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Study of Structure Modeling from Terrestrial LIDAR Data (지상라이다 데이터를 이용한 구조물 모델링 기법 연구)

  • Lee, Kyung-Keun;Jung, Kyeong-Hoon;Kim, Ki-Doo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.1
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    • pp.8-15
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    • 2011
  • In this paper, we propose a new structure modeling algorithm from 3D cloud points of terrestrial LADAR data. Terrestrial LIDAR data have various obstacles which make it difficult to apply conventional algorithms designed for air-borne LIDAR data. In the proposed algorithm, the field data are separated into several clusters by adopting the structure extraction method which uses color information and Hough transform. And cluster based Delaunay triangulation technique is sequentially applied to model the artificial structure. Each cluster has its own priority and it makes possible to determine whether a cluster needs to be considered not. The proposed algorithm not only minimizes the effects of noise data but also interactively controls the level of modeling by using cluster-based approach.

A Study on Application Case Analysis of Human Book Programs to the Library: Focused on the Case of Gyeong-gi Provincial Office of Education ('사람 책' 프로그램 운영 사례 분석을 통한 도서관 적용 방안 연구 - 경기도교육청 사례를 중심으로 -)

  • Lim, Seong-Gwan;Cho, Mi-ah
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.29 no.1
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    • pp.345-368
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    • 2018
  • The purpose of this study is to analyze the different human book programs operated by the Gyeonggi Provincial Office of Education and from this analysis, propose systematic and efficient ways to operate human book programs in libraries. In order to accomplish these objectives, we analyzed the case studies of the human book programs run by the Gyeonggi Provincial Office of Education from 2015 to 2017. As a result, participating readers were shown to be satisfied with the human book program overall and wanted to continue the program respectively. I personally found that I was able to meet with people involved with human books in various fields and could expand the time of conversation with them. Results of these conversations further suggest the positive feasibility of running a human book program in a library. The results of this study will help in the planning and operation of human book programs in any library.

Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.

Type of Coping with Stress of Nursing Students (간호학과 학생의 스트레스 대처 양상)

  • Kim, Yun-Jeong
    • Journal of the Korea Convergence Society
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    • v.5 no.3
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    • pp.29-39
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    • 2014
  • This study designed to know subjective structure about type of coping with stress of nursing students using Q-methodology. The statement positions on the sorting continuum were scored from +4(representing the highest level of agreement) through 0(at the neutral position on the continuum) through -4(representing the highest level of disagreement). Factor analysis of the data was undertaken using PC QUANL software to determine if any patterns were discernible. The four types extracted eigenvalues greater than 1.0 and explained approximately 52.14% of the variation in responses(31.73, 10.13, 5.73 and 4.65% respectively).: (1) Positive resolve type, (2) Ignore problem type, (3) Self resolution type and (4) Conversation type. The study results can be utilized in both an effective nursing education and clinical practice.

Mechanical Properties of Partially Stabilized $\alpha$-Sialon Synthesized from Kimcheon Quartzite (김천규석으로부터 제조한 부분안정화 $\alpha$-Sialon의 기계적 물성)

  • 서원선;조덕호;이홍림
    • Journal of the Korean Ceramic Society
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    • v.25 no.2
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    • pp.143-153
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    • 1988
  • In order to synthesize the partially stabilized $\alpha$-Sialon, A1N and Y2O3 were added to synthesized $\alpha$-Si3N4. The phase composition, mechanical properties, micro structure, etc, of the synthesized $\alpha$-Sialon were investigated. Partially stabilized $\alpha$-Sialon ceramics could be synthesized from the composition which was a little deviated from x=0.4, x=0.6 composition along the Si3N4.0.1Y2O3:0.9AlN tie line at 1750-180$0^{\circ}C$ for 2 hrs in N2 atmosphere. It is assumed that A1N is more closely related than Y2O3 to the formation of $\alpha$-Sialon, and that A1N is more easily dissolved into $\alpha$-structure than into $\beta$-structure. In Ya2O3-rich phase mechanical properties were observed to be poor because of formation of mellilite, grain growth, and thermal decomposition of $\alpha$-Sialon. The maximum values of M.O.R, KIC and hardness are 723 MPa, 4.5MN/㎥/2 and 19.3 GPa, respectively, and they were observed for the $\alpha$-Sialon ceramics sintered at 178$0^{\circ}C$.

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Emotion Recognition Method using Physiological Signals and Gestures (생체 신호와 몸짓을 이용한 감정인식 방법)

  • Kim, Ho-Duck;Yang, Hyun-Chang;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.17 no.3
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    • pp.322-327
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    • 2007
  • Researchers in the field of psychology used Electroencephalographic (EEG) to record activities of human brain lot many years. As technology develope, neural basis of functional areas of emotion processing is revealed gradually. So we measure fundamental areas of human brain that controls emotion of human by using EEG. Hands gestures such as shaking and head gesture such as nodding are often used as human body languages for communication with each other, and their recognition is important that it is a useful communication medium between human and computers. Research methods about gesture recognition are used of computer vision. Many researchers study emotion recognition method which uses one of physiological signals and gestures in the existing research. In this paper, we use together physiological signals and gestures for emotion recognition of human. And we select the driver emotion as a specific target. The experimental result shows that using of both physiological signals and gestures gets high recognition rates better than using physiological signals or gestures. Both physiological signals and gestures use Interactive Feature Selection(IFS) for the feature selection whose method is based on a reinforcement learning.

A Study on Asymmetrical Interactive e-Book Publication System Composition by Using DTV Broadcasting (비대칭 쌍방향 전자책 출판 DTV 방송 시스템 구성에 관한 연구)

  • 강명구;진용옥
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.2
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    • pp.327-335
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    • 2001
  • In the 21st century, broadcasting, communication, and computer have been integrated due to the development of digital technology. Accordingly, to overcome the limit of respective communication media and to maintain them, their independent area shall not be classified. This study is to examine the future environment of digital TV broadcasting, to analyze customizing type service and interactive type TV technology, and to make asymmetric interactive digital TV publication broadcasting system, which is TV broadcasting in the next generation to treat visual image, sound, and various data all together by harmonizing broadcasting and communication like ISDB(Integrate Service Digital Broadcasting). In addition, to develop service on publication broadcasting with high quality, this study is to propose to develop relative devices for TV/PC reception to realize a new communication type TV publication broadcasting, by analyzing technology for producing, sending, transmitting, receiving, and saving to apply to customizing type interactive system and by examining its application.

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A study on characteristics of the architectural debate of the eighteenth-century analyzed through $\lceil$Parere su Architettura$\rfloor$ of Piranesi (피라네시의 "건축에 관한 대화"를 통하여 본 18세기 건축 논쟁의 성격에 관한 연구)

  • Cho, Sung-Yong;Choi, Jin-Hee
    • Korean Institute of Interior Design Journal
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    • v.15 no.6 s.59
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    • pp.27-34
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    • 2006
  • This paper present a study on the $\lceil$Parere su Architettura$\rfloor$ of Piranesi published in 1765. In the 18th century, there were fundamental cultural and social changes in Europe. This paper intends to discover the influences of these changes on the field of architectural theory, and it also intends to reveal its characteristics and meanings. The $\lceil$Parere su Architettura$\rfloor$ of Piranesi was composed as a dialogue between two architects, named Didascalo and Protopiro. In this paper, Didascalo represent the Master and Protopiro the Novice(according to the translation of Kaufmann). On the artistic theory of the Enlightenment, Didascalo proclaims as a dogma. Then he inveighs against the rigorists, using strong language quite up the attacks of the Novice. The modernistic Protopiro assails every kind of embellishment. The dialogue non only helps us to understand Piranesi, but also reflects the artistic situation in the 18th century. The summary of the result of this study is as follows: 1. The book of Piranesi represents a controversy of the romanticism against the architectural rationalism. 2. The negation of the originality of the Roman architecture has been considered as the negation of the Baroque architecture that was the artistic base af Piranesi. 3. Piranesi had ideological intention to defend the hegemony of the Italian culture through strengthening of the Etruria-Roman-Baroque cultural tradition.

Interactive G$^1$ Splines with Tangent Specification Method (접선 지정법을 이용한 대화형 G$^1$스플라인)

  • Ju, U-Seok;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.1 no.4
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    • pp.531-540
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    • 1994
  • Spline curve scheme is the most valuable tool for the CAD of industrial products. Hence, the development of a new, effective curve scheme can have immediate impact on the current design industries. This paper develops and implements a new methodology for the implementation of the visually continuous class of splines which can produce a more flexible and diverse curve shapes. This class of splines has advantaged over existing splines in that it can accommodate wider range of shapes while maintaining the interpolators property of the ordinary cardinal splines. Most importantly, we avoid using the previous method of implementing G$^1$ curves, where users must specify scalar values for the control of curve shapes. We derive and implement an easy-to -use transformation between the user-specified graphical tangent vectors and the actual parameters for the resulting curve. Since the resulting curve shape reflects original tangential direction faithfully, CAD users can simply represent approximate curve shapes with proper tangents. Consequently, a simple user interface device such as a mouse can effectively produce a various spline curves using the proposed spline tool.

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Interactive Facial Expression Animation of Motion Data using Sammon's Mapping (Sammon 매핑을 사용한 모션 데이터의 대화식 표정 애니메이션)

  • Kim, Sung-Ho
    • The KIPS Transactions:PartA
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    • v.11A no.2
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    • pp.189-194
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    • 2004
  • This paper describes method to distribute much high-dimensional facial expression motion data to 2 dimensional space, and method to create facial expression animation by select expressions that want by realtime as animator navigates this space. In this paper composed expression space using about 2400 facial expression frames. The creation of facial space is ended by decision of shortest distance between any two expressions. The expression space as manifold space expresses approximately distance between two points as following. After define expression state vector that express state of each expression using distance matrix which represent distance between any markers, if two expression adjoin, regard this as approximate about shortest distance between two expressions. So, if adjacency distance is decided between adjacency expressions, connect these adjacency distances and yield shortest distance between any two expression states, use Floyd algorithm for this. To materialize expression space that is high-dimensional space, project on 2 dimensions using Sammon's Mapping. Facial animation create by realtime with animators navigating 2 dimensional space using user interface.