• Title/Summary/Keyword: 학습시차

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Depth Map Estimation Model Using 3D Feature Volume (3차원 특징볼륨을 이용한 깊이영상 생성 모델)

  • Shin, Soo-Yeon;Kim, Dong-Myung;Suh, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.447-454
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    • 2018
  • This paper proposes a depth image generation algorithm of stereo images using a deep learning model composed of a CNN (convolutional neural network). The proposed algorithm consists of a feature extraction unit which extracts the main features of each parallax image and a depth learning unit which learns the parallax information using extracted features. First, the feature extraction unit extracts a feature map for each parallax image through the Xception module and the ASPP(Atrous spatial pyramid pooling) module, which are composed of 2D CNN layers. Then, the feature map for each parallax is accumulated in 3D form according to the time difference and the depth image is estimated after passing through the depth learning unit for learning the depth estimation weight through 3D CNN. The proposed algorithm estimates the depth of object region more accurately than other algorithms.

Vehicle Detection and Tracking using Billboard Sweep Stereo Matching Algorithm (빌보드 스윕 스테레오 시차정합 알고리즘을 이용한 차량 검출 및 추적)

  • Park, Min Woo;Won, Kwang Hee;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.764-781
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    • 2013
  • In this paper, we propose a highly precise vehicle detection method with low false alarm using billboard sweep stereo matching and multi-stage hypothesis generation. First, we capture stereo images from cameras established in front of the vehicle and obtain the disparity map in which the regions of ground plane or background are removed using billboard sweep stereo matching algorithm. And then, we perform the vehicle detection and tracking on the labeled disparity map. The vehicle detection and tracking consists of three steps. In the learning step, the SVM(support vector machine) classifier is obtained using the features extracted from the gabor filter. The second step is the vehicle detection which performs the sobel edge detection in the image of the left camera and extracts candidates of the vehicle using edge image and billboard sweep stereo disparity map. The final step is the vehicle tracking using template matching in the next frame. Removal process of the tracking regions improves the system performance in the candidate region of the vehicle on the succeeding frames.

Applying Neuro-fuzzy Reasoning to Go Opening Games (뉴로-퍼지 추론을 적용한 포석 바둑)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.117-125
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    • 2009
  • This paper describes the result of applying neuro-fuzzy reasoning, which conducts Go term knowledge based on pattern knowledge, to the opening game of Go. We discuss the implementation of neuro-fuzzy reasoning for deciding the best next move to proceed through the opening game. We also let neuro-fuzzy reasoning play against TD($\lambda$) learning to test the performance. The experimental result reveals that even the simple neuro-fuzzy reasoning model can compete against TD($\lambda$) learning and it shows great potential to be applied to the real game of Go.

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An Empirical Study on E-learning Participation Affected by Flow Experience and Internet Addiction (플로우 경험과 인터넷 중독이 이러닝 참여에 미치는 영향)

  • Lee, Ju-Yang;Jang, Phil-Sik
    • Journal of Digital Convergence
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    • v.10 no.8
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    • pp.341-346
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    • 2012
  • This paper reports the findings of research into the effect of flow experience and internet addiction on e-learning participation. The total number of access, playing time of contents and lag time (time between content upload and first access) were investigated as e-learning participation by analyzing web log data. The paper also examines the relationship between academic achievement and e-learning participation. The results suggest that the flow experience significantly correlates with all variables related with e-learning participation and internet addiction significantly correlates with lag time. It is found that female students significantly access more, longer and have shorter lag time than their male counterparts. It also suggest total number of access, lag time and gender difference have significant effect on academic achievement.

A Study on the Time-lag Effects of Financial & Non-financial Performances of Balanced Scorecard (균형성과표의 재무적 및 비재무적 성과의 시차적 효과 특성에 관한 연구)

  • Jeong, Ki-Man
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.8
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    • pp.2103-2109
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    • 2009
  • Balanced Scorecard(BSC) is one of the ways to estimate the achievement results of enterprises which, beyond the simple financial index traditionally used for enterprise achievement result management system, aims to estimate and manage the key perspectives for the future and goal achievement of enterprises as financial perspectives, customer perspectives, internal business perspectives, learning and growth perspectives with a fully consistent and balanced measure, and moreover manage their relationships regarding cause and effect on its basis. Introduction of BSC can be a profound implication for management strategies not only in that its introduction itself has numerous direct effects but also in the way of understanding whether or not its sequential relations exist. Thus this study focused on if the introduction of BSC is effectual, and if there exist any time-lag sequential relations between the effects. The results of the this study indicate that the introduction of BSC has positive effects on the internal business perspectives, learning and growth perspectives, financial perspectives, with the last aspect lasting longer. After dividing perspectives of BSC into leading indicator and lagging indicator, the analysis on if there was some relationships between two indicators was done. As a result, the introduction makes internal process improve first, which has positive effects on financial performance next.

Effectiveness of Simulation Integrated with Problem Based Learning on Clinical Competency and Self-efficacy in Nursing Students (문제기반학습 연계 시뮬레이션 교육이 간호대학생의 임상수행능력 및 자기 효능감에 미치는 효과)

  • Lee, Mijin;Ahn, Youngmee;Cho, Insook;Sohn, Min
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.123-131
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    • 2014
  • Purpose: This study was conducted to examine the effects of simulation education integrated with problem based learning (SIM-PBL) on clinical competency and self-efficacy in post operation nursing care for children. Methods: This study was a quasi-experimental design. Thirty six students in the third year of a 4-year baccalaureate nursing program were recruited conveniently and assigned to the control or intervention groups using time difference. Students were all in a pediatric nursing clinical practicum. The control group received the regular clinical practicum in a hospital setting. For the intervention group, a SIM-PBL education replaced 150 minutes of their clinical practicum. Results: The intervention group showed greater improvement in two areas of clinical competency compared with the control group; physical assessment (t= 3.019, p=.005) and post operation advice (t=2.428, p=.021). However, no statistically significant differences in improvement in any areas of self-efficacy were found between two groups. Conclusion: The results indicate that the SIM-PBL education is effective in improving some areas of clinical competence, but not self-efficacy in post operation nursing care for children. Further study is needed to develop SIM-PBL programs for various clinical topics and evaluate the effectiveness on the learning outcomes.

The Relationship between Major Subjects of Information & Communication Department and Mathematics in Technical High School, Busan metropolitan city (부산광역시 공업계 고등학교 정보 통신과의 전문 교과와 수학 교과의 연관성)

  • Kong, Hyun-Gyung;Choi, Jun-Seop
    • 대한공업교육학회지
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    • v.31 no.1
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    • pp.46-62
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    • 2006
  • The purpose of this study is to propose the new direction in the curriculum and framework of information & communication department in technical high schools through analyzing the propriety of curriculum contents, the relationship among the subjects and the time difference in major subjects and mathematics, respectively. The main results of this study are as follows: (1) The common curriculum to include the number of selective and major subjects were different according to the curriculum and studying hours in each school. The differences were caused by the results of managing the curriculum by which was considered characteristics of schools, department and so on. (2) Mathematical contents are evenly found in 3 units in general communication subjects. The mathematical factors are shown similarly in every item in mathematics10-A, mathematics10-B, and mathematics I. The mathematical contents are found most frequently by 41.2% in the communication basis unit, also there were four items which do not exist in the technical high school mathematics. (3) Mathematical contents are evenly found in every unit of electron circuit subject. The mathematical factors in mathematics10-A are shown more than in mathematics I by 8 items. Mathematical contents are found most frequently in the amplification circuit unit by 22.2% of the electron circuit subject.

Design and Implementation of Education Globe System Based on Multimedia (멀티미디어 기반 교육용 지구의 시스템의 설계 및 구현)

  • Cho Soo-Hyun;Kim Young-Hak;Lee Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.4 s.42
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    • pp.127-135
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    • 2006
  • In the existing education using the globe. teaching contents are very simple and the relationship among learning units lacks a little bit because teaching materials are composed individually with the globe. Therefore, in this study, we developed the education glove system based on multimedia that is closely connected with teaching materials and the globe. This system is composed of the globe device and the learning software based on computer control. The globe device rotates itself on its axis as the solar center, and provides more efficient and visual education environment to students through the link between computer and the globe. The learning software provides the multimedia contents such as parallax, climate, culture, and education information about each country, and this software also can simulate the revolution of the earth around the sun. The globe device can be operated in off-line without the computer link. This system was developed by the industry cooperation and was displayed in the principal exhibitions. We have obtained positive results through the exhibitions and will promote the product in the future.

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Panorama Image Stitching Using Sythetic Fisheye Image (Synthetic fisheye 이미지를 이용한 360° 파노라마 이미지 스티칭)

  • Kweon, Hyeok-Joon;Cho, Donghyeon
    • Journal of Broadcast Engineering
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    • v.27 no.1
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    • pp.20-30
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    • 2022
  • Recently, as VR (Virtual Reality) technology has been in the spotlight, 360° panoramic images that can view lively VR contents are attracting a lot of attention. Image stitching technology is a major technology for producing 360° panorama images, and many studies are being actively conducted. Typical stitching algorithms are based on feature point-based image stitching. However, conventional feature point-based image stitching methods have a problem that stitching results are intensely affected by feature points. To solve this problem, deep learning-based image stitching technologies have recently been studied, but there are still many problems when there are few overlapping areas between images or large parallax. In addition, there is a limit to complete supervised learning because labeled ground-truth panorama images cannot be obtained in a real environment. Therefore, we produced three fisheye images with different camera centers and corresponding ground truth image through carla simulator that is widely used in the autonomous driving field. We propose image stitching model that creates a 360° panorama image with the produced fisheye image. The final experimental results are virtual datasets configured similar to the actual environment, verifying stitching results that are strong against various environments and large parallax.

Effects of an Educational Method using the OSCE Module Development Activities on Urinary Catherization (구조화된 객관적 임상수행평가 모듈개발 활동이 도뇨술에 미치는 효과)

  • Eom, Mi-ran
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.429-430
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    • 2018
  • 본 연구는 배뇨간호에서 간호학생의 OSCE (Objective Structured Clinical Examination) 모듈개발 활동의 교육효과를 파악하기 위한 비동등성 대조군 사후시차설계이다. OSCE 모듈개발 활동에 참여한 실험군은 전통적 교육을 받은 대조군보다 단순, 유치도뇨에 대한 지식, 수기술, 학습만족도에서 높은 점수를 보여 통계적으로 유의한 차이를 보였다, 본 연구 결과를 토대로 OSCE 모듈 개발 활동이 간호학생들의 간호수기술과 이에 따른 지식 습득에 효과적인 교육방법임이 확인되었다. 따라서 OSCE 모듈개발 활동을 간호수기술교육방법론으로 추천함과 동시에 추후 다양한 실습교육방법과 비교하여 그 효과를 비교하는 지속적인 연구가 필요하다.

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