• Title/Summary/Keyword: Software Montage

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Software Montage: Filtering of Detecting Target of Similar Software for Digital Forensic Investigation (소프트웨어 몽타주: 디지털 포렌식 수사를 위한 유사 소프트웨어 탐지 대상의 필터링)

  • Park, Hee-Wan;Han, Tai-Sook
    • Journal of KIISE:Computing Practices and Letters
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    • v.16 no.4
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    • pp.497-501
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    • 2010
  • A software montage means information that can be extracted quickly from software and includes inherent characteristics. If a montage is made from well-known programs, we can filter candidates of similar programs among the group of programs based on the montage. In this paper, we suggest software montages based on two characteristics: API calls and strings. To evaluate the proposed montages, we performed experiments to filter candidates of some similar programs to instant messenger programs. From the experiments, we confirmed that the proposed montages can be used as a forensic tool that filters a group of similar programs even when their functions are not known in advance.

Vector-based Face Generation using Montage and Shading Method (몽타주 기법과 음영합성 기법을 이용한 벡터기반 얼굴 생성)

  • 박연출;오해석
    • Journal of KIISE:Software and Applications
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    • v.31 no.6
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    • pp.817-828
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    • 2004
  • In this paper, we propose vector-based face generation system that uses montage and shading method and preserves designer(artist)'s style. Proposed system generates character's face similar to human face automatically using facial features that extracted from a photograph. In addition, unlike previous face generation system that uses contours, we propose the system is based on color and composes face from facial features and shade extracted from a photograph. Thus, it has advantages that can make more realistic face similar to human face. Since this system is vector-based, the generated character's face has no size limit and constraint. Therefore it is available to transform the shape freely and to apply various facial expressions to 2D face. Moreover, it has distinctiveness with another approaches in point that can keep artist's impression just as it is in result.

Functions and Roles of Digital Landscape Architectural Drawing (조경 설계에서 디지털 드로잉의 기능과 역할)

  • Lee, Myeong-Jun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.2
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    • pp.1-13
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    • 2018
  • This work discusses the major roles of digital technologies in the history of landscape architectural drawing, and offers a critique of the dominant trend towards realism in recent digital landscape representations. During the period of transition from conventional drawing tools, computer technologies generally functioned as mechanical tools to imitate prior manual techniques. Specifically, the GIS was served as a mechanical tool to efficiently process the manual layer cake; CAD software generally functioned to translate physical models to two-dimensional construction documents while graphic software generally functioned as a tool to perform processes similar to those of manual collage and montage techniques. Recent digital landscape drawings tend to adopt a realistic depiction like the painting of landscape appearance. In the representations, discernible traces of cutting and assembling are removed via graphic software; thus, the complete representations are perceived as if they were a copy of an actual landscape. The realistic images are an easy way to communicate with the public. However, it is difficult to achieve a full embodiment of all of the multisensory characteristics of a landscape through these visuals. They often deceive viewers by visualizing idealized conditions of not-yet-actualized landscapes and production of the final images takes up a large portion of the overall design process. Alternatively, 3D digital modeling of landscape performance and creative uses of digital technologies during the overall design process, as well as hybridized techniques with different drawing techniques and technologies, provide the opportunity to explore various aspects of a landscape.

Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films (HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

Analysis of Quantitative Electroencephalography (QEEG) Following Acupuncture Treatment in Patients with Insomnia: Z Scored Absolute Power and sLORETA (불면증 환자에 대한 침치료 전후 정량화 뇌파 분석: Z Scored Absolute Power and sLORETA)

  • Lee, Go Eun;Mun, Su Jeong;Lee, Sung Ik;Lim, Jung Hwa;We, Young Man;Moon, Kwang Su;Lyu, Yeoung Su;Kang, Hyung Won
    • Journal of Oriental Neuropsychiatry
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    • v.27 no.3
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    • pp.169-184
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    • 2016
  • Objectives: To investigate the neurophysiological effect of acupuncture treatment on insomnia patients using quantitative electroencephalography (QEEG) and standardized Low Resolution Brain Electromagnetic Tomography method (sLORETA).Background: Insomnia is one of the commonly encountered symptoms in primary medical care. Recent studies of acupuncture for insomnia reported that the acupuncture groups showed significant improvements compared with the control groups. However, the neurophysiological mechanism of acupuncture in the treatment of insomnia has not been revealed and a few studies have measured the effect of acupuncture treatment using QEEG.Methods: Participants who had some problems in initiating or maintaining sleep, or had non-restorative sleep for more than 3 days a week and ISI scores above 8 and below 21 were treated by acupuncture for 2 weeks (3 times a week, total 6 times). We assessed the effectiveness of acupuncture for insomnia by the PSQI (Pittsburgh Sleep Quality Index) at baseline and at 2 weeks after the end of treatment (4th week). Also, we performed EEG and analysed the EEG data at baseline and at the end of treatment (2nd week) on the linked ears montage using the Neuroguide software program and sLORETA.Results: Thirty-two participants were enrolled and 2 participants dropped out because of personal reasons. Among the 30 participants, EEGs of 12 participants were included in the analysis of QEEG and sLORETA. Total score on the ISI and PSQI was significantly decreased after acupuncture treatment. The number of electrodes exceeding the range of 90% (±1.65) or 95% (±1.96) in the z scored absolute power of beta was significantly decreased after acupuncture treatment. There was no significant change in brain activation between pre- and post-acupuncture using sLORETA.Conclusions: The deviation of absolute power compared to the normative database was significantly decreased after acupuncture treatment in the alpha and beta ranges. Therefore, we suggest that acupuncture treatment for insomnia might be effective through the central nervous system especially in the brain. There are many limitations to drawing any conclusion. Further studies are needed in the future to overcome these limitations.