• Title/Summary/Keyword: Content tracking

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Specimen Size Effect in Estimation of Rut Resistance based on Deformation Strength (공시체 크기가 변형강도를 이용한 소성변형 추정에 미치는 영향)

  • Lee, Moon-Sup;Choi, Sun-Ju;Doh, Young-Soo;Kim, Kwang-Woo
    • International Journal of Highway Engineering
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    • v.6 no.2 s.20
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    • pp.1-13
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    • 2004
  • This study dealt with size effect of specimen in measuring deformation strength and estimating rut resistance of asphalt concretes under static loading using Kim test. Two aggregates, a normal asphalt (pen 60-80) and 6 polymer-modified asphalt (PMA) binders were used for preparation of 14 dense-graded mixtures. Mixtures were prepared based on optimum asphalt content by Marshall compactor (S= 10cm) and gyratory compactor (S= 15cm) for Kim test and for wheel tracking test. In statistical analysis by general linear model (GLM) procedure of SAS, the diameter of specimen was found not to be a significant factor that affect the Kim test result. Therefore, it was found that either loom-diameter or 15cm-diameter of specimen gave no significant difference in deformation strength ($K_D$) values in Kim test for any aggregate mixture. However, the thickness of specimen was found to be a significant factor in determining $K_D$. It is estimated that $K_D$ is a function of y, vertical deformation, and y has something to do with thickness of specimen. Therefore, it is suggested that the thickness of specimen should not be higher than 6.6cm, and the correction factor depending on the thickness value should be developed in the future study.

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A Moving Object Query Process System for Mobile Recommendation Service (모바일 추천 서비스를 위한 이동 객체 질의 처리 시스템)

  • Park, Jeong-Seok;Shin, Moon-Sun;Ryu, Keun-Ho;Jung, Young-Jin
    • The KIPS Transactions:PartD
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    • v.14D no.7
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    • pp.707-718
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    • 2007
  • Recently, much studies for providing mobile users with suitable and useful content services, LBS(Location Based Service) corresponding to the change of users' location, are actively going on. First and foremost, this is basically owing to the progress of location management technologies such as GPS, mobile communication technology and the spread of personal devices like PDA and the cellular phones. Besides, the research scope of LBS has been changed from vehicle tracking and navigation services to intelligent and personalized services considering the changing information of conditions or environment where the users' are located. For example, it inputs the information such as heavy traffic, pollution, and accidents. The query languages which effectively search the stored vehicle and environment information have been studied depending on the increase of the information utilization. However, most of existing moving object query languages are not enough to provide a recommendation service for a user, because they can not be tested and evaluated in real world and did not consider changed environment information. In order to retrieve not only a vehicle location and environment condition but also use them, we suggest a moving object query language for recommendation service and implement a moving object query process system for supporting a query language. It can process a nearest neighbor query for recommendation service which considers various attributes such as a vehicle's location and direction, environment information. It can be applied to location based service application which utilizes the recommended factors based on environmental conditions.

A Collaborative Video Annotation and Browsing System using Linked Data (링크드 데이터를 이용한 협업적 비디오 어노테이션 및 브라우징 시스템)

  • Lee, Yeon-Ho;Oh, Kyeong-Jin;Sean, Vi-Sal;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.3
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    • pp.203-219
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    • 2011
  • Previously common users just want to watch the video contents without any specific requirements or purposes. However, in today's life while watching video user attempts to know and discover more about things that appear on the video. Therefore, the requirements for finding multimedia or browsing information of objects that users want, are spreading with the increasing use of multimedia such as videos which are not only available on the internet-capable devices such as computers but also on smart TV and smart phone. In order to meet the users. requirements, labor-intensive annotation of objects in video contents is inevitable. For this reason, many researchers have actively studied about methods of annotating the object that appear on the video. In keyword-based annotation related information of the object that appeared on the video content is immediately added and annotation data including all related information about the object must be individually managed. Users will have to directly input all related information to the object. Consequently, when a user browses for information that related to the object, user can only find and get limited resources that solely exists in annotated data. Also, in order to place annotation for objects user's huge workload is required. To cope with reducing user's workload and to minimize the work involved in annotation, in existing object-based annotation automatic annotation is being attempted using computer vision techniques like object detection, recognition and tracking. By using such computer vision techniques a wide variety of objects that appears on the video content must be all detected and recognized. But until now it is still a problem facing some difficulties which have to deal with automated annotation. To overcome these difficulties, we propose a system which consists of two modules. The first module is the annotation module that enables many annotators to collaboratively annotate the objects in the video content in order to access the semantic data using Linked Data. Annotation data managed by annotation server is represented using ontology so that the information can easily be shared and extended. Since annotation data does not include all the relevant information of the object, existing objects in Linked Data and objects that appear in the video content simply connect with each other to get all the related information of the object. In other words, annotation data which contains only URI and metadata like position, time and size are stored on the annotation sever. So when user needs other related information about the object, all of that information is retrieved from Linked Data through its relevant URI. The second module enables viewers to browse interesting information about the object using annotation data which is collaboratively generated by many users while watching video. With this system, through simple user interaction the query is automatically generated and all the related information is retrieved from Linked Data and finally all the additional information of the object is offered to the user. With this study, in the future of Semantic Web environment our proposed system is expected to establish a better video content service environment by offering users relevant information about the objects that appear on the screen of any internet-capable devices such as PC, smart TV or smart phone.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on the Field Application of Superior Recycled Pavement of the Waste Asphalt (고품질 재활용 아스팔트 혼합물의 현장적용성에 대한 연구)

  • Kim, Jiwon;Chun, Byungsik
    • Journal of the Korean GEO-environmental Society
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    • v.13 no.2
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    • pp.67-73
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    • 2012
  • Asphalt pavement waste can be recycled by crushing and heating methods with additional virgin materials and additives. In this study, a new additive using Sasol wax and Polyolefin elastomer was used for improving the quality of the Superior recycled asphalt pavement(SRP). Additive was added into the recycled mixture by 1.5% and 3% of binder content in order to have PG 70-22 and PG 76-22. Both mixtures were tested by Marshall apparatus, indirect strength testing methods, toughness testing methods, moisture susceptibility testing methods and wheel tracking testing methods. Test results met the standards of KS F 2349 and GR F 4005. Through research, it was found that these special recycled mixtures could be applied for the surface and base course of heavy traffic roads or equivalents. About 13,000 tons of the recycled mixture has been applied on Seoul Olympic road to provide new road to Hangang park for Seoul citizens.

Evaluation of Rutting Behavior of Hot Mix Asphalt using Slag and Waste Foundry Sand as Asphalt Paving Materials (슬래그와 폐주물사를 이용한 아스팔트 혼합물의 소성변형특성에 관한 연구)

  • Lee, Kwan-Ho;Cho, Jae-Yoon;Jeon, Joo-Yong
    • 한국도로학회:학술대회논문집
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    • 2002.10a
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    • pp.89-92
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    • 2002
  • The objective of this research is to evaluate engineering properties of recycled aggregates, slag as coarse & fine aggregate and waste foundry sand(WFS) as fine aggregate, in hot mix asphalt(HMA). In this research, soundness, gradation and particle analysis, abrasion, specific gravity and absorption test were carried out. The optimum asphalt binder content(OAC) for various HMA combinations of recycled aggregate was determined by Marshall Mix Design. The ranges determined is between 7.2% and 7.5%. Indirect tensile test, resilient modulus test, creep test were carried out for characterization of rutting behavior of various combination of HMA. Judging from the limited tests, the HMA with recycled aggregates is not as good rutting resistance as the HMA with common aggregates. After finishing the Wheel tracking test, the application or feasibility for the use of recycled aggregate as asphalt paving material will be determined.

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Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

Obtaining Object by Using Optimal Threshold for Saliency Map Thresholding (Saliency Map을 이용한 최적 임계값 기반의 객체 추출)

  • Hai, Nguyen Cao Truong;Kim, Do-Yeon;Park, Hyuk-Ro
    • The Journal of the Korea Contents Association
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    • v.11 no.6
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    • pp.18-25
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    • 2011
  • Salient object attracts more and more attention from researchers due to its important role in many fields of multimedia processing like tracking, segmentation, adaptive compression, and content-base image retrieval. Usually, a saliency map is binarized into black and white map, which is considered as the binary mask of the salient object in the image. Still, the threshold is heuristically chosen or parametrically controlled. This paper suggests using the global optimal threshold to perform saliency map thresholding. This work also considers the usage of multi-level optimal thresholds and the local adaptive thresholds in the experiments. These experimental results show that using global optimal threshold method is better than parametric controlled or local adaptive threshold method.

Video Production Method using Match Moving Technique (매치무빙 기법을 활용한 모션그래픽 영상제작에 관한 연구)

  • Lee, Junsang;Park, Junhong;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.4
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    • pp.755-762
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    • 2016
  • Motion graphic is the recently emerged technique which extends the ways of expression in video industry. Currently, it is worldwide trends that the image design gets more attention in the field of movie, advertisement, exhibition, web, mobile, games and new media, etc. With the development of computer's new technologies, VFX methods for the visual content is dynamically changed. Such production methods combine the real scenary and CG(Computer Graphic) to compose realistic scenes, which cannot be pictured in the ways of ordinary filming. This methods overcome the difference between the real and virtual world, maximize the expressive ways in graphics and real space. Match moving is technique of accurate matching between real and virtual camera to provide realistic scene. In this paper we propose the novel technique for motion graphic image production. In this framework we utilize the match moving methods to get the movements of the real camera into 3D layer data.

Design of Digital Textbook Functions Based on the PATROL Instructional Model (PATROL 교수학습모형 기반의 디지털교과서 기능 설계)

  • Jeong, Youngsik
    • Journal of The Korean Association of Information Education
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    • v.20 no.2
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    • pp.189-196
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    • 2016
  • The PATROL instructional model only uses digital textbooks. PATROL is an acronym for Planning, Action, Tracking, Recommending, Ordering, and Leading. Teachers have a difficult time using current digital textbooks to determine how much time students spend using course materials. This is because current digital textbooks can only show the content of paper textbooks and display additional multimedia materials. In this study, digital textbook functions were designed based on the PATROL model in order to analyze students' learning situations, diagnose problems, and offer solutions. Digital textbook are based on learning analytics named SEE-PAD. SEE-PAD is composed of the following: Social network analysis; Evaluation and assEssment analysis; Predictive analysis; Adaptive learning analysis; and the analysis Dashboard. I drew and showed the use case and sequence diagrams of SEE-PAD to help design digital textbook functions.