• Title/Summary/Keyword: 탐색 깊이

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Information acquisition and searching in hypertext: Comparison Between adults and children (하이퍼텍스트상의 정보획득과 성인과 아동의 정보탐색)

  • 최순희;조경자;이승복
    • Korean Journal of Cognitive Science
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    • v.11 no.3_4
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    • pp.1-11
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    • 2000
  • This study investigated information acquisition from hypertext and the difference of searching behavior between adults and children. In experiment 1. we compared the amount of information acquisition from the hypertext to that of the printed text. The result showed that the performance in printed text was better than in hypertext. However. the performance of experienced (in the internet) participant showed no difference between the hypertext and the printed text. Experiment 2 compared the information-searching behavior of the adults and children in the hypertext environment. The results showed that adults performed the information-searching faster than children, yet there was no difference in the proportion of correct responses of the two groups. However. children who were more experienced in the internet and produced right answers to the 7th level questions in depth performed better and faster than the adults who were not. These results suggest that the experience in the internet is the most important factor in the searching of the wanted information.

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Subquadratic Time Algorithm to Find the Connected Components of Circle Graphs (원 그래프의 연결 요소들을 찾는 제곱미만 시간 알고리즘)

  • Kim, Jae-hoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.11
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    • pp.1538-1543
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    • 2018
  • For n pairs of points (a,b) on a circle, the line segment to connect two points is called a chord. These chords define a new graph G. Each chord corresponds to a vertex of G, and if two chords intersect, the two vertices corresponding to them are connected by an edge. This makes a graph, called by a circle graph. In this paper, we deal with the problem to find the connected components of a circle graph. The connected component of a graph G is a maximal subgraph H such that any two vertices in H can be connected by a path. When the adjacent matrix of G is given, the problem to find them can be solved by either the depth-first search or the breadth-first search. But when only the information for the chords is given as an input, it takes ${\Omega}(n^2)$ time to obtain the adjacent matrix. In this paper, we do not make the adjacent matrix and develop an $O(n{\log}^2n)$ algorithm for the problem.

Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
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    • v.11 no.1
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    • pp.153-167
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    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

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Characteristics of the Process of Visual Attention during Spatial Depth Perception (공간의 깊이감 지각과정에 나타난 시각정보획득 특성)

  • Kim, Jong-Ha;Cho, Ji Young
    • Science of Emotion and Sensibility
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    • v.21 no.1
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    • pp.115-128
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    • 2018
  • Understanding the process of spatial perception plays a significant role in the design process as well as in the use of actual spaces. The perception of spatial depth can vary according to the space composition and design even there is no change in the actual size of the space. The properties of 3-dimensional space are its width, height, and depth; however, compared to the perception of spatial width and height, little research and theories exist on spatial depth perception. The reasons may be there less interest lies in the effect of spatial depth perception than that of spaciousness or height of space. This study is an investigation of the process of spatial depth perception using an eye-tracking device with stimuli developed through Computer Graphics. A total of 44 interior design major students participated in the eye tracking experiment; and they looked at three images comprised of an identical room with only changes in the rear wall condition. The results show that a significant difference in the fixation duration per stimulus exists. In addition, a significant difference exists on the fixation duration per stimulus according to the participants' answer of the deepest space. The result of this study can help identify factors for spatial depth perception, validate the assumption on it, and provide knowledge on how to acquire desirable spatial depth by utilizing the research result.

Web Service Matching Algorithm using Cluster and Ontology Information (클러스터와 온톨로지 정보를 이용한 웹 서비스 매칭 알고리즘)

  • Lee, Yong-Ju
    • Journal of Internet Computing and Services
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    • v.11 no.1
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    • pp.59-69
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    • 2010
  • With the growing number of web services, there arise issues of finding suitable services. But, the traditional keyword search method is insufficient for two reasons: (1) this does not capture the underlying semantics of web services. (2) this does not suffice for accurately specifying users' information needs. In order to overcome limitations of this keyword search method, we propose a novel syntactic analysis and ontology learning method. The syntactic analysis method gives us a breadth of coverage for common terms, while the ontology learning method gives a depth of coverage by providing relationships. By combining these two methods, we hope to improve both the recall and the precision. We describe an experimental study on a collection of 508 web services that shows the high recall and precision of our method.

Near-lossless Coding of Multiview Texture and Depth Information for Graphics Applications (그래픽스 응용을 위한 다시점 텍스처 및 깊이 정보의 근접 무손실 부호화)

  • Yoon, Seung-Uk;Ho, Yo-Sung
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.1
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    • pp.41-48
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    • 2009
  • This Paper introduces representation and coding schemes of multiview texture and depth data for complex three-dimensional scenes. We represent input color and depth images using compressed texture and depth map pairs. The proposed X-codec encodes them further to increase compression ratio in a near-lossless way. Our system resolves two problems. First, rendering time and output visual quality depend on input image resolutions rather than scene complexity since a depth image-based rendering techniques is used. Second, the random access problem of conventional image-based rendering could be effectively solved using our image block-based compression schemes. From experimental results, the proposed approach is useful to graphics applications because it provides multiview rendering, selective decoding, and scene manipulation functionalities.

Individual Pig Detection Using Kinect Depth Information (키넥트 깊이 정보를 이용한 개별 돼지의 탐지)

  • Choi, Jangmin;Lee, Jonguk;Chung, Yongwha;Park, Daihee
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.10
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    • pp.319-326
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    • 2016
  • Abnormal situation caused by aggressive behavior of pigs adversely affects the growth of pigs, and comes with an economic loss in intensive pigsties. Therefore, IT-based video surveillance system is needed to monitor the abnormal situations in pigsty continuously in order to minimize the economic demage. In this paper, we propose a new Kinect camera-based monitoring system for the detection of the individual pigs. The proposed system is characterized as follows. 1) The background subtraction method and depth-threshold are used to detect only standing-pigs in the Kinect-depth image. 2) The moving-pigs are labeled as regions of interest. 3) A contour method is proposed and applied to solve the touching-pigs problem in the Kinect-depth image. The experimental results with the depth videos obtained from a pig farm located in Sejong illustrate the efficiency of the proposed method.

A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.

Vanishing Point Detection Method suited to Geometry-based Depth Estimation (기하구조 기반 깊이 추정에 적합한 소실점 검출 기법)

  • Kim, Jun-Ho;Kang, Hyun-Soo;Kim, Jin-Soo;Choi, Hae-Chul;Lee, Si-Woong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.121-123
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    • 2012
  • 본 논문에서는 2D-to-3D 변환을 위한 기하구조 기반 깊이 추정에 적합한 소실점 검출 기법을 제안한다. 3D 공간에서 평행한 직선들은 2D 공간으로의 투시영상에서 시점에서 멀어질수록 간격이 좁아지고, 결국에는 한 점으로 수렴하게 된다. 수렴된 점을 소실점(vanishing point)이라 하고, 소실점을 거쳐 지나는 직선들을 소실선(vanishing lines)이라고 한다. 일반적으로, 인간은 소실선과 소실점을 추정한 2D 영상에서 소실점이 관찰자 시점으로부터 제일 먼 지점이라는 인식을 이용하여 깊이 정보를 인지할 수 있다. 전경영역과 배경영역 간의 경계에서는 수직성분을 가진 선들이 생성되어 올바른 소실점을 검출하는데 방해가 될 수 있다. 그렇기 때문에 본 논문에서는 수직성분을 가진 선들을 제거하여 소실점을 탐색하는 기법을 제안한다.

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A Study on the Generation and Processing of Depth Map for Multi-resolution Image Using Belief Propagation Algorithm (신뢰확산 알고리즘을 이용한 다해상도 영상에서 깊이영상의 생성과 처리에 관한 연구)

  • Jee, Innho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.6
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    • pp.201-208
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    • 2015
  • 3D image must have depth image for depth information in order for 3D realistic media broadcasting. We used generally belief propagation algorithm to solve probability model. Belief propagation algorithm is operated by message passing between nodes corresponding to each pixel. The high resolution image will be able to precisely represent but that required much computational complexity for 3D representation. We proposed fast stereo matching algorithm using belief propagation with multi-resolution based wavelet or lifting. This method can be shown efficiently computational time at much iterations for accurate disparity map.