• Title/Summary/Keyword: Feature representation

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AVEVA Marine Scheme-based Modeling for Reuse of Ship Hull Block Model (조선 선체 블록 모델의 재사용을 위한 AVEVA Marine Scheme 기반 모델링)

  • Son, Myeong-Jo;Kang, Hyungwoo;Kim, Tae-Wan
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.1
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    • pp.41-49
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    • 2014
  • For the reuse of the existing 3D block model of a ship, we analyze the hull modeling process using AVEVA Marine which is a representative CAD (Computer-Aided Design) system for the shipbuilding. In the AVEVA Marine environment where the design engineer makes 3D model on the 2D view that is so-called 2.5D, it cannot be possible to copy to reuse the block model just simply copying the 3D feature model itself like in the general mechanical CAD system or Smart Marine 3D which are on the basis of the 3D model representation. In this paper, we analyze the scheme file where the 3D model is defined in AVEVA Marine so that we develop the program for the block copy and the translation using this scheme file. It is significant that this program can be immediately available as a real-world application on the AVEVA Marine environment.

Investigation of helium injection cooling to liquid oxygen chamber (헬륨분사를 통한 액체산소 냉각의 이론적 고찰 및 해석과 시험의 비교)

  • Gwon, O-Seong;Jo, Nam-Gyeong;Jeong, Yong-Gap;Lee, Jung-Yeop
    • Aerospace Engineering and Technology
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    • v.5 no.2
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    • pp.134-142
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    • 2006
  • Sub-cooling of cryogenic propellant by helium injection is one of the most effective methods for suppressing bulk boiling and keeping sub-cooled liquid oxygen before rocket launch. In order to design the cooling system, understanding of the limitations of heat and mass transfer is required. In this paper, an analytical model for the helium injection system is presented. This model's main feature is the representation of bubbling system using finite-rate heat transfer and instantaneous mass transfer concept. With this simplified approach, the effect of helium injection to liquid oxygen system under several circumstances is examined. Experimental results along with simulations of single bubble rising in liquid oxygen and bubbling system are presented with various helium injection flow rates, and with change of oxygen chamber pressure.

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GPU based Fast Recognition of Artificial Landmark for Mobile Robot (주행로봇을 위한 GPU 기반의 고속 인공표식 인식)

  • Kwon, Oh-Sung;Kim, Young-Kyun;Cho, Young-Wan;Seo, Ki-Sung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.5
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    • pp.688-693
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    • 2010
  • Vision based object recognition in mobile robots has many issues for image analysis problems with neighboring elements in dynamic environments. SURF(Speeded Up Robust Features) is the local feature extraction method of the image and its performance is constant even if disturbances, such as lighting, scale change and rotation, exist. However, it has a difficulty of real-time processing caused by representation of high dimensional vectors. To solve th problem, execution of SURF in GPU(Graphics Processing Unit) is proposed and implemented using CUDA of NVIDIA. Comparisons of recognition rates and processing time for SURF between CPU and GPU by variation of robot velocity and image sizes is experimented.

Image Retrieval using Statistical Property of Projection Vector (투영벡터의 통계적성질을 이용한 영상 검색)

  • 권동현;김용훈;배성포;이태홍
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.25 no.7A
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    • pp.1044-1049
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    • 2000
  • Projection that can be used as a feature for image representation, includes much available informations such as approximated shape and location. But when we retrieve image using it, there are some disadvantage such as requiring much index data and making different length of projected vector for differenr image size. In order to overcome these problems, we propose a method of using block variance for the projected vector. We use block variance of the projection vector to localize the characteristics of image and to reduce the number of index data in database. Proposed algorithm can make use of statistical advantage through database including various size of images and be executed with fast response time in implementation.

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Similarity Comparison of Mechanical Parts (다중해상도 개념을 이용한 기계 부품의 유사성 비교)

  • Hong, T.S.;Lee, K.W.;Kim, S.C.
    • Korean Journal of Computational Design and Engineering
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    • v.11 no.4
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    • pp.315-325
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    • 2006
  • It is very often necessary to search for similar parts during designing a new product because its parts are often easily designed by modifying existing similar parts. In this way, the design time and cost can be reduced. Thus it would be nice to have an efficient similarity comparison algorithm that can be used anytime in the design process. There have been many approaches to compare shape similarity between two solids. In this paper, two parts represented in B-Rep is compared in two steps: one for overall appearances and the other for detail features. In the first step, geometric information is used in low level of detail for easy and fast pre-classification by the overall appearance. In the second step, feature information is used to compare the detail shape in high level of detail to find more similar design. To realize the idea above, a multi resolution algorithm is proposed so that a given solid is described by an overall appearance in a low resolution and by detail features in high resolution. Using this multi-resolution representation, parts can be compared based on the overall appearance first so that the number of parts to be compared in high resolution is reduced, and then detail features are investigated to retrieve the most similar part. In this way, computational time can be reduced by the fast classification in the first step while reliability can be preserved by detail comparison in the second step.

The Succession of a Traditional Landscape Style in Yanjing Eight Scenery

  • Geng, Xin;Zhang, Junhua;Akasaka, Makoto;Aoki, Yoji
    • Proceedings of the Korean Institute of Landscape Architecture Conference
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    • 2007.10b
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    • pp.151-156
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    • 2007
  • The Eight Scenery, as a traditional landscape to today, gradually caught the concern of landscape scholars, as well became the mutual cultural wealth of South Korea, China and Japan even of the whole Asia. The Yanjing Eight Scenery firstly originated from the Jin dynasty is an important representation of Eight Scenery culture in Scenic Spots and Historical Sites of China. The transition process of Yanjing Eight Scenery is examined in this thesis, and the cause of such change is also analyzed. Moreover, the landscape content of Yanjing Eight Scenery is classified in detail, and the succession of the landscape architecture of the Yanjing Eight Scenery style under the traditional culture is analyzed from the aspects of rebuilding pavilion, landscape arrangement, building, and new landscape architecture rebuilt followed the religious, the plant landscape and the traditional culture based on the classification. Beijing regional culture has influenced Yanjing Eight Scenery by its classification, the landscape evaluation, and the analysis of the landscape feature, in addition, this paper searches for the model to research the Eight Scenery culture in each country of Asia.

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Gait Recognition using Modified Motion Silhouette Image (개선된 움직임 실루엣 영상을 이용한 발걸음 인식에 관한 연구)

  • Hong Sung-Jun;Lee Hee-Sung;Oh Kyong-Sae;Kim Eun-Tai
    • Journal of the Korean Institute of Intelligent Systems
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    • v.16 no.3
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    • pp.266-270
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    • 2006
  • In this paper, we propose the human identification system based on Hidden Markov model using gait. Since each gait cycle consists of a set of continuous motion states and transition across states has probabilistic dependences, individual gait can be modeled using Hidden Markov model. We assume that individual gait consists of N discrete transitions and we propose gait feature representation, Modified Motion Silhouette Image (MMSI) to represent and recognize individual gait. MMSI is defined as a gray-level image and it provides not only spatial information but also temporal information. The experimental results show gait recognition performance of proposed system.

A Cross-Platform Malware Variant Classification based on Image Representation

  • Naeem, Hamad;Guo, Bing;Ullah, Farhan;Naeem, Muhammad Rashid
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3756-3777
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    • 2019
  • Recent internet development is helping malware researchers to generate malicious code variants through automated tools. Due to this reason, the number of malicious variants is increasing day by day. Consequently, the performance improvement in malware analysis is the critical requirement to stop the rapid expansion of malware. The existing research proved that the similarities among malware variants could be used for detection and family classification. In this paper, a Cross-Platform Malware Variant Classification System (CP-MVCS) proposed that converted malware binary into a grayscale image. Further, malicious features extracted from the grayscale image through Combined SIFT-GIST Malware (CSGM) description. Later, these features used to identify the relevant family of malware variant. CP-MVCS reduced computational time and improved classification accuracy by using CSGM feature description along machine learning classification. The experiment performed on four publically available datasets of Windows OS and Android OS. The experimental results showed that the computation time and malware classification accuracy of CP-MVCS was higher than traditional methods. The evaluation also showed that CP-MVCS was not only differentiated families of malware variants but also identified both malware and benign samples in mix fashion efficiently.

Video Representation via Fusion of Static and Motion Features Applied to Human Activity Recognition

  • Arif, Sheeraz;Wang, Jing;Fei, Zesong;Hussain, Fida
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.7
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    • pp.3599-3619
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    • 2019
  • In human activity recognition system both static and motion information play crucial role for efficient and competitive results. Most of the existing methods are insufficient to extract video features and unable to investigate the level of contribution of both (Static and Motion) components. Our work highlights this problem and proposes Static-Motion fused features descriptor (SMFD), which intelligently leverages both static and motion features in the form of descriptor. First, static features are learned by two-stream 3D convolutional neural network. Second, trajectories are extracted by tracking key points and only those trajectories have been selected which are located in central region of the original video frame in order to to reduce irrelevant background trajectories as well computational complexity. Then, shape and motion descriptors are obtained along with key points by using SIFT flow. Next, cholesky transformation is introduced to fuse static and motion feature vectors to guarantee the equal contribution of all descriptors. Finally, Long Short-Term Memory (LSTM) network is utilized to discover long-term temporal dependencies and final prediction. To confirm the effectiveness of the proposed approach, extensive experiments have been conducted on three well-known datasets i.e. UCF101, HMDB51 and YouTube. Findings shows that the resulting recognition system is on par with state-of-the-art methods.

Analysis of the change of the characters according to the change of the media -A Study on Composite Representation of Game Character in Sandboxed Indy Game (매체의 변화에 따른 캐릭터의 시대적 변화분석 -샌드박스형 인디 게임에 있어 게임 캐릭터 융복합적 표현법에 대한 고찰)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.335-340
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    • 2019
  • With the development of the media, pirate platforms and technologies are critical to the design of video content. Games based on online platforms and networking can help you develop games and expand your game as games are developed. Better yet. This paper is a major feature of the growth of the sandbox game that leads the game of InGame. Phenotypical 3D Dress Graphics You can study the usefulness of graphics based on doubles, the advantages of game characters, and space game graphics.