• Title/Summary/Keyword: Video to shop

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MF sampler: Sampling method for improving the performance of a video based fashion retrieval model (MF sampler: 동영상 기반 패션 검색 모델의 성능 향상을 위한 샘플링 방법)

  • Baek, Sanghun;Park, Jonghyuk
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.329-346
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    • 2022
  • Recently, as the market for short form videos (Instagram, TikTok, YouTube) on social media has gradually increased, research using them is actively being conducted in the artificial intelligence field. A representative research field is Video to Shop, which detects fashion products in videos and searches for product images. In such a video-based artificial intelligence model, product features are extracted using convolution operations. However, due to the limitation of computational resources, extracting features using all the frames in the video is practically impossible. For this reason, existing studies have improved the model's performance by sampling only a part of the entire frame or developing a sampling method using the subject's characteristics. In the existing Video to Shop study, when sampling frames, some frames are randomly sampled or sampled at even intervals. However, this sampling method degrades the performance of the fashion product search model while sampling noise frames where the product does not exist. Therefore, this paper proposes a sampling method MF (Missing Fashion items on frame) sampler that removes noise frames and improves the performance of the search model. MF sampler has improved the problem of resource limitations by developing a keyframe mechanism. In addition, the performance of the search model is improved through noise frame removal using the noise detection model. As a result of the experiment, it was confirmed that the proposed method improves the model's performance and helps the model training to be effective.

A Study on the Preference of Design Components of Shop Facade (숍 파사드 디자인 구성요소에 대한 선호도 연구)

  • Yeo, Mi;Oh, Sun Ae
    • Korean Institute of Interior Design Journal
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    • v.24 no.2
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    • pp.171-179
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    • 2015
  • The aim of this study is to figure out the preference features on design components of shop facade on the basis of the questionnaire survey on short-term memory and sensory memory of human right after an image experiment. As for a preceding research, this study examined the design features of facade into tangible elements and intangible elements, and also classified them into physical, aesthetical, marketing and symbolic components in detail. And, it extracted 5 representative elements in preceding studies including shape, material, pattern, color and sign, which is the standard of a questionnaire survey and preference analysis. The subjects of the experiment were 30 men and women who were over 20 years old majoring interior design. They were exposed to 20 images with 10 seconds respectively through a video, and were asked to respond the questionnaire promptly. The findings of preference analysis of design components of facade including shape, material, pattern, color and sign are as follows. Firstly, shape was the most interesting and attracting component, and designs applied with shape of objects such as 'web', 'drawer', 'wheel' and 'button' obtained high preference. Secondly, as for material, block, steel, exposed concrete board attracted higher preference as memorable materials than other materials. Material was affected by shape, pattern and color. Thirdly, pattern was the most lasting element. Designed pattern had higher preference than simple pattern. Fourthly, as for color, red and green with strong stimulation and attention attained priority having long lasting memory. Fifthly, when visiting a shop, sign out of 5 elements of shape, material, pattern, color and sign drew attention the most. As for the preference of location of sign, 'center top' was the most noticeable. The findings of this study could be utilized for facade design, and also could be used for commercialization considering highly preferred components, and top preference aspects of such elements. advised that to give an impression to customers is important to make a successful design for sales marketing, which, in turn, would lead customers to revisit the shop.

ASP 웹 디비의 운영과 실행에 관한 사례연구

  • U, Won-Taek
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.12a
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    • pp.443-454
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    • 2005
  • The purpose of this study is to show the operations and implementations of ASP web database which uses open-source web site packages called bighitonline video shop. Some literature reviews have been done to reveal robust theoretical background for this research And also, some basic experiments as Preparatory Processes have also been made by using some softwares such as Windows XP professional, IIS, MS SQL Server and others. The main purpose of these experiments is to show strong theoretical and practical backgrounds. These experimental results in the micro-level showed to be successful to understand the Interrelations of web components and web-site architectures.

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A Virtual Environment for Optimal use of Video Analytic of IP Cameras and Feasibility Study (IP 카메라의 VIDEO ANALYTIC 최적 활용을 위한 가상환경 구축 및 유용성 분석 연구)

  • Ryu, Hong-Nam;Kim, Jong-Hun;Yoo, Gyeong-Mo;Hong, Ju-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.11
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    • pp.96-101
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    • 2015
  • In recent years, researches regarding optimal placement of CCTV(Closed-circuit Television) cameras via architecture modeling has been conducted. However, for analyzing surveillance coverage through actual human movement, the application of VA(Video Analytics) function of IP(Internet Protocol) cameras has not been studied. This paper compares two methods using data captured from real-world cameras and data acquired from a virtual environment. In using real cameras, we develop GUI(Graphical User Interface) to be used as a logfile which is stored hourly and daily through VA functions and to be used commercially for placement of products inside a shop. The virtual environment was constructed to emulate an real world such as the building structure and the camera with its specifications. Moreover, suitable placement of the camera is done by recognizing obstacles and the number of people counted within the camera's range of view. This research aims to solve time and economic constraints of actual installation of surveillance cameras in real-world environment and to do feasibility study of virtual environment.

The Development of Video Based System for Sharing Design Knowledge (동영상 기반 디자인 지식 공유 시스템 개발)

  • Han, Hyeon-Young;Park, Woo-Young;Lee, Joon-ho;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.313-318
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    • 2017
  • In general, users of design software such as Photoshop, search for information online when they want to obtain related knowledge. However, it is very difficult to find the exact information they want about designs because available knowledge sharing systems are very broad in what they manage, and it is rare that such systems would provide any design-specific Q&A or exchange of information functionality. In the paper we development a video based system for sharing design knowledge that supplies Q&A, lecture, knowledge trade function etc. utilizing multimedia like text, image and video reflecting the characteristics of design knowledge. The system are expected to contribute to the competitiveness of products through sharing design knowledge. In the near future the system will need to expand to a framework that can be shared with a variety of knowledge, as well as design knowledge.

A Study for the Broadcasting Makeup and Image Representation Changes in the Digital Media Era (디지털 미디어 시대의 방송 분장 변화에 관한 연구)

  • Barng, Kee-Jung;Kim, Kyung-Hee;Kim, Ju-Duck
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1194-1210
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    • 2010
  • The influence of digital media according to environmental change of multi-media came to have significance more than what we imagine. In accordance with high resolution of HDTV in digital media era, the cautious awareness is required for skin color by the immediate color such as replica of TV color, lighting and clothing. As for the broadcasting makeup expression technique caused by a change in broadcasting environment in the digital media era, the first, There is necessity for natural makeup technique, and for expressing the whole makeup evenly and very delicately. The makeup work gets much more delicate. For the delicate expression, more time is being required than the existing makeup time. Second, Lots of time and manpower are required for elaborate real-object processing on all the production fields such as background set, stage properties, and makeup. Third, Realistic expression is available on the screen. Importance of basic makeup is highlighted. Thus, even the skin care shop came to be prevalent. Development in only HD cosmetics is needed for foundation with fine particle in new material and with diverse colors hereafter. The video-media field is a method that is ignored a sense of distance through vehicles such as camera, picture tube, and several kinds of broadcasting machinery and equipment and that is delivered vividly to viewers through screen, unlike the stage makeup, thereby being needed the makeup technology proper for HDTV according to the changing broadcasting environment and media. The video machinery and equipment are proceeding with being gradually high-tech and precise. Thus, an expert in makeup needs to know common sense on the video machinery and equipment before makeup, and needs to make an effort according to it. And, a follow-up research can be said to be necessary on the advance in makeup method and on more diverse dedicated cosmetics along with a research on color tone proper for HDTV.

A Study on the Interest of SNS Users according to New Media Fashion Content Types -Focus on Vogue Korea's Official Instagram- (뉴미디어 패션 콘텐츠 유형에 따른 사용자의 SNS 관심도 연구 -보그 코리아 공식 인스타그램 중심으로-)

  • Lee, Chungsun;Lee, Seunghee
    • Journal of Fashion Business
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    • v.24 no.1
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    • pp.75-87
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    • 2020
  • The purpose of this study is to find trends in new media fashion content by analyzing the fashion content of the official Instagram accounts of domestic fashion magazines that are being transformed by digital media. The framework for these analysis of fashion content type and methods of production is based on one used in an earlier research project. Empirical analysis is conducted on Vogue Korea's official Instagram accounts, using the highest number of major views as the secondary measure of interest. After screening for fashion content in posts on the Vogue Korea account for four months, 291 short video postings were extracted to analyze the number of views the postings received. The results were categorized as 'star', 'show/exhibition', 'product', 'shop', 'fashion film', 'designer', or 'event', included in the data are the number of postings by type and the number of views by post. Based on the characteristics of the creator and the editing, the posts were classified into 'professional production highlight', 'professional production private', 'UCC' or 'GIF' videos, the number of views per post were also collected. The research results show different levels of interest depending on the type of fashion content, and also on the way the videos were produced. The study also investigated how the combination of these two factors affects interest. When producing a new media fashion content, combining a 'star' type post with 'professional production private' video content was most popular. The selection of production method is therefore important even given the same type of content.

Consumption Desire Reflected in Animation -Focused on Animation 'Wellbuying Shop' (애니메이션에 반영 된 소비욕망 -'Wellbuying Shop 1' 애니메이션을 중심으로)

  • Park, Sung-Won
    • The Journal of the Korea Contents Association
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    • v.6 no.11
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    • pp.154-160
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    • 2006
  • This study is performance thesis to examine structure of excessive consuming culture of modern people's desire turning away from modern people's original purpose of aiming life that is well-being. Method of the research is theological examination of people's desire into consuming and well-being culture is critically analyzed by creation of meanings and differences of showcase that symbolize consuming culture. Also my piece of work 'Well-buying Shop 1' that above theory is applied is selected for focused analysis of concept realization method in video configuration method and technique. The symbol Showcase in the animation represent laboratory of consuming culture and desire for ownership. The animation runs for 3 minutes and 50 seconds focused on animal characters raised in well-being farm. Through cut out animating environment, animal characters have life in the animation and they are completed with long take method and temperament editing type for effort of liberal devotion between audience and the animation. Lithographic technique is used for characters and background images for trial of pictural density by pressures and variety of colors. This study was conducted with the basis of above animation showing opportunity and it has significance on trial of various color of lithographic expression technique that are not commonly used in animation image production.

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Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Implementation of System for Next Generation Hotel Multimedia Services (차세대 호텔 멀티미디어 서비스를 위한 시스템 구현)

  • Chun-Kwan, Park;Byung-Chun, Jeon
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.41 no.10
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    • pp.87-96
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    • 2004
  • These days, it is essential that a business-class hotel provide customers with Internet service. So the most hotels have been installing facilities actively for Internet service. Businessmen also want to use Internet service level to their own office or home in hotel room. But now TV and VoD(partial) based-on CATV in hotel is supplied, and the additional network are installed for Internet service. The existing TV also must be replaced to HDTV within 2 or 3 years. The objective of this paper is to implement the next generation hotel multimedia service system using xDSL technology, VLAN mapping technology, and QoS technology. This system can provide each room in hotel with high-quality video service and Internet service simultaneously, and can also supply Internet access service using wireless LAN for the Places, such as lobby, conference room, and coffee shop in hotel. Therefore, this system can create the new market in hotel multimedia service field by connecting xDSL technology to VLAN mapping technology for charging and QoS technology for video stream transmission.