• Title/Summary/Keyword: Image Recognition System

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Operation Technique of Spatial Data Change Recognition Data per File (파일 단위 공간데이터 변경 인식 데이터 운영 기법)

  • LEE, Bong-Jun
    • Journal of the Korean Association of Geographic Information Studies
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    • v.24 no.4
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    • pp.184-193
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    • 2021
  • The system for managing spatial data updates the existing information by extracting only the information that is different from the existing information for the newly obtained spatial information file to update the stored information. In order to extract only objects that have changed from existing information, it is necessary to compare whether there is any difference from existing information for all objects included in the newly obtained spatial information file. This study was conducted to improve this total inspection method in a situation where the amount of spatial information that is frequently updated increases and data update is required at the national level. In this study, before inspecting individual objects in a new acquisition space information file, a method of determining whether individual space objects have been changed only by the information in the file was considered. Spatial data files have structured data characteristics different from general image or text document files, so it is possible to determine whether to change the file unit in a simpler way compared to the existing method of creating and managing file hash. By reducing the number of target files that require full inspection, it is expected to improve the use of resources in the system by saving the overall data quality inspection time and saving data extraction time.

Real-time CRM Strategy of Big Data and Smart Offering System: KB Kookmin Card Case (KB국민카드의 빅데이터를 활용한 실시간 CRM 전략: 스마트 오퍼링 시스템)

  • Choi, Jaewon;Sohn, Bongjin;Lim, Hyuna
    • Journal of Intelligence and Information Systems
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    • v.25 no.2
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    • pp.1-23
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    • 2019
  • Big data refers to data that is difficult to store, manage, and analyze by existing software. As the lifestyle changes of consumers increase the size and types of needs that consumers desire, they are investing a lot of time and money to understand the needs of consumers. Companies in various industries utilize Big Data to improve their products and services to meet their needs, analyze unstructured data, and respond to real-time responses to products and services. The financial industry operates a decision support system that uses financial data to develop financial products and manage customer risks. The use of big data by financial institutions can effectively create added value of the value chain, and it is possible to develop a more advanced customer relationship management strategy. Financial institutions can utilize the purchase data and unstructured data generated by the credit card, and it becomes possible to confirm and satisfy the customer's desire. CRM has a granular process that can be measured in real time as it grows with information knowledge systems. With the development of information service and CRM, the platform has change and it has become possible to meet consumer needs in various environments. Recently, as the needs of consumers have diversified, more companies are providing systematic marketing services using data mining and advanced CRM (Customer Relationship Management) techniques. KB Kookmin Card, which started as a credit card business in 1980, introduced early stabilization of processes and computer systems, and actively participated in introducing new technologies and systems. In 2011, the bank and credit card companies separated, leading the 'Hye-dam Card' and 'One Card' markets, which were deviated from the existing concept. In 2017, the total use of domestic credit cards and check cards grew by 5.6% year-on-year to 886 trillion won. In 2018, we received a long-term rating of AA + as a result of our credit card evaluation. We confirmed that our credit rating was at the top of the list through effective marketing strategies and services. At present, Kookmin Card emphasizes strategies to meet the individual needs of customers and to maximize the lifetime value of consumers by utilizing payment data of customers. KB Kookmin Card combines internal and external big data and conducts marketing in real time or builds a system for monitoring. KB Kookmin Card has built a marketing system that detects realtime behavior using big data such as visiting the homepage and purchasing history by using the customer card information. It is designed to enable customers to capture action events in real time and execute marketing by utilizing the stores, locations, amounts, usage pattern, etc. of the card transactions. We have created more than 280 different scenarios based on the customer's life cycle and are conducting marketing plans to accommodate various customer groups in real time. We operate a smart offering system, which is a highly efficient marketing management system that detects customers' card usage, customer behavior, and location information in real time, and provides further refinement services by combining with various apps. This study aims to identify the traditional CRM to the current CRM strategy through the process of changing the CRM strategy. Finally, I will confirm the current CRM strategy through KB Kookmin card's big data utilization strategy and marketing activities and propose a marketing plan for KB Kookmin card's future CRM strategy. KB Kookmin Card should invest in securing ICT technology and human resources, which are becoming more sophisticated for the success and continuous growth of smart offering system. It is necessary to establish a strategy for securing profit from a long-term perspective and systematically proceed. Especially, in the current situation where privacy violation and personal information leakage issues are being addressed, efforts should be made to induce customers' recognition of marketing using customer information and to form corporate image emphasizing security.

Development of Android Smartphone App for Corner Point Feature Extraction using Remote Sensing Image (위성영상정보 기반 코너 포인트 객체 추출 안드로이드 스마트폰 앱 개발)

  • Kang, Sang-Goo;Lee, Ki-Won
    • Korean Journal of Remote Sensing
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    • v.27 no.1
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    • pp.33-41
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    • 2011
  • In the information communication technology, it is world-widely apparent that trend movement from internet web to smartphone app by users demand and developers environment. So it needs kinds of appropriate technological responses from geo-spatial domain regarding this trend. However, most cases in the smartphone app are the map service and location recognition service, and uses of geo-spatial contents are somewhat on the limited level or on the prototype developing stage. In this study, app for extraction of corner point features using geo-spatial imagery and their linkage to database system are developed. Corner extraction is based on Harris algorithm, and all processing modules in database server, application server, and client interface composing app are designed and implemented based on open source. Extracted corner points are applied LOD(Level of Details) process to optimize on display panel. Additional useful function is provided that geo-spatial imagery can be superimposed with the digital map in the same area. It is expected that this app can be utilized to automatic establishment of POI (Point of Interests) or point-based land change detection purposes.

A Study on the Causes That Have Influence over the Effect of PPL in the Game (게임 속 PPL의 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Young-Rak;Cho, Youn-Gon;Choi, Gui-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1256-1262
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    • 2010
  • The game has been rapidly evolving through various media such as computer, console game machine, cellular phone and PMP based on the advanced development of scientific technology. In terms of demand, the interest in and desire to consume the game as a way of spending people's spare time have been on the increase constantly while the level of income has been improved. Eventually, the game has gradually expanded its scope of supply and demand, has established its own status as one of the media that is scientifically-intensive and has been developed into a game industry, a large-scale industry. Unlike image media, the methods of exposure in PPL are varied in accordance with the genre of games. This study divides the causes that have influence over the effect of PPL in the game into the genre of game and the skill of gamer. The results of the experiment on how much the aforementioned two elements have influence over the effect of PPL are as in the following: It has been demonstrated that the effect of PPL could appear different according to the genre of game and the skill of gamer on the game. Besides, the genre of game that is dynamic in its screen change in the game has relatively lower effect of PPL than that is not dynamic. Meanwhile, the persons who are highly skilled in the game have higher degree of recognition and preference to the inserted PPL than those who are lowly skilled. In this regard, it has given us a theoretical ground that the fees system for PPL ads should be established variously in accordance with the genre of game and the level of online game users.

An Advanced User-friendly Wireless Smart System for Vehicle Safety Monitoring and Accident Prevention (차량 안전 모니터링 및 사고 예방을 위한 친사용자 환경의 첨단 무선 스마트 시스템)

  • Oh, Se-Bin;Chung, Yeon-Ho;Kim, Jong-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.9
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    • pp.1898-1905
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    • 2012
  • This paper presents an On-board Smart Device (OSD) for moving vehicle, based on a smooth integration of Android-based devices and a Micro-control Unit (MCU). The MCU is used for the acquisition and transmission of various vehicle-borne data. The OSD has threefold functions: Record, Report and Alarm. Based on these RRA functions, the OSD is basically a safety and convenience oriented smart device, where it facilitates alert services such as accident report and rescue as well as alarm for the status of vehicle. In addition, voice activated interface is developed for the convenience of users. Vehicle data can also be uploaded to a remote server for further access and data manipulation. Therefore, unlike conventional blackboxes, the developed OSD lends itself to a user-friendly smart device for vehicle safety: It basically stores monitoring images in driving plus vehicle data collection. Also, it reports on accident and enables subsequent rescue operation. The developed OSD can thus be considered an essential safety smart device equipped with comprehensive wireless data service, image transfer and voice activated interface.

Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Classical Art and Digital (고전예술과 디지털)

  • PARK, Youjung
    • Trans-
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    • v.4
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    • pp.1-36
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    • 2018
  • This paper summarizes some of the contents of the 7th International Symposium "Classical Art and Digital" of the Transmedia Institute(TMI), held on October 31, 2017. The purpose of this year's International Symposium was to look back on the genre and the aesthetic history of classical art and to create a place for discourse about the recognition of classical art in the modern digital era. In the first part of the discussion about the duplication of the original and virtual imitation, three presentations on "Visual Image Art and Digital" were introduced. The conclusion of this first discussion is summarized by urging the movement of viewpoint as 'systematic change of the routine aesthetic process'. In the second part on "Performing Arts and Digital", we realize that we need to definitize the 'new directive term system' necessary for the era of digital convergence and performance. In this process we can refer to the need for the emergence of a new aesthetic basis. Two papers in the second part of the paper will introduce the study of 'dance' performance. Some of these studies are reintroduced at the conclusion. The theme of this year's International Symposium can be expected to provide a foothold for the forthcoming second 'Laocoon sculpture argue'. In short, behind the various controversies in the history of aesthetics, this year's conference is concluded with a call for the need to flexibly read the enormous flow of 'art' and 'mental heritage left by art'. It is said that this year's international conferences are presenting the basis of practical and systematic theories for the upcoming fusion media era.

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Accuracy Analysis of Cadastral Control Point and Parcel Boundary Point by Flight Altitude Using UAV (UAV를 활용한 비행고도별 지적기준점 및 필지경계점 정확도 분석)

  • Kim, Jung Hoon;Kim, Jun Hyun
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.4
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    • pp.223-233
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    • 2018
  • In this study was classified the cadastral control points and parcel boundary points into 40m, 100m by flight altitude of UAV (Unmanned Aerial Vehicle) which compared the coordinates extracted from the orthophoto with the parcel boundary point coordinates by GNSS (Global Navigation Satellite System) ground survey. As a results of this study, first, in the spatial resolution analysis that the average error of the orthoimage by flight altitude were 0.024m at 40m, and 0.034m at 100m which were higher 40m than 100m for spatial resolution of orthophotos and position accuracy. Second, in order to analyze the accuracy of image recognition by airmark of flight altitude that was divided into three cases of nothing, green, and red of RMSE (Root Mean Square Error) were X=0.039m, Y=0.019m and Z=0.055m, the highest accuracy. Third, the result of the comparison between orthophotos and field survey results that showed the total RMSE error of the cadastral control points were X=0.029m, Y=0.028m, H=0.051m, and the parcel boundary points were X=0.041m, Y=0.030m. In conclusion, based on the results of this study, it is expected that if the average error of flight altitude is limited to less than 0.05m in the legal regulations related to orthophotos for cadastral surveying, it will be an economical and efficient method for cadastral survey as well as spatial information acquisition.

A System of Audio Data Analysis and Masking Personal Information Using Audio Partitioning and Artificial Intelligence API (오디오 데이터 내 개인 신상 정보 검출과 마스킹을 위한 인공지능 API의 활용 및 음성 분할 방법의 연구)

  • Kim, TaeYoung;Hong, Ji Won;Kim, Do Hee;Kim, Hyung-Jong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.30 no.5
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    • pp.895-907
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    • 2020
  • With the recent increasing influence of multimedia content other than the text-based content, services that help to process information in content brings us great convenience. These services' representative features are searching and masking the sensitive data. It is not difficult to find the solutions that provide searching and masking function for text information and image. However, even though we recognize the necessity of the technology for searching and masking a part of the audio data, it is not easy to find the solution because of the difficulty of the technology. In this study, we propose web application that provides searching and masking functions for audio data using audio partitioning method. While we are achieving the research goal, we evaluated several speech to text conversion APIs to choose a proper API for our purpose and developed regular expressions for searching sensitive information. Lastly we evaluated the accuracy of the developed searching and masking feature. The contribution of this work is in design and implementation of searching and masking a sensitive information from the audio data by the various functionality proving experiments.

Dual CNN Structured Sound Event Detection Algorithm Based on Real Life Acoustic Dataset (실생활 음향 데이터 기반 이중 CNN 구조를 특징으로 하는 음향 이벤트 인식 알고리즘)

  • Suh, Sangwon;Lim, Wootaek;Jeong, Youngho;Lee, Taejin;Kim, Hui Yong
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.855-865
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    • 2018
  • Sound event detection is one of the research areas to model human auditory cognitive characteristics by recognizing events in an environment with multiple acoustic events and determining the onset and offset time for each event. DCASE, a research group on acoustic scene classification and sound event detection, is proceeding challenges to encourage participation of researchers and to activate sound event detection research. However, the size of the dataset provided by the DCASE Challenge is relatively small compared to ImageNet, which is a representative dataset for visual object recognition, and there are not many open sources for the acoustic dataset. In this study, the sound events that can occur in indoor and outdoor are collected on a larger scale and annotated for dataset construction. Furthermore, to improve the performance of the sound event detection task, we developed a dual CNN structured sound event detection system by adding a supplementary neural network to a convolutional neural network to determine the presence of sound events. Finally, we conducted a comparative experiment with both baseline systems of the DCASE 2016 and 2017.