• Title/Summary/Keyword: object-based approach

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A Case on Residens' Participation Workshop for Cohousing Plan (코하우징 계획을 위한 주민참여 워크숍 사례 - 30~40대 주부를 대상으로 -)

  • Cho, Jeong-Hyun;Choi, Jung-Shin
    • Journal of Families and Better Life
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    • v.27 no.6
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    • pp.155-169
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    • 2009
  • Resident participation plays much of a rule to the cohousing, which is organized independently and has the characteristics of community life, especially in the initial state of cohousing process. However, it is hard to realize the resident participation in proper order due to lack of a personal time, individual effort and an insufficient knowledge related with cohousing. So, it is thought that the guidance of cohousing expert and coordinator is needed to enable the residents to perform in an active attitude. The development of educational program and workshop connected with resident participation is also accompanied. In this study, to make the positive and systematic participation of cohousing residents, we established the workshop program and performed workshop with our developed program, based on preceding researches and examples. We selected the object of workshop as five housewives in thirties and forties. Workshop was consisted of six process steps. (1) Introduction and question of workshop and cohousing (2) examining and arranging the opinion (3) Master plan of cohousing village (4) Planning of common living space (5) Planning of individual living space (6) Analysis of final results and evaluation of workshop. The workshop held six times and it took about five~six hours per each meeting. Workshop participants expressed their opinion actively and attended in a positive manner in order to the design of their desired village and cohousing. During workshop process, the players established the common target of their village by means of life card, target card game. Also, based on the common target, the layout of village was planned using a collage game and card arrangement game. By workshop activity, the members started to recognize the significance of participation on the drawing board and improve their technique of communication and decision-making. Furthermore, workshop process made it possible to approach the concrete forms of their cohousing village. Especially, in the closing phase, the participant satisfaction about workshop and cohousing is increased suddenly and expressed their intention to join the real workshop related with cohousing.

Media-Aesthetical approach to the Computer-based Layer (컴퓨터 기반의 레이어(layer)에 대한 매체미학적 분석)

  • 이병주
    • Archives of design research
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    • v.17 no.2
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    • pp.471-478
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    • 2004
  • The recent aesthetical argument has been focusing on the interrelation between art and media. Now media is a kind of creative activity and dynamic factor which comprises aesthetic perception in itself compared to that of the past linear thingking era that was just a means of proving presence. Norbert Bolz, a leading media-aesthetician, puts the emphasis on the transformation of image, not the its dupe. He urges that this artistic form does not deliver the image of object, but means the objectless image itself. Therefore creativity is caused by an effect of a optional technic in the stage of technological environment where is under the control of the non-linear thingking system. In this context, this essay investigates to confirm the above mentioned aestheical views by analyzing the computer based layer as an detailed example, and to illuminate the designers creative activity where is deemed to be under its radical influence. Therefore it can be dedicated to the extension of the theoretical background in design, bridging between two practices accor ding to the Bolz's notion that the new aesthetical concept should be accompanied by ' the Design Science ', that is centered on the new media.

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A Study of Approximation Method of Spatial Objects (공간 객체의 근사화 방법 연구)

  • Kim, Yong-Hyeon;Lee, Hyeong-Su;Lee, Seong-Su;Kim, Eung-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.7
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    • pp.1753-1762
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    • 1996
  • Since the number of spatial objects go easily into millions, they are stored on a secondary storage. In order to speed up accessing the geometric objects, we investigate spatial database system. The spatial objects are organized and accessed by spatial access methods(SAMs). But, SAMs are not able to organize polygons directly The most popular approach for handing polygon in SAMs is to use MBR apporximaotion as a geometric key. MBR provides a fast but inaccurate answers to approximation-based query processing. The performance of approximation-based spatial query processing depends on which type of approximation is chosen for the spatial objects. A suitable approximation is crucial for reducing the size of the candidate set. The better the approxmation quality, the fewer accesses to the exact object are necessary. In this paper, I proposed a new multicontainer approximation named Slice decomposition. The performance of proposed method is compared with other method.

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Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

A Study on 3D Object and GUI Representation Based on MPEG-4 BIFS for Mobile TV (MPEG-4 BIFS 기반 모바일 방송 환경에서 3D 객체 및 GUI 표현 기술 연구)

  • Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.677-687
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    • 2009
  • Despite the fact that the mobile environment has favorable conditions for using data contents, it is not easy to implement enhanced data services for mobile broadcasting based on MPEG-4 BIFS. With a structure inherited from VRML, BIFS targets different types of content with a development approach that is not very compatible with broadcasting contents. Furthermore, it is not easy to implement BIFS because the standard is too complicated for the mobile broadcasting environment. Accordingly, this study proposes an enhanced mobile TV contents model that provides interactive 3D objects and GUI for the viewers to interact with the broadcasting contents. By applying the model to the DMB environment, this study suggests a direction for future developments of mobile broadcasting contents. In order to represent 3D graphics on mobile TV, we analyzed MPEG-BIFS 3D nodes and composed a subset of VRML profile, and defined new nodes that can efficiently represent GUI at the content development level. If this study helps facilitate expression of 3D graphics and interactions in data contents composition, enhanced efficiency of contents development is expected to promote the development of various contents suitable for the mobile broadcasting environment.

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A study on searching image by cluster indexing and sequential I/O (연속적 I/O와 클러스터 인덱싱 구조를 이용한 이미지 데이타 검색 연구)

  • Kim, Jin-Ok;Hwang, Dae-Joon
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.779-788
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    • 2002
  • There are many technically difficult issues in searching multimedia data such as image, video and audio because they are massive and more complex than simple text-based data. As a method of searching multimedia data, a similarity retrieval has been studied to retrieve automatically basic features of multimedia data and to make a search among data with retrieved features because exact match is not adaptable to a matrix of features of multimedia. In this paper, data clustering and its indexing are proposed as a speedy similarity-retrieval method of multimedia data. This approach clusters similar images on adjacent disk cylinders and then builds Indexes to access the clusters. To minimize the search cost, the hashing is adapted to index cluster. In addition, to reduce I/O time, the proposed searching takes just one I/O to look up the location of the cluster containing similar object and one sequential file I/O to read in this cluster. The proposed schema solves the problem of multi-dimension by using clustering and its indexing and has higher search efficiency than the content-based image retrieval that uses only clustering or indexing structure.

Management of Learning Metadata based on RDF (RDF 기반의 학습 메타데이터 관리)

  • Lee Young-Seok;Seo Young-Bae;Park Jung-Hwan;Kim Su-Min;Choi Byung-Uk;Cho Jung-Won
    • The KIPS Transactions:PartA
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    • v.13A no.1 s.98
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    • pp.87-94
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    • 2006
  • Internet makes it possible to access anytime, anywhere learning and so many LMS(Learning Management Systems) serve web based learning. But LMS has not flexible and qualified metadata to offer customired teaming. So we need extensible and flexible techniques which make if possible to define and share advanced teaming metadata. This paper presents an approach for implementing advanced learning metadata in LMS using RDF and the Semantic Web language. So we will first sketch the learning scenario in Semantic Web environment and structure of metadata management. Next we suggest two types of RDF authoring tool and search RDF documents. Advanced metadata management techniques enables the organization of learning materials around small pieces of semantically annotated learning objects. With these metadata learner can customize learning courses, improve retrieval performances.

A Design for Security Functional Requirements of IoT Middleware System (IoT(Internet of Things) 시스템 미들웨어 보안기능요구사항 설계)

  • Jung, Hyun Mi;Jeong, Kimoon;Cho, Han Jin
    • Journal of the Korea Convergence Society
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    • v.8 no.11
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    • pp.63-69
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    • 2017
  • The middleware in the IoT system is software that acts as a messenger to connect and exchange data between humans and objects, objects and objects. IoT middleware exists in various forms in all areas, including hardware, protocol, and communication of different kinds, which are different in form and purpose. However, IoT middleware exists in various forms across different areas, including hardware, protocol, and communication of different types and purposes. Therefore, even if the system is designed differently for each role, it is necessary to strengthen the security in common. In this paper, we analyze the structure of IoT middleware using Service Oriented Architecture(SOA) approach and design system security requirements based on it. It was defined: Target Of Evaluation(TOE) existing system development method and the object is evaluated by Common Criteria(CC) for verification based otherwise. The proposed middleware system will be correlated with the security problem definition and the security purpose, which will be the basis for implementing the security enhanced IoT system.

Mobile Robot Control using Hand Shape Recognition (손 모양 인식을 이용한 모바일 로봇제어)

  • Kim, Young-Rae;Kim, Eun-Yi;Chang, Jae-Sik;Park, Se-Hyun
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.4
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    • pp.34-40
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    • 2008
  • This paper presents a vision based walking robot control system using hand shape recognition. To recognize hand shapes, the accurate hand boundary needs to be tracked in image obtained from moving camera. For this, we use an active contour model-based tracking approach with mean shift which reduces dependency of the active contour model to location of initial curve. The proposed system is composed of four modules: a hand detector, a hand tracker, a hand shape recognizer and a robot controller. The hand detector detects a skin color region, which has a specific shape, as hand in an image. Then, the hand tracking is performed using an active contour model with mean shift. Thereafter the hand shape recognition is performed using Hue moments. To assess the validity of the proposed system we tested the proposed system to a walking robot, RCB-1. The experimental results show the effectiveness of the proposed system.

Image Classification using Deep Learning Algorithm and 2D Lidar Sensor (딥러닝 알고리즘과 2D Lidar 센서를 이용한 이미지 분류)

  • Lee, Junho;Chang, Hyuk-Jun
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1302-1308
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    • 2019
  • This paper presents an approach for classifying image made by acquired position data from a 2D Lidar sensor with a convolutional neural network (CNN). Lidar sensor has been widely used for unmanned devices owing to advantages in term of data accuracy, robustness against geometry distortion and light variations. A CNN algorithm consists of one or more convolutional and pooling layers and has shown a satisfactory performance for image classification. In this paper, different types of CNN architectures based on training methods, Gradient Descent(GD) and Levenberg-arquardt(LM), are implemented. The LM method has two types based on the frequency of approximating Hessian matrix, one of the factors to update training parameters. Simulation results of the LM algorithms show better classification performance of the image data than that of the GD algorithm. In addition, the LM algorithm with more frequent Hessian matrix approximation shows a smaller error than the other type of LM algorithm.