• Title/Summary/Keyword: U-Art Communication

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U2Net-based Single-pixel Imaging Salient Object Detection

  • Zhang, Leihong;Shen, Zimin;Lin, Weihong;Zhang, Dawei
    • Current Optics and Photonics
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    • v.6 no.5
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    • pp.463-472
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    • 2022
  • At certain wavelengths, single-pixel imaging is considered to be a solution that can achieve high quality imaging and also reduce costs. However, achieving imaging of complex scenes is an overhead-intensive process for single-pixel imaging systems, so low efficiency and high consumption are the biggest obstacles to their practical application. Improving efficiency to reduce overhead is the solution to this problem. Salient object detection is usually used as a pre-processing step in computer vision tasks, mimicking human functions in complex natural scenes, to reduce overhead and improve efficiency by focusing on regions with a large amount of information. Therefore, in this paper, we explore the implementation of salient object detection based on single-pixel imaging after a single pixel, and propose a scheme to reconstruct images based on Fourier bases and use U2Net models for salient object detection.

The Minimum number of Mobile Guards Algorithm for Art Gallery Problem (화랑 문제의 최소 이동 경비원 수 알고리즘)

  • Lee, Sang-Un;Choi, Myeong-Bok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.63-69
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    • 2012
  • Given art gallery P with n vertices, the maximum (sufficient) number of mobile guards is${\lfloor}n/4{\rfloor}$ for simple polygon and${\lfloor}(3n+4)/16{\rfloor}$ for simple orthogonal polygon. However, there is no polynomial time algorithm for minimum number of mobile guards. This paper suggests polynomial time algorithm for the minimum number of mobile guards. Firstly, we obtain the visibility graph which is connected all edges if two vertices can be visible each other. Secondly, we select vertex u with ${\Delta}(G)$ and v with ${\Delta}(G)$ in $N_G(u)$ and delete visible edges from u,v and incident edges. Thirdly, we select $w_i$ in partial graphs and select edges that is the position of mobile guards. This algorithm applies various art galley problems with simple polygons and orthogonal polygons art gallery. As a results, the running time of proposed algorithm is linear time complexity and can be obtain the minimum number of mobile guards.

Interactive Social U-Learning Community Design (상호작용이 가능한 사회적 U-LEARNING 공동체 설계)

  • Kim, Hye-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.193-201
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    • 2011
  • This paper presents the holistic notion and model of an open social u-learning community, anchored with open content, providing an interactive online study group experience akin to sitting with study buddies on a world-wide campus quad. The interactive social u-learning community design helps conceptualize and maximize advantages of ubiquitous environment in learning. The model is enabled by state-of-the-art web technologies; real-time collaboration technologies for a highly interactive experience; intelligent recommender systems to help learners connect with relevant content and other learners; and mining and analytics to assess learner outcomes. Hence, u-learning design is highly scalable yet interactive and engaging.

Effects of Group Art Therapy Program on Self-Esteem and Mental Health Status in Chronic Schizophrenic Inpatients (집단미술요법이 만성 정신분열병 입원환자의 자존감과 정신건강상태에 미치는 영향)

  • 정길수
    • Journal of Korean Academy of Nursing
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    • v.29 no.6
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    • pp.1314-1323
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    • 1999
  • The purpose of the study was to determine the effects of the 8-week, 15-session group art therapy program on self-esteem and mental health status in chronic schizophrenic inpatients. The sample consisted of two groups of chronic schizophrenic inpatients: 10 patients with an average of total disease duration of 8.90 years who participated in a 8-week group art therapy program, and 8 comparison subjects with an average of total disease duration of 8.25 years who did not participate in the program. A pretest-posttest quasiexperimental design was used to assess self-esteem and mental health status at the beginning and at the end of the 8-week, 15-session group art therapy program. The time points for obtaining data were matched for both groups. The effectiveness of the 8-week group art therapy program was assessed by Rosenberg's Self-esteem Scale(Rosenberg, 1965) and SCL-90- R(Derogatis et al., 1973). SPSSWIN 8.0 was utilized for data entry and analysis employing Mann-Whitney U test. The findings of the study indicated the followings : (a) No significant differences were found between two groups in self-esteem and (b) The experimental group showed significantly lower scores in obsessive-compulsive symptom dimension and interpersonal sensitivity symptom dimension on the SCL-90-R than the comparison group after participating in the group art therapy program. In conclusion, the findings showed the possibility of applying group art therapy as an effective nursing intervention for patients with lack of verbal communication skills and social interaction to improve their interpersonal relationship.

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An U-Healthcare Implementation for Diabetes Patient based on Context Awareness

  • Kim, Jeong-Won
    • Journal of information and communication convergence engineering
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    • v.7 no.3
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    • pp.412-417
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    • 2009
  • With ubiquitous computing aid, it can improve human being's life quality if all people have more convenient medical service under pervasive computing environment. In this paper, for a pervasive health care application for diabetes patient, we've implemented a health care system, which is composed of three parts. Various sensors monitor both outer and inner environment of human such as temperature, blood pressure, pulse, and glycemic index, etc. These sensors form zigbee-based sensor network. And as a backend, medical information server accumulates sensing data and performs back-end processing. To simply transfer these sensing values to a medical team may be a low level's medical service. So, we've designed a model with context awareness for more improved medical service which is based on ART(adaptive resonance theory) neural network. Our experiments show that a proposed healthcare system can provide improved medical service because it can recognize current context of patient more concretely.

Innovation of Neighborhood Community Center through ICTs Aided Intelligent Space Design Contents (지역커뮤니티를 위한 ICT 기반의 커뮤니티센터 디자인에 관한 연구)

  • An, Se-Yun;Kim, So-Yeon;Kim, Ho;Fan, Qiangqiang
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.270-282
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    • 2016
  • A community center is situated near the residential areas and is the public facility that acts as the core of local cultural activities. A community center, as the general cultural activities increases, is transforming into a facility that promotes the community restoration and living convenience such as welfare, sports, art activities, and education etc. beyond location of simple leisurely activities. This study considers local residents' accessibility through the renovation of preexisting community center.

A Study of User Satisfaction with Ubiquitous Environmental Sculptures - Focusing on the Gangnam U-STREET Media Pole - (유비쿼터스 환경조형물에 대한 이용 만족도 평가 - 강남 U-STREET 미디어폴을 대상으로 -)

  • Kim, Dong-Chan;Cho, Hwee-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.38 no.4
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    • pp.45-53
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    • 2010
  • This paper has attempted to propose a more progressive direction for U-environmental sculptures in a ubiquitous urban space in terms of usability, service, function and formative characteristics that enhance user satisfaction with these sculptures. For this, Media Pole, a U-environmental sculpture on Gangnam U-Street, has been examined. The results of this study are as follows: First, a study of user satisfaction was planned after establishing levels of satisfaction in terms of service, function and formative characteristics. In terms of satisfaction by the section of Media Pole, the public transportation map was the most influential in service while street culture and beauty of shape were critical in function and formative characteristics, respectively. In the relationship between satisfaction by section and overall satisfaction, furthermore, functional satisfaction had the biggest influence. Therefore, the development of human-centered functional factors which have pleasant and touching stories to facilitate communication with citizens are important in order to develop various Media Pole contents to enhance user satisfaction with the U-environmental sculpture and allow it evolve into a Gangnam landmark Since we are in the initial stage of a U-city, there are many problems that need to be addressed such as a lack of natural beauty, poor material quality of environmental sculptures, absence of storytelling, poor technology, lack of content, poor profitability and lack of means of social communication. In the end, the development of a comfortable, people-friendly space and U-environmental sculptures are needed in consideration of economic, social and cultural aspects instead of focusing on advanced technology only.

A Case Study on Global Educational Innovation using U-Learning Box and Ubiquitous-based Test (유러닝 박스와 유비쿼터스 기반의 시험 시스템을 이용한 글로벌 교육 혁신 사례 연구)

  • Hwang, Mintae;Bajracharya, Larsson
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.3
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    • pp.279-288
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    • 2018
  • In this paper, we present the results of educational innovation case study using U-Learning Box and Ubiquitous-based Test(UBT) system for 6 sample primary schools in Nepal. As Nepal is considered to be a developing country with electricity problem to the school, the U-Learning Box, consisting of a small and easy-to-use tablet PC for teacher and a small smart beam with its own battery was evaluated as the optimum solution to support continuous basic English and hygiene education for these schools. And UBT technology using tablet PC was used to evaluate and analyze basic English learning ability of the students, which helped us realized that it is necessary to improve the educational environment and develop suitable educational contents. We hope that the global educational innovation using U-Learning Box and UBT technology will become a successful model for global equality of educational opportunity project for developing countries including Nepal.

The CloudHIS System for Personal Healthcare Information Integration Scheme of Cloud Computing (클라우드 컴퓨팅 환경에서 개인의료정보를 통합한 CloudHIS 시스템)

  • Cho, Young-Bok;Woo, Sung-Hee;Lee, Sang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.5
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    • pp.27-35
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    • 2014
  • The characteristics of today's health care industry, based on the state of the art IT can be represented as a paradigm of human-oriented ubiquitous and accessible as possible by U-Health care. In addition, the healthcare industry is information and communication technologies (ICT) developments regarding the many advances and applications based on the research being carried out actively. Medical information system has been developed toward combining information systems of medical IT and it sets its sights on the fusion of developed IT and u-healthcare system. So changing distributed medical information systems into a safe PHR integrated system based on IaaS cloud computing is suggested in order to forge u-healthcare system with the times in this paper. Our experimental results show that our proposed system increased the data access time by about 24% and reduces the waiting time for processing service by about 4.3% over the web-based PHR.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • U, Tak
    • 한국게임학회지
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    • v.6 no.1
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    • pp.70-72
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    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

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