• Title/Summary/Keyword: Found object

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A Study on the Affecting Factors and Performance of IS Organizational Innovation - Use of the IS Development Methodology as an Object of Innovation - (IS 조직혁신의 영향요인과 성과에 관한 연구 - IS 개발방법론을 혁신 대상으로 -)

  • Chang, Yoon-Hee
    • Asia pacific journal of information systems
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    • v.12 no.3
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    • pp.135-167
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    • 2002
  • This research focuses on the IS development methodology as an object of innovation in an IS organization. It has two main research objectives. It was intended to understand the critical affecting factors which have an effect on the processing of each level in the dynamic and evolving innovation process. There are two levels of innovation process: initiation and implementation. It was also intended to understand the performance of IS organizational innovation. We found three main results by the LISREL analysis. First, main factors affecting initiation level of innovation are innovative tendency of IS members, communication level of IS organization, existence of champion manager, IS performance gap, executive supporting to IS, and relative advantage of IS development methodology. At the implementation level, it was understood that the existence of champion manager, executive support, and relative advantage of IS development methodology were the main factors promoting to use the innovation, and the complexity of innovation was a negative factor adopting the usage of innovation. Second, the quality of the previous level in the gradual innovation activities gives very notable affection to the continuous next level. Finally, it was found that the qualitative performance like the documentation, collaborative team approach, IS developer's awareness and ability corresponding to their task and so on was improved due to the IS organizational innovation. This research provides the standard framework for the IS organizational innovation in a structural way. In the practical aspect, it may be used as the principle for introducing and using the IS development methodology.

Impact damage and residual bending strength of CFRP composite laminates involved difference of fiber stacking orientation and matrics

  • Sim, Jae-Ki;Yang, In-Young;Oh, Taek-Yul
    • Journal of the Korean Society for Precision Engineering
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    • v.10 no.4
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    • pp.152-162
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    • 1993
  • The purpose of this study is to investigate problems of residual bending strength and the impact damage experimentally when CFRP composite laminates are subjected to Foreign object damage. The specimens composed of four types of CR/EPOXY and a CF/PEEK composite laminates which involved difference of fiber stracking orientation and matrics. The result were summariged as follows : 1) It is found that both orthotropic and guasi-isotropic composite laminates are increasimg lineally between impact energy and damage delamination area. 2) Delamination devel- opment energy(mm$^{2}$J) OF cf/epoxy composite aminates is less than that of CF/PEEK. 3) When impact energy is applied to specimens within 3J, the residual strength of orthotropic is greater than guasi-isotropic composite laminates. On the other hand, it is predicted that residual bending strength of orthotropic composite laminates is less than that of quasi-isotropic when impact energy is more thaen 3J. 4) It is found in CF/PEEK that for the impact side compression, residual of bending strength versus impact energy is almost constant, while in case of impact side tension, residual bending strength is decreased rapidly near 1.2J. of impact energy due to the effect of delamination buckling.

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Declines in the Components of Episodic Memory by Normal Aging Focusing on Object, Spatial Location, Temporal Order Memory (정상노화 과정에 따른 일화기억 하위요소의 변화양상에 관한 연구 : 사물, 공간위치, 시간순서 기억을 중심으로)

  • Heo, Seo-Yoon;Park, Jin-Hyuck
    • The Journal of Korean society of community based occupational therapy
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    • v.9 no.2
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    • pp.13-22
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    • 2019
  • Objective : The purpose of this technical research is to determine decline of episodic memory by normal aging focucing on object, spatial location, and temporal order memory. Methods : We allocated seventy-seven of healthy adults from twenty to eighty years old, and performed computer-based cognitive tasks which were consisted of the object, spatial location, and temporal order memory. We used OpenSesame(OpenSesame Inc, OR), put ten pictures people normally see in their daily life, and evaluated those aspects through asking the objects types, object spatial locations, and picture temporal orders from 10 sheets of the picture. Results : Object and spatial location memory were not affected by normal aging whereas, temporal order memory significantly decreased with normal aging. Specifically, temporal order memory for in their age of forty was significantly decreased compared with their age of twenty and object memory at their age of eighty was relatively high compared to spatial location and temporal order memory. We found out that temporal order memory worse fastest and object memory lasted longest. Conclusion : In this study, we confirmed characteristics of declines of episodic memory consisting of object, spatial location, and temporal order memory. Notably, we could specifically identify declines of spatial location and temporal order memory with normal aging previous studies investigated on a limited basis using conventional neuropsychological assessments. These findings would be helpful to screen impairment in episodic memory by normal aging and provide an evidence that cognitive intervention for healthy older adults needs to include spatial and temporal aspect of memory.

Image Separation of Talker from a Background by Differential Image and Contours Information (차영상 및 윤곽선에 의한 배경에서 화자분리)

  • Park Jong-Il;Park Young-Bum;Yoo Hyun-Joong
    • The KIPS Transactions:PartB
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    • v.12B no.6 s.102
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    • pp.671-678
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    • 2005
  • In this paper, we suggest an algorithm that allows us to extract the important obbject from motion pictures and then replace the background with arbitrary images. The suggested technique can be used not only for protecting privacy and reducing the size of data to be transferred by removing the background of each frame, but also for replacing the background with user-selected image in video communication systems including mobile phones. Because of the relatively large size of image data, digital image processing usually takes much of the resources like memory and CPU. This can cause trouble especially for mobile video phones which typically have restricted resources. In our experiments, we could reduce the requirements of time and memory for processing the images by restricting the search area to the vicinity of major object's contour found in the previous frame based on the fact that the movement of major object is not wide or rapid in general. Specifically, we detected edges and used the edge image of the initial frame to locate candidate-object areas. Then, on the located areas, we computed the difference image between adjacent frames and used it to determine and trace the major object that might be moving. And then we computed the contour of the major object and used it to separate major object from the background. We could successfully separate major object from the background and replate the background with arbitrary images.

A Study on Effective Moving Object Segmentation and Fast Tracking Algorithm (효율적인 이동물체 분할과 고속 추적 알고리즘에 관한 연구)

  • Jo, Yeong-Seok;Lee, Ju-Sin
    • The KIPS Transactions:PartB
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    • v.9B no.3
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    • pp.359-368
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    • 2002
  • In this paper, we propose effective boundary line extraction algorithm for moving objects by matching error image and moving vectors, and fast tracking algorithm for moving object by partial boundary lines. We extracted boundary line for moving object by generating seeds with probability distribution function based on Watershed algorithm, and by extracting boundary line for moving objects through extending seeds, and then by using moving vectors. We processed tracking algorithm for moving object by using a part of boundary lines as features. We set up a part of every-direction boundary line for moving object as the initial feature vectors for moving objects. Then, we tracked moving object within current frames by using feature vector for the previous frames. As the result of the simulation for tracking moving object on the real images, we found that tracking processing of the proposed algorithm was simple due to tracking boundary line only for moving object as a feature, in contrast to the traditional tracking algorithm for active contour line that have varying processing cost with the length of boundary line. The operations was reduced about 39% as contrasted with the full search BMA. Tracking error was less than 4 pixel when the feature vector was $(15\times{5)}$ through the information of every-direction boundary line. The proposed algorithm just needed 200 times of search operation.

Land Cover Classification Using UAV Imagery and Object-Based Image Analysis - Focusing on the Maseo-myeon, Seocheon-gun, Chungcheongnam-do - (UAV와 객체기반 영상분석 기법을 활용한 토지피복 분류 - 충청남도 서천군 마서면 일원을 대상으로 -)

  • MOON, Ho-Gyeong;LEE, Seon-Mi;CHA, Jae-Gyu
    • Journal of the Korean Association of Geographic Information Studies
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    • v.20 no.1
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    • pp.1-14
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    • 2017
  • A land cover map provides basic information to help understand the current state of a region, but its utilization in the ecological research field has deteriorated due to limited temporal and spatial resolutions. The purpose of this study was to investigate the possibility of using a land cover map with data based on high resolution images acquired by UAV. Using the UAV, 10.5 cm orthoimages were obtained from the $2.5km^2$ study area, and land cover maps were obtained from object-based and pixel-based classification for comparison and analysis. From accuracy verification, classification accuracy was shown to be high, with a Kappa of 0.77 for the pixel-based classification and a Kappa of 0.82 for the object-based classification. The overall area ratios were similar, and good classification results were found in grasslands and wetlands. The optimal image segmentation weights for object-based classification were Scale=150, Shape=0.5, Compactness=0.5, and Color=1. Scale was the most influential factor in the weight selection process. Compared with the pixel-based classification, the object-based classification provides results that are easy to read because there is a clear boundary between objects. Compared with the land cover map from the Ministry of Environment (subdivision), it was effective for natural areas (forests, grasslands, wetlands, etc.) but not developed areas (roads, buildings, etc.). The application of an object-based classification method for land cover using UAV images can contribute to the field of ecological research with its advantages of rapidly updated data, good accuracy, and economical efficiency.

A study on the narrative use of transitional object-characters in the family feature animation (가족용 장편애니메이션<인사이드 아웃>에 나타난 이행대상(transitional object) 캐릭터의 서사적 활용 연구)

  • Park, Hyoung-Dong
    • Cartoon and Animation Studies
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    • s.49
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    • pp.325-357
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    • 2017
  • It can be assumed that the reasons why the animation characters, 'Olaf (in Frozen Kingdom)' and 'Minions (in Super Bad)', etc., which were very successful in the merchandising market while having won the popularity better than the main characters are very popular even though such characters appeared only by playing a funny role while assisting the adventures of the main characters are not only because of their cute appearances but also because such characters have their own core features in their inner world as the transitional object-characters. Simply expressing, a 'Transitional Object' as a concept suggested by a child psychologist, 'Donald Winnicott', means a lovey doll or an imaginary friend which temporarily replaces an infant's mother during the procedure when the infant is mentally separated from its mother. However, in case that the theory of transitional objects was applied directly to many narrative content characters for doing a study, there must have been done some studies in advance for establishing some new criteria and indexes related to the transitional object-characters of such narrative contents. Accordingly, while thinking that the 'emotional relationship' between a growth-subject and a growth mediator must be dealt with as the most important content in order to define a transitional object-character in a narration clearly, this researcher established some emotional index for judging the propensities of a transitional object-character on the basis of such way of thinking. The index is composed of 4 kinds of emotional roles (quasi-family member, growth mediator, lovey doll, an imaginary friend), 6 kinds of emotional supports (hugging, protecting, accepting, giving the initiative, improving the relationship and mutual supervising) and 4 kinds of emotional impressions (impression by contacting, impression to protect and impression accepting an attack). In case that some main characters of a family feature animation, 'Inside Out', are analyzed while the index mentioned above is applied, it was found that 'Bing Bong' and 'Sadness' have a high propensity as a transitional object-character. Especially, it could be inversely inferred in which ways some good transitional object-characters can help the narrations on growth of a family feature animation by taking a look at the character, 'Sadness' that has the highest propensity as a transitional object-character. The transitional object-character, 'Sadness' assists the narration on growth internally and externally by helping the internal maturity of a growth-subject in a way of projecting the tasks for the internal maturity of a growth-subject while helping the growth-subject to be successfully externally in a way of providing the growth-subject with some kinds of facilitating emotion. As the results from this Study, since such kinds of emotional experiences provided by such transitional object-characters are displaced to not only the relevant growth-subjects but also the audience who are emphasized with such growth-subjects as they are, such transitional object-characters play a role of hidden benefactors who induce some immersion into the narrations and provide child and adult audience with various layers of emotional satisfaction.

AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.1
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

Resolving Hand Region Occlusion in Tangible Augmented Reality Envrionments (감각형 증강현실 환경에서의 손 가림 현상 해결 방안)

  • Moon, Hee-Cheol;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.4
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    • pp.277-284
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    • 2011
  • In tangible augmented reality (AR) environments for virtual prototyping, the user interacts with virtual products by manipulating tangible objects with his or her hands, but the user often encounter awkward situations in which his or her hands are occluded by augmented virtual objects, which reduces both immersion and ease of interaction. In this paper, we present how to resolve such hand region occlusion in order to enhance natural interaction and immersive visualization. In the AR environment considered, we use two types (product-type and pointer-type) of tangible objects for tangible user interaction with a virtual product of interest. Holding the tangible objects with his or her hands, the user can create input events by touching specified regions of the product-type tangible object with the pointer-type tangible object. We developed a method for resolving hand region occlusion frequently arising during such user interaction, It first detect hand region in a real image and refines the rendered image of the virtual object by subtracting the hand region from the rendered image, Then, it superimposes the refined image onto the real image to obtain an image in which the occlusion is resolved. Incorporated into tangible AR interaction for virtual prototyping of handheld products such as cellular phones and MP3 players, the method has been found by a preliminary user study that it is not only useful to improve natural interaction and immersive visualization of virtual products, but also helpful for making the users experience the products' shapes and functions better.

Depth Video Coding Method for Spherical Object (구형 객체의 깊이 영상 부호화 방법)

  • Kwon, Soon-Kak;Lee, Dong-Seok;Park, Yoo-Hyun
    • Journal of Korea Society of Industrial Information Systems
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    • v.21 no.6
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    • pp.23-29
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    • 2016
  • In this paper, we propose a method of depth video coding to find the closest sphere through the depth information when the spherical object is captured. We find the closest sphere to the captured spherical object using method of least squares in each block. Then, we estimate the depth value through the found sphere and encode the depth video through difference between the measured depth values and the estimated depth values. Also, we encode factors of the estimated sphere with encoded pixels within the block. The proposed method improves the coding efficiency up to 81% compared to the conventional DPCM method.