• 제목/요약/키워드: Local basis image

검색결과 67건 처리시간 0.027초

Gaussian Noise Reduction Algorithm using Self-similarity (자기 유사성을 이용한 가우시안 노이즈 제거 알고리즘)

  • Jeon, Yougn-Eun;Eom, Min-Young;Choe, Yoon-Sik
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • 제44권5호
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    • pp.1-10
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    • 2007
  • Most of natural images have a special property, what is called self-similarity, which is the basis of fractal image coding. Even though an image has local stationarity in several homogeneous regions, it is generally non-stationarysignal, especially in edge region. This is the main reason that poor results are induced in linear techniques. In order to overcome the difficulty we propose a non-linear technique using self-similarity in the image. In our work, an image is classified into stationary and non-stationary region with respect to sample variance. In case of stationary region, do-noising is performed as simply averaging of its neighborhoods. However, if the region is non-stationary region, stationalization is conducted as make a set of center pixels by similarity matching with respect to bMSE(block Mean Square Error). And then do-nosing is performed by Gaussian weighted averaging of center pixels of similar blocks, because the set of center pixels of similar blocks can be regarded as nearly stationary. The true image value is estimated by weighted average of the elements of the set. The experimental results show that our method has better performance and smaller variance than other methods as estimator.

The Study of the Correlation between Media Art Creative City and Local festival - with Lyon, Sapporo, Linz as the central figure - (미디어아트 창의도시와 지역축제의 연관성 연구 - 리옹, 삿포로, 린츠를 중심으로 -)

  • Jeong, Hye Young;Kim, Kyoung Soo
    • Korea Science and Art Forum
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    • 제24권
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    • pp.399-409
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    • 2016
  • This study's purpose is to research the correlation between property and the major festivals with media art of exemplary 3 cities among 8 Unesco Media Art Creative Cities. As a result, it is drawn a conclusion that the below strategies are necessary to achieve success for Unesco Media Art Creative City. First, from the Creative City's point of view, on the basis of the maximization of various merits such as history, natural surroundings, and human resources of the city, it is necessary to reconcile a vision of the city and an identity of Media Art Creative City, and to seek for continuous growth of the city by consistency and durability of control tower within the local government. Second, from the local festival's point of view, it is necessary to provide a differentiated service in the existing media art festivals, to attract the fusion of media art and festivals, and the diversification and the popularization of media art programs. And, it needs to lead to involvement of young people with the fusion of on-line and off-line festivals, the fusion of analogue and digital festivals. In the conclusion, for the successful constructing of Media Art Creative City, it is necessary to maximize the merits of the city's own, to enhance the image for Media Art Creative City with the correlation between the merits and media art, and to differentiate the city's own various festivals, ant the same time, to converge them with media art technology. With these strategies, the local festival can make a new leap for global festival when it constitutes a whole with Media Art Creative City.

Separations and Feature Extractions for Image Signals Using Independent Component Analysis Based on Neural Networks of Efficient Learning Rule (효율적인 학습규칙의 신경망 기반 독립성분분석을 이용한 영상신호의 분리 및 특징추출)

  • Cho, Yong-Hyun
    • Journal of the Korean Institute of Intelligent Systems
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    • 제13권2호
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    • pp.200-208
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    • 2003
  • This paper proposes a separation and feature extraction of image signals using the independent component analysis(ICA) based on neural networks of efficient learning rule. The proposed learning rule is a hybrid fixed-point(FP) algorithm based on secant method and momentum. Secant method is applied to improve the performance by simplifying the 1st-order derivative computation for optimizing the objective function, which is to minimize the mutual informations of the independent components. The momentum is applied for high-speed convergence by restraining the oscillation in the process of converging to the optimal solution. The proposed algorithm has been applied to the composite images generated by random mixing matrix from the 10 images of $512\times512$-pixel. The simulation results show that the proposed algorithm has better performances of the separation speed and rate than those using the FP algorithm based on Newton and secant method. The proposed algorithm has been also applied to extract the features using a 3 set of 10,000 image patches from the 10 fingerprints of $256\times256$-pixel and the front and the rear paper money of $480\times225$-pixel, respectively, The simulation results show that the proposed algorithm has also better extraction speed than those using the another methods. Especially, the 160 basis vectors(features) of $16\times16$-pixel show the local features which have the characteristics of spatial frequency and oriented edges in the images.

Comparison of Feature Performance in Off-line Hanwritten Korean Alphabet Recognition (오프라인 필기체 한글 자소 인식에 있어서 특징성능의 비교)

  • Ko, Tae-Seog;Kim, Jong-Ryeol;Chung, Kyu-Sik
    • Korean Journal of Cognitive Science
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    • 제7권1호
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    • pp.57-74
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    • 1996
  • This paper presents a comparison of recognition performance of the features used inthe recent handwritten korean character recognition.This research aims at providing the basis for feature selecion in order to improve not only the recognition rate but also the efficiency of recognition system.For the comparison of feature performace,we analyzed the characteristics of theose features and then,classified them into three rypes:global feature(image transformation)type,statistical feature type,and local/ topological feature type.For each type,we selected four or five features which seem more suitable to represent the characteristics of korean alphabet,and performed recongition experiments for the first consonant,horizontal vowel,and vertical vowel of a korean character, respectively.The classifier used in our experiments is a multi-layered perceptron with one hidden layer which is trained with backpropagation algorithm.The training and test data in the experiment are taken from 30sets of PE92. Experimental results show that 1)local/topological features outperform the other two type features in terms of recognition rates 2)mesh and projection features in statical feature type,walsh and DCT features in global feature type,and gradient and concavity features in local/topological feature type outperform the others in each type, respectively.

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Big Data Analysis of Social Media on Gangwon-do Tourism (강원도 관광에 대한 소셜 미디어 빅데이터 분석)

  • JIN, TIANCHENG;Jeong, Eun-Hee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • 제14권3호
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    • pp.193-200
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    • 2021
  • Recently, posts and opinions on tourist attractions are actively shared on social media. These social big data provide meaningful information to identify objective images of tourist destinations recognized by consumers. Therefore, an in-depth understanding of the tourist image is possible by analyzing these big data on tourism. The study is to analyze destination images in Gangwon-do using big data from social media. It is wanted to understand destination images in Gangwon-do using semantic network analysis and then provided suggestions on how to enhance image to secure differentiated competitiveness as a destination for tourists. According to the frequency analysis results, as tourism in Gangwon-do, Sokcho, Gangneung, and Yangyang were mentioned at a high level in that order, and the purpose of travel was restaurant tour, gourmet food, family trip, vacation, and experience. In particular, it was found that they preferred day trips, weekends, and experiences. Four suggestions were made based on the results. First, it is necessary to develop various types of hotels, accommodation facilities and experience-oriented tour packages. Second, it is necessary to develop a day-to-day travel package that utilizes proximity to the Seoul metropolitan area. Third, it is necessary to promote traditional restaurants and local food. Finally, it is necessary to develop tourist package suitable for healing and family travel. Through this research, the destination image of Gangwon-do was identified and a tourism marketing strategy was presented to improve competitiveness. It also provided a theoretical basis for the use of the big data of tourism consumers in the field of tourism business.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • 제6권1호
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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Brand Development for Rural Specialty Products - A Case Study of Bokbunja Drink in MuJu - (지역특산물 브랜드 개발 사례 연구 - 무주군 복분자 음료 생산 농가를 중심으로 -)

  • Jun, Young-Mi;Ahn, Yoon-Soo;An, Ok-Sun;Kim, Mi-Heui
    • The Korean Journal of Community Living Science
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    • 제18권4호
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    • pp.655-670
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    • 2007
  • The purpose of this study was to develop a brand naming strategy for rural specialty products of Muju. This study was to apply brand development research to the field. The selected investigation subject, a local farming operation producing a specialty product, was chosen from a New Enterprise Support Project of Farm Women ('06). The selected subject was a farming operation producing bokbunja drink in Muju. The data was derived from 137 female consumers. The major results of this study were as follows. First, the process of brand development strategy was advanced by six steps: Step 1, environment analysis; Step 2, brand case study; Step 3, SWOT analysis (Strength Weakness, Opportunity, Threat factor analysis); Step 4, direction design for brand naming development (Targeting, Brand focus concept extraction); Step 5, brand logo and symbol production; and Step6, Evaluation. Second, to extract brand naming development direction, key concepts in association with natural connection, area features, representative resources, and natural friendship were investigated. Namely, the health function concept was selected on the basis of a consumer recognition investigation where results appeared most highly favorable. Also, it was decided that the direction of brand naming should emphasize a green image and the location name of Muju. Finally, the brand name was decided to be "Saenggichan" bokbunja liquid and the slogan went with "guchondon-native thorn bokbunja from jar maturing."

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A Study on Design Features of Giorgio Armani - Focused on Designs from 2001 to the S/S 2006 - (조르지오 아르마니의 디자인 특성에 관한 연구 - 2001~2006년 S/S를 중심으로 -)

  • Kong, Mi-Ran
    • Fashion & Textile Research Journal
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    • 제8권1호
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    • pp.7-16
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    • 2006
  • What enabled Armany to grow into a world fashion designer is based on two factors : postmodernism of the new spirit of the times and the fashion industry of Italy, his mother country. That is, his capability to connect the spirit of the times with his works and use local advantage for his works led him to be a maestro of fashion circles. Founding on his outstanding ability, he established his own world of unique design, where his philosophy of design remained. This philosophy was a distinctive character from other designers. Since he was founded on this philosophy, his own features that other designers can't imitate are dissolved in his designs. Armany is very suggestive to our design circles which look for globalization of fashion. A fashion designer should look straight at the fact that the final aim of fashion is to satisfy customers who buy it. In addition, he should recognize that understanding customers' demands and developing products with his fashion style in accordance with them are the way to success and study new things continually by setting up the direction of the future based on the recognition. It is essential to cultivate sensitivity to create a new beauty from a basis just like Armany expresses modern women's image by harmonizing rationality and functionality, the existing male features, with female pliability adequately. As well, the analyses of design made by Armany are thought to be helpful in reestablishing fashion design education so that unique design styles may be maintained and future-oriented international fashion products may be produced.

A Study on the Present E-mail Marketing Status and Its Effective Utilization Methods on Local Internet Shopping Malls (국내(國內) 인터넷 패션 쇼핑몰의 E-mail 마케팅 현황(現況)과 효율적(效率的) 활용방안(活用方案)에 관(關)한 연구(硏究))

  • Jung, Yun-Kyoung;Kim, Il
    • Journal of Fashion Business
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    • 제7권1호
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    • pp.38-54
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    • 2003
  • This study looked into the present status of e-mail marketing, which is conducted in local Internet fashion shopping malls and is being used as a one-to-one marketing method in the e-CRM concept so as to establish an effective e-mail marketing policy by grasping problems based on the current status and by presenting solutions to the problems. This study analyzed the e-mail letters received during a certain period of time by 30 professional Internet fashion shopping malls of with famous goods, brands and non-brands. Four individuals subscribed to shopping mall through the procedure for membership applying for e-mail services. The analysis showed that there were no shopping malls that were doing a differentiated e-mail marketing among Internet shopping malls. As for time factor, they were sending e-mail letters irregularly regardless of a certain cycle. And as for visual factor, they didnt have any standard for the content of the mail. As for content factor, the contents of their mail were not differentiated and all the same. The comparison of fashion malls showed that the brand shopping malls were the most active in e-mail marketing. On the basis of the problems, the direction for the effective e-mail marketing of Internet shopping malls are presented as follows: First, individualized contents fitting for customers should be developed, and differentiated mailing services should be provided thereby. Second, each shopping mall should make periodic tests of mailing to find out the optimal time and day to provide e-mail services to the customers at the designated time. Third, e-mail should be differentiated fitting for the website according to a certain on a certain standard for visual effects and the identity of shopping mall should be established. Firth, in the contents of e-mail, the image and message elements should be properly harmonized and creative policies should be made with interactive or recreational elements. Fifth, a homepage policy which can satisfy customers demand for information when the e-mail is clicked on..

Analysis on Technical Specification and Application for the Medium-Satellite Payload in Agriculture and Forestry (농림업 중형위성 탑재체 개발을 위한 기술 사양 및 활용 분석)

  • Kim, Bumseung;Kim, Hyeoncheol;Song, Kyoungmin;Hong, Sukyoung;Lee, Wookyung
    • Journal of Satellite, Information and Communications
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    • 제10권4호
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    • pp.117-127
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    • 2015
  • Recently, research and development on satellite payloads are being developed such as the optical sensor, SAR etc. Satellite image for earth observation is being utilized both domestically and abroad. Advanced satellite payload technology has led to the collection and analysis of satellite images relying on the optical sensor. Currently, related organizations such as RDA(the Rural Development Administration) are collectively collaborating to plan a national project to develop a medium-sized satellite based on Korea's domestic technology independently. This paper investigated the cases of the past research on application of satellite images for agriculture and analyzed the technical specifications for satellite payload in each area of such application. Based on the results of the past surveys and consultation studies among local experts in satellite image application, we analyzed the current trends, plans and applications of domestic and overseas R&D in satellite payloads for earth observation in agriculture, and proposed the appropriate technical specifications for developing a future medium-sized satellite for agriculture. The proposed specifications were then incorporated into a simulated satellite to examine its performance to observe the Korean farming areas. The authors anticipate that the findings of this paper will form a useful technical basis for providing the appropriate specifications for developing future medium-sized satellite payloads to be used in agriculture and forestry, and enabling the end users to efficiently utilize the satellite.