• Title/Summary/Keyword: fusion media

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Depth-Map Generation using Fusion of Foreground Depth Map and Background Depth Map (전경 깊이 지도와 배경 깊이 지도의 결합을 이용한 깊이 지도 생성)

  • Kim, Jin-Hyun;Baek, Yeul-Min;Kim, Whoi-Yul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.275-278
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    • 2012
  • 본 논문에서 2D-3D 자동 영상 변환을 위하여 2D 상으로부터 깊이 지도(depth map)을 생성하는 방법을 제안한다. 제안하는 방법은 보다 정확한 깊이 지도 생성을 위해 영상의 전경 깊이 지도(foreground depth map)와 배경 깊이 지도(background depth map)를 각각 생성 한 후 결합함으로써 보다 정확한 깊이 지도를 생성한다. 먼저, 전경 깊이 지도를 생성하기 위해서 라플라시안 피라미드(laplacian pyramid)를 이용하여 포커스/디포커스 깊이 지도(focus/defocus depth map)를 생성한다. 그리고 블록정합(block matching)을 통해 획득한 움직임 시차(motion parallax)를 이용하여 움직임 시차 깊이 지도를 생성한다. 포커스/디포커스 깊이 지도는 평탄영역(homogeneous region)에서 깊이 정보를 추출하지 못하고, 움직임 시차 깊이 지도는 움직임 시차가 발생하지 않는 영상에서 깊이 정보를 추출하지 못한다. 이들 깊이 지도를 결합함으로써 각 깊이 지도가 가지는 문제점을 해결하였다. 선형 원근감(linear perspective)와 선 추적(line tracing) 방법을 적용하여 배경깊이 지도를 생성한다. 이렇게 생성된 전경 깊이 지도와 배경 깊이 지도를 결합하여 보다 정확한 깊이 지도를 생성한다. 실험 결과, 제안하는 방법은 기존의 방법들에 비해 더 정확한 깊이 지도를 생성하는 것을 확인할 수 있었다.

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Depth Image Interpolation using Fusion of color and depth Information (고품질의 고해상도 깊이 영상을 위한 컬러 영상과 깊이 영상을 결합한 깊이 영상 보간법)

  • Kim, Ji-Hyun;Choi, Jin-Wook;Sohn, Kwang-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.8-10
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    • 2011
  • 3D 콘텐츠를 획득하는 여러 가지 방법 중 2D-plus-Depth 구조는 다시점 영상을 얻을 수 있는 장점 때문에 최근 이에 관한 연구가 활발히 진행되고 있다. 이 구조를 통해서 고품질의 3D영상을 얻기 위해서는 무엇보다 고품질의 깊이 영상을 구현하는 것이 중요하다. 깊이 영상을 얻기 위해서 Time-of-Flight(ToF)방식의 깊이 센서가 활용되고 있는데 이 깊이 센서는 실시간으로 깊이 정보를 획득할 수 있지만 낮은 해상도와 노이즈가 발생한다는 단점이 있다. 따라서 깊이 영상의 특성을 보존하는 상환 변환을 하여야지만 고품질의 3D 콘텐츠를 제작할 수 있다. 주로 깊이 영상의 해상도를 높이기 위해서 Joint Bilateral Upsampling(JBU) 방식이 사용되고 있다. 하지만 이 방식은 4배 이상의 고 해상도 깊이 영상을 획득하는 데에는 적합하지 않다. 따라서 고해상도의 깊이 영상을 얻기 위해서 보간법을 수행하여 가이드 영상을 만든 후 Bilateral Filtering(BF)을 처리함으로써 영상의 품질을 향상시킨다. 본 논문에서는 2D-plus-Depth 구조에서 얻은 컬러 영상과 깊이 영상을 결합한 보간법을 통해서 깊이 영상의 특성을 살린 가이드 영상을 구현하는 방법을 제안한다. 실험 결과는 제안 방법이 기존 보간법보다 경계 영역 및 평활한 영역에서 깊이 영상의 특성을 잘 보존하는 것을 보여준다.

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A Study on The Possibility of The Convergence Education In Engineering (공학 분야의 학문융합교육 가능성 분석)

  • Park, Sung Mi
    • Journal of Engineering Education Research
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    • v.17 no.6
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    • pp.53-61
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    • 2014
  • This study aims to identify on the possibility of the convergence education in engineering. Delphi survey on a panel of experts was chosen to be the main methodology for this study, drawing the main factors of convergence education in engineering. From Oct. 10 to Nov. 25, 2013, a three-round Delphi survey was implemented to collect data. A panel of eighteen experts were involved in this survey. For statistical processing, descriptive statistics including frequency, percentage, mean and standard deviation were carried out along with internal reliability test on the survey instrument. First, the possible convergence of disciplines in engineering were found to Design, Industrial design, ICT, Health care services, Video media, Business and Administration, Organizational psychology, Sociology, Humanities and Aesthetics. Second, the convergence education factors to be most important demanded creativity, idea generation techniques such as the expression of thought communication skills, technical expertise in the field per line, understanding of basic knowledge, verification of common elements among different disciplines, understanding of other disciplines fusion in engineering, artistry and imagination, etc. Third, requirements for the talented person of convergence were the open mind and enthusiasm, creative imagination, accept the opinions of others, skills capacity as a creative expression, and challenges. Above-mentioned requirements are found to be the necessary elements for convergence education.

A Study of Digital Hanbok Design: focuse on Online Games (디지털 한복 디자인 연구: 온라인게임을 중심으로)

  • Cho, Du Na
    • Human Ecology Research
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    • v.56 no.2
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    • pp.195-203
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    • 2018
  • Online game digital hanbok has an aesthetic value in a digital culture and is useful for developing a digital hanbok design for online games as well as other industries. This thesis analyzes its attire and design composition elements to design a 3D digital hanbok by utilizing its formative characteristics. The literature review defines them as transmutability, virtuality, fictionality, reality and playfulness based on the characteristics of digital media, late digital generation and online games. We analyzed 471 images from 50 online games. Sonmaep was used for making 3D digital hanboks. Its attire was grouped into jogori pants, jogori chima, po and armor. Its design composition elements were classified as pleat, layering mu or hemline, mu sub gyeopmagi mitbadae, vent, git dongjung and decoration elements. The results feature 8 digital hanbok designs. Reality designs are replicas of jogori daegugo for men and po for women in the period of the Three States. Virtuality designs are slightly changed shapes of yoseoncheolrik for men and white jogori yellow chima for women in the Koryo Dynasty. Fictionality designs are casual fusion armors for men and women as a hyperbolic form. Playfulness designs are doll costumes for men and jogori chima for women as a kitsch and childish style. The concept of online game digital hanbok escapes from conceptual limitations of traditional hanboks. This result can be used for designing digital hanbok contents in various industrial parts.

An Analysis on the Formative Requirements for Hybrid Characters and Influencing Relationship with Consumer Preference (하이브리드 캐릭터의 조형 요건과 소비자 선호도와의 영향관계 분석)

  • Kim, Jun-Su
    • Journal of Digital Contents Society
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    • v.19 no.7
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    • pp.1389-1395
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    • 2018
  • Hybrid is explained based on the logic of combination such as cross, melding, permeation, fusion, convergence etc. Such combination shows that it is more creative and effective in case of heterogeneity as compared to homogeneity and the same kind, and hybrid character has its meaning as a mean to produce a new creative image. In the context, this study aims to analyze influencing relationship through a practical analysis on how formative requirements for hybrid characters affects consumer preference. For the foregoing, this study conducted multiple regression analysis having familiarity, originality, meaningfulness, diversity as independent variables for formative requirements for characters, and consumer preference as a dependent variable. Analysis results show that familiarity, originality, diversity have a positive effect on consumers, whereas, meaningfulness has no significant impact on the consumer preference.

Versatilities of Calix[4]pyrrole Based Anion Receptors

  • Lee, Chang-Hee
    • Bulletin of the Korean Chemical Society
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    • v.32 no.3
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    • pp.768-778
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    • 2011
  • Calixpyrroles and related macrocycles are non-planer synthetic anion receptors that have attracted considerable attentions in recent years. Although the synthesis of calix[4]pyrrole (known as meso-octamethylporphyrinogen) was reported more than 100 years ago, the anion binding properties were first discovered in 1996. The simple calix[4]pyrroles can be synthesized in single step in high yield by condensation of pyrrole with acetone. The compounds showed preferential binding for halide anions including fluoride, phosphate, carboxylate, and chloride in organic media. Efforts to improve the anion affinity of calix[4]pyrrole and to enhance its selectivity have led to the synthesis of a variety of new calixpyrrole derivatives. Among the various modifications, introduction of straps on one side of the calix[4]pyrroles are the most effective. Incorporation of aromatic rings other than pyrroles also exhibited interesting binding behaviour. Introduction of signalling units as part of the strapping element enable to detect the anions on chromogenic or fluorogenic fashion. Finding of the anion transport properties across the membrane and cytotoxic effects of the calix[4]pyrroles open new window for calixpyrrole-related research. The polymer-incorporated systems have also been employed as anion complexants in solvent-solvent extraction. These old, yet easy-to-make macrocycles have well advanced more recently with the discovery of the ion-pair complexation properties. In this review, the synthetic developments and anion binding properties of calixpyrroles for the last decades will be discussed and will cover the advances in calixpyrrole chemistry.

Developing A Tool for Collaborative Multimedia Systems Design (협력적인 멀티미디어 시스템 디자인을 위한 도구 개발에 관한 연구)

  • Baek, Seung-Ik
    • The KIPS Transactions:PartD
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    • v.9D no.1
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    • pp.135-144
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    • 2002
  • Multimedia systems design generally requires a collaborative effort from a group of designers with a variety of backgrounds and tasks, such as content experts, instructional designers, media specialists, users, and so forth. The fact that the designers have totally different backgrounds and tasks may hinder their collaboration. This research develops a collaborative design tool for multimedia systems design, called the Designer's Cafe, with which multimedia designers can share their design knowledge on the Web freely. Designer's Cafe consists of three intelligent agents that are designed for supporting collaboration activities of multimedia designers. The intelligent agents are implemented by using JAVA SCRIPT and COLD FUSION. By using the tool, designers create, revise, and share their knowledge/ideas in very structured ways. The structured design process might enhance the collaboration activities of designers while designing a multimedia system within a virtual working space.

Human Action Recognition in Videos using Multi-classifiers (다중 판별기를 이용한 비디오 행동 인식)

  • Kim, Semin;Ro, Yong Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.54-57
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    • 2013
  • 최근 다양한 방송 및 영상 분야에서 사람의 행동을 인식하여는 연구들이 많이 이루어지고 있다. 영상은 다양한 형태를 가질 수 있기 때문에 제약된 환경에서 유용한 템플릿 방법들보다 특징점에 기반한 연구들이 실제 사용자 환경에서 더욱 관심을 받고 있다. 특징점 기반의 연구들은 영상에서 움직임이 발생하는 지점들을 찾아내어 이를 3차원 패치들로 생성한다. 이를 이용하여 영상의 움직임을 히스토그램에 기반한 descriptor(서술자)로 표현하고 학습기반의 판별기(classifier)로 최종적으로 영상 내에 존재하는 행동들을 인식하였다. 그러나 단일 판별기를 이용한 다양한 영상 인식을 수용하기에는 힘들다. 최근에 이를 개선하기 위하여 다중 판별기를 활용한 연구들이 영상 판별 및 물체 검출 영역에서 사용되고 있다. 따라서 본 논문에서는 행동 인식을 위하여 support vector machine과 spare representation을 이용한 decision-level fusion 방법을 제안하고자 한다. 제안된 논문의 방법은 영상에서 특징점 기반의 descriptor를 추출하고 이를 각각의 판별기를 통하여 판별 결과들을 획득한다. 이 후 학습단계에서 획득된 가중치를 활용하여 각 결과들을 융합하여 최종 결과를 도출하였다. 본 논문에 실험에서 제안된 방법은 기존의 융합 방법보다 높은 행동 인식 성능을 보여 주었다.

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Robust Design of Pulse Oximeter Using Dynamic Control and Motion Artifact Detection Algorithms

  • Cho, Jung Hyun;Kim, Jong Cheol;Yoon, Gil Won
    • Journal of Electrical Engineering and Technology
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    • v.9 no.5
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    • pp.1780-1787
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    • 2014
  • Arterial oxygen saturation ($SpO_2$) monitoring for newborns requires special attention in neonatal intensive care units (NICUs). Newborns have very low photo-plethysmogram (PPG) amplitudes and their body movements are difficult to contain. Hardware design and its associated signal processing algorithms should be robust enough so that faulty measurements can be avoided. In this study, improved designs were implemented to deal with low perfusion, motion artifact, and the influence of ambient light. Dynamic range was increased by using different LED intensities and a feedback system. To minimize the effects of motion artifact and to discard other unqualified data, four additional algorithms were used, which were based on dual-trace detection, continuity of DC level, morphology of PPG, and simultaneity check of $SpO_2$. Our $SpO_2$ system was tested with newborns with normal respiration in the NICU. Our system provided fast, real-time responses and 100% artifact detection was accomplished under 84% of $SpO_2$.

A Study of Fashion Art Illustration

  • Kang, Hee-Myung;Kim, Hye-Kyung
    • Journal of Fashion Business
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    • v.6 no.3
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    • pp.94-109
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    • 2002
  • The advent of the information age, advancement of the multi-media, and proliferation of internet are all ushering-in a new era of a cyber world. The artistic expression is unfolding into a new genre of a new era.. In the modern art, the boundary between the fine art and the applied art is becoming blurred, and further, distinction of fine art from popular art is also becoming meaningless. The advancement of science and technology, by offering new materials and visual forms, is contributing to the expansion of the morden art's horizon. As fashion illustration is gaining recognition as a form of art which mirrors today's realities, it has also become increasingly necessary to add variety and newness. Fashion illustration is thus becoming the visual language of the modern world, capable of conveying artistic emotion, and at the same time able to effectively communicate the image of fashion to the masses. The increasing awareness of artistic talent and ingenuity as essential components of fashion illustration is yielding greater fusion between fashion illustration and art & technology. This has resulted in the use of the advanced computer technology as a tool for crafting artistic expressions, such as fashion illustration, and this new tool has opened-up new possibilities for expressing images and colors. Further, the computer-aided fashion illustration is emerging as a new technique for expression. The concept of fashion illustration, history of fashion illustration from its incepton to modern date is reviewed and the simplicity has been researched throughout past studies published in Korean and overseas Journals.