• Title/Summary/Keyword: digital reference

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Switching Filter for Preserving Edge Components in Random Impulse Noise Environments (랜덤 임펄스 잡음 환경에서 에지 성분을 보존하기 위한 스위칭 필터)

  • Cheon, Bong-Won;Kim, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.6
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    • pp.722-728
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    • 2020
  • Digital image processing has been applied in a wide range of fields due to the development of IoT technology and plays an important role in data processing. Various techniques have been proposed to remove such noise, but the conventional impulse noise canceling methods are insufficient to remove noise of edge components of an image, and have a disadvantage of being greatly affected by random impulse noise. Therefore, in this paper, we propose an algorithm that effectively removes edge component noise in random impulse noise environment. The proposed algorithm calculates the threshold value by determining the noise level and switches the filtering process by comparing the reference value with the input pixel value. The proposed algorithm shows good performance in the existing method, and the simulation results show that the noise is effectively removed from the edge of the image.

Intraoral Scan for Virtual Skull-Dentition Hybrid Images of Young Patients (가상 골격-치열 하이브리드 이미지 생성을 위한 구강 스캐너의 활용)

  • Lee, Joohee;Yang, ByoungEun;Lee, Hyelim
    • Journal of the korean academy of Pediatric Dentistry
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    • v.49 no.1
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    • pp.57-64
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    • 2022
  • Additional dentition images are needed because the dentitions are distorted in cone-beam computed tomography (CBCT) due to streak artifacts and non-uniformity of the x-ray beam. The purpose of this study is to evaluate the feasibility of improving the dentition image of CBCT scan with intraoral scanner instead of plaster models. Maxilla images from plaster models, two intraoral scanners, and CBCT of 20 patients aged 12 to 18 were used in this study. With one of the intraoral scanners, the full arch was scanned by three segments and combined into a complete full arch. Virtual skull-dentition hybrid images from intraoral scanners were superimposed with the images from plaster models to evaluate the coordinate value difference and distance at reference points. The results showed that the coordinate value difference and distance were smallest with segmented intraoral scan, which showed only 2 ㎛ distance. Intraoral scan may provide good dentition images for virtual skull-dentition images.

Compression of DSM Files Based on Quad BTC for Terrain Reference Flight (지형 참조 비행을 위한 Quad BTC 기반의 DSM 파일 압축)

  • Min, Gyung-Chul;Ko, Yun-Ho
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.50 no.7
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    • pp.515-521
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    • 2022
  • In this paper, we propose Quad BTC that compresses DSM files to allow random access for TRF (Terrain Referenced Flight). The terrain data used for TRF has a large data capacity to be stored in the UAV (Unmanned Aerial Vehicle), so its size must be reduced through compression. Conventional BTC (Block Truncation Coding) based compression methods are suitable for TRF because it can decode randomly accessing specific coordinates. However, These conventional methods have a problem that the error increases because the deviation of the data increases as the size of the block increases. In this paper, we propose Quad BTC method that adaptively divides a block in to 4 sub blocks and compresses to solve this problem. The proposed method may reduce errors because the size of the sub block can be adjusted within the block. Through simulation using actual terrain data, it is verified that Quad BTC has less error at the same compression ratio than conventional BTC and AM BTC.

Evaluation of Nutritional Quality of Convenience Store Meal Boxes according to Store Company and Meal Price (편의점 기업과 도시락 가격에 따른 편의점 도시락의 영양학적 질 평가)

  • Cho, Changgyu;Nam, Youngmin;Yoo, Hye-Jong
    • Korean Journal of Community Nutrition
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    • v.27 no.2
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    • pp.105-120
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    • 2022
  • Objectives: This study evaluated nutritional quality of convenience store meal boxes according to store company and meal price. Methods: In May 2020, 71 meal boxes from five major convenience store companies were collected. Respective weights of all dishes and food ingredients included in each meal box were measured with a digital scale. Information on nutritional contents was collected from nutrition fact panels on packages. Food group patterns, dietary diversity scores (DDS), and dietary variety scores (DVS) were analyzed. Nutritional contents, i.e., amounts of energy, protein, and sodium, and percentages of energy from carbohydrate, sugar, fat, and saturated fat were compared with respective standards based on the 2020 Dietary Reference Intakes for Koreans. Comparison was made among five companies (Company A, B, C, D, E) and three price groups (≦ 4,200 won, ≧ 4,300 and ≦ 4,500 won, ≧ 4,600 won). Multiple regression analyses were conducted to examine the difference of nutritional contents according to company and price, respectively while holding the other variable constant. Results: DDS, but not DVS, significantly differed among companies. The percentages of meal boxes meeting the nutritional standards of sodium significantly differed among companies; the percentage was highest in companies B (75.0%) and C (73.3%). "Company" was associated with amount of energy, protein, and sodium, and percentage of energy from saturated fat. "Price" was associated with the amount of energy and percentage of energy from carbohydrate. The average number of satisfied standards was highest in companies B (5.0) and C (4.0). About two-thirds of the meal boxes provided less amount of energy than the standard; the percentage of such meal boxes was highest in meal boxes with price of 4,200 won or lower. Conclusions: There were significant differences in the nutritional quality of meal boxes according to "company". Meanwhile, higher-priced meal boxes did not necessarily ensure better nutritional quality.

Development of SW-STEAM Education Program Using Monte Carlo Simulation: Focusing on Mendelian Inheritance (몬테카를로 시뮬레이션을 활용한 SW융합교육 프로그램 개발: 멘델의 유전 원리를 중심으로)

  • Kim, Bongchul;Yoo, Hyejin;Oh, Seungtak;Namgoong, Dongkook;Kim, Jonghoon
    • Journal of The Korean Association of Information Education
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    • v.26 no.2
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    • pp.97-104
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    • 2022
  • As the era of digital transformation begins in earnest, the importance of convergent thinking based on software, artificial intelligence, and big data is increasing. In line with these social needs, this study developed a 5th hour SW-STEAM education program using Monte Carlo simulation techniques for Mendelian inheritance in the field of life science. By programming and implementing Mendelian inheritance using Monte carlo simulation, the program was organized so that not only convergent thinking skills but also related knowledge could be understood in depth. In order to verify the validity of the developed education program, 11 experts in related fields were requested to test the content validity, and the validity was verified by meeting the CVR reference value of 0.59 suggested by Lawshe.

The Effect of eWOM Information Characteristics and Brand Community Experience Value on Brand Trust, Conversion

  • HAN, Sang-Seol
    • The Journal of Industrial Distribution & Business
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    • v.13 no.4
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    • pp.35-49
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    • 2022
  • Purpose - According to the recently changing consumer smart environment and consumer decision-making process, this study investigates the structural relationship between electronic(online) WOM information characteristics and brand community experience value types on specific brand reliability and brand transformation. In particular, the characteristics of word of mouth information and the experience value of brand community users were divided into detailed fac tors and approached. Methodology - In order to proceed with this study, we review previous studies and setting hypotheses. The hypothesis was verified through a survey that was conducted for the consumers with online consumption activities in less than six months. With reference to previous studies, operational definition was made for the questionnaire design. In order to verify the hypothesis, 282 people were statistically analyzed through the survey This data were used for AMOS for confirm hypothesis established. Results - eWOM information characteristics were classified into usefulness, timeliness and un-bias, and online community experience values were classified into interaction, playfulness, and virtuality. In addition, it is to investigate the relationship between the brand reliability and user's experience value in brad community. The main results are as follows. The first result was that usefulness and un-bias, which are the eWOM information characteristics had a positive effect on forming brand reliability. However, the factor of timeliness did not affect brand reliability. Second, in terms of user experience value and brand reliability in the brand community. It was fo und that experience values such as interaction, playfulness, and vituality all had a positive influence on brand reliability. Third, it was found that brand reliability has a positive influence on the on-line conversion activity of users. Conclusions - Through this study, the field of online consumer behavior research is expanding, and this study suggested that careful management is necessary according to the type or characteristics of eWOM information. Additionally, it presents the importance of the user's empirical value in the brand community influencing brand attitude and reliability. In practice, the implementation of the marketing communication mix in digital marketing has recently been underway to enhance the conversion behavior of users. At this level, it also reveals the preceding factors that increase user conversion behavior.

A Case Study on the Appropriate Construction Personnel of the Typical Floor of Apattment Frame Construction Using the Queueing Model (대기행렬 모형을 활용한 아파트 골조공사 기준층 인적 자원관리 선정사례에 관한 연구)

  • Lee, JeongWon;Kim, BoHee;Ham, NamHyuk;Kim, JaeJun
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.6
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    • pp.3-14
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    • 2022
  • Quantitative analysis of the number of construction workers and construction period can present a new standard for appropriate personnel. This study presents a Queueing model that predicts the execution time of work procedures, the most important factor among work efficiency indicators. During the working cycle of apartment frame construction the same process tends to be repeated the volume of contruction. Based on these characteristics, this study used a Queueing Model and analyzed reference layer cycle of the delayed frame construction. After adjusting the number of people and the construction period, the performance of the model was analyzed and suggested. This study aims to support the decision making of personnel distribution according to the volume of construction by performing a performance analysis of the Queueing Model.

Analysis on the Spatial Narrative of the Movie Hugo (영화 <휴고>의 공간서사 분석)

  • Chen, Hao-Shu
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.111-119
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    • 2019
  • Time and space are the foundations of all the narrative. As the aim and content of narrative, spatial narrative plays an increasingly important role in the narrative movies. With the development and application of digital technique, the expressiveness of movie space is enhancing, and spatial narrative has become the focus of directors and critics. As a developing cinematic narrative form, spatial narrative is taking advantage in many aspects, including narrative structure, narrative effect, creative skills and audience acceptance, which can bring breakthrough and innovation to the creation of cinematic narrative. Based on the spatial theory in movies, the paper analyzes the space presentation approaches in the movie Hugo. Combined with the motivating factors, structure factors, symbolic significance and psychological factors of narrative space, the paper specifically analyzes the significance of spatial narrative in American movie Hugo. By researching the glamour of narrative space in the movie, the paper intends to provide certain reference value to the narrative expression of the movies today.

Virtual reference image-based video coding using FRUC algorithm (FRUC 알고리즘을 사용한 가상 참조 이미지 기반 부호화 기술 연구)

  • Yang, Fan;Han, Heeji;Choi, Haechul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.650-652
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    • 2022
  • Frame rate up-conversion (FRUC) algorithm is an image interpolation technology that improves the frame rate of moving pictures. This solves problems such as screen shake or blurry motion caused by low frame rate video in high-definition digital video systems, and provides viewers with a more free and smooth visual experience. In this paper, we propose a video compression technique using deep learning-based FRUC algorithm. The proposed method compresses and transmits after excluding some images from the original video, and uses a deep learning-based interpolation method in the decoding process to restore the excluded images, thereby compressing them with high efficiency. In the experiment, the compression performance was evaluated using the decoded image and the image restored by the FRUC algorithm after encoding the video by skipping 1 or 3 pages. When 1 and 3 sheets were excluded, the average BD-rate decreased by 81.22% and 27.80%. The reason that excluding three images has lower encoding efficiency than excluding one is because the PSNR of the image reconstructed by the FRUC method is low.

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Achieving the Naked-eye 3D Effect for Right-angled LED Screen by Off-line Rendering Production Method

  • Fu Linwei;Zhou Jiani;Tae Soo Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.157-167
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    • 2023
  • As a new trend in the development of urban public spaces, the use of right-angle LED screens perfectly combines building facades with naked-eye 3D visual effects, providing designers with a brand-new creative platform. How to create a realistic naked-eye 3D effect on a right-angle LED screen and bring an immersive visual experience to the audience has become a question worth exploring. So far, production companies have yet to announce the relevant design ideas and complete production methods. In order to explore the production principle and production process of the naked-eye 3D effect of the right-angle LED screen, we summarize the basic production principle of the naked-eye 3D impact of the right-angle LED screen through case analysis. Based on understanding the production principle, the actual case production test was carried out, and a complete production process of the naked eye 3D visual effect of the right-angle led screen was tried to be provided by off-line rendering. For the problem of how to deal with image deformation, we provide two production methods: post-production software correction and UV mapping. Among them, the UV mapping method is more efficient and convenient. Referring to this paper can help designers quickly understand the production principle of the naked eye 3D effect of right-angle LED screens. The production process proposed in this paper can provide a reference for production method for related project producers.