• 제목/요약/키워드: Virtual Core Point

검색결과 16건 처리시간 0.023초

A New Approach to Fingerprint Detection Using a Combination of Minutiae Points and Invariant Moments Parameters

  • Basak, Sarnali;Islam, Md. Imdadul;Amin, M.R.
    • Journal of Information Processing Systems
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    • 제8권3호
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    • pp.421-436
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    • 2012
  • Different types of fingerprint detection algorithms that are based on extraction of minutiae points are prevalent in recent literature. In this paper, we propose a new algorithm to locate the virtual core point/centroid of an image. The Euclidean distance between the virtual core point and the minutiae points is taken as a random variable. The mean, variance, skewness, and kurtosis of the random variable are taken as the statistical parameters of the image to observe the similarities or dissimilarities among fingerprints from the same or different persons. Finally, we verified our observations with a moment parameter-based analysis of some previous works.

가상조직 참여자 간의 기술특성, 조직평판과 대인신뢰에 대한 지각과 조직 효율성 (Skill Uniqueness, Organizational Reputation and Interpersonal Trust between Virtual Organizations Participants and Organizational Efficiency)

  • 남기찬;박양규;박경규
    • Asia pacific journal of information systems
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    • 제13권3호
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    • pp.1-21
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    • 2003
  • Facing competitive and complicated business environment, many companies are developing new and diverse organization forms not only to overcome to minimize costs and risks but also to maximize the efficiency of an organization. Virtual organization is one of the representative forms allowing firms to create this value though a link of core competency among firms. In order to explain the performance of virtual organization in terms of efficiency, this study utilizes a concept of trust since it is recently considered as one of core concept to enhance the cooperative performance between firms and also virtual organizations success or failure can not be properly explained by traditional transaction-cost based economic point of view. Based on previous literature this study derives three success factors, organizational reputation, skill Uniqueness, and interpersonal trust and studies how three factors influence on the efficiency of virtual organization. Findings conducted with a questionnaire survey are as follow: first, organization reputation and skill uniqueness between virtual organization's transaction parties are important elements in the success of virtual organization. Second, interpersonal trust affected by organization reputation and skill uniqueness decides virtual organization's efficiency.

Resonance Investigation and Active Damping Method for VSC-HVDC Transmission Systems under Unbalanced Faults

  • Tang, Xin;Zhan, Ruoshui;Xi, Yanhui;Xu, Xianyong
    • Journal of Power Electronics
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    • 제19권6호
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    • pp.1467-1476
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    • 2019
  • Grid unbalanced faults can cause core saturation of power transformer and produce lower-order harmonics. These issues increase the electrical stress of power electronic devices and can cause a tripping of an entire HVDC system. In this paper, based on the positive-sequence and negative-sequence impedance model of a VSC-HVDC system as seen from the point of common connection (PCC), the resonance problem is analyzed and the factors determining the resonant frequency are obtained. Furthermore, to suppress over-voltage and over-current during resonance, a novel method using a virtual harmonic resistor is proposed. The virtual harmonic resistor emulates the role of a resistor connected in series with the commutating inductor without influencing the active and reactive power control. Simulation results in PSCAD/EMTDC show that the proposed control strategy can suppress resonant over-voltage and over-current. In addition, it can be seen that the proposed strategy improves the safety of the VSC-HVDC system under unbalanced faults.

VR과 영화 스토리텔링의 변화 - 영화 구성단위, 몽타주, 공간성, 미장센, 시점을 중심으로 - (VR & Changes in Cinematic Storytelling - Focusing on film composition unit, montage, space, mise-en-scène and perspective -)

  • 전병원;차민철
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.991-1001
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    • 2018
  • In the context of the 4th Industrial Revolution, IoT, Big Data, and VR are rapidly emerging as core sectors of future industries. In particular, the VR has been under the limelight as a new media content appealing to new generation. And the VR user is not merely a 'spectator', but the 'actor'. In other words, the newness of VR is not in the 'more likely representation of the virtual reality', but in the 'making it act more virtual (more technically, 'interactive')' in the virtual world. In this paper, we examine the VR cinema in terms of film composition unit, montage, cinematic space, mise-en-$sc{\grave{e}}ne$ and perspective. The VR cinema, which is in the early stage of evolution, is basically based on $360^{\circ}$ image that strengthens the autonomy of the audience's point of view, but other factors like haptic or sonic immersion are becoming increasingly important. In addition, the VR cinema will be combined with AR, MR, SR, and Interactive technologies, and will expand its horizon as it is produced in various forms. Therefore, it is expected that more detailed viewpoint will be applied in the subsequent study on VR cinema.

지정맥 인식을 위한 가상 코어점 검출 및 ROI 추출 (Virtual core point detection and ROI extraction for finger vein recognition)

  • 이주원;이병로
    • 한국정보전자통신기술학회논문지
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    • 제10권3호
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    • pp.249-255
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    • 2017
  • 지정맥 인식 기술은 손가락에 적외선 광을 조광하여 손가락에 있는 정맥 영상을 획득한 다음, 특징 추출, 매칭 등의 과정을 거쳐 개인을 인증하는 방법이다. 지정맥 인식을 위해 손가락 외각을 검출함에 있어 2차원 마스크(mask)를 기반한 2차원 컨볼루션(2-Dimension convolution) 처리방법은 저가(low cost)의 마이크로프로세서 또는 마이크컨트롤러에 적용할 때 많은 연산시간이 소요된다. 이러한 문제점을 개선하고 인식을 향상시키기 위해 본 연구에서는 2차원 마스크와 2차원 컨볼루션을 사용하지 않고 픽셀들 간의 차의 절대 값과 역치(threshold)를 기반을 둔 이동평균필터링, 가상의 코어점 기반한 ROI 추출법 등을 제안하였고, 제안된 방법의 성능을 평가하기 위해 600개 지정맥 영상을 사용하여 에지 추출속도와 ROI 영역 추출의 정확도 등을 기존의 방법들과 비교 평가 하였다. 그 결과, 제안된 방법의 처리속도가 기존의 방법보다 최소 2배 이상의 빠른 처리속도를 보였으며, ROI 추출의 정확도는 기존의 방법보다 6% 이상의 성능 향상을 보였다, 이러한 결과로부터 제안된 기법을 저가의 마이크로프로세서에 적용한다면, 빠른 처리속도로 높은 인식률을 제공할 것으로 판단된다.

Virtual Ground Based Augmentation System

  • Core, Giuseppe Del;Gaglione, Salvatore;Vultaggio, Mario;Pacifico, Armando
    • 한국항해항만학회:학술대회논문집
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    • 한국항해항만학회 2006년도 International Symposium on GPS/GNSS Vol.2
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    • pp.33-37
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    • 2006
  • Since 1993, the civil aviation community through RTCA (Radio Technical Commission for Aeronautics) and the ICAO (International Civil Air Navigation Organization) have been working on the definition of GNSS augmentation systems that will provide improved levels of accuracy and integrity. These augmentation systems have been classified into three distinct groups: Aircraft Based Augmentation Systems (ABAS), Space Based Augmentation Systems (SBAS) and Ground Based Augmentation Systems (GBAS). The last one is an implemented system to support Air Navigation in CAT-I approaching operation. It consists of three primary subsystems: the GNSS Satellite subsystem that produces the ranging signals and navigation messages; the GBAS ground subsystem, which uses two or more GNSS receivers. It collects pseudo ranges for all GNSS satellites in view and computes and broadcasts differential corrections and integrity-related information; the Aircraft subsystem. Within the area of coverage of the ground station, aircraft subsystems may use the broadcast corrections to compute their own measurements in line with the differential principle. After selection of the desired FAS for the landing runway, the differentially corrected position is used to generate navigation guidance signals. Those are lateral and vertical deviations as well as distance to the threshold crossing point of the selected FAS and integrity flags. The Department of Applied Science in Naples has create for its study a virtual GBAS Ground station. Starting from three GPS double frequency receivers, we collect data of 24h measures session and in post processing we generate the GC (GBAS Correction). For this goal we use the software Pegasus V4.1 developed from EUROCONTROL. Generating the GC we have the possibility to study and monitor GBAS performance and integrity starting from a virtual functional architecture. The latter allows us to collect data without the necessity to found us authorization for the access to restricted area in airport where there is one GBAS installation.

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미장아빔으로 배치된 영화 속 의상코드 분석 -Lucien Dällenbach의 이론과 영화 를 중심으로- (Costume Code Analysis Placed Mise-en-abyme in the Movie - Focused on the Lucien Dällenbach's theory and the film -)

  • 김향자
    • 복식
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    • 제67권1호
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    • pp.130-146
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    • 2017
  • This study focuses on the Mise-en-abyme theories of Lucien $D{\ddot{a}}llenbach$, and presents research methodology to analyze the modern cinema costume in a new view. Inherent aesthetic values of the costume code shown in the film are as follows. First, esthetics value shown is the analogic code through the maximization of factual realism by directing target. Mise-en-abyme placed in this film plays the role of costume codes, and highlights the subject by presenting specifically targeted realistic icons to maximize the realism of the movie. Second, Mise-en-abyme is deployed to the explicit text through costumes code is placed as Displaced code arrangements. In other words, each of the characters is a signifier. Symbolizing a historical era is the device that represents a self-reflective signifier. Third, paradoxically reflected by the overlapped expansion of virtual reality and the self-referential characteristics and are subject to reflect the thinking of the author. Costumes code placed in Mise-en-abyme is expressed in costumes positioned to maximize the realism in the film as described above, and implies narratives and self-reflective mediating tools that symbolism can be seen that the paradoxical metaphor for the reality and the future. In addition, through the metaphor of visual narrative is allegorical representation Mise-en-abyme with ambiguity, and it is a concrete text that can be realized in a variety of creative storytelling methods and image delivery methods of modern fashion. This study confirmed that this costumes to take the point of view of emotional $Mise-en-sc{\grave{e}}ne$ in the process of completing the film's themes and cinematic devices by identifying the roles and aesthetic value of code costumes as the core subjects that make up the narrative of the film.

The Natural Way of Gestures for Interacting with Smart TV

  • Choi, Jin-Hae;Hong, Ji-Young
    • 대한인간공학회지
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    • 제31권4호
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    • pp.567-575
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    • 2012
  • Objective: The aim of this study is to get an optimal mental model by investigating user's natural behavior for controlling smart TV by mid-air gestures and to identify which factor is most important for controlling behavior. Background: A lot of TV companies are trying to find simple controlling method for complex smart TV. Although plenty of gesture studies proposing they could get possible alternatives to resolve this pain-point, however, there is no fitted gesture work for smart TV market. So it is needed to find optimal gestures for it. Method: (1) Eliciting core control scene by in-house study. (2) Observe and analyse 20 users' natural behavior as types of hand-held devices and control scene. We also made taxonomies for gestures. Results: Users' are trying to do more manipulative gestures than symbolic gestures when they try to continuous control. Conclusion: The most natural way to control smart TV on the remote with gestures is give user a mental model grabbing and manipulating virtual objects in the mid-air. Application: The results of this work might help to make gesture interaction guidelines for smart TV.

디지털융합콘텐츠로서 스크린골프에 관한 연구: 상호작용과 놀이를 중심으로 (A Study on Screen Golf as Digital Convergence Contents: Focused on Interaction and Play)

  • 오동일;성창수
    • 디지털산업정보학회논문지
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    • 제10권4호
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    • pp.171-180
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    • 2014
  • Screen golf may be said as one of the most successful digital contents business along with the game industry. The success of the screen golf is because the high tech virtual reality technology is applied to the business in a way that it can meet the five senses of human and that the user can be absorbed into it. In addition, the interaction and playfulness in the screen golf helps the users to get more involved in the game, thus enhancing its value as one of the entertainments. Especially, this study focuses on its interaction and playfulness, which helped the screen golf succeed as a business because they help people to get more absorbed in the game through the communication and fun. From this point of view, the screen golf can be considered to have the best characteristics by which the users can be motivated to use the screen golf. Now along with the public success of the screen golf, the screen golf is recognized as the core field of digital contents. So, the screen golf needs the approaches and researches from multiple points of views, including culture and arts.