• Title/Summary/Keyword: design copying

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Development of a Business Model of the Robot Industry in the Convergence Age (컨버전스 시대에 로봇산업의 비즈니스 모델 개발)

  • Seo, Kwang-Kyu;Ahn, Beum-Jun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.4
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    • pp.895-899
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    • 2009
  • This paper presents a business models of the robot industry for copying with aging society that facilitates to create new business opportunities in the convergence age. In order to identify the market drivers for both convergence and aging society, the trends of them analyzed. Through constructing and analyzing market value chain, we design a set of the business model of the robot industry focused on u-health robots of a convergence service type integrated ubiquitous, health and robot. In addition, we describe the evolution path of the proposed business model in terms of technology development and market. Finally, we develop a matrix based evaluation framework to measure and assess the effectiveness of the business model.

The Design and Implementation of the SRTPIO Module for a Real-time Multimedia Data Transport (실시간 멀티미디어 데이타 전송을 위한 SRTPIO 모듈 설계 및 구현)

  • Nam, Sang-Jun;Lee, Byung-Rae;Kim, Tai-Woo;Kim, Tai-Yun
    • Journal of KIISE:Information Networking
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    • v.28 no.4
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    • pp.621-630
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    • 2001
  • Recently, users' demands for multimedia service are increasing. But, server systems offer inefficient multimedia data service to users. In this paper, to transport multimedia data in the server system more efficiently, we propose the SRTPIO(Special RTP Input/Output) module that process the RTP(Real-time Transport Protocol) data in the kernel with the SIO(Special Input/Output) Mechanism. The SIO mechanism improve a transfer speed because it reduces overheads associated with data copying and context-switching between the user mode and the kernel mode occured in general server system in the kernel-level. The SRTPIO module, integrating the SIO mechanism and the RTP data processing in the kernel, support efficient multimedia data transfer architecture.

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Design of SD Memory Card for Read-Time Data Storing (실시간 데이터 저장을 위한 SD 메모리 카드 설계)

  • Moon, Ji-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.05a
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    • pp.436-439
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    • 2011
  • As mobile digital devices have come into more widespread use, the demand for mobile storage devices have been increasing rapidly and most of digital cameras and camcorders are using SD memory cards. The SD memory card are generally employing a form of copying data into a personal computer after storing user data based on flash memory. The current paper proposes the SD memory card of being capable of storing photograph and image data through network rather than using a method of storing data in flash memory. By delivering data and memory address values obtained through SD Slave IP to network server without sending them to flash memory, one can store data necessary to be stored in a computer's SD memory in real time in a safe and convenient way.

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Research Trends of Generative Adversarial Networks and Image Generation and Translation (GAN 적대적 생성 신경망과 이미지 생성 및 변환 기술 동향)

  • Jo, Y.J.;Bae, K.M.;Park, J.Y.
    • Electronics and Telecommunications Trends
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    • v.35 no.4
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    • pp.91-102
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    • 2020
  • Recently, generative adversarial networks (GANs) is a field of research that has rapidly emerged wherein many studies conducted shows overwhelming results. Initially, this was at the level of imitating the training dataset. However, the GAN is currently useful in many fields, such as transformation of data categories, restoration of erased parts of images, copying facial expressions of humans, and creation of artworks depicting a dead painter's style. Although many outstanding research achievements have been attracting attention recently, GANs have encountered many challenges. First, they require a large memory facility for research. Second, there are still technical limitations in processing high-resolution images over 4K. Third, many GAN learning methods have a problem of instability in the training stage. However, recent research results show images that are difficult to distinguish whether they are real or fake, even with the naked eye, and the resolution of 4K and above is being developed. With the increase in image quality and resolution, many applications in the field of design and image and video editing are now available, including those that draw a photorealistic image as a simple sketch or easily modify unnecessary parts of an image or a video. In this paper, we discuss how GANs started, including the base architecture and latest technologies of GANs used in high-resolution, high-quality image creation, image and video editing, style translation, content transfer, and technology.

Design & Implementation of DRM System for End-to-end Content Protection (End-to-end 콘텐츠 보호를 위한 DRM 시스템 설계 및 구현)

  • Jeong Yeon-Jeong;Yoon Ki-Song
    • The KIPS Transactions:PartC
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    • v.13C no.1 s.104
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    • pp.35-44
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    • 2006
  • Current technologies on digital rights management (DRM) have focused on security and encryption as a means of solving the issue of unauthorized copying, that is, locking the content and limiting its distribution to only purchasers. But, illegal content copy should be protected not only from purchasers but also from other principals such as media distributors and content providers. In this paper, we designed and implemented end-to-end digital lights management system that can cover a content protection on the overall value-chains of content distribution. Proposed system provides content protection and secure management of digital rights in creator, provider, and distributor like in purchaser. Accordingly it can provide an environment protecting each principal's digital rights and prohibiting illegal usage of content.

A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

A Study on the Boundary of Creative Designs in Contemporary Fashion Design (현대(現代) 패션의 창조적(創造的) 디자인의 한계성(限界性)에 관(關)한 연구(硏究) - 1990년대(年代) 후반(後半)부터 패션에 나타난 혼성(混成) 모방(模倣)을 중심(中心)으로 -)

  • Shin, Young-Sun;Kim, Ha-Jeong
    • Journal of Fashion Business
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    • v.5 no.4
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    • pp.14-26
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    • 2001
  • A lot of designers are adopting a mixed imitation as techniques of cretion because cultural boundary and structure of meaning in the era of post-modernism are collapsed and dissolved. I raise up a question mark to how can genuine and creative designers can be identified at this epoch when we are today familiar with the trend of informationalization, opening and globalization. Characterisitics of multi-culturalism and compromising blending are meshed with appearance of a theory of disorganization and consumer-driven economic activity of multi-national enterprises in the age of post capitalism. Accordingly it can be said that designers are leaning upon public and consumeroriented pattern rather than pursuing a creative cultural production. With mass media in rapid advancement and public culture in father dissemination, mass production and mass re-production became a natural cultural phenomenon strengthen ing its root. Creative designers somewhat slow and limitative in pace of adaption to rapid changing society amid such social backgrounds and flooded information are coming to dead-end of wall. A mixed imitation as techniques of creation is a result of borrowing, duplicating or re-combining of existing things because the mixed imitation is equivalent to borrowing, copying, compilation and recombination of well-known artworks, motive, diverse people's cultural features, image, techniques and the likes. It is too delicate thing for one to definitely distinguish such cultural phenomenon from either one as creative work or a plagiarized work. Looking into the facts as they are, we should recognize the designers limitation in their creative works by means of the mixed imitation. thus we can have a view upon them from a criticizing standpoint against the designers creation and imitation. On the other hand, when we look at things how the mixed imitation appears in the fashion as a piece of culture, we can understand something of the contemporary designers. I try to find a significance in seeking out a method of approaching to creative fashion designers direction in future times.

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The Implementation of the Intelligent Exoskeleton Robot Arm Using ElectroMiogram(EMG) vital Signal (근전도 생체 신호를 이용한 지능형 외골격 로봇팔의 구현)

  • Jeon, Bu-Il;Cho, Hyun-Chan;Jeon, Hong-Tae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.5
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    • pp.533-539
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    • 2012
  • The purpose of this study is to estimate a validity of control signal through a design of Exoskeleton Robot Arm's capable of intelligent recognition as a human arm's motion by using realtime processed data of generated EMG signals. By an intelligent algorithm, the EMG output value of human biceps and triceps muscles contraction can be recognized and used for the control over exoskeleton arm corresponding to human's recognition and judgement. The EMG sensing data of muscles contraction and relaxation are used as the input signal from human's body to operate the Exoskeleton Robot Arm thus copying human arm motion. An intelligent control of Exoskeleton Robot Arm is to design the analog control circuit which processes the input data, and then to manufacture an integrated control board. And then abstracted signal is passed by DSP signal processing, Fuzzy logic algorithm is designed for a accurate prediction of weight or load through the intelligent algorithm, and design an Exoskeleton Robot Arm to express a human's intention.

Detecting Similar Designs Using Deep Learning-based Image Feature Extracting Model (딥러닝 기반 이미지 특징 추출 모델을 이용한 유사 디자인 검출에 대한 연구)

  • Lee, Byoung Woo;Lee, Woo Chang;Chae, Seung Wan;Kim, Dong Hyun;Lee, Choong Kwon
    • Smart Media Journal
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    • v.9 no.4
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    • pp.162-169
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    • 2020
  • Design is a key factor that determines the competitiveness of products in the textile and fashion industry. It is very important to measure the similarity of the proposed design in order to prevent unauthorized copying and to confirm the originality. In this study, a deep learning technique was used to quantify features from images of textile designs, and similarity was measured using Spearman correlation coefficients. To verify that similar samples were actually detected, 300 images were randomly rotated and color changed. The results of Top-3 and Top-5 in the order of similarity value were measured to see if samples that rotated or changed color were detected. As a result, the VGG-16 model recorded significantly higher performance than did AlexNet. The performance of the VGG-16 model was the highest at 64% and 73.67% in the Top-3 and Top-5, where similarity results were high in the case of the rotated image. appear. In the case of color change, the highest in Top-3 and Top-5 at 86.33% and 90%, respectively.

Status Quo Analysis on the Wearing Practice of Blue Jeans According to Women's Age (연령대에 따른 여성의 청바지 착용실태 조사)

  • Lim, Ji-Young
    • Fashion & Textile Research Journal
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    • v.8 no.4
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    • pp.413-419
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    • 2006
  • This study was performed to analyze the wearing practice and the purchasing characteristics of jeans in order to offer basic data to produce superior jeans made of denim with small flexibility and to improve the wearing comfort. The questionnaire were 236 Korean women from the age of 10th to 50th. For data analysis, descriptive analysis and crosstabs were used. The results were as follows, in the purchasing characteristics, when the women of 10th to 30th decided to purchase jeans they considered fashion, design and price rather than wearing comfort. But the women of 40th to 50th considered that wearing comfort is the most important factor. The 10th is found the best preferred jean is wide straight style, the 20th is straight style, the 30th is boots cut style and the 40th to 50th is straight style. In wearing practice, there was a difference among age groups on the region that felt uncomfortable when wearing jeans. As the age increases, the abdomen size also increases. Most people answered that they mend jeans after purchase for length, without any relation with age. The reason why consumers prefer jeans with middle length between the crotch and waist and also purchase jeans with a short length is because they look refined and neat. This informs us that the short length between the crotch and waist does not match with ease and comfort, which are the images of jeans in the past. Recently premium jean brands are competing to show Low Rise Jeans, which seems like a Premium Jean=Low Rise Jean formula is created. Some manufacture companies are recklessly copying foreign designs that does not fit Korean's body shape. However, as mentioned in this study results, there is a clear difference between designs that they think consider as aesthetic and functional. Therefore, it is considered necessary for developing designs for jeans that can satisfy both aesthetic appreciation and functions for Korean consumer's body shape and each age group.