• 제목/요약/키워드: match move

검색결과 24건 처리시간 0.019초

학령기 여아의 기능적인 진의류 개발 (A Development of Easy-to-move Jean Jacket & Pants for School Girls)

  • 서상하;조진숙
    • 한국의류학회지
    • /
    • 제27권8호
    • /
    • pp.969-980
    • /
    • 2003
  • The aim of the study is to develop a jean jacket and pants of easy-to-move for schoolgirls of 11 years old. The research was carried out as follows; 1. Using a manufacturer's pattern, a jean jacket and pants were made. 2. Based on the survey of 108 schoolgirls, interviews with 4 designers of children's wear, and wearing test, three trial garments were developed. -Certain areas such as knee, elbow, and hip should be altered to have better extensibility. -The weight of the garment would be better to be reduced. 3. Three trial garments were developed using following techniques, which were found in fashion magazines for kids very often. -Alter the location and the shape of the seam line so that the areas mentioned above can adjust the movement of the body better. -Match stretchable material at the areas which require better extensibility. -Use various trimmings to make the garment more size adaptable and easy-to-move. 4. These garments were tested by 26 schoolgirls, and they answered the questionnaires focused on the design preference and easy-to-move. 5. From the results of the wearing test of three trial garments, more effective techniques were selected. Using these techniques, prototype garment was developed. The prototype garment was approved by the wearing test of 26 schoolgirls.

스마트 폰 잠금 화면을 통한 실시간 정보제공 서비스 모델의 개발 (Development of Real Time Information Service Model Using Smart Phone Lock Screen)

  • 오성진;장진욱
    • 한국IT서비스학회지
    • /
    • 제13권3호
    • /
    • pp.323-331
    • /
    • 2014
  • This research is based on real-time service model that uses lock screen of smart devices which is mostly exposed to device users. The potential for lock screen space is immense due to their exposing time for user. The effect can be maximized by offering useful information contents on lock screen. This service model offers real-time keyword with abridged sentence. They match real-time keyword with news by using text matching algorithm and extracts kernel sentence from news to provide short sentence to user. News from the lock screen to match real-time query sentence, and then only to the original core of the ability to move a user evaluation was conducted after adding. The report provided a key statement users feel the lack of original Not if you go to an average of 5.71%. Most algorithms allow only real-time zoom key sentence extracted keywords can accurately determine the reason for that was confirmed.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
    • /
    • 제10권1호
    • /
    • pp.176-183
    • /
    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

Detection Copy-Move Forgery in Image Via Quaternion Polar Harmonic Transforms

  • Thajeel, Salam A.;Mahmood, Ali Shakir;Humood, Waleed Rasheed;Sulong, Ghazali
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제13권8호
    • /
    • pp.4005-4025
    • /
    • 2019
  • Copy-move forgery (CMF) in digital images is a detrimental tampering of artefacts that requires precise detection and analysis. CMF is performed by copying and pasting a part of an image into other portions of it. Despite several efforts to detect CMF, accurate identification of noise, blur and rotated region-mediated forged image areas is still difficult. A novel algorithm is developed on the basis of quaternion polar complex exponential transform (QPCET) to detect CMF and is conducted involving a few steps. Firstly, the suspicious image is divided into overlapping blocks. Secondly, invariant features for each block are extracted using QPCET. Thirdly, the duplicated image blocks are determined using k-dimensional tree (kd-tree) block matching. Lastly, a new technique is introduced to reduce the flat region-mediated false matches. Experiments are performed on numerous images selected from the CoMoFoD database. MATLAB 2017b is used to employ the proposed method. Metrics such as correct and false detection ratios are utilised to evaluate the performance of the proposed CMF detection method. Experimental results demonstrate the precise and efficient CMF detection capacity of the proposed approach even under image distortion including rotation, scaling, additive noise, blurring, brightness, colour reduction and JPEG compression. Furthermore, our method can solve the false match problem and outperform existing ones in terms of precision and false positive rate. The proposed approach may serve as a basis for accurate digital image forensic investigations.

알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육 (Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo)

  • 윤마병;이종학;백제은
    • 한국융합학회논문지
    • /
    • 제7권4호
    • /
    • pp.123-131
    • /
    • 2016
  • 본 연구는 2016 구글 딥마인드 챌린지 매치에서 최고 수준의 딥러닝 인공신경망을 갖고 있는 인공지능 알파고와 인간지능의 대표로 상징되는 바둑 최고수의 대국 분석 및 문헌 연구로 인공지능 시대에 적합한 학습자의 역량 교육에 대해 논의했다. 알파고는 지금까지 알려져 있는 바둑의 정석과 상식을 넘어서는 새로운 바둑의 패러다임을 보여주는 기발한 수를 두었고, 이세돌은 알파고도 생각하지 못한 '신의 한 수' 로 인공지능 수퍼 컴퓨터를 이길 수 있었다. 이는 인간의 집념과 도전, 인간 본성의 통찰과 직관의 승리였다. 인공지능 시대에 기계를 조정하고 통제할 수 있는 학습자 역량을 기르기 위한 융합과학 교육은 자연으로부터의 감성적 체험과 토포필리아 교육으로 인공지능이 갖지 못한 인간 본성의 다채로운 감성과 통찰, 긍정적 정서를 함양시킬 수 있는 방향이어야 한다.

A Human Mobility Model in Shipyards

  • Duong, Dat Van Anh;Yoon, Seokhoon
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제12권4호
    • /
    • pp.93-101
    • /
    • 2020
  • Shipyards are potential environments for using IoT services, sensor networks, and delay tolerant networks. Simulations of those services and networks strongly rely on human mobility models. Results obtained with an unrealistic model may not reflect the true performance of applications, protocols, and algorithms in a shipyard. A lot of synthetic models for human movements have been studied but most of them are generic and focus on the daily movements of humans on city scales. Nevertheless, workers in shipyards have unique movement characteristics such as movement speed, pause time, and attractions places. For instance, workers usually move to some places, where they work, and rarely move to other places in the factory. Movement characteristics of workers not only depend on workers but also on tasks, which they do. For instance, workers, who paint ships, have similar movement speed and pause time. Hence, in this paper, human movements in shipyards are studied. We propose a new human mobility model called the human mobility mode in shipyards (MIS). In MIS, workers are classified into multiple types. Movement characteristics of a worker are similar to other workers in the same type. Based on the visiting probability, workers have some places, where they frequently visits, and some places, where they rarely visit. We analyze real mobility traces and studie to achieve human movement characteristics from real traces. The results show that MIS provides a well-match to the movement characteristic from real traces.

기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측 (Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning)

  • 신승수;조동희;김용혁
    • 한국융합학회논문지
    • /
    • 제11권10호
    • /
    • pp.45-51
    • /
    • 2020
  • 최근 많은 게임이 사용자의 게임 플레이와 관련된 데이터를 제공하고 있고, 이에 기계학습 기법을 결합하여 상대의 행동을 예측하는 연구들이 있다. 본 연구는 실시간 전략 게임(클래시로얄)의 경기 데이터와 기계학습 기반의 다중 레이블 분류를 사용하여 상대 플레이어의 행동을 예측한다. 초기 실험은 이진 형태의 카드 특성과 카드 배치 좌표 그리고 정규화된 시간 정보를 입력받아 카드 타입, 카드 배치 좌표를 랜덤포레스트와 다층 퍼셉트론을 이용하여 예측한다. 이후, 순차적으로 3 가지 전처리 방식을 사용하여 실험을 진행했다. 먼저 입력 데이터의 특성 정보 일부를 변환시켜 예측했다. 다음으로 입력 데이터를 연속된 카드 입력 방식까지 고려한 중첩 형태로 변환 시켜 예측했다. 마지막으로 모든 이전 단계의 데이터들을 정규화된 시간 기준에 따라 초반, 후반으로 분할하여 예측했다. 그 결과 가장 개선을 보인 전처리 방식은 중첩 형태의 데이터를 초반으로 분할하였을 경우로 카드 타입이 약 2.6%, 카드 배치 좌표가 약 1.8% 개선을 보였다.

가공방법에 따른 투습방수직물의 심 퍼커링 거동 (Seam Puckering Behavior of Breathable Waterproof Fabrics with Various Finishing Methods)

  • Jeong, Won-Young;Han, Won-Hee;An, Seung-Kook
    • 한국섬유공학회:학술대회논문집
    • /
    • 한국섬유공학회 2003년도 봄 학술발표회 논문집
    • /
    • pp.402-403
    • /
    • 2003
  • Garment manufacture represents the final stage of processing a finished fabric. The main task of the garment manufacturer is to produce shell structures out of flat fabrics to match the shape of the human body, and the most acceptable means of joining textile materials for apparel use is by sewing. On the sewing process, the bottom layer is pushed forward by the feed-dog, but the presser foot tends to retard the passage of the top layer. Since the friction between the layers is low, is possible that the components will move out of phase and pucker. (omitted)

  • PDF

심성모형 기반의 마우스 제스처 개발 (Mouse Gesture Design Based on Mental Model)

  • 서혜경
    • 대한산업공학회지
    • /
    • 제39권3호
    • /
    • pp.163-171
    • /
    • 2013
  • Various web browsers offer mouse gesture functions because they are convenient input methods. Mouse gestures enable users to move to the previous page or tab without clicking its relevant icon or menu of the web browser. To maximize the efficiency of mouse gestures, they should be designed to match users' mental models. Mental models of human beings are used to make accurate predictions and reactions when certain information has been recognized by humans. This means providing users with appropriate information about mental models will lead to fast understanding and response. A cognitive response test was performed in order to evaluate whether the mouse gestures easily associate with their respective functional meanings or not. After extracting mouse gestures which needed improvement, those were redesigned to reduce cognitive load via sketch maps. The methods presented in this study will be of help for evaluating and designing mouse gestures.

컴퓨터 바둑 프로그래밍 기법 (Programming Methodology of the Computer Go)

  • 김영상;이종철
    • 한국정보처리학회논문지
    • /
    • 제3권3호
    • /
    • pp.460-470
    • /
    • 1996
  • 본 논문은 컴퓨터 바둑을 구현하기 위한 프로그래밍 기법을 제시한다. 컴퓨터 바둑은 바둑의 여러 규칙을 가지고 스스로 국면의 형세를 판단한 후, 다음 놓을 자리 를 정확히 계산할 수 있어야 한다. 주요 설계 원칙은 패턴 매칭, 알파-베타 탐색, 영향력 계산 등의 휴리스므틱한 요소를 조합하는 것이다.본 논문에서는 컴퓨터 바둑을 연구하는 사람들의 접근 방법과 그들의 연구결과를 소개하고 컴퓨터 바둑을 구현하기 위한 자료 구조와 알고리즘을 제안하였다.

  • PDF