• Title/Summary/Keyword: 사용자 관심영역

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Content-Based Retrieval System Design for Image and Video using Multiple Fetures (다중 특징을 이용한 영상 및 비디오 내용 기반 검색 시스템 설계)

  • Go, Byeong-Cheol;Lee, Hae-Seong;Byeon, Hye-Ran
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1519-1530
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    • 1999
  • 오늘날 멀티미디어 정보의 양이 매우 빠른 속도로 증가함에 따라 멀티미디어 데이타베이스에 대한 효율적인 관리는 더욱 중요한 의미를 가지게 되었다. 게다가 영상과 같은 비 문자형태의 데이타에 대한 사용자들의 내용기반 검색욕구 증가로 인해 비디오 인덱싱에 대한 관심은 더욱 고조되고 있다. 따라서 본 논문에서는 우선적으로 분할된 샷 경계면에서 추출된 대표 프레임과 정지 영상 데이타베이스로부터 유사 영상과 유사 대표 프레임을 검색할 수 있는 환경을 제공한다. 우선적으로 영상에 의한 질의는 기존에 주로 사용되어온 색상 히스토그램방식을 탈피하여 본 논문에서 제안하는 CS와 GS방식을 이용하여 색상 및 방향성 정보도 고려하도록 설계하였다. 또한 얼굴에 의한 질의는 대표 프레임으로부터 얼굴 영역을 추출해 내고 얼굴의 경계선 값 및 쌍 직교 웨이블릿 변환에 의해 얻어진 2개의 특징값을 이용하여 유사 인물이 포함된 대표 프레임을 검색해 내도록 설계하였다. Abstract There is a rapid increase in the use of digital video information in recent years, it becomes more important to manage multimedia databases efficiently. There is a big concern about video indexing because users require content-based image retrieval. In this paper, we first propose query-by-image system environment which allows to retrieve similar images from the chosen representative frames or images from the image databases. This algorithm considers not only the discretized color histogram but also the proposed directional information called CS & GS method. Finally, we designe another query environment using query-by-face. In this system , user selects a people in the representative frame browser and then system extracts a face region from that frame. After that system retrieves similar representative frames using 2 features, edge information and biorthogonal wavelet transform.

One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.

Consideration Points for Mobile Conversion of Game Contents (게임콘텐츠의 모바일화 과정에서의 고려사항들)

  • Ryu, Seuc-Ho;Han, Jong-Sung;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok;Lee, Kyoung-Jae
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.130-136
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    • 2008
  • With the rapid development of information technologies, various types of game devices have been created. Moreover, the game contents are once created, they can be easily reused on several other devies without depending on their platform or media, which phenomena is so called as one source multi use (OSMU). Especially young gamers are good at not only playing the famous computer games but also good at using and utilizing the brand new and the latest mobile devices, they might be the major consumers in the area of mobile games in the near future. This paper discusses and proposes several points to be considered when a conventional computer game to be transformed into a mobile game. Since the points suggested are very useful when the conventional game is to be ported to the mobile devices of inferior performance, it is expected that more profits could be achieved in the market of mobile game with less investment and effort.

A Study on the Implementation of gamification in Mobile Payment Services (모바일 페이먼트 서비스의 게임화 구현에 관한 연구)

  • Chen, Tzu-Ying;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.213-226
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    • 2022
  • The importance of gamification is garnering increased attention in the corporate world. Gamification refers to using game mechanics and thinking patterns in non-game domains to promote user engagement. By reviewing the definition of gamification and related literary research, we aim to understand how to put theory into practice and determine the organization of gamification's main features. Next, in order to understand the current implementation methods of mobile payment gamification marketing. We analyze popular mobile payment apps as case studies. To examine the effectiveness of game mechanics on mobile payment marketing to determine whether there is a positive impact on brand loyalty and stickiness. The results are used to identify shortcomings in gamified mobile payment systems. Finally, we propose a gamification framework model for mobile payments and offer recommendations for underutilized game mechanics based on previous cases. Future research can reference our model for deeper studies on the effectiveness and impact of gamified mobile payments.

Photo Mosaic Generation Algorithm Using the DCT Hash (DCT 해쉬를 이용한 모자이크 생성 알고리즘)

  • Lee, Ju-Yong;Jeong, Seungdo;Lee, Ji-Hoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.10
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    • pp.61-67
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    • 2016
  • With the current high distribution rate of smart devices and the recent development of computing technology, user interest in multimedia, such as photos, videos, and so on, has rapidly increased, which is a departure from the simple pattern of information retrieval. Because of these increasing interests, image processing techniques, which generate and process images for diverse applications, are being developed. In entertainment recently, there are some techniques that present a celebrity's image as a mosaic comprising many small images. In addition, studies into the mosaic technique are actively conducted. However, conventional mosaic techniques result in a long processing time as the number of database images increases, because they compare the images in the databases sequentially. Therefore, to increase search efficiency, this paper proposes an algorithm to generate a mosaic image using a discrete cosine transform (DCT) hash. The proposed photo mosaic-generation algorithm is composed of database creation and mosaic image generation. In database creation, it first segments images into blocks with a predefined size. And then, it computes and stores a DCT hash set for each segmented block. In mosaic generation, it efficiently searches for the most similar blocks in the database via DCT hash for every block of the input image, and then it generates the final mosaic. With diverse experimental results, the proposed photo mosaic-creation algorithm can effectively generate a mosaic, regardless of the various types of images and sizes.

A Study on Principle for Use of Multimedia in order to have Effective Communication in Information Design (정보디자인에서 효과적 커뮤니케이션을 위한 멀티미디어 사용원리에 관한 연구)

  • Lee, Il-Soon
    • Cartoon and Animation Studies
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    • s.13
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    • pp.255-267
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    • 2008
  • Recently in the field of information design use of multimedia Including animation has been rapidly increased. And its application is expanding in the field of design nevertheless relevant research in this field is scant. In particular research on which characteristics contribute to improvement for effect of information communication is negligible. Until now designers' interest was mainly focused on visual perfection of screen such as diversity and originality. Actually the aspect of recognition of design was mostly overlooked. But considering ultimate purpose of Information design is accurate communication of information thus there should be more endeavor for research on man's visual recognitive faculty and memory in order to Improve power of communication of information for the purpose of reducing confusion of user before its originality and diversity. For this reason this author in this treatise attempted to examine possible impact of multimedia in information design on recognition of user and communication based on theory of effectiveness of media and also attempted to identify how maximize its effect under different circumstances. Theories on effectiveness of media can be summed up as that well- advanced information of multimedia should be analysed from diverse standpoints on relevancy to tasks and recognitive relevancy rather than its simplification from the standpoint of richness of media. For optimal interface design unnecessary recognitive load should be eliminated and information should be structured by laking maximum advantage of working memory of limited quantity. Also there will be need for selection of proper media and suggestion of expressive method to enable building accurate and successful mental image. In this treatise this author attempted to contribute to designer's decision making in future through examining theories on effectiveness of media in connection with the question of which information technology should be used in order to heighten effect of information communication appropriate to information design.

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Analysis of Music and Photo for User Creative Movie (동영상 콘텐츠 생성을 위한 음악과 사진 분석)

  • Chung, Myoung-Bum;Ko, Il-Ju
    • The KIPS Transactions:PartD
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    • v.14D no.4 s.114
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    • pp.381-388
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    • 2007
  • Consumers changed to the subject to produce a digital contents as data transmission technique is advanced and a digital machine is diffused variously. Users are interested greatly in a user creative movie (UCM) production among various online contents. The UCM production method which uses the music and picture is the method that users make the UCM more easily. However, the UCM production service has the problem that any association does not exist in the music and picture and that the picture changes according to fixed time interval without the relation at a music rhythm. To solve this problem, we propose the UCM production method which uses a music analysis and picture analysis in the paper. A music analysis finds a picture change time according to the rhythm and a picture analysis finds the association of the picture. A music analysis finds strong parts of the sound which uses Root-Mean-Square (RMS). And a picture analysis classifies the picture as a scenery picture and people picture which uses structure simplicity of the picture(SSP) and face region detection. A picture analysis got correct result of 86.4% in the experiment and we can finds the association at each picture and arranges the sequence which the picture appears. Therefore, if we use a music and picture analysis at the UCM production, users may make natural and efficient movie.

Contactless User Identification System using Multi-channel Palm Images Facilitated by Triple Attention U-Net and CNN Classifier Ensemble Models

  • Kim, Inki;Kim, Beomjun;Woo, Sunghee;Gwak, Jeonghwan
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.33-43
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    • 2022
  • In this paper, we propose an ensemble model facilitated by multi-channel palm images with attention U-Net models and pretrained convolutional neural networks (CNNs) for establishing a contactless palm-based user identification system using conventional inexpensive camera sensors. Attention U-Net models are used to extract the areas of interest including hands (i.e., with fingers), palms (i.e., without fingers) and palm lines, which are combined to generate three channels being ped into the ensemble classifier. Then, the proposed palm information-based user identification system predicts the class using the classifier ensemble with three outperforming pre-trained CNN models. The proposed model demonstrates that the proposed model could achieve the classification accuracy, precision, recall, F1-score of 98.60%, 98.61%, 98.61%, 98.61% respectively, which indicate that the proposed model is effective even though we are using very cheap and inexpensive image sensors. We believe that in this COVID-19 pandemic circumstances, the proposed palm-based contactless user identification system can be an alternative, with high safety and reliability, compared with currently overwhelming contact-based systems.

A Study on Cost Estimation of Spatial Query Processing for Multiple Spatial Query Optimization in GeoSensor Networks (지오센서 네트워크의 다중 공간질의 최적화를 위한 공간질의처리비용 예측 알고리즘 연구)

  • Kim, Min Soo;Jang, In Sung;Li, Ki Joune
    • Spatial Information Research
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    • v.21 no.2
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    • pp.23-33
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    • 2013
  • W ith the recent advancement of IoT (Internet of Things) technology, there has been much interest in the spatial query processing which energy-efficiently acquires sensor readings from sensor nodes inside specified geographical area of interests. Therefore, various kinds of spatial query processing algorithms and distributed spatial indexing methods have been proposed. They can minimize energy consumption of sensor nodes by reducing wireless communication among them using in-network spatial filtering technology. However, they cannot optimize multiple spatial queries which w ill be w idely used in IoT, because most of them have focused on a single spatial query optimization. Therefore, we propose a new multiple spatial query optimization algorithm which can energy-efficiently process multiple spatial queries in a sensor network. The algorithm uses a concept of 'query merging' that performs the merged set after merging multiple spatial queries located at adjacent area. Here, our algorithm makes a decision on which is better between the merged and the separate execution of queries. For such the decision making, we additionally propose the cost estimation method on the spatial query execution. Finally, we analyze and clarify our algorithm's distinguished features using the spatial indexing methods of GR-tree, SPIX, CPS.

Real-Time Monitoring and Buffering Strategy of Moving Object Databases on Cluster-based Distributed Computing Architecture (클러스터 기반 분산 컴퓨팅 구조에서의 이동 객체 데이타베이스의 실시간 모니터링과 버퍼링 기법)

  • Kim, Sang-Woo;Jeon, Se-Gil;Park, Seung-Yong;Lee, Chung-Woo;Hwang, Jae-Il;Nah, Yun-Mook
    • Journal of Korea Spatial Information System Society
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    • v.8 no.2 s.17
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    • pp.75-89
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    • 2006
  • LBS (Location-Based Service) systems have become a serious subject for research and development since recent rapid advances in wireless communication technologies and position measurement technologies such as global positioning system. The architecture named the GALIS (Gracefully Aging Location Information System) has been suggested which is a cluster-based distributed computing system architecture to overcome performance losses and to efficiently handle a large volume of data, at least millions. The GALIS consists of SLDS and LLDS. The SLDS manages current location information of moving objects and the LLDS manages past location information of moving objects. In this thesis, we implement a monitoring technique for the GALIS prototype, to allow dynamic load balancing among multiple computing nodes by keeping track of the load of each node in real-time during the location data management and spatio-temporal query processing. We also propose a buffering technique which efficiently manages the query results having overlapped query regions to improve query processing performance of the GALIS. The proposed scheme reduces query processing time by eliminating unnecessary query execution on the overlapped regions with the previous queries.

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