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Automatic 3D data extraction method of fashion image with mannequin using watershed and U-net (워터쉐드와 U-net을 이용한 마네킹 패션 이미지의 자동 3D 데이터 추출 방법)

  • Youngmin Park
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.3
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    • pp.825-834
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    • 2023
  • The demands of people who purchase fashion products on Internet shopping are gradually increasing, and attempts are being made to provide user-friendly images with 3D contents and web 3D software instead of pictures and videos of products provided. As a reason for this issue, which has emerged as the most important aspect in the fashion web shopping industry, complaints that the product is different when the product is received and the image at the time of purchase has been heightened. As a way to solve this problem, various image processing technologies have been introduced, but there is a limit to the quality of 2D images. In this study, we proposed an automatic conversion technology that converts 2D images into 3D and grafts them to web 3D technology that allows customers to identify products in various locations and reduces the cost and calculation time required for conversion. We developed a system that shoots a mannequin by placing it on a rotating turntable using only 8 cameras. In order to extract only the clothing part from the image taken by this system, markers are removed using U-net, and an algorithm that extracts only the clothing area by identifying the color feature information of the background area and mannequin area is proposed. Using this algorithm, the time taken to extract only the clothes area after taking an image is 2.25 seconds per image, and it takes a total of 144 seconds (2 minutes and 4 seconds) when taking 64 images of one piece of clothing. It can extract 3D objects with very good performance compared to the system.

Automatic Collection of Production Performance Data Based on Multi-Object Tracking Algorithms (다중 객체 추적 알고리즘을 이용한 가공품 흐름 정보 기반 생산 실적 데이터 자동 수집)

  • Lim, Hyuna;Oh, Seojeong;Son, Hyeongjun;Oh, Yosep
    • The Journal of Society for e-Business Studies
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    • v.27 no.2
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    • pp.205-218
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    • 2022
  • Recently, digital transformation in manufacturing has been accelerating. It results in that the data collection technologies from the shop-floor is becoming important. These approaches focus primarily on obtaining specific manufacturing data using various sensors and communication technologies. In order to expand the channel of field data collection, this study proposes a method to automatically collect manufacturing data based on vision-based artificial intelligence. This is to analyze real-time image information with the object detection and tracking technologies and to obtain manufacturing data. The research team collects object motion information for each frame by applying YOLO (You Only Look Once) and DeepSORT as object detection and tracking algorithms. Thereafter, the motion information is converted into two pieces of manufacturing data (production performance and time) through post-processing. A dynamically moving factory model is created to obtain training data for deep learning. In addition, operating scenarios are proposed to reproduce the shop-floor situation in the real world. The operating scenario assumes a flow-shop consisting of six facilities. As a result of collecting manufacturing data according to the operating scenarios, the accuracy was 96.3%.

Study on Changes of Street Furniture in Digital Environment (디지털 환경에서 가로시설물의 변화에 관한 연구)

  • In, Chiho;Kim, Hyunsoo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.28 no.1D
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    • pp.129-136
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    • 2008
  • Along with the development in cutting-edge digital technology, the street space is also being changed. Mobile telecommunication units and internet give a big change in a human being's lifestyle. And the ubiquitous computing is proceeding with expanding its application range from the indoor space to the street space. As the street furniture is the convenient facility that allows a human being's life in street space to be abundant, it is getting advanced. First of all, in terms of such phenomenon, this study analyzed the cases of a research on application of street space and the actual condition of a change in the number of individuals for the street furniture, through a literature research of ubiquitous. Also, it researched into the realities of using the street furniture of the walking-desired streets at Daehac-ro and Hongdae district, where are two representative places related to digital generation. The next was carried out FGI (Focus Group Interview) with users of the street space in front of Hongik University and managers of the street furniture, and was researched into the use & management behavior, and recognition level on the street furniture. Thus, the key elements were extracted such as interchange of information for cultural activities, automation for interaction variability in function. Finally the core elements for future vision of street furniture in this digital era were extracted in 3I, namely, Information, Intellectualization, and Integration. This is considered to be applied to the establishment of direction in the process of high-tech digitalization in street furniture related to information hereafter.

A Study on the Design Diagnostic Guideline in Crowdfunding for Makers (메이커스(Makers)를 위한 크라우드 펀딩 디자인 진단 가이드라인에 관한 연구)

  • Oh, In Kyun;Lee, Jang Woo
    • Korea Science and Art Forum
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    • v.35
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    • pp.281-292
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    • 2018
  • Crowd funding is also called social funding because of SNS that it helps early start-up founder and makers to raise money for idea product production. Recently, the funding platform has recorded high growth rates. As a result, the government in Korea has introduced various support policies for the crowd funding. The purpose of this study is to develop a diagnostic design guideline for product design oriented makers based on the historical situation. The paper writer applied literature survey and expert interview as research methods. The literature survey focused on internet news and previous research studies. The expert interview was conducted for 10 specialist people and divided for the second time. As a result of the text survey, the current guideline was lacking in design and in detail. Researchers have been informed through previous paper that information transfer text and images are important factors for funding success. In the first interview with seven special participants, we made a draft design guideline for social funding with a two-step process and nine themes. We, research and three professional people having a evaluation experience, conducted verification and supplementation for establishing the design guider with a three-step process and eight themes in the next interview. The design guideline for crowd funding, it can be used by money funding manager apart from design makers. Through the results of this paper, researchers are expected to prevent problems and contribute to healthy crowd funding ecosystem development.

Comparison of Fast Food Consumption Patterns, Choice, and Satisfaction According to Age (연령에 따른 패스트푸드 이용실태, 선택, 만족도 비교)

  • Hong, Seung–Hee
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.25-36
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    • 2019
  • The purpose of this study was to investigate the effect of fast food intake, choice, and satisfaction on age among 311 people living in the metropolitan area. The frequency of fast food intake was high in the 20s and 30s, and those in the 40s and over 50s were low, showing a significant difference according to age. Costs for fast food purchases mainly ranged from 5,000 won to 7,000 won. Major sources of information on choosing fast food were mainly from friends and the internet in 20s, and mass media from over 30s. Thirty-nine percent of subjects responded that their dietary habits changed after fast food intake, and the most changes was to like spicy food, followed by eating-out times increased. The factors affecting the choice of fast food were mainly easy to eat, followed by time was not influenced and taste, and taste showed significant difference according to age. Among the subjects who were worried about fast food, 30s showed mainly increase in body weight and over 50s had health problem, and a significant difference was observed according to age. For the improvements in fast food intake, subjects answered in nutrition, hygiene and price in order. Fast food brands, services, menus were the most satisfied in 30s, and 40s were the most unsatisfied, and there was a significant difference. In conclusion, the frequency of fast food intake was higher in young people, and the choice of fast food and satisfaction appeared to be significantly influenced by age. Therefore, data are required to recognize and practice a balanced diet by activating studies on the fast food intake of middle-aged and elderly people and understanding consumer changes.

GIS Optimization for Bigdata Analysis and AI Applying (Bigdata 분석과 인공지능 적용한 GIS 최적화 연구)

  • Kwak, Eun-young;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.171-173
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    • 2022
  • The 4th industrial revolution technology is developing people's lives more efficiently. GIS provided on the Internet services such as traffic information and time information makes people getting more quickly to destination. National geographic information service(NGIS) and each local government are making basic data to investigate SOC accessibility for analyzing optimal point. To construct the shortest distance, the accessibility from the starting point to the arrival point is analyzed. Applying road network map, the starting point and the ending point, the shortest distance, the optimal accessibility is calculated by using Dijkstra algorithm. The analysis information from multiple starting points to multiple destinations was required more than 3 steps of manual analysis to decide the position for the optimal point, within about 0.1% error. It took more time to process the many-to-many (M×N) calculation, requiring at least 32G memory specification of the computer. If an optimal proximity analysis service is provided at a desired location more versatile, it is possible to efficiently analyze locations that are vulnerable to business start-up and living facilities access, and facility selection for the public.

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Psychosocial Characteristics of Infants with Genital Anomalies and Their Caregivers (생식기 기형을 가진 영유아와 모의 심리 사회적 특성)

  • Lee, Ji-Yeon;Chung, Kyong-Mee;Han, Sang-Won;Jo, Sang Hee;Jung, Hyun Jin;Im, Young Jae
    • Korean Journal of Health Psychology
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    • v.16 no.1
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    • pp.169-187
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    • 2011
  • The present study explored psychosocial characteristics of infants with genital anomalies (GA) and their caregivers against normal controls. Participants were female caregivers and infants between the ages of 6to38months diagnosed with hypospadias(HS;n=103) or cryptorchidism (CR;n=49). Normalcontrols(n=131) were recruited and selected via Internet. Caregivers completed measures on parenting stress, coping style, social support, and infant temperament. Within the GAgroups, HScaregivers reported their greatest parental concerns as infant urination/bodily functioning difficulties whereas CRcaregivers reported worries related to surgical anesthesia issues. Both groups reported concern about their children's potential reproductive problems. Per caregiver report, infants with GA had lower ability to self-soothe. HS infants in particular were perceived as exhibiting greater negative emotion. Compared with controls, HS and CRcaregivers overall employed coping strategies more frequently and had lower interpersonal sensitivity and parental distress. However, HScaregivers emerged as experiencing higher stress when compared to the CRgroup. There were no differences in to tal parenting stress and social support scores between groups. Further, CRcaregivers reported lower levels of family discord than controls. Despite temperament-related differences between infants with GA and normal controls, HS and CRcaregivers reported lower parental distress and greater use of coping skills as compared to controls. Clinical implications are discussed.

The Effect of Customer Perceived Value on Social Commerce Usage Intention (소비자의 지각된 가치가 소셜커머스 이용의도에 미치는 영향)

  • Lee, Kyung Tak;Koo, Dong Mo;Noh, Mi JIn
    • Asia Marketing Journal
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    • v.13 no.3
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    • pp.135-161
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    • 2011
  • Social commerce is a more recent phenomenon and growing in number and size with the diffusion of social networking services. But it has not been studied as extensively. The purpose of this study is to investigate consumers' social commerce usage intention empirically. Using the theory of reasoned action suggested by Fishbein and Ajzen(1975), this study tests that perceived value created by social commerce affects social commerce usage intention. In this study, authors e identify to the conception of perceived value as a multidimensional construct, economic, psychology, and time value. This study is to analyze the effects of the value perceived by the consumer on attitude toward social commerce and the effects of the attitude and subjective norm on social commerce usage intention. Additionally, we examine the moderating role of coupon redemption effort in the relationship between attitude toward social commerce and usage intention. In order to evaluative the validity of the model, 258 questionnaires were collected from college students who frequently use SNS and accept new trend and technology using internet survey. All the instrument items used in this study were adapted from previous research and the data were analyzed using SPSS 18 and AMOS 7. This study proposed several hypotheses and conducted an experiment to test these hypotheses. Based on the data analysis results, it was found that economic and psychology value has significant effects on attitude toward the social commerce but time value had not the effect on attitude toward the social commerce. And the present study has also shown that both attitude toward the social commerce and subjective norm significantly influenced usage intention. This finding suggests that the theory of reasoned action effectively explains the social commerce usage intention. The result regarding the moderating effect of the coupon redemption effort has shown that the attitude toward social commerce and usage intention is moderated by consumer perception about coupon redemption.

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A Study on the MOT of Household Telecommunication Services: The Effects of MOT Experience and Service Quality on Product Evaluations across Different Phases of the Product Life Cycle (국내 가구기반 통신서비스의 고객접점에 관한 연구: PLC단계별 접점경험과 서비스품질의 상대적 영향)

  • Son, Minhee;Han, Kyesook;Lim, Hyoyeol
    • Asia Marketing Journal
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    • v.11 no.3
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    • pp.91-124
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    • 2009
  • With the intensity of competition and the standardization of technical attributes in telecommunications service market increasing, differentiated activity and customer experience in service encounter is regarded as an important means for creating customer value, however, there is a dearth of good literature examining what MOT activity is composed of according to consumption chain, and how service quality of MOT has influenced customer performance. Especially there exist various services across different phase of Product life cycle(PLC) in household telecommunication service market, customer requirement for MOT might depend on whether its phase is introduction-growth stage or maturity-decline stage, the empirical study is completely lacking. This study classified household telecommunication services into two types by PLC, VOIP and IPTV as Introduction-growth stage services, Internet and PSTN as maturity-decline stage service, and investigated whether there exists a gap between service types in how consumer have experienced MOT, what they consider as important and the relative importance of quality dimension how service quality of MOT has influence on consumer performance. The empirical result from 858 participants shows that there is a difference in consumer experience and requirements across different phases of the PLC, tangibles and assurance are regarded as the most important service quality factors which have a positive influence on customer performance (consumer satisfaction, repurchase intention and word of mouth) at the introduction-growth stage, whereas, reliability, empathy and interactivity are at the maturity-decline stage. Finally, managerial implication is made, limitation is clarified and a direction for further studies is suggested.

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A Marketing Theory-Based Approach to Customer's Perceived Shopping Experience (고객의 지각된 쇼핑경험에 대한 마케팅 이론적 접근)

  • Yoon, Sung-Joon;Choi, Dong-Choon
    • Asia Marketing Journal
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    • v.10 no.1
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    • pp.95-131
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    • 2008
  • This study serves the main research purpose of verifying the hypothetical relationship between antecedent and consequence variables of shopping experience based on the classification system by Schmitt (1999) who dimensionalized experience into five components (sense, feel, think, act, relate). Specifically, the study seeks to fulfill the following three research objectives. First, it substantiates dynamic relationships among the five experiential components comprising the strategic experiential modules that serve as the basis of the theoretical framework of the study. Especially, it focuses on interactive relationships among the experiential components by taking a holistic view of the experience. Second, the study seeks to uncover the effects of pre-experiential antecedents such as shopping motivation and shopping involvement, based on taxonomy of motivation as product-centered vs. experience-centered. Third, the study investigates the effects of shopping experience on intention to revisit with regard to department store, discount store, and Internet shops, based on customers' store experiences. The major findings from this study are as follows: first, the five experiential components were found to have a high level of correlations according to hypothesis verification. Second, shopping motivation was learned to have significant effects on preference toward thinking as well as feeling experiences. That is, product-centered (vs. experience-centered) shopping motivation exerted a greater influence on cognitive (vs. affective experience than affective (vs. cognitive) experience.

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