• Title/Summary/Keyword: 콘텐츠 선택기법

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Building Hierarchical Bitmap Indices in Space Constrained Environments (저장 공간이 제약된 환경에서 계층적 비트맵 인덱스 생성에 관한 연구)

  • Kim, Jong Wook
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.33-41
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    • 2015
  • Since bitmap indices are useful for OLAP queries over low-cardinality data columns, they are frequently used in data warehouses. In many data warehouse applications, the domain of a column tends to be hierarchical, such as categorical data and geographical data. When the domain of a column is hierarchical, hierarchical bitmap index is able to significantly improve the performance of queries with conditions on that column. This strategy, however, has a limitation in that when a large scale hierarchy is used, building a bimamp for each distinct node leads to a large space overhead. Thus, in this paper, we introduce the way to build hierarchical bitmap index on an attribute whose domain is organized into a large-scale hierarchy in space-constrained environments. Especially, in order to figure out space overhead of hierarchical bitmap indices, we propose the cut-selection strategy which divides the entire hierarchy into two exclusive regions.

Low Power Design of a MIPI Digital D-PHY for the Mobile Signal Interface (모바일 기기 신호 인터페이스용 MIPI 디지털 D-PHY의 저전력 설계)

  • Kim, Yoo-Jin;Kim, Doo-Hwan;Kim, Seok-Man;Cho, Kyoung-Rok
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.10-17
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    • 2010
  • In this paper, we design digital D-PHY link chip controling DSI (Display Serial Interface) that meets MIPI (Mobile Industry Processor Interface) standard. The D-PHY supports a high-speed (HS) mode for fast data traffic and a low-power (LP) mode for control transactions. For low power consumption, the unit blocks in digital D-PHY are optionally switched using the clock gating technique. The proposed low power digital D-PHY is simulated and compared with conven tional one about power consumption on each transaction mode. As a result, power consumptions of TX, RX, and total in HS mode decrease 74%, 31%, and 50%, respectively. In LP mode, power reduction rates of TX, RX, and total are 79%, 40%, and 51.5%, separately. We implemented the low power MIPI D-PHY digital chip using $0.13-{\mu}m$ CMOS process under 1.2V supply.

A Study on Dadaism and Photomontage (다다이즘과 포토몽타주에 대한 고찰)

  • Yoon, Young-Beam;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.110-119
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    • 2013
  • Since the early 20th century photo based art and effort to creative experiment, to pursue the essence of creation to escape from stereotypes between form and media, expression and technology, has been continued persistently. Photomontage was born as an artistic attempt for the new representation. Basically photomontage is configured to visually emphasize the message as a work to produce new meaning by combining the various images that are intentionally selected. The photomontage as a visual art, dialectic of text and image that is to pursue a new format to be out the concept already existing, have been developed, the concept is similar to the modern multiple art. The value of photo montage is to explore of the photo, not limited to describe or reproduce as a deformation, the new possibilities for creative expression and the experience of the day-to-day operation for the implementation of the scheme.

Realtime Facial Expression Control of 3D Avatar by Isomap of Motion Data (모션 데이터에 Isomap을 사용한 3차원 아바타의 실시간 표정 제어)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.9-16
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    • 2007
  • This paper describe methodology that is distributed on 2-dimensional plane to much high-dimensional facial motion datas using Isomap algorithm, and user interface techniques to control facial expressions by selecting expressions while user navigates this space in real-time. Isomap algorithm is processed of three steps as follow; first define an adjacency expression of each expression data, and second, calculate manifold distance between each expressions and composing expression spaces. These facial spaces are created by calculating of the shortest distance(manifold distance) between two random expressions. We have taken a Floyd algorithm for it. Third, materialize multi-dimensional expression spaces using Multidimensional Scaling, and project two dimensions plane. The smallest adjacency distance to define adjacency expressions uses Pearson Correlation Coefficient. Users can control facial expressions of 3-dimensional avatar by using user interface while they navigates two dimension spaces by real-time.

Enhanced Coding Method by Remapping of Integral Images (집적 영상 재배치를 통한 부호화효율 향상 방법)

  • Kim, Su-Bin;Kang, Hyun-Soo
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.1-10
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    • 2015
  • In this paper, we propose an integral image compression method to improve the coding efficiency. As the characteristics of integral images are various according to the distance between a camera and objects, complexity of the objects and background, etc, the coding efficiency can be improved by applying a coding method adaptive to the characteristics. In addition, as the integral images are compressed by the unit of elemental images, the coding efficiency can be improved. by employing a coding method optimized to the coding direction of elemental images. Therefore, the proposed method remaps an integral image with six kinds of mapping rules, and then the conventional 3D-DCT based compression method is applied to the remapped images. Finally, we perform the rate-distortion optimization to choose the best of the mapping rules. Experimental results show that the proposed method yields high gains in image quality and bit-rate.

Consideration of Don't-care Condition for Multiplexer-based Logic Design (For Application to Arduino-based Design Education) (다중화기 기반 논리 설계를 위한 무정의 조건의 고찰 (아두이노 설계 교육에의 활용을 위한))

  • Lee, Jae Min
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.881-888
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    • 2017
  • Logic design using multiplexer has been used as a useful method for design convenience and flexibility in structural digital system design. In this paper, we analyze the effect of don't care conditions on logic optimization in a multiplexer-based logic design, which was not discussed enough in the previous studies in multiplexer based logic design, and describe the use of don't care conditions for designing of a single multiplexer and multiple multiplexer-based logic design. Especially, the design method when the number of data input is not 2m (as the number of selection lines is m) is considered. We also describe how to apply the proposed technique to the digital logic design education in conjunction with microprocessor design using Arduino which is widely used in creative engineering education recently.

Delphi Study on Game Content Valuation Model Element Extraction and Analysis (게임 컨텐츠 가치 평가 모델 분석 및 요소 추출에 관한 연구)

  • Lee, Sung Tae;Cho, Ok Hue
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.145-155
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    • 2018
  • This study aims to extract additional elements to the existing game value evaluation using Delphi technique to 23 game experts. As a result of reviewing the characteristics of the development model using the evaluation model of the existing game contents, it was found that the evaluation factor was selected when selecting the content. The Delphi analysis was conducted two times, the first was the expert FGI and the second was the Delphi questionnaire. More detailed elements were presented in the related items such as results, technology transfer and dissemination, and details for promoting commercialization. Through focus group interviews, we extracted additional factors and predicted market size, growth potential, regulatory and market appeal and risk through market analysis of content success in the game industry. This will allow the industry to understand market size, growth potential, regulation, market appeal and risk through a market analysis of its success targets. This study suggests that the proposed evaluation factors can be applied to the entire game and cultural contents industry and will also help to construct market factors such as market value evaluation of contents, goal and goal setting, selection of entry method, and strategic factors.

A Exploratory Study on the Determinants Predicting Student Depature of Freshmen: Focusing on the Case of S University (대학 신입생 중도탈락 예측 요인 분석: S대학 사례를 중심으로)

  • Lee, Eun-jung;Lee, Jeong-hun
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.317-330
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    • 2021
  • This study aims to derive the main factors for predicting student departure of university freshmen and provide the basis for establishing policies to prevent student departure at the institutional level. For this purpose, a random forest model is developed with the data observed for 2 years at a four-year private university in Seoul. In the prediction model, 6 variables of school adjustment factors and 12 variables of institution satisfaction factors are applied. The top 6 variables presenting the highest MDA turn out to be emotional stability, financial conditions, assurance in the choice of major, satisfaction with the choice of university, educational method(systematic teaching method), educational method(effectiveness of major education). Based on the results of this study, it is suggested the necessity of institutional design supporting freshmen to adapt to university life and stably continue their studies.

A Study of Normal Map Extraction and Lighting Technology for Real-time Image Based Lighting (실시간 영상기반 라이팅을 위한 고속 노말맵 추출방법 및 라이팅 기술 연구)

  • Yu, Se-Un;Bang, Chan-Yeong;Lee, Sang-Hwa;Lee, Sang-Yeop;An, Sang-Cheol;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.1031-1036
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    • 2007
  • 최근 가상현실 기술의 주요 연구 동향으로 몰입감을 증가시키는 실감공간 구현구술이 주목 받고 있다. 실감공간 기술이란 서로 다른 공간에 떨어져 있는 사용자가 같은 공간에 있는 효과를 구현하는 기술이다. 본 논문에서는 특히 상호간의 주변 환경을 일치시키는 기술에 중점을 두고, 실시간으로 두 공간의 조명정보를 일치시키는 기술로서 2가지 핵심 내용을 소개한다. 첫째는 비주얼 헐 데이터를 기반으로 고속으로 노말벡터를 추출하는 방법이고, 둘째는 사용자 주변 조명 환경 정보를 반영하는 라이팅 방법이다. 본 논문에서 수행한 첫번째 방법은 비주얼 헐 데이터의 depth존재영역에서 노말맵을 계산하도록 하고, 노말맵을 계산할 때 주변 폴리곤들 기하학적 변화가 심할수록 노말맵 계산에 사용하는 주변 벡터의 선태을 늘리거나 줄이는 방식으로, 불필요한 계산량을 감소시켰다. 본 논문에서 수행한 두번째 방법에서는 주변 조명 정보에서 빛의 세기와 라이팅을 반영할 객체의 반사율의 특성을 고려하여 라이팅에 사용할 광원을 선택적으로 반영하여 불필요한 연산량을 감소시켰다. 종래의 영상기반 라이팅 기술이 사전에 촬영된 영상을 사용하거나 정지영상에 적용되는 연구를 한 반면에 본 논문은 실시간에서 라이팅을 구현하기 위한 시도로서 고속 라이팅 연산 기법을 제시하고 있다. 본 연구의 결과를 이용하면 영상기반 라이팅 연구의 실제적이고도 폭넓은 적용이 가능할 것으로 사료되며 고화질의 콘텐츠 양산에도 기여할 것으로 사료된다.

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Generation Paraphrase using Pointer Generation Network (포인터 생성 네트워크를 이용한 패러프레이즈 생성)

  • Park, Da-Sol;Kim, Young-kil;Cha, Jeong-Won
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.535-539
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    • 2020
  • 다양한 발화를 모델링하는 요구는 자연어 처리 분야에서 꾸준히 있었으며 단어, 구 또는 문장과 동등한 의미 콘텐츠를 자동으로 식별하고 생성하는 것은 자연어 처리의 중요한 부분이다. 본 논문에서는 포인터 생성 네트워크(Pointer Generate Nework)를 이용하여 패러프레이즈 생성 모델을 제안한다. 제안한 모델의 성능을 측정하기 위해 사람이 직접 구축한 유사 문장 코퍼스를 이용하였으며, 토큰 단위의 BLEU-4 0.250, ROUGE_L 0.455, CIDEr 2.190의 성능을 보였다. 하지만 입력 문장과 동일한 문장을 출력하는 문제점이 존재하여 빔서치(beam search)를 적용하여 입력 문장과 비교하여 생성 문장을 선택하는 방식을 적용하였다. 입력 문장과 동일한 문장을 제외한 문장으로 평가를 진행했으며, 토큰 단위의 BLEU-4 0.234, ROUGE_L 0.459, CIDEr 2.041의 성능을 보였으나, 패러프레이즈 생성 데이터 양이 크게 증가하였다. 본 연구는 문장 간의 의미적으로 동일한 정보를 정확하게 추출할 수 있게 됨으로써 정보 추출, 온톨로지 생성에 도움이 될 것이다. 또한 이러한 기법이 챗봇에서 사용자의 의도 탐지 및 MRC와 같은 자연어 처리의 여러 분야에 유용한 자원으로 사용될 것이다.

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