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Recognition of fabric sensibility related to fashion fabric image - Focusing on the visual tactility of the fabric - (패션소재이미지에 따른 직물감성의 인지 - 직물의 시각적 촉감을 중심으로 -)

  • Kim, In-Hwa;Park, Myung-Ja
    • Journal of the Korea Fashion and Costume Design Association
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    • v.22 no.1
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    • pp.97-111
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    • 2020
  • Classifying clothing fabrics into fashion images lacks research, but is necessary due to the short cycle of fashion and rapidly changing modern trends as consumers seek to satisfy various needs with an increase of online purchases. There is also a lack of research on fashion trend books which attach real fabrics. Therefore, this study aims to help the planning field by recognizing fabric sensibility related to the fabric image perceived by consumers. The data analysis results from descriptive statistics, t-test, and ANOVA using SPSS are as follows: Differences in the visual tactility evaluation related to the consumer recognized fabric images showed more significant differences in F/W seasons. The elegance image was shown as relatively thick, the avant-garde image was shown as relatively heavy, thick fabric. The feminine image was shown as relatively thin and smooth fabric, the sporty images were shown to be moist, flexible and elastic, and the mannish images were relatively rough. The romantic images were shown as relatively thin fabrics. The conclusions inferred from the visual tactile evaluation related to the fabric images recognized by consumers vary by major, so the prior information concerning fabrics and trends can affect the selection of images. The results of this study show that in order to produce clothes suitable for fashion product planning by learning about visual tactility that consumers recognize, fabrics component data displayed in fashion trend books from 2016 to 2018 are needed, so the planner can receive help when selecting the fabrics suitable for each trend.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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Study on Design Considerations to Prevent Bird Collisions with Glass (조류 유리충돌 방지를 위한 디자인 개선방안에 관한 고찰)

  • Lee, Hyung-Sook
    • Journal of the Korean Institute of Rural Architecture
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    • v.15 no.1
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    • pp.13-20
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    • 2013
  • Bird collisions with glass are a substantial source of human-caused avian mortality. It has been estimated that between 100 million and 1 billion birds die in collisions with windows every year, and bird-window collisions can have a particularly serious impact on populations because glass is dangerous for strong, healthy, breeding adults. The purpose of this study are to address the bird-window collision issue and to provide suggestions for bird-safe development by reviewing precedent studies on bird collision and analyzing bird-friendly design guidelines. Typically reflections of the sky, clouds or trees on glass, green plants in lobbies, and lights attract and confuse both migrating and resident birds. Therefore birds fatally fly into the glass because they do not recognize that reflections are false and that glass is a barrier. Many cities such as Toronto, Chicago and New York have made efforts on reducing the bird collision by encouraging the creation of environmentally conscious and bird-safe buildings. The USGBC also introduced a bird-safety credit as part of its environmental certification process, called LEED. The results of the study presented that architects and builders can help reduce or prevent bird from collisions in both new construction and existing structures with creative use of design elements. The measures to reduce bird collisions include using glass with an embedded pattern, opaque or translucent films, decals, dot patterns, awnings, louvers, and grilles. Turning off lights after midnight during the spring and fall migrations can be part of the solution as well. In order to reduce bird mortality, the most important thing is to generate awareness of the issue among designers, builders, as well as the public. Also local governments need to develop bird-friendly design guidelines and planning mechanisms to encourage bird-safe development and building operation.

The Routing Algorithm for Wireless Sensor Networks with Random Mobile Nodes

  • Yun, Dai Yeol;Jung, Kye-Dong;Lee, Jong-Yong
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.4
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    • pp.38-43
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    • 2017
  • Sensor Networks (WSNs) can be defined as a self-configured and infrastructure-less wireless networks to monitor physical or environmental conditions, such as temperature, sound, vibration, pressure, motion or pollutants and to cooperatively pass their data through the network to a main location or base-station where the data can be observed and analyzed. Typically a wireless sensor network contains hundreds of thousands of sensor nodes. The sensor nodes can communicate among themselves using radio signals. A wireless sensor node is equipped with sensing and computing devices, radio transceivers and power components. The individual nodes in a wireless sensor network (WSN) are inherently resource constrained: they have limited processing speed, storage capacity, communication bandwidth and limited-battery power. At present time, most of the research on WSNs has concentrated on the design of energy- and computationally efficient algorithms and protocols In order to extend the network life-time, in this paper we are looking into a routing protocol, especially LEACH and LEACH-related protocol. LEACH protocol is a representative routing protocol and improves overall network energy efficiency by allowing all nodes to be selected to the cluster head evenly once in a periodic manner. In LEACH, in case of movement of sensor nodes, there is a problem that the data transmission success rate decreases. In order to overcome LEACH's nodes movements, LEACH-Mobile protocol had proposed. But energy consumption increased because it consumes more energy to recognize which nodes moves and re-transfer data. In this paper we propose the new routing protocol considering nodes' mobility. In order to simulate the proposed protocol, we make a scenario, nodes' movements randomly and compared with the LEACH-Mobile protocol.

A Study on Face Recognition Using Diretional Face Shape and SOFM (방향성 얼굴형상과 SOFM을 이용한 얼굴 인식에 관한 연구)

  • Kim, Seung-Jae;Lee, Jung-Jae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.6
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    • pp.109-116
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    • 2019
  • This study proposed a robust detection algorithm. It detects face more stably with respect to changes in light and rotation for the identification of a face shape. Also it satisfies both efficiency of calculation and the function of detection. The algorithm proposed segmented the face area through pre-processing using a face shape as input information in an environment with a single camera and then identified the shape using a Self Organized Feature Map(SOFM). However, as it is not easy to exactly recognize a face area which is sensitive to light, it has a large degree of freedom, and there is a large error bound, to enhance the identification rate, rotation information on the face shape was made into a database and then a principal component analysis was conducted. Also, as there were fewer calculations due to the fewer dimensions, the time for real-time identification could be decreased.

The Effect of Anchored Instruction on Elementary School Students' Problem-solving in Algorithm Learning (앵커드 수업을 통한 알고리즘 학습이 초등학생의 문제해결력에 미치는 영향)

  • Choi, Seo-Kyung;Kim, Yung-Sik
    • The Journal of Korean Association of Computer Education
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    • v.15 no.3
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    • pp.1-10
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    • 2012
  • The flow of computer education in modern knowledge and information society contains the computer science courses to cultivate the higher-level thinking abilities such as logical thinking skills, creativity, and problem-solving ability of learners. The purpose of this study is to recognize the need to promote the algorithmic thinking power to improve the problem solving ability of learners, to design the algorithm class based on the anchored instruction strategy for elementary school students and to verify the effectiveness. Anchored instruction model and cases are added to the class. Elementary school students were subjects and divided into a control group in which the traditional algorithm teaching method was conducted and an experimental group in which algorithm class was conducted applying anchored instruction. As results, an experimental group has shown improvements on problem solving compared to a control group.

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Development of Collision Avoidance Supporting System based on ECDIS (전자해도표시시스템 기반의 충돌회피 지원 시스템 개발)

  • Kim, Da-Jung;Ahn, Kyoungsoo;Lee, Tae-Il;Kim, Young Woo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2013.10a
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    • pp.167-170
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    • 2013
  • The objective of this paper is to describe the result of development of collision avoidance supporting system, based on the electronic chart display and information system(ECDIS). In real ship operations, collision accidents happen frequently due to human errors such as the lax vigilance, misinterpretation of international regulations for preventing collisions at sea (COLREGs). We developed a system which will help to avoid these kind of accidents. This system can automatically recognize the risk of collisions, generate the safe alternative routes that comply with COLREGs, and then deliver the results into auto pilot. A virtual simulation assuming progressive collision situations revealed the usefulness of this system.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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The Character Area Extraction and the Character Segmentation on the Color Document (칼라 문서에서 문자 영역 추출믹 문자분리)

  • 김의정
    • Journal of the Korean Institute of Intelligent Systems
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    • v.9 no.4
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    • pp.444-450
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    • 1999
  • This paper deals with several methods: the clustering method that uses k-means algorithm to abstract the area of characters on the image document and the distance function that suits for the HIS coordinate system to cluster the image. For the prepossessing step to recognize this, or the method of characters segmentate, the algorithm to abstract a discrete character is also proposed, using the linking picture element. This algorithm provides the feature that separates any character such as the touching or overlapped character. The methods of projecting and tracking the edge have so far been used to segment them. However, with the new method proposed here, the picture element extracts a discrete character with only one-time projection after abstracting the character string. it is possible to pull out it. dividing the area into the character and the rest (non-character). This has great significance in terms of processing color documents, not the simple binary image, and already received verification that it is more advanced than the previous document processing system.

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Effect of Elastic-Band Exercise and Cognitive Rehabilitation in Cognition and Walking Speed of Elderly People -Pilot Study-

  • Yu, Seonghun;Lee, Youngsin;Kim, Seongsu
    • Journal of the Ergonomics Society of Korea
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    • v.34 no.5
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    • pp.363-375
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    • 2015
  • Objective: This study aims to recognize the risk of current traffic systems and to investigate a method to decrease risk by doing exercise using an elastic-band and cognitive rehabilitation. Background: The existing traffic system usually focuses on the ordinary citizens, which may not be appropriate to the elderly. It may affect the cognition and walking speed of the elderly. This study tries to examine whether cognition and muscle training is appropriate to improve their vulnerability. Therefore this study will provide human ergonomics - based basic data in relation to the elderly to identify the risk of current signal system and to mitigate the risk. Method: A total of 30 elderly participants were divided into two groups: experimental and control groups. Experimental group (n=15) was trained to strengthen their muscles and to promote cognition, whereas control group (n=15) was not. The training was conducted twice a week for three weeks. To strengthen muscles, a yellow colored elastic-band was used, and a computer program for cognitive rehabilitation was used to develop cognition. In the experimental group, there were significant differences between pre and post exercises However, the control group didn't show any significant difference. The increase in cognition and walking speed was found in the experimental group, whereas there were no differences in the control group. Statistically there was no significant difference between the two groups. Results: The results of this study show that the exercise program using the elastic-band gave a positive effect on gait training thanks to the development of muscle power and balance. Conclusion: This study did not show any statistical difference or significant differences between the two groups, since time was restricted, we believe. Application: The results of the walking speed will help to prevent traffic collision.