• 제목/요약/키워드: Convergence and integration time

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계층적 군집화 기반 Re-ID를 활용한 객체별 행동 및 표정 검출용 영상 분석 시스템 (Video Analysis System for Action and Emotion Detection by Object with Hierarchical Clustering based Re-ID)

  • 이상현;양성훈;오승진;강진범
    • 지능정보연구
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    • 제28권1호
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    • pp.89-106
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    • 2022
  • 최근 영상 데이터의 급증으로 이를 효과적으로 처리하기 위해 객체 탐지 및 추적, 행동 인식, 표정 인식, 재식별(Re-ID)과 같은 다양한 컴퓨터비전 기술에 대한 수요도 급증했다. 그러나 객체 탐지 및 추적 기술은 객체의 영상 촬영 장소 이탈과 재등장, 오클루전(Occlusion) 등과 같이 성능을 저하시키는 많은 어려움을 안고 있다. 이에 따라 객체 탐지 및 추적 모델을 근간으로 하는 행동 및 표정 인식 모델 또한 객체별 데이터 추출에 난항을 겪는다. 또한 다양한 모델을 활용한 딥러닝 아키텍처는 병목과 최적화 부족으로 성능 저하를 겪는다. 본 연구에서는 YOLOv5기반 DeepSORT 객체추적 모델, SlowFast 기반 행동 인식 모델, Torchreid 기반 재식별 모델, 그리고 AWS Rekognition의 표정 인식 모델을 활용한 영상 분석 시스템에 단일 연결 계층적 군집화(Single-linkage Hierarchical Clustering)를 활용한 재식별(Re-ID) 기법과 GPU의 메모리 스루풋(Throughput)을 극대화하는 처리 기법을 적용한 행동 및 표정 검출용 영상 분석 시스템을 제안한다. 본 연구에서 제안한 시스템은 간단한 메트릭을 사용하는 재식별 모델의 성능보다 높은 정확도와 실시간에 가까운 처리 성능을 가지며, 객체의 영상 촬영 장소 이탈과 재등장, 오클루전 등에 의한 추적 실패를 방지하고 영상 내 객체별 행동 및 표정 인식 결과를 동일 객체에 지속적으로 연동하여 영상을 효율적으로 분석할 수 있다.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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RTCM-SSR 보정요소 기반 1주파 Multi-GNSS 실시간 측위의 효용성 평가 (Availability Assessment of Single Frequency Multi-GNSS Real Time Positioning with the RTCM-State Space Representation Parameters)

  • 이용창;오성종
    • 지적과 국토정보
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    • 제50권1호
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    • pp.107-123
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    • 2020
  • 최근, Multi-GNSS 위성시스템 인프라 환경의 안정화와 이종 위성 조합 활용에 대한 효용성이 입증되면서 측위, 항법 및 시간 정보 관련 응용 등 다양한 산업 분야에서 실시간 Multi-GNSS 조합 활용의 분위기가 높아지고 있다. 본 연구의 목적은 가장 수요층이 많은 저가형 1주파 GNSS 위성 수신기 사용자를 대상으로 정적 및 동적 환경에서 4가지 Multi-GNSS 측량기법에 RTCM-SSR 보정류(streams)를 적용, Multi- GNSS 위성의 1주파 실시간 단독측위(SF-RT-PP)의 효용성을 평가하고 대응 과제를 도출하는 것이다. SSR 보정류를 4가지 Multi-GNSS 측위 기법에 연계하여 정적 및 동적 시험장에 적용한 결과, CNES의 SSRa00CNE0 서비스가 2차원 좌표성분에서 다른 SSR 보정류에 비해 양호한 결과를 제시하였다. Multi-GNSS 위성의 Carrier를 활용한 SF-RT-PP 측위 결과, 공통적으로 고도성분에서 큰 편차가 발생되었는데 이에 대한 원인 규명 및 SF-RT-PPP 측위에서 비차감 비조합 전리층 지연보정과 이종 위성조합에 따른 신호 Bias 보정의 중요성을 확인할 수 있었다. 또한, Multi-GNSS 위성의 인프라 환경 향상으로 4종의 GNSS 위성 중, 1종 위성만으로도 SF-SPP 측위가 가능함을 확인하였다. 특히, GPS 위성의 1주파 신호만을 활용한 RT-SPP 측위에서 Code 기반 SF-RT-SPP 측위의 경우, 위성궤도/시계 보정관련 보통력과 SSR 보정 간 효과는 미소한 반면, 전리층 보정의 경우는 Klobuchar 모델에 비해 SBAS 보정 정보를 활용한 경우가 높이에서 약 2배 이상의 정확도 향상 효과를 공통적으로 확인할 수 있었다. 향후, 2020년말 Galileo 및 BDS 위성 인프라가 완성되면서 Multi-GNSS 위성의 지역 특성이 반영된 실시간 전리층지연 및 기상특성을 반영한 SSR 조정 서비스가 진행될 경우, SF-RT-PPP 활용성 및 여러 산업부문의 다양한 수요 창출이 기대된다.

미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구 (Visual Media Education in Visual Arts Education)

  • 박지숙
    • 조형예술학연구
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    • 제7권
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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노인외래정액제 개선이 고령층의 의료이용에 미친 영향 (The Effects of the Revised Elderly Fixed Outpatient Copayment on the Health Utilization of the Elderly)

  • 김리현;이경민;이우리;유기봉
    • 보건행정학회지
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    • 제34권2호
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    • pp.196-210
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    • 2024
  • 연구배경: 2018년 1월 의원급(의원, 치과의원, 한의원) 노인외래정액제 개선안이 시행되었다. 정액진료비 상한금액인 1만 5,000원 이하 진료를 받은 경우의 본인부담금은 기존과 동일하다. 개선안은 정액진료비 상한금액인 1만 5,000원 초과 진료를 받은 경우의 본인부담금을 차등적으로 인하하였는데, 1만 5,000원 초과 2만 원 이하 구간의 본인부담금은 진료비의 30%에서 10%로, 2만 원 초과 2만 5,000원 이하 구간의 본인부담금은 진료비의 30%에서 20%로 인하하였다. 우리나라는 급격한 인구 고령화로 고령인구와 노인진료비가 빠르게 증가하고 있고, 노인빈곤율이 경제협력개발기구 회원국 중 가장 높다. 연구는 건강보험 지속 가능성 유지와 노인복지 향상을 위하여 노인외래정액제 개선이 고령층의 의료이용에 미친 영향을 종합적으로 확인하려고 한다. 방법: 연구는 한국의료패널 자료를 사용하여 노인외래정액제 개선 이후 고령층의 의료이용 변화를 추정하였다. 연구는 단절적 시계열 연구 중 구간별 회귀분석을 분석에 이용하였고, 진료비 구간별 및 의원 종류별 외래진료 횟수, 입원횟수 및 일수 변화는 포아송 구간별 회귀분석을, 외래 및 입원진료비 변화는 구간별 회귀분석을 이용하여 추정하였다. 구간별 회귀분석은 개입으로 인한 효과와 시간의 흐름에 따른 효과를 구분할 수 있게 해주어, 개입이 없더라도 발생했을 변화와 개입으로 인한 변화를 명확하게 추정할 수 있도록 해준다. 의료이용에 영향을 미칠 것으로 예상되는 성별, 연령, 교육수준, 소득, 배우자 유무, 장애 정도, 지역, 주관적 건강인식, 질병 및 손상으로 인한 일상생활 제한 여부, 응급 및 입원 수술 여부, 응급실 이용횟수, 만성질환 개수, 계절은 통제변수로 포함하였다. 결과: 노인외래정액제 개선 직후 본인부담 변화가 없던 의원, 한의원 진료비 1만 5,000원 이하 구간의 외래진료 횟수가 감소하였다. 그러나 본인부담이 감소한 의원 1만 5,000원 초과 2만 원 이하 구간과 한의원 2만 원 초과 2만 5,000원 이하 구간의 외래진료 횟수는 증가하였다. 치과의원의 외래진료 횟수 변화는 통계적으로 유의하지 않았다. 입원율은 노인외래정액제 개선 직후 감소하였지만, 이후 다시 증가하였다. 외래진료비 중 본인부담금은 노인외래정액제 개선 직후 감소하였다. 입원진료비와 외래와 입원진료비를 합한 총진료비는 노인외래정액제 개선 직후 감소하였다가 이후 다시 증가하였다. 결론: 분석결과를 통해 노인외래정액제 개선 이후 일시적인 의료이용 증가와 본인부담금 감소를 확인할 수 있었다. 총진료비 중 입원이 차지하는 비중이 외래보다 크기 때문에, 노인외래정액제 개선이 고령 환자의 의료비 부담 완화에 미친 영향은 매우 제한적이었다. 장기적으로 고령 환자의 의료비 부담 완화와 건강보험 지속 가능성 유지를 위해서는 본인부담 완화 정책과 질병 악화로 인한 입원을 예방하기 위한 만성질환 관리정책이 함께 이루어져야 할 것으로 보인다. 연구의 결과는 정책을 수립할 때 본인부담 변화가 고령층의 의료이용 행태에 미치는 영향에 대한 기초정보를 제공할 수 있을 것으로 기대된다.