• 제목/요약/키워드: blurring boundary

검색결과 40건 처리시간 0.03초

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

  • 유범희;이인수
    • 대한불안의학회지
    • /
    • 제1권1호
    • /
    • pp.18-24
    • /
    • 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.

  • PDF

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
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2000년도 ITC-CSCC -1
    • /
    • pp.437-440
    • /
    • 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.

  • PDF

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

  • 이주홍;김민구;정제창;최병욱
    • 한국통신학회논문지
    • /
    • 제22권8호
    • /
    • pp.1677-1690
    • /
    • 1997
  • 블록 변환 부호화는 가장 널리 사용되고 있는 영상 압축의 한 방법이다. 한 예로 이산 여현 부호화는 MPEG-1, MPEG-2, JPEG, H.261과 같은 국제 표준에서 널리 사용되고 있다. 이러한 블록 단위의 변환 부호화에서, 특히 압축률이 높은 응용 분양에서는 그 변환 계수들의 양자화 에러가 커져 블록의 경계면을 따라 소위 블로킹 현상이 발생하여 화질 열화의 원인이 되고 있다. 본 논문에서는 고능률 변환 부호화 영상 압축에 있어서의 새로운 블록킹 현상 제거 기법을 제안한다. 블록킹 현상을 제거하기 위해, 수신측에서 복원된 영상에 블록단위로 적절한 보상항을 더하여 경계면의 불연속성을 감소시키고자 한다. 이때의 보상항은 경계면에서 직교인 28개의 기저영상의 선형 결합으로 이루어지는데, 이 28개의 경계 직교 기저 영상들을 구하기 위해, 블록 경계면 화소값들이 각각 선형 독립인 28개의 DCT 커널 함수들에 Gram-Schmidt 방법을 적용한다. 또한 제안된 방법을 적용할 때 윤곽선이 흐려지는 것을 방지하기 위해 블록 불연속 임계치를 정의하여 적응적으로 제안된 방식을 적용한다. 또, 압축률의 변화에 따른 블록킹 현상의 효과적 제거를 위해 필요한 기저 영상의 개수를 고찰한다.

  • PDF

Two-sided 마켓 관점에서 분석한 통신방송융합 환경하의 방송매체 플렛폼 경쟁

  • 황준석;김기현;장태진
    • 기술경영경제학회:학술대회논문집
    • /
    • 기술경영경제학회 2006년도 제28회 동계학술발표회 논문집
    • /
    • pp.78-102
    • /
    • 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.

  • PDF

기관 없는 신체와 탈영토화 된 패션 사이의 상관관계에 대한 비판적 고찰 - 철학적, 사회학적 신체 담론과 욕망이론을 중심으로 - (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 -)

  • 양희영;이명희
    • 복식문화연구
    • /
    • 제18권5호
    • /
    • pp.824-841
    • /
    • 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.

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

  • 전경란
    • 한국게임학회 논문지
    • /
    • 제11권6호
    • /
    • pp.13-22
    • /
    • 2011
  • 디지털 미디어 환경에서는 이용자의 요구가 새로운 서비스와 콘텐츠를 창출할 뿐만 아니라 새로운 미디어 서비스와 콘텐츠가 이용자의 요구를 새롭게 개발해내면서 컨버전스가 진행되고 있다. 소셜 게임 역시 또 다른 컨버전스 현상을 구현하고 있다. <시티빌>과 같은 소셜 게임은 일과 여가, 노동과 놀이, 사적 영역과 공적 영역의 경계가 허물어지는 상황을 드러내고 있으며, 사회적 상호작용과 사회적 자본의 연결이 어떻게 인맥을 구성하고 견고하게 만들어주는지 보여주고 있다. 또한 <시티빌>은 온라인 상에서 이루어지는 의례적인 커뮤니케이션을 보다 흥미롭고 유연하게 만들어줌으로써 온라인 상에서 축적된 인맥 혹은 인적 네트워크가 사회적 자산이 되는 현상을 드러내고 있다.

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

  • 김도운;김동진
    • 한국실내디자인학회논문집
    • /
    • 제23권4호
    • /
    • pp.83-93
    • /
    • 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
    • /
    • 제11권4호
    • /
    • pp.1003-1011
    • /
    • 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
    • /
    • 제15권2호
    • /
    • pp.118-123
    • /
    • 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.

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

  • 박양춘
    • 한국지역지리학회지
    • /
    • 제7권2호
    • /
    • pp.17-34
    • /
    • 2001
  • 본 연구는 울산시를 사례로 IMF 체제를 극복하는 과정에서의 기업의 재구조화 전략을 중심으로 우리나라 중화학공업의 재구조화 특성을 분석하였다. 울산 지역경제는 중화학부문의 대기업 분공장과 그 관련기업의 비중이 절대적이고, 특정 대기업과 중소기업간 수직적 하청관계에 기초한 대기업 주도의 산업구조로 특징 지워진다. IMF 체제를 계기로 시장 재구조화는 종래 가격경쟁에서 품질경쟁으로의 전환을 기조로 시장 확대, 판매처의 다양화 그리고 수출 확대 전략을 중심으로 생산제품 및 시장 다변화, 수출과 내수시장의 점유비율의 조정 등 다양한 전략으로 수요환경 변화에 대응하고 있다. 생산체계가 변화된 기업체는 절반에 미치지 않으나, 주로 소품종 소량생산체계에서 소품종 대량생산체계 혹은 다품종 대량생산에서 전문화와 규모경제를 동시에 추구하는 소품종 대량생산 체제로 전환하였다. 그리고 생산조직에 있어서는 특히 전문하청의 확대로 핵심기능만을 내부화하고 나머지는 외부화하여 비용절감과 수요변화에 신축적으로 대처하기 위한 전략을 추구하였다. 노동 재구조화에 있어서는 팀제도입, 육체적 정신적 노동의 결합과 소사장제 도입으로 생산현장의 의견을 의사결정에 반영할 수 있고, 다기능화와 노동혼합을 통한 노동조직상의 유연성을 제고하려는 전략을 채택하였다.

  • PDF