Video data comes in the form of the unstructured and the complex structure. As the importance of efficient management and retrieval for video data increases, studies on the video parsing based on the visual features contained in the video contents are researched to reconstruct video data as the meaningful structure. The early studies on video parsing are focused on splitting video data into shots, but detecting the shot boundary defined with the physical boundary does not cosider the semantic association of video data. Recently, studies on structuralizing video shots having the semantic association to the video scene defined with the semantic boundary by utilizing clustering methods are actively progressed. Previous studies on detecting the video scene try to detect video scenes by utilizing clustering algorithms based on the similarity measure between video shots mainly depended on color features. However, the correct identification of a video shot or scene and the detection of the gradual transitions such as dissolve, fade and wipe are difficult because color features of video data contain a noise and are abruptly changed due to the intervention of an unexpected object. In this paper, to solve these problems, we propose the Scene Detector by using Color histogram, corner Edge and Object color histogram (SDCEO) that clusters similar shots organizing same event based on visual features including the color histogram, the corner edge and the object color histogram to detect video scenes. The SDCEO is worthy of notice in a sense that it uses the edge feature with the color feature, and as a result, it effectively detects the gradual transitions as well as the abrupt transitions. The SDCEO consists of the Shot Bound Identifier and the Video Scene Detector. The Shot Bound Identifier is comprised of the Color Histogram Analysis step and the Corner Edge Analysis step. In the Color Histogram Analysis step, SDCEO uses the color histogram feature to organizing shot boundaries. The color histogram, recording the percentage of each quantized color among all pixels in a frame, are chosen for their good performance, as also reported in other work of content-based image and video analysis. To organize shot boundaries, SDCEO joins associated sequential frames into shot boundaries by measuring the similarity of the color histogram between frames. In the Corner Edge Analysis step, SDCEO identifies the final shot boundaries by using the corner edge feature. SDCEO detect associated shot boundaries comparing the corner edge feature between the last frame of previous shot boundary and the first frame of next shot boundary. In the Key-frame Extraction step, SDCEO compares each frame with all frames and measures the similarity by using histogram euclidean distance, and then select the frame the most similar with all frames contained in same shot boundary as the key-frame. Video Scene Detector clusters associated shots organizing same event by utilizing the hierarchical agglomerative clustering method based on the visual features including the color histogram and the object color histogram. After detecting video scenes, SDCEO organizes final video scene by repetitive clustering until the simiarity distance between shot boundaries less than the threshold h. In this paper, we construct the prototype of SDCEO and experiments are carried out with the baseline data that are manually constructed, and the experimental results that the precision of shot boundary detection is 93.3% and the precision of video scene detection is 83.3% are satisfactory.
We propose a single Index approach for subsequence matching that supports moving average transform of arbitrary order in time-series databases. Using the single index approach, we can reduce both storage space overhead and index maintenance overhead. Moving average transform is known to reduce the effect of noise and has been used in many areas such as econometrics since it is useful in finding overall trends. However, the previous research results have a problem of occurring index overhead both in storage space and in update maintenance since tile methods build several indexes to support arbitrary orders. In this paper, we first propose the concept of poly-order moving average transform, which uses a set of order values rather than one order value, by extending the original definition of moving average transform. That is, the poly-order transform makes a set of transformed windows from each original window since it transforms each window not for just one order value but for a set of order values. We then present theorems to formally prove the correctness of the poly-order transform based subsequence matching methods. Moreover, we propose two different subsequence matching methods supporting moving average transform of arbitrary order by applying the poly-order transform to the previous subsequence matching methods. Experimental results show that, for all the cases, the proposed methods improve performance significantly over the sequential scan. For real stock data, the proposed methods improve average performance by 22.4${\~}$33.8 times over the sequential scan. And, when comparing with the cases of building each index for all moving average orders, the proposed methods reduce the storage space required for indexes significantly by sacrificing only a little performance degradation(when we use 7 orders, the methods reduce the space by up to 1/7.0 while the performance degradation is only $9\%{\~}42\%$ on the average). In addition to the superiority in performance, index space, and index maintenance, the proposed methods have an advantage of being generalized to many sorts of other transforms including moving average transform. Therefore, we believe that our work can be widely and practically used in many sort of transform based subsequence matching methods.
Prefetching is an effective method to minimize the number of roundtrips between the client and the server in database management systems. In this paper we propose new notions of the type-level access pattern and the type-level access locality and developed an efficient prefetchin policy based on the notions. The type-level access patterns is a sequence of attributes that are referenced in accessing the objects: the type-level access locality a phenomenon that regular and repetitive type-level access patterns exist. Existing prefetching methods are based on object-level or page-level access patterns, which consist of object0ids of page-ids of the objects accessed. However, the drawback of these methods is that they work only when exactly the same objects or pages are accessed repeatedly. In contrast, even though the same objects are not accessed repeatedly, our technique effectively prefetches objects if the same attributes are referenced repeatedly, i,e of there is type-level access locality. Many navigational applications in Object-Relational Database Management System(ORDBMs) have type-level access locality. Therefore our technique can be employed in ORDBMs to effectively reduce the number of roundtrips thereby significantly enhancing the performance. We have conducted extensive experiments in a prototype ORDBMS to show the effectiveness of our algorithm. Experimental results using the 007 benchmark and a real GIS application show that our technique provides orders of magnitude improvements in the roundtrips and several factors of improvements in overall performance over on-demand fetching and context-based prefetching, which a state-of the art prefetching method. These results indicate that our approach significantly and is a practical method that can be implemented in commercial ORDMSs.
Kim, Hae-Seop;Park, Jeong-Wook;Park, In-Bae;Lee, Young-Jae;Kim, Jeong-Mok;Jo, Yeong-Cheol
Food Science and Preservation
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v.16
no.4
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pp.472-481
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2009
Response surface methodology (RSM) is frequently used for optimization studies. In the present work, RSM was used to determine the antimicrobial activitiesof grapefruit seed extract (GFSE) and a lactic acid mixture (LA) against Staphylococcus aureus, Bacillus cereus, Escherichia coli, Salmonella typhimurium, Pseudomonas fluorescens, and Vibrio parahaemolyticus. A central composite design was used to investigate the effects of independent variables on dependent parameters. One set of antimicrobial preparations included mixtures of 1% (w/w) GFSE and 10% (w/w) LA, in which the relative proportions of component antimicrobials varied between 0 and 100%. In further experiments, the relative proportions were between 20% and 100%. Antimicrobial effects against various microorganisms were mathematically encoded for analysis. The codes are given in parentheses after the bacterial names, and were S. aureus ($Y_1$), B. cereus ($Y_2$), E. coli ($Y_3$), S. typhimurium ($Y_4$), P. fluorescens ($Y_5$), and V. parahaemolyticus ($Y_6$). The optimum antimicrobial activity of the 1% (w/w) GFSE:10% (w/w) LA mixture against each microorganism was obtained by superimposing contour plots ofantimicrobial activities on measures of response obtained under various conditions. The optimum rangesfor maximum antimicrobial activity of a mixture with a ratio of 1:10 (by weight) GFSE and LA were 35.73:64.27 and 56.58:43.42 (v/v), and the optimum mixture ratio was 51.70-100%. Under the tested conditions (a ratio of 1% [w/w] GFSE to 10% [w/w] LA of 40:60, and a concentration of 1% [w/w] GFSE and 10% [w/w] LA, 70% of the highest value tested), and within optimum antimicrobial activity ranges, the antimicrobial activities of the 1% (w/w) GFSE:10% (w/w) LA mixture against S. aureus ($Y_1$), B. cereus ($Y_2$), E. coli ($Y_3$), S. typhimurium ($Y_4$), P. fluorescens ($Y_5$), and V. parahaemolyticus ($Y_6$) were 24.55, 25.22, 20.20, 22.49, 23.89, and 28.04 mm, respectively. The predicted values at optimum conditions were similar to experimental values.
This article was started to find a way for creating a performance out of Gut. In order to find such way, the first thing that had to be done was to organize the Gut performances that had been made until now. It was to organize the existing study on the performances and to seek a different way from it, believing that the virtue of a performance is to 'create diversity'. However, it was not easy to organize the Gut performances, which became full-scale in the 1980s, because they were never organized before. Therefore, based on my direct and indirect experience, I have organized the most important performances in chronological order. Most importantly, as the planners of the performances (can sometimes be a group or an organization instead of an individual) are the ones who make the show possible, I have noted on them with keen interest. The National Folk Art Performance Contests in Korea, Theater 'Space Sarang', The Association of Gut, Theater 'Madangsesil', Seoul Nori Madang, and National Gugak center were the center space and planning body of the Gut performances. Recording the history of Gut is a worthwhile work of its own. However, it is a substantial amount of task to be done with individual effort, and it has to be progressed as a public project in order to promote and spread its value. Therefore, this article raises the need for it. Meanwhile, as stated earlier, this article has recorded the history of Gut performances as a precondition to finding a way to create a performance out of Gut. From the experimental organization of the Gut performances history, I could find out that most of the performances had the people who did Gut as the main body and the method of the Gut performance did not significantly deviate from just reenacting the original Gut at the time of when it was performed. Therefore, I have introduced Shinmyeong, the Nori-Pae (troupe), and TheGwangdae, the Korean Traditional Performance troupe, who create Madangguk from various Gut materials. By refining the wholly complicated performance elements of the Gut, it could escape from the 'reenacting' performance to becoming a material or a metaphor for a whole new performance.
Criticism of the postmodern philosophy of the system of representation, which has continued since the Renaissance, is based on a critique of the dichotomy that separates the subjects and objects and the environment from the human being. Interactivity, highlighted in a series of works emerging as postmodern trends in the 1960s, was transmitted to an interactive aspect of digital art in the late 1990s. The key feature of digital art is the possibility of infinite variations reflecting unpredictable changes based on public participation on the spot. In this process, the importance of computer programs is highlighted. Instead of using the existing program as it is, more and more artists are creating and programming their own algorithms or creating unique algorithms through collaborations with programmers. We live in an era of paradigm shift in which programming itself must be considered as a creative act. Simulation technology and VR technology draw attention as a technique to represent the meaning of reality. Simulation technology helps artists create experimental works. In fact, Baudrillard's concept of Simulation defines the other reality that has nothing to do with our reality, rather than a reality that is extremely representative of our reality. His book Simulacra and Simulation refers to the existence of a reality entirely different from the traditional concept of reality. His argument does not concern the problems of right and wrong. There is no metaphysical meaning. Applying the concept of simulation to algorithmic art, the artist models the complex attributes of reality in the digital system. And it aims to build and integrate internal laws that structure and activate the world (specific or individual), that is to say, simulate the world. If the images of the traditional order correspond to the reproduction of the real world, the synthesized images of algorithmic art and simulated space-time are the forms of art that facilitate the experience. The moment of seeing and listening to the work of Ian Cheng presented in this article is a moment of personal experience and the perception is made at that time. It is not a complete and closed process, but a continuous and changing process. It is this active and situational awareness that is required to the audience for the comprehension of post-representation's forms.
Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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v.37
no.3
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pp.199-208
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2019
As the number of available satellites increases and technology advances, image information outputs are becoming increasingly diverse and a large amount of data is accumulating. In this study, we propose a change detection method for high-resolution satellite images that uses transfer learning and a deep learning network to overcome the limit caused by insufficient training data via the use of pre-trained information. The deep learning network used in this study comprises convolutional layers to extract the spatial and spectral information and convolutional long-short term memory layers to analyze the time series information. To use the learned information, the two initial convolutional layers of the change detection network are designed to use learned values from 40,000 patches of the ISPRS (International Society for Photogrammertry and Remote Sensing) dataset as initial values. In addition, 2D (2-Dimensional) and 3D (3-dimensional) kernels were used to find the optimized structure for the high-resolution satellite images. The experimental results for the KOMPSAT-3A (KOrean Multi-Purpose SATllite-3A) satellite images show that this change detection method can effectively extract changed/unchanged pixels but is less sensitive to changes due to shadow and relief displacements. In addition, the change detection accuracy of two sites was improved by using 3D kernels. This is because a 3D kernel can consider not only the spatial information but also the spectral information. This study indicates that we can effectively detect changes in high-resolution satellite images using the constructed image information and deep learning network. In future work, a pre-trained change detection network will be applied to newly obtained images to extend the scope of the application.
This study examines the birth of a genre, the $Sekky{\bar{o}}bushi$ Misemono Opera, focusing on how it accepted and modernized Katarimono $Sekky{\bar{o}}bushi$. Unlike earlier studies, it argues that Terayama was clearly different from other first-generation Angura artists, in that he rebirthed the medieval story $Sekky{\bar{o}}bushi$ as a modern Misemono Opera. Shintokumaru (1978) was directed by Terayama $Sh{\bar{u}}ji$, a member of the first generation of Japan's 1960s Angura Theatre Movement. It takes as its subject the Katarimono $Sekky{\bar{o}}bushi$ Shintokumaru, a story set to music that can be considered an example of the modern heritage of East Asian storytelling. $Sekky{\bar{o}}$ Shintokumaru is set in Tennoji, Japan. The title character Shintoku develops leprosy as a result of his stepmother's curse and is saved through his fiancee Otohime's devoted love and the spiritual power of the Bodhisattva Avalokitesvara. In this work, Terayama combined the narrative style of $Sekky{\bar{o}}bushi$ with J.A. Caesar's shamanistic rock music and gave it the subtitle 'Misemono Opera by $Sekky{\bar{o}}bushi$'. He transforms its underlying theme, the principle of goddesses and their offspring in a medieval religious world and the modori (return) instinct, into a world of mother-son-incest. Also, the pedestrian revenge scene from $Sekky{\bar{o}}bushi$ is altered to represent Shintokumaru as a drag queen, wearing his stepmother's clothes and mask, and he unites sexually with Sensaku, his stepbrother, and ends up killing him. The play follows the cause and effect structure of $Sekky{\bar{o}}bushi$. The appearance of katarite, a storyteller, propelling the narrative throughout and Dr. Yanagida Kunio is significant as an example of the modern use of self-introduction as a narrative device and chorus. Terayama $Sh{\bar{u}}ji^{\prime}s$ memories of desperate childhood, especially the absence of his father and the Aomori air raids, are depicted and deepened in structure. However, seventeen years after Terayama's death, the version of the play directed by Ninagawa Yukio-based on a revised edition by Kishida Rio, who had been Terayama's writing partner since the play's premier-is the today the better-known version. All the theatrical elements implied by Terayama's subtitle were removed, and as a result, the Rio production misses the essence of the diverse experimental theatre of Terayama's theatre company, $Tenj{\bar{o}}$ Sajiki. Shintokumaru has the narrative structure characteristic of aphorism. That is, each part of the story can stand alone, but it is possible to combine all the parts organically.
Relatively high indoor CO2 concentration (>1,000 ppm) has a negative impact on human health. In this work, indoor CO2 adsorbent was developed by impregnating KOH or K2CO3 on commercial activated carbon, named as KOH/AC and K2CO3/AC. Commercial activated carbon (AC) showed relatively high BET surface area (929 m2/g) whereas KOH/AC and K2CO3/AC presented lower BET surface area of 13.6 m2/g and 289 m2/g. Two experimental methods of TGA (2,000 ppmCO2, weight basis) and chamber test (initial concentration: 2,000 ppmCO2, CO2 IR analyzer) were used to investigate the adsorption capacity. KOH/AC and K2CO3/AC exhibited similar adsorption capacities (145~150 mgCO2/g), higher than K2CO3/Al+Si supports adsorbent (84.1 mgCO2/gsample). Similarly, chamber test also showed similar trend. Both KOH/AC and K2CO3/AC represented higher adsorption capacities (KOH/AC: 93.5 mgCO2/g K2CO3/AC: 94.5 mgCO2/gsample) K2CO3/Al+Si supports. This is due to the KOH or K2CO3 impregnation increased alkaline active sites (chemical adsorption), which is beneficial for CO2 adsorption. In addition, the regeneration test results showed both K-based adsorbents pose a good regeneration and reusability. Finally, the current study suggested that both KOH/AC and K2CO3/AC have a great potential to be used as CO2 adsorbent for indoor CO2 adsorption.
Journal of the Korean Society of Marine Environment & Safety
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v.28
no.1
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pp.19-29
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2022
The result of a questionnaire survey conducted on fishermen using coastal fish traps shows that fall accidents during trap dropping and pulling constitute the highest proportion of accidents at 42.1 %, whereas slipping accidents on the deck or stricture accidents to the body due to the trap winding device constitute 21.1 % each. In addition, 53.2 % of all surveyed subjects responded that trap pulling is the most dangerous task, followed by fish sorting 33.8 %, and trap dropping 9.1 %. As for the main items requested by fishermen for improving the trap winding device, 36.8 % indicated a method to easily lift the trap from the water to the work deck, and 31.6 % indicated a method to overcome the rope tension and prevent slip when pulling the trap to reduce the accidents. The small trap fishing vessel winding device proposed herein can increase the winding force by strengthening the rope contact area and friction coefficient via an appropriate contact angle between the driving roller of the winding device and the rope. When the contact angles between the driving roller and the rope are 1°, 5°, 9°, 14° and 19°, the rope tension showed a difference according to each contact angle. When the contact angle is 9°, the rope tension is the highest at 392.62 kgf. Based on these experimental results, a prototype winding device is manufactured, and 25 traps are installed on a rope with a total length of 100 m at 4 m intervals in the sea, and then the rope tension is measured during trap pulling. As a result, the rope tension increases rapidly at the initial stage of trap pulling and shows the highest value of 31.89 kgf, which subsequently decreases significantly. Therefore, it is appropriate to design the winding force of a small trap fishing vessel winding device based on the maximum tension value of the rope specified at the beginning of the trap pulling operation.
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