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Integrated Color Matching in Stereoscopic Image by Combining Local and Global Color Compensation (지역과 전역적인 색보정을 결합한 스테레오 영상에서의 색 일치)

  • Shu, Ran;Ha, Ho-Gun;Kim, Dae-Chul;Ha, Yeong-Ho
    • Journal of the Institute of Electronics and Information Engineers
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    • v.50 no.12
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    • pp.168-175
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    • 2013
  • Color consistency in stereoscopic contents is important for 3D display systems. Even with a stereo camera of the same model and with the same hardware settings, complex color discrepancies occur when acquiring high quality stereo images. In this paper, we propose an integrated color matching method that use cumulative histogram in global matching and estimated 3D-distance for the stage of local matching. The distance between the current pixel and the target local region is computed using depth information and the spatial distance in the 2D image plane. The 3D-distance is then used to determine the similarity between the current pixel and the target local region. The overall algorithm is described as follow; First, the cumulative histogram matching is introduced for reducing global color discrepancies. Then, the proposed local color matching is established for reducing local discrepancies. Finally, a weight-based combination of global and local matching is computed. Experimental results show the proposed algorithm has improved global and local error correction performance for stereoscopic contents with respect to other approaches.

Local Economy and Local Universities: Focusing on the Job Creation (지역경제와 지역대학: 일자리 창출을 중심으로)

  • Kim, Seon Jae
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.390-398
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    • 2018
  • The purpose of this study is to analyze the relationship between local economy and local universities focusing on the job creation. The study estimates the impacts of industry-university cooperation expenditure in 2018 on the Korean industry using the 2014 input-output table released by the Bank of Korea in 2016. The results show that the effect of production inducement was 30.2 trillion Won which reached 1.5 times of the total industry-university cooperation expenditure 19.6 trillion Won. The effect of labor inducement was estimated to employ 35 thousand people. With respect to the effects of inter-industries, the professional, scientific and technical activities, information and communication, and education sectors showed much higher effect of both production and labor inducement in the Korean industry. Therefore, the industry-university cooperation expenditure in Korea has to be focused on those industries in order to increase job creation effects from industry-university cooperation.

Validation of a trienzyme-Lactobacillus casei method for folate analysis in fishery resources consumed in the Korean diet (Trienzyme과 Lactobacillus casei를 이용한 국내 수산 자원의 엽산 분석 및 유효성 검증)

  • Jeong, Bomi;Nam, Ki-Ho;Kim, Yeon-Kye;Chun, Jiyeon
    • Korean Journal of Food Science and Technology
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    • v.52 no.6
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    • pp.580-586
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    • 2020
  • Fishery resources have been widely consumed as protein- and vitamin-rich food sources in the Korean diet. However, information regarding their vitamin levels is extremely limited. In this study, trienzyme-Lactobacillus casei method was validated and used to determine the folate contents in fishery foods. The trienzyme-L. casei method for folate analysis showed excellent accuracy (85.2 to 95.3% recovery) and precision (repeatability 1.4% RSD and reproducibility 2.4% RSD). Folate contents of 20 fish foods (4 fish, 3 crustaceans, 3 sea algae, 3 cephalopods, 4 shellfish, and 3 others) ranged from 1.75 to 97.98 ㎍/100 g. Furthermore, we found that the folate content in seaweed fusiforme was the highest, followed by gulfweed (69.73 ㎍/100 g). Folate analysis using the trienzyme-L. casei method was determined excellent based on the z-score of -0.3 in the Food Analysis Performance Assessment Scheme test. Analytical and method validation data generated in this study could be used to update the national food composition table on vitamin B9 in Korean fishery resources.

Operational Verification of Common Alert Protocol System and UHD Advanced Emergency Alert Table Service (표준 재난경보 발령 시스템과 UHD 재난경보 데이터 서비스 실증 시험)

  • Kwak, Chunsub;Suh, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.21 no.12
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    • pp.296-301
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    • 2021
  • This study is a study dealing with the empirical test of standardized multimedia disaster warning broadcasting linked with the next-generation prediction and warning platform and the disaster warning additional data service of terrestrial UHD broadcasting. The next-generation prediction and warning platform used in the demonstration test complies with the CAP-based TTA standardization standard, and the UHD disaster warning additional data service complies with the AEAT standard. As a result of the experiment, when a standardized CAP disaster warning message is issued and delivered to a broadcasting company, a system was established so that it is automatically converted to AEAT, a UHD disaster warning additional data message, and transmitted. The receiver unit was configured by connecting a set-top capable of receiving disaster alert data and a TV with an HDMI cable. When a disaster is announced, the set-top displays the AEAT message on the TV broadcasting screen, customized to the priority of the disaster and the area where it is issued. In addition, incoming messages are displayed in a language suitable for user settings among 5 languages. Additional multimedia functions such as images and alarm sounds could also be linked. In particular, it was confirmed that the receiver message was displayed within 3 seconds of issuing the disaster alert, enabling prompt delivery of the disaster alert.

Precision Evaluation of Scanning the Digital Dental Abutment Impression and Dental Gypsum Model according to 3-dimensional Superimposing Different Skills (3차원 중첩 기술 차이에 따른 디지털 치과용 지대치 인상체 및 경석고 모형의 스캐닝 정밀도 평가)

  • Jeon, Jin-Hun
    • The Journal of the Korea Contents Association
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    • v.18 no.12
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    • pp.639-645
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    • 2018
  • The objective of this research was to compare the precision of scanning the digital abutment impression and gypsum model according to 3-dimensional superimposing different skills. There were made with the abutment impression and gypsum model of a maxillary 1st premolar, blue light scanner scanned to obtain the stereolithography (STL) file. After the same process was performed 10 more times without moving them on the scanner table about the abutment impression and gypsum model, respectively (n=11, per types). By superimposing the date of scanning the abutment impression and gypsum model used with no control and best-fit-alignment skills, 10 color-difference maps and root mean square (RMS) data were obtained. The independent t-test was performed to compare RMS data between the each other groups (${\alpha}=0.05$). In the scanning abutment impressions, $RMS{\pm}SD$ of no control, best-fit-alignment showed $6.86{\pm}0.94$, $5.04{\pm}0.24$. in the scanning gypsum model, $4.98{\pm}1.16$, $3.39{\pm}0.07$, all groups showed a significant difference (P<0.001). Trough the this study's result, not only best-fit-alignment but no control is used with digital dental computer-aided design/computer-aided manufacturing (CAD/CAM) research and clinical part.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

LISP based IP Address Virtualization Technique for Resource Utilization on Virtualized SDN (가상화된 SDN에서 효과적인 자원 활용을 위한 LISP 기반 IP 주소 가상화 기법)

  • Go, Youngkeun;Yang, Gyeongsik;Yu, Bong-yeol;Yoo, Chuck
    • Journal of KIISE
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    • v.43 no.12
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    • pp.1404-1411
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    • 2016
  • Network virtualization is a technique that abstracts the physical network to provide multiple virtual networks to users. Virtualized network has the advantage to offer flexible services and improve resource utilization. In SDN architecture, network hypervisor serves to virtualize the network through address virtualization, topology virtualization and policy virtualization. Among them, address virtualization refers to the technique that provides an independent address space for each virtual network. Previous work divided the physical address space, and assigned an individual division to each virtual network. Each virtual address is then mapped one-to-one to a physical address. However, this approach requires a lot of flow entries, thus making it disadvantageous. Since SDN switches use TCAM (Ternary Contents Addressable Memory) for the flow table, it is very important to reduce the number of flow entries in the aspect of cost and scalability. In this paper, we propose a LISP based address virtualization, which separates address spaces for the physical and virtual addresses and transmits packet through tunneling, in order to resolve the limitation of the previous studies. By implementing a prototype, we show that the proposed scheme provides better scalability.

Investigation on Harmful Trace Elements in Some Food Additives (식품첨가물중(食品添加物中) 유해미량금속(有害微量金屬) 함량(含量)에 관(關)하여)

  • Kirn, Jeung-Ok;Song, Jae-Chul;Young, Han-Chul;Ha, Yeung-Lae
    • Journal of Nutrition and Health
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    • v.12 no.3
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    • pp.25-32
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    • 1979
  • In order to investigate harmful trace elements in ford additives used in food processing the contents of Copper, Lead, Cadmium, Chromium, Manganese, Nickel and Iron are determined by Atomic Absorption Spectrophotometer. These Elements are Extracted with APDC-MIBK extract method. Samples are collected from the food Industrial companies in Korea. Samples studied as shown in Table 1 are food colors(3-samples, Flavoring Agents(7-samples), Acidifiers(4-samples) Baking Powders(4-samples), Emulsifiers(2-samples), Thickeners(2-samples), Antioxidants(2-samples), Intensifiers(2-samples), Seasonings(3-samples), modifiers (10-samples) Most of the food additives contained comparatively a little small amount of harmful trace elements. However, the contents of harmful trace elements of Sodium Carbonate, Food Yellow No.5, Food Blue No.1, Food Red No.2 and Alkalies added in noodles are significantly higher than the other food additives. The obtained results are as follows ; 1) Sodium Carbonate contained Cadmium; 16.73 ug/g and Lead ; 61.55 ug/g. 2) Food Yellow No. 5 contained Cadmium: 1.67ug/g and Lead; 23.46 ug/g. 3) Food Blue No. 1 contained Cadmium; 1. 16 ug/g and Lead; 23.46 ug/g. 4) Food Red Ho. 1 contained Cadmium; 1.91 ug/g and Lead 23.08 ug./g. 5) Alkalies added in noodles contained Cadmium; 6. 11 ug/g and Lead; 53.85 ug/g.

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Design Development for the Ocean & Leasure Industry (해양레저산업 활성화를 위한 아이디어 상품 디자인개발 사례)

  • Kang, Bum-Kyu;Lee, Bo-Bae;Kim, Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.12 no.10
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    • pp.116-127
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    • 2012
  • With the recent rapid growth in the number of people who enjoy marine and leisure activities in Korea, the marine leisure industry faces good opportunities for development. Korean brands are in between them. In this situation, new and innovative products related to an inflatable tube, which is one of the most popular marine leisure items, will help to increase sales of domestic companies and to pioneer a new market. Research methods are largely divided into 4: investigation, analysis & synthesis, development and evaluation. This paper introduces a "tube cushion" which is an inflatable tube covered by fabrics. It can be functioned at home 365 days a year as a cushion or a children's plaything. Tactile fabrics, neoprene and air-mesh, are used as the cover with a zipper, making it easy to open and close. Moreover, by putting together tubes and connecting them with snap fastener attached straps, the cushion can be transformed into a chair, a table, a tunnel, a train, and so on, serving as a creative plaything for children. With this paper, it is expected that new and innovative items differentiated from others, like this crossover tube cushion, will help to create a 'Blue Ocean' market for the marine leisure industry from the long-term perspective.

A Study on the Practice of Performance Assessment in the Elementary School Mathematics - Focussing on Self-assessment and Peer-observation - (초등학교 수학과 수행평가 실천에 관한 연구 - 자기평가.동료평가.관찰평가를 중심으로 -)

  • Kim Song-Ja;Choi Chang-Woo
    • Journal of Elementary Mathematics Education in Korea
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    • v.10 no.1
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    • pp.67-87
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    • 2006
  • This study is to recognize a problem in the practice of performance assessment in elementary school, and to find out some suggestive points for improvement of teaching·learning method in elementary mathematics through assessment by reducing time restriction according to assessment through the practice of self-assessment, peer-assessment and observation, and then by reflecting the results of assessment on teaching learning plan. For that, the questions of study set up are as follows ; 1. How should self-assessment and peer-assessment be applied to in elementary mathematics assessment? 2. How should the time for 'let's play an interesting game' be managed for assessment of elementary mathematics? 3. How should the results of assessment be reflected on the Process of teaching and learning of mathematics? To solve these problems, a researcher of this thesis performed self-assessment, peer-assessment on 40 students of second grade under her charge as a class teacher, and applied observation in the time management process for 'let's play an interesting game' for a semester. self-assessment was made by mathematics journal, self-assessment chart, peer-assessment was by the analysis of conversation record among students in the situations of assessment, and observation was by observation of activity when playing with the results data of play analyzed. the concrete methods of application as follows ; First, mathematics journal was applied $1{\sim}2$ times by each unit with reconstruction into the level of second grade on the basis of the preceding-study models. Second, peer-assessment was applied to the unit-assessment time and the play-activities time by the method of recording·analyzing the contents of conversation among students in the process of assessment. Third, mathematical attitude & dispositions of students making use of the self- assessment table were examined referring to the teaching learning plan. Fourth, the time management for 'let's play an interesting game' was made through the prior recognition of play method and the joyful play-activities by use of the play-plate. Assessment depended on analysis of play-activities results of students making use of an observation form. Fifth, the results of self-assessment, peer-assessment, and observation were analyzed, and then they were made use of as self-observation data, of teacher her/his self, or teaching·learning improvement data. Students' self-assessment datum (mathematics diary, self-assessment sheets, conversation contents in the process of assessment) and observation materials (check lists, Play-activity result materials, conversation contents in the process of play) obtained in the process of application was analyzed as follows ; 1. From the practice of self-assessment in form of mathematics journal, I could obtain not only datum showing how much students was understanding the learning aims by unit time and to any degree they reached but also information about their response to learning datum and favorable type of learning. 2. Assessment by self-assessment chart was useful in planning the mathematics teaching learning process because it helps ascertain mathematical attitude & dispositions of students. 3. Through the application of peer-assessment, students had the opportunity of communicating with other students looking back on his/her explaining process, and teachers could obtain basic materials for assessment of students. 4, In case of time management for 'let's play an interesting game', there was natural extension of play made through time-security by prior looking into the method of play-activity, and then, for a remained time, by making children play a new game. 5, I could easily record the activities of students by use of the observation. form, and make use of it as basic data for descriptive assessment. 6, Each kinds of data obtained from the results of assessment was helpful for securing self-observation materials in the process of teaching learning and for their betterment in mathematics subject. However, because they were in the second grade of elementary school and there was an individual difference, some students could not make use of mathematics diary or self-assessment form properly. In case of these students, assessment data would be obtained through interview or observation. And for effective operation of play, its purpose & method and matters that demand special attention when play-acting should be clearly guided. Also, when applying an effective play in addition to play activities in textbook, to lessons, interesting mathematics lessons could be guided.

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