• 제목/요약/키워드: Color Spaces

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Design Directions of the Housing Cultural Center Based on Experiential Marketing Elements (체험 마케팅 요소를 활용한 주택문화관의 디자인 방향)

  • Kim, Jung-Yoon;Lee, Hyun-Soo;Lee, Ju-Hyun
    • Journal of the Korean housing association
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    • v.18 no.5
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    • pp.113-120
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    • 2007
  • The purpose of this study is an analysis about space of housing cultural center with the marketing based on experience. By changing housing market, housing cultural center is a place to give an information, added value, image of housing. Consumers who experience a housing cultural center have an effect on purchase an apartment. The image of enterprise is important to select commodities to consumers. Today, company's brand image and concept include womanish, worthy and, sensual those. Under these views, housing cultural center should have continuous culture spaces that provide various experiential chance for consumers. The methods of this study are an analysis of brand image, analysis and application of experiential elements for housing cultural center. The results of this study have five parts. First, in Sense part, there are presented the sense of sight, smell and touch include material's color, finishing material, sound and etc. Second, in Feel part, consumers feel friendly and comfortable to brand through synesthesia. And they have a liberal mind about brand. Third, in Think part, consumers can experience a brand's image as a subject of event or space. Forth, in Act part, consumer is acted to scale of a space and aim of exhibition. Finally, in Relation part, consumers can have relation each other who visit Housing cultural center. And they can joint for interchange of information, culture enjoyment. In conclusion, this study has a great value of graft marketing view on the planning of Housing cultural center.

A Smoke Detection Method based on Video for Early Fire-Alarming System (조기 화재 경보 시스템을 위한 비디오 기반 연기 감지 방법)

  • Truong, Tung X.;Kim, Jong-Myon
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.213-220
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    • 2011
  • This paper proposes an effective, four-stage smoke detection method based on video that provides emergency response in the event of unexpected hazards in early fire-alarming systems. In the first phase, an approximate median method is used to segment moving regions in the present frame of video. In the second phase, a color segmentation of smoke is performed to select candidate smoke regions from these moving regions. In the third phase, a feature extraction algorithm is used to extract five feature parameters of smoke by analyzing characteristics of the candidate smoke regions such as area randomness and motion of smoke. In the fourth phase, extracted five parameters of smoke are used as an input for a K-nearest neighbor (KNN) algorithm to identify whether the candidate smoke regions are smoke or non-smoke. Experimental results indicate that the proposed four-stage smoke detection method outperforms other algorithms in terms of smoke detection, providing a low false alarm rate and high reliability in open and large spaces.

SOMk-NN Search Algorithm for Content-Based Retrieval (내용기반 검색을 위한 SOMk-NN탐색 알고리즘)

  • O, Gun-Seok;Kim, Pan-Gu
    • Journal of KIISE:Databases
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    • v.29 no.5
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    • pp.358-366
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    • 2002
  • Feature-based similarity retrieval become an important research issue in image database systems. The features of image data are useful to discrimination of images. In this paper, we propose the high speed k-Nearest Neighbor search algorithm based on Self-Organizing Maps. Self-Organizing Maps(SOM) provides a mapping from high dimensional feature vectors onto a two-dimensional space and generates a topological feature map. A topological feature map preserves the mutual relations (similarities) in feature spaces of input data, and clusters mutually similar feature vectors in a neighboring nodes. Therefore each node of the topological feature map holds a node vector and similar images that is closest to each node vector. We implemented a k-NN search for similar image classification as to (1) access to topological feature map, and (2) apply to pruning strategy of high speed search. We experiment on the performance of our algorithm using color feature vectors extracted from images. Promising results have been obtained in experiments.

The Change of 'Attention Resources' and 'Space-Memory' by Lighting focusing on 'Selective Attention (선택적 주의 관점에서 본 조명에 의한 주의 자원과 공간 기억의 변화)

  • Seo, Ji-Eun
    • Korean Institute of Interior Design Journal
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    • v.25 no.2
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    • pp.41-49
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    • 2016
  • The purpose of this study is to analyze the change and to compare to the difference of 'selective elements' and 'space-memory' focusing on the theory, 'selective attention' through the survey results. In this study, In this study, the lighting is considered a important factor in the change of 'selective elements'. this survey is to find the selective elements of participants and to measure the spatial sensitivity of respondents through 'self- test'. The analysis in this study is conducted by descriptive statistics, t-test and one way ANOVA by SPSS program 22. The results of this study are as following; Firstly, 'attention-element' could be classified with 4 types, 'shape', 'material', 'contrast' and 'combination'. 'shape' could divide into 'structure' and' furniture and object'. In case of 'material', it could section with 'pattern' and 'color'. Secondly, through the results of study, 'attention-element' is different each space during the day in detail. But we could know that 'shape' is the important element of the 'attention-elements' during the day through comparison of this result. That means users consider this as a important factor when they evaluate the space. Therefore, it is effective way designers to consider 'shape' as the first element when they want to conduct the special sensitivity of users in the space through planning. On the other hand, what selective elements of users are different by the lighting situation should be acknowledged by designers. And they should think the kinds of selective elements are more various when lighting turns on than turns off.. Thirdly, through the results such as the meaningful difference of space-memory of users according to the change of 'attention-elements', designers should judge about which kind of feeling of users to the space do you want lead in the design process. For the effective feedback between spaces and users to induce the same emotion of users, designers need to consider the unified design and the individual design both. Also, we will regard the differences in the users' emotion to the space according to the lighting situation when we design the space.

Recognition of Finger Language Using FCM Algorithm (FCM 알고리즘을 이용한 지화 인식)

  • Kim, Kwang-Baek;Woo, Young-Woon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.6
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    • pp.1101-1106
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    • 2008
  • People who have hearing difficulties suffer from satisfactory mutual interaction with normal people because there are little chances of communicating each other. It is caused by rare communication of people who have hearing difficulties with normal people because majority of normal people can not understand sing language that is represented by gestures and is used by people who have hearing difficulties as a principal way of communication. In this paper, we propose a recognition method of finger language using FCM algorithm in order to be possible of communication of people who have hearing difficulties with normal people. In the proposed method, skin regions are extracted from images acquired by a camera using YCbCr and HSI color spaces and then locations of two hands are traced by applying 4-directional edge tracking algorithm on the extracted skin lesions. Final hand regions are extracted from the traced hand regions by noise removal using morphological information. The extracted final hand regions are classified and recognized by FCM algorithm. In the experiment using images of finger language acquired by a camera, we verified that the proposed method have the effect of extracting two hand regions and recognizing finger language.

A Systematic Review of the Attributes of Interior Design Affecting User's Positive Emotions Measured via Bio-Signals (생체신호 기반 사용자의 긍정적인 감정에 영향을 미치는 실내디자인 특성에 관한 문헌고찰)

  • Kim, Sieun;Ha, Mikyoung
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.5
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    • pp.83-91
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    • 2020
  • Environmental conditions are known to impact human health and behavior, emotions such as pleasure, anxiety, and depression, and reduce stress. Interior design that elevates emotional comfort and satisfaction can help improve mental health and well-being. This study is a systematic review that analyzed previous empirical studies that explored the effect of interior design elements on the user's emotional response which is quantitatively evaluated by bio-signal and qualitatively evaluated through self-reported questionnaire surveys. This paper aims to derive the attributes of interior design and biometric indicators that affect the user's positive emotion through the synthesis of previous studies and to confirm the feasibility of measuring bio-signals as an objective evaluation tool for architectural design and as a quantitative research method. As a result of the review, the biometric data from EEG, fMRI, ECG, EMG, GSR, and eye-tracking were used to measure the participants' emotional responses, which were manifested as positive or negative depending on certain attributes of interior design such as the form, color, lighting, material and furniture. The attributes of interior design related to the positive emotional response were the curved shape, high ceiling, openness of space, and subdued tone colors. Standard lighting conditions and wooden spaces were related to stress reduction in terms of comfort and relaxation. The free arrangement of furniture was related to the user's positive emotions. On the other hand, consistent experimental protocols could not be found, and although the sample sizes of the studies were small, the studies have demonstrated the feasibility of the emotional response measurement by using the biometric data. Therefore this method can be a useful objective tool in the measurement of human-centric data in architectural design, and to develop the evidence-based design to induce positive emotions and minimize stress.

An Experimental Study on the Frequency Characteristics of Cloud Cavitation on Naval Ship Rudder (함정용 방향타에서 발생하는 구름(cloud) 캐비테이션의 주파수 특성에 대한 실험적 연구)

  • Paik, Bu-Geun;Ahn, Jong-Woo;Jeong, Hongseok;Seol, Hanshin;Song, Jae-Yeol;Ko, Yoon-Ho
    • Journal of the Society of Naval Architects of Korea
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    • v.58 no.3
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    • pp.167-174
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    • 2021
  • In this study, the amount and frequency characteristics of cloud cavitation formed on a navy ship rudder were investigated through cavitation image processing technique and cavitation noise analysis. A high-speed camera with high time resolution was used to observe the cavitation on a full-spade rudder. The deflection angle range of the full-spade rudder was set to 8 to 15 degrees so that cloud cavitation was generated on the rudder surface. For images taken at 104 fps (frame per second), reference values for detecting cavitation were defined and detected in Red, Green, Blue and Hue, Saturation, Lightness color spaces to quantitatively analyze the amount of cavitation. Intrinsic frequency characteristics of cloud cavitation were detected from the time series data of the amount of cavitation. The frequency characteristics of cloud cavitation obtained by using the image processing technique were found to be the same through the analysis of the noise signal measured by the hydrophone installed on the hull above the rudder, and its peak value was in the frequency band of 30~60Hz.

Towards Group-based Adaptive Streaming for MPEG Immersive Video (MPEG Immersive Video를 위한 그룹 기반 적응적 스트리밍)

  • Jong-Beom Jeong;Soonbin Lee;Jaeyeol Choi;Gwangsoon Lee;Sangwoon Kwak;Won-Sik Cheong;Bongho Lee;Eun-Seok Ryu
    • Journal of Broadcast Engineering
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    • v.28 no.2
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    • pp.194-212
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    • 2023
  • The MPEG immersive video (MIV) coding standard achieved high compression efficiency by removing inter-view redundancy and merging the residuals of immersive video which consists of multiple texture (color) and geometry (depth) pairs. Grouping of views that represent similar spaces enables quality improvement and implementation of selective streaming, but this has not been actively discussed recently. This paper introduces an implementation of group-based encoding into the recent version of MIV reference software, provides experimental results on optimal views and videos per group, and proposes a decision method for optimal number of videos for global immersive video representation by using portion of residual videos.

Comparative Evaluation of Qualitative and Quantitative Traits of Common Buckwheat (Fagopyrum esculentum)

  • Ju-young Choi;Sung-Hyun Yun;Min-Young Park;Young-Hwan Ju;Soo-Jeong Kwon;Sang-Do Lee;Probir Kumar Mittra;Sun-Hee Woo
    • Proceedings of the Korean Society of Crop Science Conference
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    • 2022.10a
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    • pp.79-79
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    • 2022
  • Common Buckwheat is a crop with high nutritional value due to its high protein, magnesium, iron, and vitamin content, as well as excellent rutin and quercetin content. This study was conducted to investigate the main agricultural characteristics of common buckwheat genetic sources and use them as basic data for establishing cultivation technology and fostering new varieties. The seeds were planted in the research field of Chungbuk National University on 24th April, 2022 maintained at 15 × 20 cm planting spaces. To evaluate the genetic diversity and morphological traits of buckwheat, different kinds of qualitative and quantitative traits were investigated of the 50 varieties. The germination percentage of common buckwheat showed more than 85% that also showed the uniform germination. During the flowering period, all varieties bloomed within six days from June 18 to 23. The leaves color of common buckwheat were all dark green, and most of the stem colors were mixed with light green, light red, red, and crimson. The leaves of common buckwheat were mainly heart-shaped, and most of the flowers were white. The leaf length was 65.78 to 40.53 mm, and the width was 74.42 mm to 39.74 mm. The stem thickness was between 3.5 and 3.76 mm and the length was between 97.3 cm and 40.24 cm.

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Modernist painting style in Disney animation (디즈니 애니메이션에 나타난 모더니즘 회화스타일 : 색, 형태, 공간을 중심으로)

  • Moon, Jae-Cheol;Kim, Yu-Mi
    • Cartoon and Animation Studies
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    • s.33
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    • pp.31-53
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    • 2013
  • In the early twentieth century, history of animation began by modern artists, they produced various experimental images with the newly invented film and cameras. Artists in the field of movie, photography, paintings and others manipulated images in motion. But as some animated movies won industrial success and popularity, they became the trend but experimental style of early animation preserved by so-called non-mainstreamers or experimental animators, counteracting commercialism. Disney animation also followed the trend by applying realistic Hollywood film style, the worse critics placed a low value on the animation and it tarnished the image, although it was profitable investment from a business standpoint. To make images realistic, they opened a drawing class that animators developed skills to imitate motions and forms from subjects in real life. Also some techniques and gizmos were used to mimic and simulate three dimensional objects and spaces, multiplane camera and compositing 3D CG images with 2D drawings. Moreover, they brought animation stories from fairly tales or folk tales, and Walt's personal interest in live-action movies, they applied Hollywood-film-like narratives and realistic visual, and harsh criticism ensued. On the surface early disney animations' potential seems to be weakened, but in reality it still exists by simplifying and exaggerating forms and color as modern arts. Disney animation employs concepts of the modernism paintings such as simplified shapes and colors to a character design, when their characters are placed together in a scene, that visual elements cause mental reaction. This modification gives a new internal experience to audiences. As conceptual colors in abstract paintings make images appeared to be flat, coloring characters with no shading make them look flat and comparing to them, background images are also appeared to be flat. On top of that, multi-perspective at background images recalls modernist paintings. This essay goes in details with the animation pioneers' works and how Disney animation developed its techniques to emulate real life and analyses color schemes, forms, and spaces in Disney animation compared with modern artists' works, in that the visual language of Disney animation reminds of impression from abstract paintings in the beginning of the twentieth centuries.