• Title/Summary/Keyword: 디지털 합성

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A Distributed Hybrid Algorithm for Glass Cutting (유리재단 문제에 대한 분산 합성 알고리즘)

  • Hong, Chuleui
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.343-349
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    • 2018
  • The proposed hybrid algorithm combines the benefits of rapid convergence property of mean filed annealing(MFA) and the effective genetic operations of simulated annealing-like genetic algorithm(SGA). This algorithm is applied to the isotropic material stock cutting problem, especially to glass cutting in distributed computing environments base on MPI called message passing interface. The glass cutting is to place the required rectangular patterns to the given large glass sheets resulting in reducing the wasted scrap area. Our experimental results show that the heuristic method improves the performance over the conventional ones by decreasing the scrap area and maximum execution time. It is also proved that the proposed distributed algorithm maintains the convergence properties of sequential one while it achieves almost linear speedup as the problem size increases.

Study on composite images through Augmented Reality over old images tagged location data (위치 정보가 기록된 과거 이미지와 현재 이미지 간 증강현실 기술 기반 합성 결과물 의미 고찰)

  • Park, Hyung-Woong
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.221-229
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    • 2014
  • The study considers the meaning of the composite images created when users capture present images over past images tagged location data in using the mobile augmented reality technology. The composite image through the location-based augmented reality technology is the result of matching the same location data between present images users are capturing and past images captured already. It is the new composite images that contain two different narratives-current and past in the same space and in real-time. We developed the mobile application implemented augmented reality technology and analysed the process that users create multi-layered narrative in the middle of capturing present image through augmented reality module. In addition, through the comparison with similar studies and applications of the augmented reality, we found that the key to give the multi-narrative in the composite images is the user's participation to put its personal intentions in real-time capturing process. In further development, we'll be able to utilize the application in order that users easily create multi-layered narrative composite image using cultural and personal records.

A Study on the Implementation of Direct Digital Frequency Synthesizer using the synthesized Clock Counting Method to make the State of randomly Frequency Hopping (주파수 도약용 표본클럭 합성 계수 방식의 직접 디지틀 주파수 합성기 구현에 관한 연구)

  • 장은영;이성수;김원후
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.16 no.10
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    • pp.914-924
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    • 1991
  • It has been generally used for PLL(Phase Locked Loop) to be synthesized randomly chosen frequency state, but the PLL locking time was inevitable element. A direct digital synthesizer. Which makes output frequency directly in sine wave by a phase accumulating method, could be leiminate the defect, although a phase distortion in frequency spectrum. In order to improve this disadvantage, the phase accumulating method is reconsidered in the side of he output wave formula expression. A new mechanism is proposed, and it is constructed by a most suitable logic elements. The spectrum of synthesized sine waveform is simulated and compared with a measured value, and it’s the coherence frequency hoppong state with the PN(Pseudo Noise) code sequence is confirmed. In this results, the power levels of phase distortion harmonics are decreased to 10~25dB and bandwidths are increased to 420kHz.

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A Study on the Accuracy Improvement of Movie Recommender System Using Word2Vec and Ensemble Convolutional Neural Networks (Word2Vec과 앙상블 합성곱 신경망을 활용한 영화추천 시스템의 정확도 개선에 관한 연구)

  • Kang, Boo-Sik
    • Journal of Digital Convergence
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    • v.17 no.1
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    • pp.123-130
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    • 2019
  • One of the most commonly used methods of web recommendation techniques is collaborative filtering. Many studies on collaborative filtering have suggested ways to improve accuracy. This study proposes a method of movie recommendation using Word2Vec and an ensemble convolutional neural networks. First, in the user, movie, and rating information, construct the user sentences and movie sentences. It inputs user sentences and movie sentences into Word2Vec to obtain user vectors and movie vectors. User vectors are entered into user convolution model and movie vectors are input to movie convolution model. The user and the movie convolution models are linked to a fully connected neural network model. Finally, the output layer of the fully connected neural network outputs forecasts of user movie ratings. Experimentation results showed that the accuracy of the technique proposed in this study accuracy of conventional collaborative filtering techniques was improved compared to those of conventional collaborative filtering technique and the technique using Word2Vec and deep neural networks proposed in a similar study.

사이버시대의 소비문화 : 디지털폐인 문화를 중심으로

  • 김난도
    • Proceedings of the Korea Society of Costume Conference
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    • 2004.05a
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    • pp.3-12
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    • 2004
  • $\square$ 디지털폐인 탐구 -폐인, 언어, 리플문화, 사진합성, 그외 작품활동 등 $\square$ 어떻게 읽을 것인가 -가상공간은 포스트 모더니즘의 현대 소비문화가 식민화된 형태 - 폐인사이트 요소분석과 심층인터뷰를 통한 포스트모더니티 분석 $\square$ 소비문화적 함의 - 능동적 소비문화 - 대항적 소비문화 - 키치적 소비문화 (중략)

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디지털 오디오 복호화 칩의 구현에 관한 연구

  • 차형태
    • Broadcasting and Media Magazine
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    • v.3 no.1
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    • pp.13-19
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    • 1998
  • 본 논고에서는 VHDL ASIC 설계 기술을 사용하여 Chip을 설계할 때에 필요한 사항과 방법 그리고 실제 사용 예로써 MPEG 오디오 Chip의 설계와 구현에 관하여 기술한 것이다. VHDL을 이용한 설계의 흐름도로부터 실제 설계를 위한 방법까지 기술하였고 알고리듬의 최적화를 위한 방법과 그 예를 보이고 있다. 또 Gate를 이용한 Logic Level설계에 익숙하지 않은 설계자도 쉽고 빠르게 사용할 수 있는 VHDL설계 기술을 이용하여 MPEG-2 의 2 채널 모드까지 지원하는 Chip의 설계에 관하여 기술한다. 특히 합성 필터를 설계할때 계산량을 줄이고 RAM의 크기를 줄일 수 있도록 효율적인 구현을 위해 구조를 설계하였으며 ROM에 저장될 합성 필터 계수의 수를 줄이기 위해 노력하였다. 또 합성 필터의 Control을 위하여 Pseudo_RISC개념을 사용하였다.

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Photo-Realistic Digital Image Content Production Technology (실사 수준의 디지털 영상콘텐츠 제작기술)

  • Jeong, I.K.;Kim, H.D.;Park, K.J.;Park, C.J.;Baek, S.M.;Chu, C.W.;Lee, I.H.
    • Electronics and Telecommunications Trends
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    • v.20 no.4 s.94
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    • pp.3-15
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    • 2005
  • 최근 흥행에 성공을 거둔 대부분의 영화는 첨단 CG 기술을 제작 공정의 50% 이상 활용하고 있으며 점차 영상 콘텐츠 제작에 CG 기술 사용 비율이 증가하는 추세이다. 본 논문에서는 ETRI 디지털 콘텐츠 연구단에서 연구 개발중인 실사 수준의 디지털 영상콘텐츠 제작기술에 관해 소개한다. 개발 기술은 현장 요구가 많은 대표적인 CG 기술인 영상기반 모델링, 영상기반 렌더링, 디지털액터 표현, 디지털액터 상호작용, CG/실사합성 기술을 포함한다. 엑스트라급 디지털액터 및 디지털 환경 제작 도구를 개발하였으며, 최종적으로는 주연급 디지털액터 및 디지털 환경 제작 도구를 개발할 예정이다.

Purchasing Avoidance of Digital Convergence Products: Focusing on the Customer's Psychological Factors and the Innovation Resistance (디지털 컨버전스제품 구매회피에 관한 연구: 소비자의 심리적 요인과 혁신저항을 중심으로)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Lee, Eun-Kyung;Oh, Dae-Yang
    • The Journal of the Korea Contents Association
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    • v.9 no.1
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    • pp.270-284
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    • 2009
  • There is a big attention to digital convergence products(DCP) nowadays. However, consumers' response on the DCP is not always positive. These products may not match consumers' value and consumers may not know how to use them, because the DCP is generally innovative products. DCP marketers should learn that why consumers do not purchase them. Thus, this paper examines and identifies the consumers' purchase-avoiding psychological factors and antecedents on DCP. In detail, It is empirically checked that how the relationship between purchase-preventing factors such as complexity, incongruence, uncertainty, and unreasonability and purchase-avoiding psychological factors such as dissonance, innovation resistence, and perceived loss is. Also, these purchase-avoiding psychological factors' influence on the purchase-intention is empirically checked. As results, complexity and incongruence have an effect on the innovation resistence significantly. Uncertainty and unreasonability influence perceived loss variable. Unreasonability also influences consumers' cognitive dissonance variable. Additionally, cognitive dissonance have an influence on innovation resistence positively, and such innovation resistence influence consumer's purchase-intention negatively. Therefore, marketers should think twice about the roles of these purchase-preventing factors before launching.

Copyright Problems In case of the Image Synthetics of Computer Graphics (컴퓨터 그래픽 합성 이미지의 저작권 문제에 관한 고찰)

  • 이향숙
    • Archives of design research
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    • v.11 no.2
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    • pp.59-68
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    • 1998
  • A work as human's creatures are transformed to bits and multimedia. In the modem society which is governed by simulation, infornlation is symbolized and becoming easily reached to anyone. Thus, collections of image and composition can show a new world beyond the ethical viewpoint. The problem with worries about the differnce between the original and a copy and disappearence of the meaning in postmodern era is the problem of how to set the intellectual properties and copyrights.In this situation, sharing of information according to the theoretical concepts and process of digitalization of photos in the era of information-intensive society was presented. The ethics of intellectual properties and copyrights and in postmordern era were driven. After reviewing the intellectual properties in the era of national information infrastructure of twenty-first century and by identifying the problems, the directions of what we have to do as image makers, and the intellectual properties and copyright.

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A Study on Correcting Virtual Camera Tracking Data for Digital Compositing (디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구)

  • Lee, Junsang;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.11
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    • pp.39-46
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    • 2012
  • The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.