• 제목/요약/키워드: formats

Search Result 968, Processing Time 0.028 seconds

An Integrated Approach to the GIS Data Reengineering for the New Korea Geodetic Datum (세계측지계 도입에 따른 공간데이터 재정비를 위한 통합모델 연구)

  • Lee Yang-Won;Park Key-Ho
    • Journal of the Korean Geographical Society
    • /
    • v.40 no.2 s.107
    • /
    • pp.153-171
    • /
    • 2005
  • The newly adopted Korea Geodetic Datum (a.k.a. KGD2002) calls for massive reengineering work on geospatial dataset. The main focus of our study is placed on the strategy and system implementations of the required data reengineering with a keen attention to integrated approaches to interoperability, standardization, and database utilization. Our reengineering strategy includes file-to-file, file-to-DB, DB-to-file, and DB-to-DB conversion for the coordinate transformation of KGD2002. In addition to the map formats of existing standards such as DXF and Shapefile, the newly recommended standards such as GML and SVG are also accommodated in our reengineering environment. These four types of standard format may be imported into and exported from spatial database via KGD2002 transformation component. The DB-to-DB conversion, in particular, includes not only intra-database conversion but also inter-database conversion between SDE/Oracle and Oracle Spatial. All these implementations were carried out in multiple computing environments: desktop and the Web. The feasibility test of our system shows that the coordinate differences between Bessel and GRS80 ellipsoid agree with the criteria presented in the existing researches.

VLSI Design of DWT-based Image Processor for Real-Time Image Compression and Reconstruction System (실시간 영상압축과 복원시스템을 위한 DWT기반의 영상처리 프로세서의 VLSI 설계)

  • Seo, Young-Ho;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.29 no.1C
    • /
    • pp.102-110
    • /
    • 2004
  • In this paper, we propose a VLSI structure of real-time image compression and reconstruction processor using 2-D discrete wavelet transform and implement into a hardware which use minimal hardware resource using ASIC library. In the implemented hardware, Data path part consists of the DWT kernel for the wavelet transform and inverse transform, quantizer/dequantizer, the huffman encoder/huffman decoder, the adder/buffer for the inverse wavelet transform, and the interface modules for input/output. Control part consists of the programming register, the controller which decodes the instructions and generates the control signals, and the status register for indicating the internal state into the external of circuit. According to the programming condition, the designed circuit has the various selective output formats which are wavelet coefficient, quantization coefficient or index, and Huffman code in image compression mode, and Huffman decoding result, reconstructed quantization coefficient, and reconstructed wavelet coefficient in image reconstructed mode. The programming register has 16 stages and one instruction can be used for a horizontal(or vertical) filtering in a level. Since each register automatically operated in the right order, 4-level discrete wavelet transform can be executed by a programming. We synthesized the designed circuit with synthesis library of Hynix 0.35um CMOS fabrication using the synthesis tool, Synopsys and extracted the gate-level netlist. From the netlist, timing information was extracted using Vela tool. We executed the timing simulation with the extracted netlist and timing information using NC-Verilog tool. Also PNR and layout process was executed using Apollo tool. The Implemented hardware has about 50,000 gate sizes and stably operates in 80MHz clock frequency.

Wired/Wireless LED Lighting Communication Using Reconfigurable Peripheral Unit (재구성형 주변장치유닛을 사용한 유무선 LED 조명 통신)

  • Yoo, Sehoon;Gong, Jungchul;Kim, Kichul
    • Journal of IKEEE
    • /
    • v.17 no.4
    • /
    • pp.407-417
    • /
    • 2013
  • In this paper, a reconfigurable peripheral unit for LED lighting communication is presented. Embedded lighting devices require various communication protocols. Usually, serial communication protocols and lighting control communication protocols such as DALI, DMX512, UART, SPI, IrDA, etc. are used in lighting devices. When the requirements of communication protocols are satisfied with separate IPs, the cost and the power consumption can considerably increase. We propose a reconfigurable communication peripheral unit which uses analysis of signal formats of the protocols. The gate count of the reconfigurable peripheral unit uses only 57% of the gate count of the separate implementation. Also, in this paper, a mapping table based DALI-ZigBee interfacing method for flexible lighting network configurations is proposed. Using this method, various DALI-ZigBee network systems can be easily set up. An LED lighting system platform is implemented to verify the operation of the DALI-ZigBee interfacing method. The reconfigurable peripheral unit and the DALI-ZigBee interfacing method can be efficiently used to implement various wired/wireless lighting communication systems.

Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
    • /
    • v.25 no.3
    • /
    • pp.405-417
    • /
    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

A Study on the Development of Electronic Resource Management System in a University Library (대학도서관 전자자원관리시스템(ERMS) 구축에 관한 연구)

  • Kim, Yong;Cho, Su-Kyeong
    • Journal of the Korean Society for Library and Information Science
    • /
    • v.44 no.4
    • /
    • pp.249-276
    • /
    • 2010
  • With the rapid growth and development of information technology and the Internet, the amount of information published in electronic formats such as video, audio, digitalized text, etc. and the number of users accessing information online to satisfy their information needs are growing at a tremendous rate. This study analyzes standardized components to construct ERMS and proposes a model of ERMS based on the result of the analysis. The main functions of ERMS in university libraries are: 1) ERMS can manage and control access information to various electronic resources, metadata, holdings, user resources. Also, ERMS can be compatible with an existing library system such as IR(Information Retrieval) system, linking system, or proxy system. 2) ERMS should completely be compatible with acquisition and cataloging systems for effective management and control of integrated information organization and library budget. 3) ERMS should systematically and effectively manage license information on electronic resources. 4) ERMS should provide ideal and effective environment for use and access control of electronic resources in a library and integrated tool to manage and control all of electronic resources. Additionally, this study points out the need to organize committee groups to establish standardized rules and collaborative management of electronic resources among university libraries like DLF ERMI and redesign organizations in a library and a librarian's job description.

Gramene database: A resource for comparative plant genomics, pathways and phylogenomics analyses

  • Tello-Ruiz, Marcela K.;Stein, Joshua;Wei, Sharon;Preece, Justin;Naithani, Sushma;Olson, Andrew;Jiao, Yinping;Gupta, Parul;Kumari, Sunita;Chougule, Kapeel;Elser, Justin;Wang, Bo;Thomason, James;Zhang, Lifang;D'Eustachio, Peter;Petryszak, Robert;Kersey, Paul;Lee, PanYoung Koung;Jaiswal, kaj;Ware, Doreen
    • Proceedings of the Korean Society of Crop Science Conference
    • /
    • 2017.06a
    • /
    • pp.135-135
    • /
    • 2017
  • The Gramene database (http://www.gramene.org) is a powerful online resource for agricultural researchers, plant breeders and educators that provides easy access to reference data, visualizations and analytical tools for conducting cross-species comparisons. Learn the benefits of using Gramene to enrich your lectures, accelerate your research goals, and respond to your organismal community needs. Gramene's genomes portal hosts browsers for 44 complete reference genomes, including crops and model organisms, each displaying functional annotations, gene-trees with orthologous and paralogous gene classification, and whole-genome alignments. SNP and structural diversity data, available for 11 species, are displayed in the context of gene annotation, protein domains and functional consequences on transcript structure (e.g., missense variant). Browsers from multiple species can be viewed simultaneously with links to community-driven organismal databases. Thus, while hosting the underlying data for comparative studies, the portal also provides unified access to diverse plant community resources, and the ability for communities to upload and display private data sets in multiple standard formats. Our BioMart data mining interface enable complex queries and bulk download of sequence, annotation, homology and variation data. Gramene's pathway portal, the Plant Reactome, hosts over 240 pathways curated in rice and inferred in 66 additional plant species by orthology projection. Users may compare pathways across species, query and visualize curated expression data from EMBL-EBI's Expression Atlas in the context of pathways, analyze genome-scale expression data, and conduct pathway enrichment analysis. Our integrated search database and modern user interface leverage these diverse annotations to facilitate finding genes through selecting auto-suggested filters with interactive views of the results.

  • PDF

Toward Successful Adaptation from Games to Films (게임 원작의 성공적인 각색)

  • Park, Soo-Jin;Song, Seung-Keun
    • Journal of Korea Game Society
    • /
    • v.11 no.1
    • /
    • pp.3-14
    • /
    • 2011
  • Nowadays, it becomes a widespread and frequent practice that one content as a source is converted into diverse media formats. However, it is hard to answer the question whether the converted content might become successful again. That is mainly because one needs to have clear understanding about the characteristics of the target media format. This explains the phenomenon that there are very few successful movies which have been adapted from successful digital games. Thus, it is essential to conduct thorough and sufficient researches on the success factors of the adapted movies. The objective of this research is to investigate and analyze common factors of successful movies from digital games in terms of their visuals and narratives. We have found that successfully adapted movies from digital games shares three commonalities in the work of adaptation for effective cinematic impacts. Firstly, the adaptors of the successful movies have composed scripts with riveting storytelling through simplification, compression and removal of the original story. Secondly, they have satisfactorily re-implemented the original game avatars in the process of adaptation. Finally, they have effectively discovered inherent attractiveness of the original games and incorporated into the target movies with faithful following of cinematic grammar. We expect that our work contribute to reduce failure rate of the prospective movies converted from games by the proposed analysis of success factors shared among successfully adapted movies through the proposed case studies.

Design & Implementation of a Motion Capture Database Based on Motion Ontologies (온톨로지 기반의 모션 캡처 데이터베이스 설계 및 구현)

  • Chung Hyun-Sook
    • Journal of Korea Multimedia Society
    • /
    • v.8 no.5
    • /
    • pp.618-632
    • /
    • 2005
  • A framework for semantic annotation oi human motion sequences is proposed in this paper. Motion capture technology is widely used for manuiacturing animation since it produces high qualify character motion similar to the actual motion of the human body. However, motion capture has a significant weakness due to the lack of an industry wide standard for archiving and retrieving motion capture data. It is difficult for animators to retrieve the desired motion sequences from motion capture files as there is no semantic annotation on already captured motion data. Our goal is to improve the reusability of motion capture data. To archive our goal first, we propose a standard format for integrating different motion capture file formals. Our standard format is called MCML (Motion Capture Markup Language). It is a markup language based on XML (extensible Markup Language). The purpose of MCML is not only to facilitate the conversion or integration of different formats, but also to allow for greater reusability of motion capture data, through the construction of a motion database storing the MCML documents Second, we define motion ontologies that are used to annotate and semantically organize human motion sequences. This ontology-based approach provides the means for discovering and exploiting the information and knowledge surrounding motion capture data.

  • PDF

The Effect of Graphical Formats on Computer-Based Idea Generation Performance

  • Jung, Joung-Ho
    • The Journal of Information Systems
    • /
    • v.27 no.1
    • /
    • pp.153-169
    • /
    • 2018
  • Purpose Since human brains catch images faster than texts or numbers, infographics has been widely used in business in the form of "information dashboard" to enhance the efficiency of decision-making. Groupware, however, has neglected the adoption and use of infographics, in particular, in the idea generation process. Given that an overall performance of groupware-based idea generation is no better than that of the (paper-and-pencil-based) Nominal Group Technique, Jung et al. (2010) adopted the notion of infographics in the form of performance feedback to solve the productivity paradox. With the consistent results, which demonstrate beneficial effects of infographics on performance enhancement, an interesting observation that groups with the bar chart treatment performed better than groups with the dot chart treatment was made. The main purpose of this study was to find if there were a performance consistency between the outcomes from the previous study and the outcomes from the current study. Design/methodology/approach In experiment 1, we employed the same system used in the previous study (i.e., Jung et al., 2010). As individuals' contributions accumulated, the mechanism visually displayed individuals' performances two-dimensionally in the form of a bar chart or a dot chart. Then, we compared the performance outcomes from this study to the outcomes from previous study (i.e., Jung et al., 2010). In experiment 2, we modified the performance graph to test the effect of "playfulness" on performance by converting dots to car images. Then, we compared the performance outcome from experiment 2 to the outcomes from experiment 1. Findings Just like our interesting (and unexpected) finding in Jung et al.'s study (2010), the outcome confirmed a consistent superior performance of a bar chart. This implies that a bar chart is a better choice when stimulating performance with a visual aid in the context of groupware-based idea generation. Although a bar chart was criticized in a way that errors of length-area judgments are 40 ~ 250% greater than those of positional judgments along a common scale, such illusion turned out to be facilitating upward performance comparison better. Regarding Experiment 2, the outcome showed that the revised-dot graph is as good as the bar graph in terms of quantity and quality score of ideas. We attribute the performance enhancement of the resized-dot to the interaction between the motivational characteristic and the situational characteristic of playfulness because individuals in the revised-dot graph treatment performed better than individuals in the dot graph treatment. Given the order of performance (Bar >= Revised Dot > Dot) that the revised-dot treatment performed the same as (or lower than) the bar treatment, an additional research is warranted to reach to a consistent outcome.

Perceived Product Value and Attitude Change Affecting Web-based Price Discount Level and Scarcity (웹 기반 가격할인 수준과 희소성이 영향을 주는 지각된 제품 가치와 태도 변화)

  • Zhang, Yutao;Lim, Hyun-A;Choi, Jaewon
    • The Journal of Information Systems
    • /
    • v.27 no.2
    • /
    • pp.157-173
    • /
    • 2018
  • Purpose Product characteristics and price value in website have strongly effects on customer satisfaction. Especially, in the online shopping site, the scarcity limits the customer's opportunity to purchase the product. Thus scarcity has been proposed as a important factor that makes the customer highly aware of the merchantability of the product. The scarcity in the web store is used as an important variable to make purchasing decisions of users easier by psychological pressure. In the case of scarce products with price discounts in online commerce, advertising formats that highlight scarcity value in the web commerce market are very effective in enhancing purchase intentions of consumers. Unlike offline stores, the importance of scarcity becomes more important when reflecting the characteristics of online commerce. Therefore, this study intends to confirm the influence of the degree of price discounts and scarcity information presented by Web sites on consumer purchase behavior in Web purchase behavior. Design/methodology/approach This study conducted a web-based experimental study on price sensitivity and price discount. Therefore, we created experimental web-sites that offer two stimuli according to the discount rate. The 200 respondents were randomly assigned. The stimuli were fictitious based on tourism products. The first stimulus presented the price discount(15% discount) with basic explanation about the package of the tourist package. The stimuli assigned to the second group were used for groups with high price discount intensity(65% discount). In this way, the two stimuli clearly distinguished the level of price discount intensity. This paper conducted t-test analysis and structural equation to analyze the experiemental results after confirming the reliability and validity. Findings The results of this study are as follows. The difference in price discount intensity (15% vs 65%) with scarcity showed the mean difference among all the variables. Therefore, this study concluded that there is a significant difference between the price discount of 15% and 65% for the acquisition value and transaction value of users. In particular, consumers' purchase intention is greater and product recommendation intensity is stronger when the price discount is 65%. As a result, the high degree of the price discount intensity with scarcity exerts a greater influence on consumers' purchase intentions. Product scarcity also have a significant impact on perceived value of users. Therefore, purchase intention of customers increases when perceived value increases their profit and pleasure feeling.