• Title/Summary/Keyword: Feature space

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Trend Analysis of Lunar Exploration Missions for Lunar Base Construction (달 기지 건설을 대비한 국내외 달 탐사 동향 분석)

  • Hong, Sungchul;Shin, Hyu-Soung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.7
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    • pp.144-152
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    • 2018
  • Lunar exploration, which was led by the United States and the former Soviet Union, ceased in the 1970s. On the other hand, since massive lunar ice deposits and rare resources were found in 1990s, European Union, China, Japan, and India began to participate in lunar exploration to secure future lunar resource as well as to construct a lunar base. In the near future, it is expected that national space agencies and private industries will participate in the lunar exploration together. Their missions will include the exploration and sample return of lunar resources. Lunar resources have a close relationship with the lunar in-situ resource utilization (ISRU). To construct a lunar base, it is inevitable to bring huge amounts of resources from Earth. Water and oxygen, however, will need to be produced from local lunar resources and lunar terrain feature will need to be used to construct the lunar base. Therefore, in this paper, the global trends on lunar exploration and lunar construction technology are investigated and compared along with the ISRU technology to support human exploration and construct a lunar base on the Moon's surface.

Study on Digital Restoration by 3-dimensional Image for Gilt Bronze Cap Excavated from the Ancient Tomb of Andong, Goheung (고흥 안동고분 출토 금동관모의 3차원 디지털 복원연구)

  • Lee, Joo-Wan;Oh, Jung-Hyun;Kim, Sa-Dug
    • Journal of Conservation Science
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    • v.27 no.2
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    • pp.181-190
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    • 2011
  • A precision measurement and digital image restoration of the 5th century's gilt bronze cap of Baekje dynasty, excavated from the ancient tomb of Andong, Goheung in 2006, was undertaken. The objective of the scanning is to preserve precise feature of the artefact in the form of digital data by embodying it in 3 dimensional space. Acquirement of the data has been undertaken in the following process : 3D scanning to obtain 3D shape and color information(original data photographing)-3D modelling(joining original data and restoring non-photographed or damaged area)-CG image production. Production of restoration CG image was based on joined shape of original data and each part's measurement on CAD. Non-photographed part and area of loss was restored referring actual measurement and research result of excavated cap from the 5th to 8th century. 3D image restoration is one of artefact restoration methods which restores artefact without risk. It is also undertaken with historical research. As result, this method can enhance aesthetic and academic value of the artefact by successful restoration.

A Study on Shot Segmentation and Indexing of Language Education Videos by Content-based Visual Feature Analysis (교육용 어학 영상의 내용 기반 특징 분석에 의한 샷 구분 및 색인에 대한 연구)

  • Han, Heejun
    • Journal of the Korean Society for information Management
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    • v.34 no.1
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    • pp.219-239
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    • 2017
  • As IT technology develops rapidly and the personal dissemination of smart devices increases, video material is especially used as a medium of information transmission among audiovisual materials. Video as an information service content has become an indispensable element, and it has been used in various ways such as unidirectional delivery through TV, interactive service through the Internet, and audiovisual library borrowing. Especially, in the Internet environment, the information provider tries to reduce the effort and cost for the processing of the provided information in view of the video service through the smart device. In addition, users want to utilize only the desired parts because of the burden on excessive network usage, time and space constraints. Therefore, it is necessary to enhance the usability of the video by automatically classifying, summarizing, and indexing similar parts of the contents. In this paper, we propose a method of automatically segmenting the shots that make up videos by analyzing the contents and characteristics of language education videos and indexing the detailed contents information of the linguistic videos by combining visual features. The accuracy of the semantic based shot segmentation is high, and it can be effectively applied to the summary service of language education videos.

The Salt Removal Efficiency Characteristics of Carbon Electrodes Using Fabric Current Collector with High Tensile Strength in a Capacitive Deionization Process (인장강도가 뛰어난 직물집전체를 이용한 탄소전극의 축전식 탈염공정에서의 제염효과)

  • Seong, Du-Ri;Kim, Dae Su
    • Korean Chemical Engineering Research
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    • v.58 no.3
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    • pp.466-473
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    • 2020
  • Fabric current collector can be a promising electrode material for Capacitive Deionization (CDI) system that can achieve energy-efficient desalination of water. The one of the most attractive feature of the fabric current collector is its high tensile strength, which can be an alternative to the low mechanical strength of the graphite foil electrode. Another advantage is that the textile properties can easily make shapes by simple cutting, and the porosity and inter-fiber space which can assist facile flow of the aqueous medium. The fibers used in this study were made of woven structures using a spinning yarn using conductive LM fiber and carbon fiber, with tensile strength of 319 MPa, about 60 times stronger than graphite foil. The results were analyzed by measuring the salt removal efficiency by changing the viscosity of electrode slurry, adsorption voltage, flow rate of the aqueous medium, and concentration of the aqueous medium. Under the conditions of NaCl 200 mg/L, 20ml/min and adsorption voltage 1.5 V, salt removal efficiency of 43.9% in unit cells and 59.8% in modules stacked with 100 cells were shown, respectively. In unit cells, salt removal efficiency increases as the adsorption voltage increase to 1.3, 1.4 and 1.5 V. However, increasing to 1.6 and 1.7 V reduced salt removal efficiency. However, the 100-cell-stacked module showed a moderate increase in salt removal efficiency even at voltages above 1.5 V. The salt removal rate decreased when the flow rate of the feed was increased, and the salt removal rate decreased when the concentration of the feed was increased. This work shows that fabric current collector can be an alternative of a graphite foil.

Graph-based High-level Motion Segmentation using Normalized Cuts (Normalized Cuts을 이용한 그래프 기반의 하이레벨 모션 분할)

  • Yun, Sung-Ju;Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.35 no.11
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    • pp.671-680
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    • 2008
  • Motion capture devices have been utilized in producing several contents, such as movies and video games. However, since motion capture devices are expensive and inconvenient to use, motions segmented from captured data was recycled and synthesized to utilize it in another contents, but the motions were generally segmented by contents producers in manual. Therefore, automatic motion segmentation is recently getting a lot of attentions. Previous approaches are divided into on-line and off-line, where ow line approaches segment motions based on similarities between neighboring frames and off-line approaches segment motions by capturing the global characteristics in feature space. In this paper, we propose a graph-based high-level motion segmentation method. Since high-level motions consist of repeated frames within temporal distances, we consider similarities between neighboring frames as well as all similarities among all frames within the temporal distance. This is achieved by constructing a graph, where each vertex represents a frame and the edges between the frames are weighted by their similarity. Then, normalized cuts algorithm is used to partition the constructed graph into several sub-graphs by globally finding minimum cuts. In the experiments, the results using the proposed method showed better performance than PCA-based method in on-line and GMM-based method in off-line, as the proposed method globally segment motions from the graph constructed based similarities between neighboring frames as well as similarities among all frames within temporal distances.

An experimental study on the smoke-spread region before reaching the critical velocity for the case of fires in tunnels employing longitudinal ventilation system (종류식 환기 시스템에서 임계속도 도달 전 스모크 확산 영역에 관한 실험적 연구)

  • Ki, Young-Min;Yoon, Sung-Wook;Yoon, Chan-Hoon;Kim, Jin
    • Tunnel and Underground Space
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    • v.16 no.6 s.65
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    • pp.526-535
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    • 2006
  • An experimental study was carried out on a reduced scale tunnel model to grasp the behavioral feature of fire-induced smoke in the long tunnels. Based on Froude modeling, the 1/50 scaled tunnel model (20 m long) was constructed by acrylic tubes and paraffin gas was released inside the tunnel to simulate the 20 MW fire-induced smoke. me test results show, that after approximately 2 minutes of fire generation, was descended from the tunnel ceiling through the decrease of buoyancy, then it was symmetrically propagated about 90 meters for 4 minutes before jet fans were operated. The smoke was effectively controlled when the jet fans were operated and an air stream velocity was getting closed to reach a critical velocity (the minimum air velocity that requires to suppress the smoke spreading against the longitudinal ventilation flow during the tunnel fire situations). It was also found out that a range of smoke was spreaded about 3 meters from the origin of fire but the range was not propagated to the escape direction anymore. The early stage of the In operation, however, showed that the smoke was hardly controlled. It means that the operation of emergency ventilation system has many dangerous factors such as an intercepting breathing zone.

Generation of Multi-view Images Using Depth Map Decomposition and Edge Smoothing (깊이맵의 정보 분해와 경계 평탄 필터링을 이용한 다시점 영상 생성 방법)

  • Kim, Sung-Yeol;Lee, Sang-Beom;Kim, Yoo-Kyung;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.471-482
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    • 2006
  • In this paper, we propose a new scheme to generate multi-view images utilizing depth map decomposition and adaptive edge smoothing. After carrying out smooth filtering based on an adaptive window size to regions of edges in the depth map, we decompose the smoothed depth map into four types of images: regular mesh, object boundary, feature point, and number-of-layer images. Then, we generate 3-D scenes from the decomposed images using a 3-D mesh triangulation technique. Finally, we extract multi-view images from the reconstructed 3-D scenes by changing the position of a virtual camera in the 3-D space. Experimental results show that our scheme generates multi-view images successfully by minimizing a rubber-sheet problem using edge smoothing, and renders consecutive 3-D scenes in real time through information decomposition of depth maps. In addition, the proposed scheme can be used for 3-D applications that need the depth information, such as depth keying, since we can preserve the depth data unlike the previous unsymmetric filtering method.

A Study on the Characteristics and Periodical Changes of Meoreum - Focused on Byeoldang (Annexe) and Pavilion Architecture - (머름의 특성과 변천에 관한 연구 - 별당과 정자건축을 중심으로 -)

  • Park, Il-Chan;Lee, Ho-Yeol
    • Journal of architectural history
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    • v.20 no.2
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    • pp.7-22
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    • 2011
  • This study primarily aims to illuminate the characteristics of $Meoreum$ in Korean traditional fitting system according to the respective types and its periodical changes. Using the research findings as a chronological indicator by which to estimate the construction date of the building is the secondary purpose. In this study 42 of $Byeoldang$ and pavilion architecture remaining in $Yeongnam$ district were examined through the field surveys and methods of documentary research. The research results are as follows. First, $Meoreum$, which is located below the windows or doors, provides protection against the outer wind and has the function to prevent some warm air of the room from flowing outside. Second, $Meoreum$ was recorded as $Yoeum$(了音), $Woneum$(遠音), and $Maleum$(末音) in $Yeong-geon-ui-gwe$(營建儀軌) of Joseon period. While $Yoeum$(了音) was used in $Yeong-geon-ui-gwe$(營建儀軌) of 1776 and 1856, $Woneum$(遠音) had been also used continuously since the year of 1800. The word, $Maleum$(末音) can be seen in $Lim-won-gyeong-je-ji$(林園經濟志), published in 1827. $Woneum$(遠音) and $Maleum$(末音) seem to be the $Yi-du$(吏讀) types of expression of $Meoreum$ which is being extensively used now. Third, the kinds of $Meoreum$ can be classified as $TohMeoreum$, $TongMeoreum$, $TongpanMeoreum$, and $JjaneunMeoreum$. $TongMeoreum$ and $TohMeoreum$ were mostly used at the front part of $Ondol-rooms$, the backside of main floor called $Daechung$(大廳), and at the space between $Daechung$ and rooms in the Pavilions and $Byeoldangs$(Annexes) that had been built in the early Joseon dynasty. $TohMeoreum$ was usually used at the bottom parts of windows between $Daechung$ and $Ondol-rooms$. $TongpanMeoreum$ was mainly used in the mid-Joseon period and relatively high height was the distinctive feature of $Meoreum$ at that time. $Jjaneun$ $Meoreum$, used mainly in the late Joseon dynasty, has become lower and lower gradually in height since 19th century, so people could enter the room through the windows(fittings). Such changes in $Meoreums$ types has brought about the flow of human traffic directly from $Toenmaru$, narrow wooden porch running along the outside of a room to $Ondol-rooms$.

Gameplay Experience as A Problem Solving - Towards The New Rule Spaces - (문제해결로서의 게임플레이 경험 - 새로운 법칙공간을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.25-41
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    • 2009
  • The objective of this study is to develop an analytic framework to code systematically the gamer's behaviour in MMO(Massively Multi-player Online) gameplay experience, to explore their gameplay as a problem solving procedure empirically. Previous studies about model human processor, content based protocol, and procedure based protocol are reviewed in order to build the outline of the analytic framework related to MMO gameplay. The specific gameplay actions and contents were derived by using concurrent protocol analysis method through the empirical experiment executed in MMORPG gameplay. Consequently, gameplay are divided into six actions : kinematics, perception, function, representation, simulation, and rule (heuristics, following, and transcedence). The analytic framework suitable for MMO gameplay was built. As a result of this study, we found three rule spaces in the problem solving domain of gameplay that are an heuristics, a following of the rule, and a transcendence of the rule. 'Heuristics' denotes the rule action that discovers the rule of game through trial-and-error. 'Following' indicates the rule action that follows the rule of game embedded in game by game designers. 'Transcendence' presents the rule action that transcends that. The new discovered rule spaces where 'Following' and 'Transcendence' actions occur and the gameplay pattern in them is provided with the key basis to determine the level design elements of MMO game, such as terrain feature, monster attribute, item, and skill et cetera. Therefore, this study is concludes with key implications to support game design to improve the quality of MMO game product.

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Young Children's Free Choice Activities and a Play Rule Restricting the Number of Players (유아의 자유선택활동과 놀이 인원수 제한규칙)

  • Lee, Eu Jung;Won, Kye Son
    • Korean Journal of Childcare and Education
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    • v.12 no.1
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    • pp.57-81
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    • 2016
  • The purpose of this study was to find out the feature of children's play according to a player number restriction rule in the free choice activities. And it is expected that the result of this study will contribute to improving the management of free choice activities. The participants of this study were a homeroom teacher, professor as a co-researcher and 25 4-year-old children of a private kindergarten. The data were collected by observation, children interview and reflective journal of the teacher from July to October in 2014. The results indicated that the children were stressed out with using name cards for presenting center selection, showed overcompetitive behaviors, and frequently violated the rules. The researchers found that the restriction rule had some dysfunctions, which were interferences of moral development, social-emotional development, self-regulation development, preventing safety-accident and free choice behavior. The researcher as a teacher abandoned the player number restriction rule, and observed the children's play. As a result, children's self-regulation abilities on physical space, play and conflicts improved and the teacher changed her strategy when managing free choice activities. Based on the results, the needs of various restriction rules and appropriate methods for applying the rules in free choice activities were further discussed.