• Title/Summary/Keyword: 이미지 유형

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Research on Deep Learning-Based Methods for Determining Negligence through Traffic Accident Video Analysis (교통사고 영상 분석을 통한 과실 판단을 위한 딥러닝 기반 방법 연구)

  • Seo-Young Lee;Yeon-Hwi You;Hyo-Gyeong Park;Byeong-Ju Park;Il-Young Moon
    • Journal of Advanced Navigation Technology
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    • v.28 no.4
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    • pp.559-565
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    • 2024
  • Research on autonomous vehicles is being actively conducted. As autonomous vehicles emerge, there will be a transitional period in which traditional and autonomous vehicles coexist, potentially leading to a higher accident rate. Currently, when a traffic accident occurs, the fault ratio is determined according to the criteria set by the General Insurance Association of Korea. However, the time required to investigate the type of accident is substantial. Additionally, there is an increasing trend in fault ratio disputes, with requests for reconsideration even after the fault ratio has been determined. To reduce these temporal and material costs, we propose a deep learning model that automatically determines fault ratios. In this study, we aimed to determine fault ratios based on accident video through a image classification model based on ResNet-18 and video action recognition using TSN. If this model commercialized, could significantly reduce the time required to measure fault ratios. Moreover, it provides an objective metric for fault ratios that can be offered to the parties involved, potentially alleviating fault ratio disputes.

A Study on Growth Type of Comic strips Heroes through Journey of Life (삶의 여정을 통한 만화 히어로 성장유형 연구)

  • Kim, MiRim
    • Cartoon and Animation Studies
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    • s.29
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    • pp.173-207
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    • 2012
  • The four-phased plot which consists of introduction, development, turn and conclusion in the long-story structure tends to be patterned and schematized. The behavior of characters is in line with the beginning of human beings and the plot of comic strips basically has four phases. It is, however, not a simple arrangement but a complex one which was developed by organizing patterns of human power, behavior and emotions. With the results from a survey with college students studying comic strips, this study aims to categorize four characters from the archetypal system by Carol Pearson, four phases of the hero's journey by Joseph Campbell, and the four phases of the plot based on Aristotle's theory, which is the frame of the comic strip structure through supporting evidence extracted from comic strips in an integrated way. In this study, the categorization is performed by simplifying and systemizing a character's life cycle, which is a factor of a story structure in complex comic strips. This study is to identify what comic strip writers express by using the metaphor in the complicated long-story structure of comic strips This study reveals that the structure of introduction, development, turn and conclusion based on the plot theory by Aristotle is the metaphor of human life and fate and that the phases of development in the archetypal system by Carol Pearson, a Jung researcher influenced by Jung's theory are the metaphor of human life and fate. Also, the theories of Joseph Campbell, who also was influenced by Jung, are the metaphor of human life and fate as they projected complex emotions of joy, anger, sorrow, and pleasure onto the archetype of heroes and used the metaphor of the hero's journey. Lastly, the theories are introduced with the approach of 'guide to screenwriters' by Christopher Vogler. Meanwhile, this metaphor is the objective and goal of this study. The comic strips selected for this study seem to have long complex stories which have characters leaving their homes, going through adventures and difficulties, meeting the world in another way, experiencing tension, competition, wars, and hardship and returning home with compensation. They grow mentally and psychologically through their journeys and finally become heroes. They express the meaning of our introspection in a narrative through plots and images of comic strips. This appears complex but the basic structure of long comic strips has four phases of plot. The life style of an extraordinary character traveling for adventures and growing in long comic strips can be divided into four phases symbolizing childhood, adolescence, adulthood, and senescence and it is a psychological growth process. The archetypes of the character can be divided into four phases and the growth process can be explained. The hero's journey symbolized by the character can be also divided into four phases. Through theories, the complex arrangement of four-phased plots in comic strips corresponds with the growth process of introduction, development, turn and conclusion through the stages of life. At the same time, this study found that the characters becoming heroes are the metaphor of introspection and that the characters' growth and life correspond with the four phases in life through long comic strips. Long stories in long comic strips written by comic strip writers show that characters go on their journeys and change their lives through hardship and difficulty by logical construction of plot and their growth processes are presented in archetypal images and they reach introspection as heroes. The readers share time and space through images in comic strips and realize that they had the same experience as the characters emotionally by being moved by the stories.

Establishment of a Buddhist Arboretum through a Survey of Temple Managers and Laypersons (사찰림 관리자와 일반인의 인식조사를 통한 불교수목원 조성방안)

  • Yi, Young-Kyoung;Yi, Pyong-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.1
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    • pp.104-114
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    • 2014
  • Nowadays, forests have been recognized as valuable resources for biological diversity and tourism/recreation. Temple forests occupy 1.3% of all the Korean forest and are under weak management although their ecological states are very good. Currently in the Buddhist society, the concern for the Buddhist arboretum has been raised as a good alternative for the practical use of temple forests to secure the sustainability of the temple forests as well as to actively meet the demand of the times for forests. This study aims to suggest establishment measures of Buddhist arboretum. This survey was performed on 105 temple forest managers and 130 laypersons. To summarize the results, the two groups differ in opinion. The temple forest managers more concerned for advertizing Buddhist culture and enhancing the image of the temple, while the laypersons had higher expectations for relaxation and education. However, they are similar in putting more emphasis on the conserving the heritage value of the temple and managing the temple forest. Above all, both groups evaluated the needs higher than the urgency and perceived managing temple forest as the most crucial function of a Buddhist arboretum. They also thought that a Buddhist arboretum should be planned to respond to the ecological characteristics of the temple area as well as to be non-exclusive to its users. Based on the important findings, five suggestions for a Buddhist arboretum were proposed. First, a Buddhist arboretum should be carried forward from a long-term point of view, developing a bond of sympathy between members of Buddhist society as well as conducting promotion and education to the general public. Second, the most significant function of a Buddhist arboretum should be preserving the temple forest, with the emphasis on relaxation and education. Third, in order to provide nonexclusive use, a Buddhist arboretum should provide mixed programs applicable to diverse user groups for high user satisfaction and educational effects. Fourth, the Buddhistic identification could be obtained through variety of plants closely associated with Buddhist culture. Lastly, in the process of collecting plants, it is also crucial to reflect the image of the temple and resource property so as to contribute itself in conservation and management of original temple forests. Thereby all Buddhist Arboretum can be classified into two types; preservation/collection and display/education/rest.

The Sixth-Grade Students' Conceptions of a Scientist's Time Use (초등학교 6학년생들의 과학자의 생활시간에 대한 인식)

  • Jang, Myoung-Duk;Lee, Myeong-Je
    • Journal of The Korean Association For Science Education
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    • v.24 no.6
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    • pp.1118-1130
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    • 2004
  • This article aims to (a) investigate children's images of a scientist's life style by comparing children's drawings about a scientist's schedule with those about a company employee's schedule in a weekday and on Sunday; and (b) examine the usefulness of 'Drawing A Scientist's Schedule (DASS)' test as a new instrument of learners' conceptions of a scientist and his/her work. To do those, thirty sixth- grade children participated in this study. The children, 15 boys and 15 girls, were selected from a classroom of an elementary school located in Gongju city. The children's drawings were analyzed in conjunction with individual interviews. The interviews facilitated the clarification of any ambiguous attributes of the drawings by questioning after their completion. Several significant conclusions can be drawn from this work: First, the children conceived that a scientist has more mandatory time, and less necessary and leisure time than does a company employee. Interestingly, many children thought that a scientist has similar life style on Sunday to that in a weekday, unlike a company employee. Second, in case of necessary time use in a weekday and on Sunday, the difference between a scientist and a company employee results from their sleeping time. Also, the children showed more various conceptions of a scientist's sleeping time than those of a company employee's sleeping time. Third, in case of mandatory time use, the children conceived that a scientist spends more time for his/her occupational work and less time for his/her housework activities than does a company employee. Fourth, the children's drawings showed that there is difference between a scientist's and a company employee's leisure time use and activities. Finally, the DASS test indicated its possibility and usefulness as an instrument for investigating learners' images on a scientist and his/her work. The instrument exhibited several distinctive children's conceptions that is difficult in identifying by using the DAST, a popular instrument.

A Study on the Adaptation and Change of Amusement Culture on the Case of Wolmido Pleasure Ground during the Japanese Colonial Era (일제강점기 월미도유원지를 통한 행락 문화의 수용과 변화에 관한 연구)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.42 no.5
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    • pp.134-147
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    • 2014
  • Pleasure grounds, which were introduced during the Japanese colonial era, were places for organizing new amusement activities, and developed into a large-scale private spaces and a new type of public space at the same time. This study explores the scenery and accommodations of pleasure grounds and the changes of the amusement culture through the Wolmido Pleasure Grounds, which was a typical pleasure grounds of the time. At that time, Wolmido became a comprehensive amusement/entertainment place with many elements of both Western and Japanese pleasure grounds such as exotic buildings harmonized with trees, a beach, a seaside school, public playing field, and zoo constructed on the Island. Wolmido Pleasure Ground, which was connected with Kyungsung by Kyungin railroad during the Japanese colonial era, is a good example showing the process of the popularization and commercialization of the amusement culture. The process of popularization of amusement shows the spreading of the enjoyment of leisure time with amusement activities through appreciating the beautiful scenery of the pleasure grounds among various social classes. The caste system was broken and anyone could use the pleasure grounds by paying the fee, of which there were many kinds, so the distinction between genders and the different classes, such as the Chosun people and Japanese, regarding amusement in pleasure grounds disappeared gradually. Also, pleasure grounds were a place for Western hobby-sports activities and were the means to generalize collective and dynamic activities through summer school and various sport games. At the same time, there were places for deviation from the existing social norms when it was combined with entertainment facilities. The commercialization of amusement took place in the form of an artificial entertainment culture within an artificial environment. First, the scenery was artificially constructed and this scenery created the image of paradise such as 'captivating summer vacation spot' and 'water kingdom'. This was the result of the combined intentions of the colonial authority, the railroad company and the amusement corporation to produce economic profits and encourage development in the area. Second, an artificial spectacle was constructed using nature as the backdrop. Buildings of various styles created a modernized and exotic image when they were combined with each other. Artifacts such as breakwaters and arcades created new attractions for people that enabled them to view both nature and the crowds from a whole different perspective. Third, pleasure grounds contributed to the advent of passive users who would just follow the given use and instructions. In this way, one can find the prototype of popular entertainment places of today such as sightseeing complexes, amusement parks, and theme parks through the construction of amusement grounds as a place for providing dynamic activities.

Host-Based Intrusion Detection Model Using Few-Shot Learning (Few-Shot Learning을 사용한 호스트 기반 침입 탐지 모델)

  • Park, DaeKyeong;Shin, DongIl;Shin, DongKyoo;Kim, Sangsoo
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.7
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    • pp.271-278
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    • 2021
  • As the current cyber attacks become more intelligent, the existing Intrusion Detection System is difficult for detecting intelligent attacks that deviate from the existing stored patterns. In an attempt to solve this, a model of a deep learning-based intrusion detection system that analyzes the pattern of intelligent attacks through data learning has emerged. Intrusion detection systems are divided into host-based and network-based depending on the installation location. Unlike network-based intrusion detection systems, host-based intrusion detection systems have the disadvantage of having to observe the inside and outside of the system as a whole. However, it has the advantage of being able to detect intrusions that cannot be detected by a network-based intrusion detection system. Therefore, in this study, we conducted a study on a host-based intrusion detection system. In order to evaluate and improve the performance of the host-based intrusion detection system model, we used the host-based Leipzig Intrusion Detection-Data Set (LID-DS) published in 2018. In the performance evaluation of the model using that data set, in order to confirm the similarity of each data and reconstructed to identify whether it is normal data or abnormal data, 1D vector data is converted to 3D image data. Also, the deep learning model has the drawback of having to re-learn every time a new cyber attack method is seen. In other words, it is not efficient because it takes a long time to learn a large amount of data. To solve this problem, this paper proposes the Siamese Convolutional Neural Network (Siamese-CNN) to use the Few-Shot Learning method that shows excellent performance by learning the little amount of data. Siamese-CNN determines whether the attacks are of the same type by the similarity score of each sample of cyber attacks converted into images. The accuracy was calculated using Few-Shot Learning technique, and the performance of Vanilla Convolutional Neural Network (Vanilla-CNN) and Siamese-CNN was compared to confirm the performance of Siamese-CNN. As a result of measuring Accuracy, Precision, Recall and F1-Score index, it was confirmed that the recall of the Siamese-CNN model proposed in this study was increased by about 6% from the Vanilla-CNN model.

The Implication and Issues of Landscape Design Education through National Exhibition of Korean Landscape Architecture (대한민국환경조경대전을 통해 본 조경 설계 교육의 쟁점과 시사점)

  • Choi, Jung-Mean;Yun, Su-jin
    • Journal of the Korean Institute of Landscape Architecture
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    • v.44 no.2
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    • pp.108-121
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    • 2016
  • The purpose of this study is to explore the issues and implications for landscape design education in Korean landscape architecture by analyzing the National Exhibition of Korean Landscape Architecture(NEKLA). This study analyzed the suggested topics and selected site as well as the commentary that appeared in the NEKLA's award-winning book published from 2004 to 2014. Results of the study are as follows: First, topics of NEKLA are not only competition guidelines but related to exploring new area and role of Korean landscape architecture. Second, most dealing with site is 'industrial heritage and regeneration space' and 'green infrastructure'. In more recent years, a larger variety of sites were addressed. Third, site locations are concentrated in metropolitan areas, and awards and participation of the non-metropolitan universities was very low. Fourth, seven criteria can be applied in a general landscape design competition such as 'newness of the concept(idea)', 'logicality of the design process', 'selection of site fidelity of analysis(interpretation)', 'presentation and completion of the master plan', 'consistency with the theme', 'linkage of concepts and results' and 'feasibility'. The evaluation criteria are increasing the sophistication of the design language to provide useful suggestions on how to find design education methods. Its implications are as follows: First, training is essential to derive innovative ideas, but it should avoid excessive concept-oriented education. Second, design education may include instruction on how to define the problems related with the site. Third, more emphasis on design logic is essential to transform the innovative concept to actual results. Fourth, 'slick images' unrelated to design should be suppressed. Fifth, practice is needed to solve the topics addressed in the design process of education. Sixth, 'feasibility' and 'creative thinking' are necessary to recognize a reciprocal relationship that is helpful to one another. This study uses direct quote commentary to minimize the subjectivity of the researcher and to trace issues of the contemporary landscape architecture more directly and vividly. This study is a record waiting for another review as meta-criticism. In this regard this study, the landscape architect of the next times will have a mean that historical records to review the current thinking of the landscape theory and design.

Criteria of Evaluating Clothing and Web Service on Internet Shopping Mall Related to Consumer Involvement (인터넷 쇼핑몰 이용자의 소비자 관여에 따른 의류제품 및 웹 서비스 평가기준에 관한 연구)

  • Lee, Kyung-Hoon;Park, Jae-Ok
    • Journal of the Korean Society of Clothing and Textiles
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    • v.30 no.12 s.159
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    • pp.1747-1758
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    • 2006
  • Rapid development of the information technology has influenced on the changes in every sector of human environments. One prominent change in retail market is an increase of electronic stores, which has prompted practical and research interest in the product and store attributes that include consumer to purchase products from the electronic shopping. Therefore many marketers are paying much attention to the criteria of evaluating clothing and web service on internet shopping malls. The purpose of this study is to examine differences of clothing and web service criteria of consumer groups (High-Involvement & High-Ability, Low-Involvement & High-Ability, High-Involvement & Low-Ability, and Low-Involvement & Low-Ability) who are classified into consumer involvement and internet use ability. The subjects of this study were 305 people aged between 19 and 39s, living in Seoul and Gyeonggi-do area, and having experiences in buying products on the internet shopping. Statistical analyses used for this study were the frequency, percentage, factor analysis, ANOVA and Duncan test. The results of this study were as follows: Regarded on the criteria of evaluating clothing, the low different groups had significant differences in the esthetic, the quality performance and the extrinsic criterion. Both HIHA group and HILA group showed the similar results. They considered every criterion of evaluating clothing more important, compared with other groups. Regarded on the criteria of evaluating web service related to the low different groups, there were significant differences in the factors related to the shopping mall reliance, the product, the satisfaction after purchase, and the promotion and policy criterion. Both HIHA group and HILA group showed the similar results as well. They considered every criterion of evaluating web service more important, compared with other groups. In conclusion, HI groups perceive relatively more dangerous factors which can be occurred during internet shopping. Therefore, internet shopping malls need to provide clothing that can satisfy the HI groups as well as make efforts to remove the dangerous factors on the internet.

An Analysis of the Image and Visual Preference of a Light Rail Pier according to Aesthetic Styles (경전철 교각의 미관개선유형별 이미지 및 시각적 선호도 분석)

  • Jung, Sung-Gwan;Kang, Dong-Hyun;Shin, Jae-Yun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.43 no.4
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    • pp.15-26
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    • 2015
  • The Daegu Metropolitan Transit Corporation Advisory Committee has chosen 5 styles of bridge-pier designs, including coating, graphic, planting, billboard and safety-facility style, based on the results of landscape simulations from a previous study. This study was conducted to investigate citizen's preferences and emotional images for each style of bridge-pier design, by aiming at the pilot urban landscape improvement section from Daebong Bridge in Suseong Gu to the crossroads near Dongseong Elementary School in Daegu Metropolitan City. The questionnaire was drawn up regarding the urban landscape improvement plans applied to the research area, and the questions were about citizens' perception of bridge-pier structures generated by constructing a light rail transit, important factors to consider when designing bridge piers, preferences for each style of bridge-pier design and emotional impact. 60.4% of the survey participants were found to perceive bridge-pier structures as unattractive, so it was necessary to improve them aesthetically. Regarding visual factors of bridge-pier designs, color was most important at 5.81, followed by form at 5.57. Regarding aesthetic component factors, harmony was most important at 6.07, followed by amenity at 6.00. In the survey participants' preference for each bridge-pier design, the graphic style was preferred most at 4.14, followed by the planting style. In emotional adjectives used for each bridge-pier design, the coating style, the safety-facility style and the non-treatment style showed similar results, and all of these styles were evaluated as artificial, lifeless and desolate. The graphic style and the billboard style showed different tendencies, depending on visual factors and aesthetic component factors applied to the graphic design used for these two bridge-pier styles. Since natural materials were used for the planting style, however, it showed high preference for such emotional images as natural and lively. The emotional adjective 'amiable' was found to affect citizens' preferences for each bridge-pier aesthetic improvement plan most, and it was also analyzed to have an effect on all the styles of bridge-pier designs. To improve the landscape of a light rail transit being constructed inside the urban area, this study quantitatively extracted citizens' preferences and emotional adjective for every style of bridge-pier design applied to the pilot urban landscape improvement section, and it is expected that the results of this study will be used as basic data to improve the landscape of bridge piers.

A Vision for the Implementation of Daesoon Jinrihoe's Temple Stay (대순진리회 템플스테이 전망 고찰)

  • Joo So-yeon
    • Journal of the Daesoon Academy of Sciences
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    • v.49
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    • pp.187-227
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    • 2024
  • The purpose of this article is to examine the prospects of the religious cultural experience program of Daesoon Jinrihoe by referring to the current status of Korea's Buddhist temple stays, which began with the 2002 World Cup and have become a regular program for the general public with the establishment of the Cultural Corps of Korean Buddhism in 2004. The motivation for Korean participation is mainly rest, while foreigners tend to be more interested in Korean traditional culture. During the experience, the perceived value felt by the participants led to satisfaction and an intention to revisit. Temple stays have contributed to the globalization of Korean Buddhism. The temple stay of Daesoon Jinrihoe is a religious cultural experience program for the public. If it became a regular program, the target could be expanded to include foreigners who wish to experience Korean culture. The activities such as wearing Hanbok, taking a Dojang Tour, praying, and dialogue over tea can be allocated to the program. As a result, the perceived value by participants could be taken as a cognitive value. For instance, they could learn about Sangje's Reordering of the Universe that transformed the order of Sanggeuk (Mutual Contention) into the order of Sangsaeng (Mutual Beneficence). They way that they live their lives could change as a result of these new understandings. The emotional value of the experience would come from experiencing traditional Korean religious culture. The prospect of implementing such a program is twofold: firstly, there are the tasks of proper preparation, and secondly, there are the positive effects. The tasks would first involve creating a systematic and organized center point. Next there would be the matter of preparing spaces for the temple stay, and lastly, an online platform for advertisement, recruitment, and application would also be greatly beneficial. This is a vision that could contribute to the improving public image of the order, its globalization, and to the overall improvement of the facilities and management that would produce a more socially friendly environment.