• Title/Summary/Keyword: depth segmentation

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O.P.E.N Triad: The Future Success for Individuals, Institutes, and Industries

  • Kim, Hae-Jung;Forney, Judith;Crowley, Ruth
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1980-1991
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    • 2010
  • This study proposes the O P E N Triad framework as a future set of tools and perspectives for individual members and institutes to further their professional and academic potential as well as prospect and vitalize the future of the Korean Clothing and Textiles discipline through a global perspective. The millennial generation desires On-demand, Personal, Engaging, and Networked (O P E N) experiences effecting cultural change for creative and influential interaction in transactions, communication, and education. O P E N Individuals offers a WebSphere model as a holistic learning system that has a synergizing value of education across academic courses, industries, and cultures. Through a digitalized and virtualized class, it complements relevant technologies already familiar to the student population. By employing environmental scanning approaches, the most influential and viable future global issues related to the clothing and textiles discipline are identified and dialogued within O P E N Institutes. For future clothing and textiles institutes, this scanning allows them to be open to new ideas, to focus on inter-engagements, to collaborate among individuals, to associate as a part of web of people, organizations, and ideas, to personalize an institutes curricula, and to dialogue generative knowledge. O P E N Industries reveals three dominant future issues that cross academia and industry, sustainability, supply chain management, and social networking. In-depth interviews with U.S. industry experts identified interdependent gaps in global consumer experience practices and suggested the following gaps as future research areas: a standardized business model to the entrepreneurial model, strategic management to a sustainable competitive advantage, standardized to differentiated products, services and operations, market segmentation to global consumer clusters, business-driven marketplaces to consumer-engaged marketspaces, and excellent services to optimal experience. This O P E N Triad framework empowers millennial students, universities, and industries to anticipate and prepare for a radically changing world.

A Study on US Consumer's Subjectivity Schemata of Sharing Economy: Q Methodology (공유경제에 관한 미국 소비자의 주관성 가치체계 연구 : Q 방법론의 적용)

  • Kim, Ki-youn
    • Journal of Internet Computing and Services
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    • v.19 no.4
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    • pp.107-121
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    • 2018
  • The purpose of this study is to explore the present US consumer behavioral trends and various cognitive schema types for sharing economy frame and shared service. For this, by applying Q methodology, this paper theoretically defines three differentiated typologies of US consumer in a interpretive perspective. This study is in-depth focused on discovering and categorizing characteristics of a respondent's thinking structure called 'schemata'. According to the entire procedures of Q methodology, this paper analyzed Q-sorted data from twenty-four people in the basis of forty Q-samples (statements). Consequently, we discovered four consumer groups named as Type 1 'Socialsumer', Type 2 'Smarsumer', Type 3 'Researsumer'.

Super-Pixels Generation based on Fuzzy Similarity (퍼지 유사성 기반 슈퍼-픽셀 생성)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.2
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    • pp.147-157
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    • 2017
  • In recent years, Super-pixels have become very popular for use in computer vision applications. Super-pixel algorithm transforms pixels into perceptually feasible regions to reduce stiff features of grid pixel. In particular, super-pixels are useful to depth estimation, skeleton works, body labeling, and feature localization, etc. But, it is not easy to generate a good super-pixel partition for doing these tasks. Especially, super-pixels do not satisfy more meaningful features in view of the gestalt aspects such as non-sum, continuation, closure, perceptual constancy. In this paper, we suggest an advanced algorithm which combines simple linear iterative clustering with fuzzy clustering concepts. Simple linear iterative clustering technique has high adherence to image boundaries, speed, memory efficient than conventional methods. But, it does not suggest good compact and regular property to the super-pixel shapes in context of gestalt aspects. Fuzzy similarity measures provide a reasonable graph in view of bounded size and few neighbors. Thus, more compact and regular pixels are obtained, and can extract locally relevant features. Simulation shows that fuzzy similarity based super-pixel building represents natural features as the manner in which humans decompose images.

ROI-Based 3D Video Stabilization Using Warping (관심영역 기반 와핑을 이용한 3D 동영상 안정화 기법)

  • Lee, Tae-Hwan;Song, Byung-Cheol
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.2
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    • pp.76-82
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    • 2012
  • As the portable camcorder becomes popular, various video stabilization algorithms for de-shaking of camera motion have been developed. In the past, most video stabilization algorithms were based on 2-dimensional camera motion, but recent algorithms show much better performance by considering 3-dimensional camera motion. Among the previous video stabilization algorithms, 3D video stabilization algorithm using content-preserving warps is known as the state-of-the art owing to its superior performance. But, the major demerit of the algorithm is its high computational complexity. So, we present a computationally light full-frame warping algorithm based on ROI (region-of-interest) while providing comparable visual quality to the state-of-the art in terms of ROI. First, a proper ROI with a target depth is chosen for each frame, and full-frame warping based on the selected ROI is applied.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique (이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.17-25
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    • 2019
  • In this paper, we introduce the technology to convert a single human image into a fashion show animation video clip. The technology can help the customers confirm the dynamic fitting result when combined with the virtual try on technique as well as the interesting experience to a normal person of being a fashion model. We developed an extended technique of full human 2D to 3D inverse modeling based on SMPLify human body inverse modeling technique, and a rigged model animation method. The 3D shape deformation of the full human from the body model was performed by 2 part deformation in the image domain and reconstruction using the estimated depth information. The quality of resultant animation videos are made to be publically available for evaluation. We consider it is a promising approach for commercial application when supplemented with the post - processing technology such as image segmentation technique, mapping technique and restoration technique of obscured area.

Defect Diagnosis and Classification of Machine Parts Based on Deep Learning

  • Kim, Hyun-Tae;Lee, Sang-Hyeop;Wesonga, Sheilla;Park, Jang-Sik
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.2_1
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    • pp.177-184
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    • 2022
  • The automatic defect sorting function of machinery parts is being introduced to the automation of the manufacturing process. In the final stage of automation of the manufacturing process, it is necessary to apply computer vision rather than human visual judgment to determine whether there is a defect. In this paper, we introduce a deep learning method to improve the classification performance of typical mechanical parts, such as welding parts, galvanized round plugs, and electro galvanized nuts, based on the results of experiments. In the case of poor welding, the method to further increase the depth of layer of the basic deep learning model was effective, and in the case of a circular plug, the surrounding data outside the defective target area affected it, so it could be solved through an appropriate pre-processing technique. Finally, in the case of a nut plated with zinc, since it receives data from multiple cameras due to its three-dimensional structure, it is greatly affected by lighting and has a problem in that it also affects the background image. To solve this problem, methods such as two-dimensional connectivity were applied in the object segmentation preprocessing process. Although the experiments suggested that the proposed methods are effective, most of the provided good/defective images data sets are relatively small, which may cause a learning balance problem of the deep learning model, so we plan to secure more data in the future.

Consumer Associative Network Analysis on Device and Service Convergence

  • Han, Sangman;Lee, Janghyuk;Park, Sun-Young;Jo, Woonghyeon
    • Asia Marketing Journal
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    • v.15 no.3
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    • pp.1-14
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    • 2013
  • Our research brings managerial insights for developing new digital convergence of devices and services. To explain the phenomenon of device and service convergence, we combine two different approaches from separate research fields: a perceptual mapping technique generally used for segmentation in marketing and associative network analysis mobilized to understanding network structure of core and peripheral as well as the information mediating role of nodes in network science. By combining these two approaches, we provide an in-depth analysis of the associations among devices and services by assessing the centrality of device and service nodes in an associative network. This is done by examining the connections between these services and devices as well as investigating the role of mediation in the combined device-service associative network. Our results based on bi-partite network analysis of survey responses from 250 Internet Protocol (IP) television viewers show which device and which service will play the major role in future device and service convergence as well as which characteristics and functionalities have to be incorporated into future convergence. Among the devices, the mobile handset with the betweenness centrality of 0.26 appears to be the device that would lead future device convergence. Among the services, wireless broadband with the betweenness centrality of 0.276 appears to be the service on which future service convergence needs to be developed. This result is quite unexpected, since wireless broadband has a lower penetration rate than other services, such as fixed broadband and cable TV. In addition, we indicate the possibility of converging devices, such as personal digital assistant (PDA) and mobile handset, and services, such as IPTV and mobile Internet, into wireless broadband services in the future.

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Expected Segmentation of the Chugaryung Fault System Estimated by the Gravity Field Interpretation (추가령단층대의 중력장 데이터 해석)

  • Choi, Sungchan;Choi, Eun-Kyeong;Kim, Sung-Wook;Lee, Young-Cheol
    • Economic and Environmental Geology
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    • v.54 no.6
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    • pp.743-752
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    • 2021
  • The three-dimensional distribution of the fault was evaluated using gravity field interpretation such as curvature analysis and Euler deconvolution in the Seoul-Gyeonggi region where the Chugaryeong fault zone was developed. In addition, earthquakes that occurred after 2000 and the location of faults were compared. In Bouguer anomaly of Chugaryeong faults, the Pocheon Fault is an approximately 100 km fault that is extended from the northern part of Gyeonggi Province to the west coast through the central part of Seoul. Considering the frequency of epicenters is high, there is a possibility of an active fault. The Wangsukcheon Fault is divided into the northeast and southwest parts of Seoul, but it shows that the fault is connected underground in the bouguer anomaly. The magnitude 3.0 earthquake that occurred in Siheung city in 2010 occurred in an anticipated fault (aF) that developed in the north-south direction. In the western region of the Dongducheon Fault (≒5,500 m), the density boundary of the rock mass is deeper than that in the eastern region (≒4,000 m), suggesting that the tectonic movements of the western and eastern regions of the Dongducheon Fault is different. The maximum depth of the fracture zone developed in the Dongducheon Fault is about 6,500 m, and it is the deepest in the research area. It is estimated that the fracture zone extends to a depth of about 6,000 m for the Pocheon Fault, about 5,000 m for the Wangsukcheon Fault, and about 6,000 m for the Gyeonggang Fault.

Market Segmentation of Converging New Media Advertising: The Interpretative Approach Based on Consumer Subjectivity (융합형 뉴미디어 광고의 시장세분화 연구: 소비자 주관성에 근거한 해석적 관점에서)

  • Seo, Kyoung-Jin;Hwang, Jin-Ha;Jeung, Jang-Hun;Kim, Ki-Youn
    • Journal of Internet Computing and Services
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    • v.15 no.4
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    • pp.91-102
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    • 2014
  • The purpose of this research is to perform the consumer typological study of integrated emerging digital advertisement, where IT and advertisement industry were fused, and to propose the theoretical definition about consumer characteristic which is in need for collection of related market subdivision strategy in perspective of business marketing. For this, the Q methodology, the 'subjectivity' research of qualitative perspective, which discovers new theory by interpreting subjective system of thinking, preference, opinion, and recognition of inner side of respondents, was applied and analyzed. Compared to previous quantitative research that pursues hypothesis verification, this Q methodology is not dependent on operational definition proposed by researcher but pursues for analytic study completely reflecting objective testimony of respondents. For this reason, Q study analyzes in-depth the actual consumer type, which can be found at the initial market formation stage of new service, therefore this study is applicable for theorizing the consumer character as a mean of advanced research. This study extracted thirty 'IT integrated digital advertisement type (Q sample)' from thorough literature research and interviews, and eventually discovered a total four consumer types from analyzing each Q sorting research data of 40 respondents (P sample). Moreover, by interpreting subdivided intrinsic characteristic of each group, the four types were named as 'multi-channel digital advertisement pursuit type', 'emotional advertisement pursuit type', 'new media advertisement pursuit type', and Web 2.0 advertisement pursuit type'. The analysis result of this study is being expected for its value of usage as advanced research of academic and industrial research with the emerging digital advertisement industry as a subject, and as basic research in the field of R&D, Marketing program and the field of designing the advertisement creative strategy and related policy.