clearly.

Numerical Modeling of Free Surface at the Fish Migration Spillways (어류 이동용 여수로의 자유수면 수치해석)

  • Lee, Hae-Gyun
    • The Journal of the Korea Contents Association
    • /
    • 제10권8호
    • /
    • pp.426-432
    • /
    • 2010
  • A level-set finite-element method is employed to investigate the free surface flow of two conceptual fish passage designs. While one design has a right-angled entrance from the reservoir to the fish passage chute, the other has a curved-shaped entrance. The numerical results are validated with hydraulic experiments through comparison of the free surface location and the pressure distribution in the spillway. It is observed that the right-angled design yields a curved free surface and pressure distribution in the vicinity of the entrance due to large strains, whereas the curved-shaped design yields a smooth flow transition with small strains. The subatmospheirc pressure distributions near the spillway ogee crest for both designs exhibit similar flow patterns. It is concluded that the curved-shaped design is more favorable for fish passage because of the feature of a smooth flow transition with small strains.

Behavior of double deck tunnel due to feature change and variation of ground water table (다목적 복층터널의 기능전환과 지하수위 변화에 따른 거동분석)

  • Park, No-Hyeon;Kim, Ho-Jong;Shin, Jong-Ho
    • Journal of Korean Tunnelling and Underground Space Association
    • /
    • 제18권6호
    • /
    • pp.581-591
    • /
    • 2016
  • Several attempts to construct multi-purpose tunnel for both road and waterway have been made. The multi-purpose tunnel is mainly used as a road tunnel, however it is transferred to waterway to control flood during rainy season. The planning of the multi-purpose tunnel is recognized as cost-effective way of infrastructure construction. In case of the multi-purpose tunnel constructed beneath groundwater table, seasonal fluctuation of groundwater table and repeated flow in the tunnel may cause long-term deterioration of the tunnel system. In this study, the behavior of multi-purpose tunnel in view of groundwater table or flow in the tunnel is investigated using model test and numerical modeling method. The results have shown that rising of groundwater table caused buoyant force to the tunnel and the fluctuation of rainwater in the tunnel generated loosening of surrounding ground. It is recommended to evaluate the effect of the long-term water pressure variation in the design of a multi-purpose tunnel.

Implementation of 3D Animation using 3D Graphic SW(Blender) based on STL Files (3D 그래픽 SW(Blender)를 활용한 STL파일 기반의 3D 애니메이션 제작)

  • Kim, Jong-Jin;Kim, Jong-Seong
    • The Journal of the Korea Contents Association
    • /
    • 제18권9호
    • /
    • pp.710-721
    • /
    • 2018
  • In this study, we have suggested a method to create 3D animation based on STL files which are easily available on the internet using Blender, which is one of the most popular open-source 3D modeling SW. And the procedure of making 3D animation using STL file was compared with those for OBJ or FBX files as well. Contrary to OBJ and FBX, STL files do not contain information regarding hierarchy, material and texture which are very important in making 3D animation. Especially the absence of hierarchy may cause serious problems in rigging, which involves movement of unwanted parts of 3D object during rigging process. It is demonstrated that the weight painting feature of Blender could be a solution to tackle the faulty rigging due to attributes of STL files. The effect of the sampling frequency and the resolution on the rendering time is also investigated with respect to the 3D mantis animation. It is also seen that insect models by 3D printer could be used as a new type of pedagogical material in the elementary science education.