• Title/Summary/Keyword: 시각객체

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Robust Detection of Abandoned Objects Using Visual Context (시각적 정황을 이용한 가림 현상에 강건한 버려진 물체 검출)

  • Lee, Jung-Hyun;Im, Jae-Hyun;Paik, Joon-Ki
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.3
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    • pp.60-66
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    • 2012
  • In this paper, we propose abandoned object detection algorithm. When abandoned object was occluded other object, the existing methods cannot detect abandoned object because those methods are not able to estimate the location of abandoned object. In order to overcome this problem, the proposed algorithm extracts the corners around abandoned object. The detected corners are linked to center of abandoned object called by supporters. We can then estimate the location of abandoned object by using supporters. Therefore, the proposed algorithm can detect and estimate the location of abandoned object, when abandoned object is occluded by other object. For this reason, the proposed algorithm can be applied to intelligent surveillance system to prevent bomb terror, which disguises as luggage or box.

Interactive Multimedia Authoring Tool using MPEG-4 BIFS and Wireless Network (MPEG-4 BIFS와 무선데이터통신망을 이용한 인터렉티브 멀티미디어 저작 도구)

  • Ryu, Sung-Pil;Kwak, Nae-Jung;Kwon, Dong-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.458-460
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    • 2006
  • MPEG-4 BIFS(Binary Format for Scene) is the format to describe the information of time-spatial location of each visual objects in the scene. This is broadcasting for test through T-DMB in the our country and is able to be converted to various multimedia formats. The DMB receivers used currently are loaded on mobile devices mostly and the supply of the receiver is increasing steadily. These enable various service for convergence of DMB and wireless network to do. Therefore, this paper propose a new method of interactive multimedia authoring tool using wireless network and MPEG-4 BIFS. The proposed method corrects and complements MPEG-4 BIFS and have DMB broadcasting and wireless network co-operate. Also using this method, users can make out contents by themselves and can retransmit them through DMB broadcasting. The proposed method produce interactive multimedia contents reconstructed at user's request.

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Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring (디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발)

  • Lee, Jun-Hun;Ha, Tae-Jin;Ryu, Je-Ha;Woo, Woon-Tak
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.402-405
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    • 2009
  • Digilog Book, the next generation publication material, supplies digitalized contents on an analog book by integrating digital contents into existing analog books. There are some studies related to authoring tools which are to authorize, and publish some books which provide digital contents by using VR or AR techniques. In this paper, a pen-type haptic user interface for Digilog Book authoring tool has been introduced. This haptic user interface is developed for more realistic and more effective authoring tasks. This haptic interface provides haptic effects for authoring tasks which are including translation, rotation, scaling, and menu selection. In this research, we designed a body, control circuits, vibration haptic patterns for haptic user interface, and a protocol for between haptic user interface and Digilog Book main control system. Also a simple user study has been done with a developed haptic user interface.

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Schema Integration Methodology and Toolkit for Heterogeneous and Distributed Geographic Databases

  • Park, Jin-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.6 no.3
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    • pp.51-64
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    • 2001
  • Schema integration is one of the most difficult issues in the heterogeneous and distributed geographic database systems (GDSs). As the use of spatial information in various application areas becomes increasingly popular, the integration of geographic information has become a crucial task for decision makers. Most existing schema integration techniques described in the database literature, however, do not address the problems of managing heterogeneities among complex objects that contain visual data and/or spatial and temporal information. The difficulties arise not only from the semantic conflicts, but also from the different representations of spatial models. Consequently, it is much more complex to achieve interoperability in the area of geographic databases. This research attempts to provide a solution to such problems. The research reported in this paper describes a schema integration methodology and a prototype toolkit developed to assist in schema integration activities for GDSs.

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Dynamic Monitoring for Security Management based on State Transition (상태 전이에 의한 보안 관리 동적 모니터링)

  • Jang, Hui-Jin;Kim, Sang-Uk
    • Journal of KIISE:Computer Systems and Theory
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    • v.26 no.12
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    • pp.1468-1475
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    • 1999
  • 컴퓨터망 보안을 위해서는 취약점의 빠른 발견과 그에 따르는 신속한 조치가 요구된다. 이를 위해 컴퓨터망 여러 곳에서 사용자가 원하는 보안 정보를 수집, 분석하고 수집된 보안 정보들을 효과적으로 보여주는 통합적인 보안 관리를 제공하는 모니터링 방식이 필요하다. 본 논문에서는 보안 관리를 위한 동적 모니터링 형식 모델을 제시한다. 동적 모니터링은 상태 전이에 의한 시스템 상태, 사용자와의 상호작용, 시각 및 모니터링 객체의 동적 활성화를 이용하여 컴퓨터망 통합 보안 관리를 제공한다. 계속적으로 변하는 보안 정보, 컴퓨터망 관리자의 관심점과 모니터링 레벨의 변화를 즉각적으로 반영함으로써 관리자에게 컴퓨터망 관리의 정확성, 효율성 그리고 편의성을 제공한다. 모니터링 시스템을 형식적으로 모델링하여 여러 모니터링 응용프로그램의 개발이 가능한 모니터링 플랫폼으로 발전시킬 수 있다. Abstract It is highly required to quickly detect the vulnerability of a computer network system and an appropriate action toward it should be followed as soon as possible for its security. It leads us to the need of a monitoring schema that can provide an integrated security management with carefully selected and analysed data through the computer network for its users. This paper presents a formal model of dynamic monitoring for security management. It provides the comprehensive security management using continuously changing security information, user interactions and dynamic activation of visual and monitoring objects. It enables system security officers to manage computer systems accurately, efficiently and conveniently by reflecting the state transition and the transformation of concerns and a monitoring level of system security officers immediately. This model can be used as the basis of a monitoring platform.

Color Transfer using Color Contrast Based Templates (색의대비 기반 템플릿을 이용한 색상 변환)

  • Park, Young-Sup;Yoon, Kyung-Hyun;Lee, Eun-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.633-643
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    • 2009
  • We propose a color transfer method that used color contrast based templates to express the visual difference clearly between objects, while remaining the quality of the input image. Our algorithm employs colors of both the input image and template distributed on the $a^{\ast}b^{\ast}$chrominance plane of CIE $L^{\ast}a^{\ast}b^{\ast}$color space. The templates are made by considering the effect of color contrast and have the shape of either a line or a curve represented color distribution of the basic colors based gradation image. These tempates can be modeled on spline curves. We also generate simply new templates with the different basic colors by moving the control points of that curve. The color transfer method using the templates is done through a regressive analysis and color matching. We maintained color coherence of the input image by transforming similarly the color distribution of an input image to the one of templates.

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A study on the Significance of Hand Image in Animation (애니메이션 텍스트와 이미지로써 손의 의미작용에 관한 연구)

  • Kim, Yun-Kyung
    • Cartoon and Animation Studies
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    • s.14
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    • pp.53-63
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    • 2008
  • This paper examines the expression of hand appeared in animation. The hand changed its role from the status of the traditional representation to the enlarged meaning; the hand image has shown the individual consciousness and the social reality that has been reflected to our society. On the basis of clarify these concern, the hand appeared in animation gives a new communication and another way to express reality. Futhermore, the hand is no longer an image with realistic representation which generated a form of the consciousness of human being based on the reflection of its own self-identify through the exaggeration and transformation. This means that the hand as a whole is represented by naming one of its parts or vice versa. Therefore, the main purpose of this paper to study the effect and signification process which a synecdoche creates on the work of animation. In conclusion, the expression of hand as new interpretation appeared in animation adapts itself to changing the perspective on animation.

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Constructing an Open Source Based Software System for Reusable Module Extraction (재사용 모듈 추출을 위한 오픈 소스 기반 소프트웨어 시스템 구축)

  • Byun, Eun Young;Park, Bokyung;Jang, Woosung;Kim, R. Young Chul;Son, Hyun Seung
    • KIISE Transactions on Computing Practices
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    • v.23 no.9
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    • pp.535-541
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    • 2017
  • Today, the scale of the computer software market has increased, and massive sized software has been developed to satisfy diverse requirements. In this context, software complexity is increasing and the quality of software is becoming more difficult to manage. In particular, software reuse is important for the improvement of the environments of legacy systems and new system development. In this paper, we propose a method to reuse modules that are certified by quality. Reusable levels are divided into code area (method, class, and component), project domain, and business levels. Based on the coupling and cohesion of software complexity, we propose a reusable module extraction mechanism with reusability metrics, which constructs a visualization of the "reusable module's chunk" based on the method and class levels. By applying reverse engineering to legacy projects, it is possible to identify reusable modules/objects/chunks. If these modules/objects/chunks are to be reused to develop an extension system or similar new system, we need to ensure software reliability in order to reduce the time and cost of software development.

Bubble Popping Augmented Reality System Using a Vibro-Tactile Haptic Mouse (진동촉각 햅틱 마우스 기반 버블포핑 증강현실 시스템)

  • Jung, Da-Un;Lee, Woo-Keun;Jang, Seong-Eun;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.15 no.6
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    • pp.715-722
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    • 2010
  • As one of applications in augmented realities, this paper presents a bubble popping system utilizing a haptic vibro-tactile mouse. In this system, virtual bubbles randomly float in the 3D space. By using the vibro-tactile mouse grabbed by a user, the bubbles are popped when they are touched by the mouse in the 3D space. Then a bubble popping effect with addition mouse vibration is delivered to the user's hand through the mouse. The proposed system is developed on ARToolkit environment. Therefore, basic components such as a camera and a marker pattern are required. The systems is composed of a vibro-haptic mouse, a webcam, a marker pattern, a graphic bubble object, and graphic mouse. Mouse vibration as well as bubble fade-out effect is delivered. Therefore, the combination of visual and tactile bubble popping effects outperforms the usage of a single effect in the experience of augmented reality.

A Bio Edutainment Contents System based on Virtual Reality (가상현실 기반의 바이오 교육 콘텐츠)

  • Lee, Jun;Park, SungJun;Kim, HyungSeok;Kim, Jee-In
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.59-65
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    • 2009
  • An Edutainment Contents help the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Edutainment contents can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Edutainment that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on the system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users.

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