• Title/Summary/Keyword: fusion media

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A Study on Noise Cancellation Model in VLC Channel caused by High Luminance of RGB LED, Using Band-Pass Optical Filters (밴드패스 광 필터를 이용한 VLC 채널의 고휘도 RGB LED 잡음 제거 모델에 관한 연구)

  • Nugmanov, Said;Khudaybergenov, Timur;Cha, Jae Sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.18 no.1
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    • pp.83-90
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    • 2019
  • LED lighting is spreading on the strength of LED lighting, and various government policies are being implemented. VLC research which is a wireless communication technology using lighting has been actively conducted, and it has been proven through many studies that a general LED light source such as a high-speed data transmitter can be used. But from now on, one of the main problems is the noise from side lights, which can be compared to the noise of radio broadcasts. So in this paper, we proposed a noise canceling model to remove the interference of ambient light by using an optical filter for a detachable VLC channel. In order to verify the proposed model, various high brightness RGB LED modules were used for comparative analysis. In addition, the applicability was verified through experiments using High Luminance LED lighting which is applied in real life.

Implementation of User Recommendation System based on Video Contents Story Analysis and Viewing Pattern Analysis (영상 스토리 분석과 시청 패턴 분석 기반의 추천 시스템 구현)

  • Lee, Hyoun-Sup;Kim, Minyoung;Lee, Ji-Hoon;Kim, Jin-Deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.12
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    • pp.1567-1573
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    • 2020
  • The development of Internet technology has brought the era of one-man media. An individual produces content on user own and uploads it to related online services, and many users watch the content of online services using devices that allow them to use the Internet. Currently, most users find and watch content they want through search functions provided by existing online services. These features are provided based on information entered by the user who uploaded the content. In an environment where content needs to be retrieved based on these limited word data, user unwanted information is presented to users in the search results. To solve this problem, in this paper, the system actively analyzes the video in the online service, and presents a way to extract and reflect the characteristics held by the video. The research was conducted to extract morphemes based on the story content based on the voice data of a video and analyze them with big data technology.

A Study on the Narratives of Single Person Experience based on Visual Transference: Focusing on the Isolated Factors of COVID-19 (시각적 전이에 기초한 1인 경험 내러티브에 관한 연구: COVID-19의 고립 요인을 중심으로)

  • Lee, You-Jin
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.519-528
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    • 2022
  • The purpose of the study was to further investigate the direction for one-person experience design based on visual shift due to the isolation one has experienced after the COVID-19 and the factors regarding it. The study involves eight female participants who are in their twenties via digital platform. The participants were instructed to choose digital image similar to COVID-19 and to write down facts based upon the image and the researcher will look into the result microscopically. The researchers found that the isolation factors include decreased face-to-face communication, reliance on social media, heavy usage of OTT platform, limited outdoor occasion and activity, limitation of untact technology and education program, fear over the pandemic and so on. The study has shown that the one-person experience design should be heading in a direction where it adopts space design that can crossover online and offline world, digital complex design to embody realness as well as the communication design to regain the relationships with others.

A Study on the Possibilities in Korean Horror Movies Due to Popular Culture Crossover and Collaboration Trends (대중문화의 크로스오버와 콜라보레이션 유행에 따른 한국 공포영화에서의 가능성)

  • Ahn, Il–Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.31-43
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    • 2021
  • The talk of today's era is innovation and convergence. Convergence can be seen as innovation because convergence is born through innovation and innovation is made through convergence. Crossover and collaboration (collectively referred to as "crossover") which are used as a concept of convergence in popular culture means the combination and integration of different genres or fields, and has recently been used in various fields such as movies and music. The use of crossover helps to break boundaries with other fields and create new works through free and diverse attempts. Thus, in this study, the convergence of popular culture, or crossover, is analyzed in conjunction with the Korean horror genre. Currently, Korean horror movies were popular from the 1990s to the early 2000s, but now only a few are coming out due to a series of poor box office performances. However, according to this study, crossover attempts have already begun in Korean horror films, and traces of crossover have been found in several successful films. In this study, we will further apply a collaboration of characters such as "Avengers" to present a new direction for Korean horror movies.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

A Kalman filter with sensor fusion for indoor position estimation (실내 측위 추정을 위한 센서 융합과 결합된 칼만 필터)

  • Janghoon Yang
    • Journal of Advanced Navigation Technology
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    • v.25 no.6
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    • pp.441-449
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    • 2021
  • With advances in autonomous vehicles, there is a growing demand for more accurate position estimation. Especially, this is a case for a moving robot for the indoor operation which necessitates the higher accuracy in position estimation when the robot is required to execute the task at a predestined location. Thus, a method for improving the position estimation which is applicable to both the fixed and the moving object is proposed. The proposed method exploits the initial position estimation from Bluetooth beacon signals as observation signals. Then, it estimates the gravitational acceleration applied to each axis in an inertial frame coordinate through computing roll and pitch angles and combining them with magnetometer measurements to compute yaw angle. Finally, it refines the control inputs for an object with motion dynamics by computing acceleration on each axis, which is used for improving the performance of Kalman filter. The experimental assessment of the proposed algorithm shows that it improves the position estimation accuracy in comparison to a conventional Kalman filter in terms of average error distance at both the fixed and moving states.

Improved Method of License Plate Detection and Recognition using Synthetic Number Plate (인조 번호판을 이용한 자동차 번호인식 성능 향상 기법)

  • Chang, Il-Sik;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.453-462
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    • 2021
  • A lot of license plate data is required for car number recognition. License plate data needs to be balanced from past license plates to the latest license plates. However, it is difficult to obtain data from the actual past license plate to the latest ones. In order to solve this problem, a license plate recognition study through deep learning is being conducted by creating a synthetic license plates. Since the synthetic data have differences from real data, and various data augmentation techniques are used to solve these problems. Existing data augmentation simply used methods such as brightness, rotation, affine transformation, blur, and noise. In this paper, we apply a style transformation method that transforms synthetic data into real-world data styles with data augmentation methods. In addition, real license plate data are noisy when it is captured from a distance and under the dark environment. If we simply recognize characters with input data, chances of misrecognition are high. To improve character recognition, in this paper, we applied the DeblurGANv2 method as a quality improvement method for character recognition, increasing the accuracy of license plate recognition. The method of deep learning for license plate detection and license plate number recognition used YOLO-V5. To determine the performance of the synthetic license plate data, we construct a test set by collecting our own secured license plates. License plate detection without style conversion recorded 0.614 mAP. As a result of applying the style transformation, we confirm that the license plate detection performance was improved by recording 0.679mAP. In addition, the successul detection rate without image enhancement was 0.872, and the detection rate was 0.915 after image enhancement, confirming that the performance improved.

Protoplast Fusion of Nicotiana glauca and Solanum tuberosum Using Selectable Marker Genes (표식유전자를 이용한 담배와 감자의 원형질체 융합)

  • Park, Tae-Eun;Chung, Hae-Joun
    • The Journal of Natural Sciences
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    • v.4
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    • pp.103-142
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    • 1991
  • These studies were carried out to select somatic hybrid using selectable marker genes of Nicotiana glauca transformed by NPTII gene and Solanum tuberosum transformed by T- DNA, and to study characteristics of transformant. The results are summarized as follows. 1. Crown gall tumors and hairy roots were formed on potato tuber disc infected by A. tumefaciens Ach5 and A. rhizogenes ATCC15834. These tumors and roots could be grown on the phytohormone free media. 2. Callus formation from hairy root was prompted on the medium containing 2, 4 D 2mg/I with casein hydrolysate lg/l. 3. The survival ratio of crown gall tumor callus derived from potato increased on the medium containing the activated charcoal 0. 5-2. 0mg/I because of the preventions on the other hand, hairy roots were necrosis on the same medium. 4. Callus derived from hairy root were excellently grown for a short time by suspension culture on liquid medium containing 2, 4-D 2mg/I and casein hydrolysate lg/l. 5. The binary vector pGA643 was mobilized from E. coli MC1000 into wild type Agrobacteriurn tumefaciens Ach5, A. tumefaciens $A_4T$ and disarmed A. tuniefaciens LBA4404 using a triparental mating method with E. ccli HB1O1/pRK2013. Transconjugants were obtained on the minimal media containing tetracycline and kanamycin. pGA643 vectors were confirmed by electrophoresis on 0.7% agarose gel. 6. Kanamycin resistant calli were selected on the media supplemented with 2, 4-D 0.5mg/1 and kanamycin $100\mug$/ml after co- cultivating with tobacco stem explants and A. tumefaciens LBA4404/pGA643, and selected calli propagated on the same medium. 7. The multiple shoots were regenerated from kanamycin resistant calli on the MS medium containing BA 2mg/l. 8. Leaf segments of transformed shoot were able to grow vigorusly on the medium supplemented with high concentration of kanamycin $1000\mug$/ml. 9. Kanamycin resistant shoots were rooting and elongated on medium containing kanamycin $100\mug$/ml, but normal shoot were not. 10. For the production of protoplast from potato calli transformed by T-DNA and mesophyll tissue transformed by NPTII gene, the former was isolated in the enzyme mixture of 2.0% celluase Onozuka R-10, 1.0% dricelase, 1.0% macerozyme. and 0.5M mannitol, the latter was isolated in the enzyme mixture 1.0% Celluase Onozuka R-10, 0.3% macerozyme, and 0.7M mannitol. 11. The optimal concentrationn of mannitol in the enzyme mixture for high protoplast yield was 0.8M at both transformed tobacco mesophyll and potato callus. The viabilities of protoplast were shown above 90%, respectively. 12. Both tobacco mesophyll and potato callus protoplasts were fused by using PEG solution. Cell walls were regenerated on hormone free media supplemented with kanamycin after 5 days, and colonies were observed after 4 weeks culture.

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Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Anti-inflammation Effect of Gynura Procumbens extract (명월초 추출물의 항염 효과에 대한 연구)

  • Jeon, Hyeong-Ju;Kwon, Hye-Jin
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.515-520
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    • 2016
  • This study conducted the research about the positive effects of Gynura Procumbens on preventing dermatitis and infectious diseases the contemporary people have. To do it, this study measured the concentration of NF-kB, the extract of Gynura Procumbens. In this regard, cytosol, the extract of Gynura Procumbens, and nucleus went through the separation process. The concentration of major NF-kB among various factors to control inflammation was measured with the use of HDF cell. Regarding RAW264.7 cell, the amounts of NO to play an important role in reacting the skin immune system as the media of neural transmission were analyzed. The outcome about the extracts of Gynura Procumbens injected show that it can be expected that as the NF-kB protein and mRNA band were reduced, Gynura Procumbens would have anti-inflammatory effects that could contribute to preventing dermatitis and diseases. In addition, the extracts of Gynura Procumbens have significantly reduced NO with their concentration increasing. In other words, Gynura Procumbens are considered to regulate dependently the production of NO in the concentration of extracts. Thus there is an expectation that the more intensive research would be conducted to heal dermatitis. And it is deemed that Gynura Procumbens would be used as materials for cosmetics as well as foods that the contemporary people can widely consume if a more careful research about anti-inflammatory effects would be sustained on a human bodies' clinical level.