• Title/Summary/Keyword: blurring boundary

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DSM-IV Diagnostic Criteria for Anxiety Disorder: Discriminant Validity (현재 불안 장애의 분류 : 타당한가?)

  • Yu Bum-Hee;Lee In-Soo
    • Anxiety and mood
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    • v.1 no.1
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    • pp.18-24
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    • 2005
  • The Diagnostic and Statistical Manual 4th edition (DSM-IV) has been widely accepted and used for international classification of mental disorder. The DSM has been changed to improve diagnostic reliability and validity through descriptive and categorical approaches which was undertaken atheoretically. The authors reviewed current studies about the DSM-IV classification system and the diagnostic issues of representative categories of anxiety disorder. The authors concluded that the anxiety disorder classification system in DSM-IV has limitations such as a lack of empirical consideration for overlapping features of anxiety disorders and a lack of discriminant validity. To improve diagnostic validity and revise the current DSM-IV classification system, the authors suggested 1) more longitudinal studies for collecting empirical evidence, 2) decreasing the dependence upon operational criteria, 3) deceasing diagnostic boundary blurring, 4) developing disease specific biological diagnostic techniques and 5) continued collaboration between the DSM and International Classification of Diseases (ICD) systems.

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A Blocking Artifacts Reduction Algorithm for Block-Transform coding Image

  • Han, Byung-Hyeok;Kim, Jean-Youn;Lee, Chi-Woo;Jin, Hyun-Joon;Park, Nho-Kyung
    • Proceedings of the IEEK Conference
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    • 2000.07a
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    • pp.437-440
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    • 2000
  • This paper proposes a method to improve video quality on images that have blocking artifacts at block boundary. Block image transform coding suffers from blocking artifact that is a main cause of degrading video quality because of the quantization error of transform coefficients in quantization process. filtering and DPCM for DC components have been widely used to reduce blocking artifact. Recently, lots of works focus on the technique that minimizes block effects using discontinuity of block boundaries. In this paper, image blurring in decoding stage is improved by adding compensation factor to each transformed blocks so that discontinuity of block boundaries can be decreased. The compensation factor is applied on each block without much loss of edge components.

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Blocking artifacts reduction for improving visual quality of highly compressed images (압축영상의 화질향상을 위한 블록킹 현상 제거에 관한 연구)

  • 이주홍;김민구;정제창;최병욱
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.8
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    • pp.1677-1690
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    • 1997
  • Block-transform coding is one of the most popular approaches for image compression. For example, DCT is widely used in the internaltional standards standards such as MPEG-1, MPEG-2, JPEG, and H.261. In the block-based transform coding, blocking artifacts may appear along block boundaries, and they can cause severe image degradation eqpecially when the transform coefficients are coarsely quantized. In this paper, we propose a new method for blocking artifacts reduction in transform-coded images. For blocking artifacts reduction, we add a correction term, on a block basis, composed of a linear combination of 28 basis images that are orthonormal on block boundaries. We select 28 DCT kernel functions of which boundary values are linearly independent, and Gram-Schmidt process is applied to the boundary values in order to obtain 28 boundary-orthonormal basis images. A threshold of bolock discontinuity is introduced for improvement of visual quality by reducing image blurring. We also investigate the number of basis images needed for efficient blocking artifacts reduction when the compression ratio changes.

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Two-sided 마켓 관점에서 분석한 통신방송융합 환경하의 방송매체 플렛폼 경쟁

  • 황준석;김기현;장태진
    • Proceedings of the Technology Innovation Conference
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    • 2006.02a
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    • pp.78-102
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    • 2006
  • Networks, services and industries have been converging with the advent of digital convergence by technology advancements of digitalization, broadband and interactivity in the areas of information-communication and broadcasting technologies. Especially, this convergence of technology and market has been blurring the boundary of telecommunication and broadcasting sectors, and the severe competition seems to be inevitable due to the lack of the differentiation in broadcasting media and contents. In this study, we regard the competition phenomenon in the digital convergence between telecommunication and broadcasting as the platform competition in two-sided markets which have been actively studied since 2000, and analyzed it using modified Hotelling's location model. According to the analysis of platform competition on the effects of the differentiation of platform (t) , killer component $(\mu)$ and component compatibility $(\theta)$ , it is shown that two differentiated platforms are simultaneously used in case of the decrease of substitution effects, and the profit of platform with killer contents is increased, but the profit of platforms with higher compatibility is decreased. The policy implication is that it is especially necessary to modify the policy and regulation on media contents considering the growing competition in media. On the other hand, differentiated and reasonable policy is required to make fair competition and active market environment.

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A Critical Study about the Correlation between the Body without Organ and Blurring Boundary Fashion - Focusing on Philosophical and Sociological Discourses about the Body and the Desire - (기관 없는 신체와 탈영토화 된 패션 사이의 상관관계에 대한 비판적 고찰 - 철학적, 사회학적 신체 담론과 욕망이론을 중심으로 -)

  • Yang, Hee-Young;Lee, Myung-Hee
    • The Research Journal of the Costume Culture
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    • v.18 no.5
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    • pp.824-841
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    • 2010
  • In 21st century, subordinated relationship of fashion from the body has been disappearing, and fashion is understood as variable and creative field. This research aims at analysis about the relationship between the body and fashion depending on the theories about the authority and the desire. So, this utilizes between theoretical study and empirical analysis. For concentrated study, research period limits from 2000 to the present time 2010. Contemporary body and fashion have being changed into various forms and values, become complex and de-territory. Especially, body is symbol of ambivalence eroticism that gives point to sexual property, and the object of fetishism and machine having a desire. This study's purpose draw a parallel with between the limits of contemporary body that couldn't be rid of the capital and desire, and the liberty of fashion that escape from the body's influence has being changed independent and fluid space. This research's results are as follow as; contemporary de-territory fashion is expressed as 1) symbol of the object and physical material property, 2) self-transcendental instrument fashion, 3) independent spatial molding, 4) de-centering fashion.

A Study on the Structure and Characteristics of Social Games (소셜 게임의 구조와 특징에 대한 연구)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.13-22
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    • 2011
  • In the digital media environment, the convergence is in the progress creating the new service and contents by users and developing the new needs of users by the service and contents as well. Social games are actualizing the new meaning of convergence. shows not only a new situation blurring the boundary of work and leisure, labor and playing and private and public sector, but how meaningful it is to make connection of social interactions and social assets a solid network. As the most popular social game text, reveals how the personal connections and personal networks constructs the social capital by making the ritual communication more interesting and flexible to the social gamers.

A Study of Characteristics of the Imagine Creator on the Architectural Skin in Contemporary Architecture (현대건축의 표피에서 나타나는 이미지 생성체적 특성 연구)

  • Kim, Do-Woon;Kim, Dong-Jin
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.83-93
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    • 2014
  • Because the 'image' is the 'reality' in this era, there are the characteristics dematerialized between reality and non-reality in the contemporary architecture. These are promoting individualization, differentiation and multi-layered time with the development of electronic technology. This trend emphasizes the importance of imagines that are not only homogenized, simultaneous but also overlapped, multi-layered, discriminatory. Perspectives and essential characteristics of the architectural skin are changing in terms of the technical and social awareness and that means the skin has features as a complex body. Recently as an imagine creator, the architectural skin make form of media boundaries reflecting the various relationships between the observer and the external environment and also, the interior space become another sensory skin by removing the boundaries of the internal and external. It is important that making an identity of the architecture defined by the media or the imagine as well as the importance of space in architecture. These changes of skin make the third space based on the viewer's imagination and show the potential of new architectural skin with the expansion space by blurring the boundary between reality and illusion. It occurs to the diversity of the architectural skin with the identity. It will more diversified and be recognized immediately and sensibly through the interface attributes in contact with the city directly. In addition, it is more important that the skin become a unified body related with urban, social and cultural context.

Hole Filling Algorithm for a Virtual-viewpoint Image by Using a Modified Exemplar Based In-painting

  • Ko, Min Soo;Yoo, Jisang
    • Journal of Electrical Engineering and Technology
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    • v.11 no.4
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    • pp.1003-1011
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    • 2016
  • In this paper, a new algorithm by using 3D warping technique to effectively fill holes that are produced when creating a virtual-viewpoint image is proposed. A hole is defined as the region that cannot be seen in the reference view when a virtual view is created. In the proposed algorithm, to reduce the blurring effect that occurs on the hole region filled by conventional algorithms and to enhance the texture quality of the generated virtual view, Exemplar Based In-painting algorithm is used. The boundary noise which occurs in the initial virtual view obtained by 3D warping is also removed. After 3D warping, we estimate the relative location of the background to the holes and then pixels adjacent to the background are filled in priority to get better result by not using only adjacent object's information. Also, the temporal inconsistency between frames can be reduced by expanding the search region up to the previous frame when searching for most similar patch. The superiority of the proposed algorithm compared to the existing algorithms can be shown through the experimental results.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

The Post-IMF firm strategy and the corporate restructuring in the heavy & chemical industrial district: the case of Ulsan, Korea (울산 중화학공업의 재구조화 특성 - IMF 체제 이후의 기업전략을 중심으로 -)

  • Park, Yang-Choon
    • Journal of the Korean association of regional geographers
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    • v.7 no.2
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    • pp.17-34
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    • 2001
  • This paper is to analyze how firms in a large firm-led industrial city have carried out the restructuring in the face of radical shifts, with focus on the strategy and the restructuring of firms in Ulsan, a typical industrial district in Korea that is specialized in heavy & chemical industry. It has been well known that the local economy has been led by a small number of large firms, including affiliates of chaebol, and its industrial structure has also been characterised as a clear dichotomy between large firms as a customer and small and medium-size firms as a supplier, which can be called not horizontal but vertical relations. It can identify some tendencies, however, that local companies have been rather dynamically changing in response to increasingly turbulent environment since the Asian crisis. Some are radical, but some incremental. These can be summarized in four distinctive but interlinked ways. First, more than half of local companies surveyed have attempted to change their production systems, mainly from the fordist mass production towards the flexible mass production, seeking both economies of scale and scope. Second, local firms have vigorously continued to reorganize the boundary of the production and the organization, by specializing products and focusing on the core competence in order to save costs and cope with radically changing customer demands in a flexible way. Third, there have been various strategies for the organizational innovation such as the introduction of team organization, the boundary blurring between the managerial and production workers and the intra-firm spin-offs, so as to improve managerial efficiency and competence in the use of internal labour market. Finally, they have tried to be more sensitive to the market and customers. These tendencies seem to be increasingly critical to sustain their competitiveness. To do so, they tend to focus increasingly not only on the competing via the product quality rather than through price, but also to seek to diversify the market and customer firms beyond national boundary.

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