• Title/Summary/Keyword: images of scientists

Search Result 503, Processing Time 0.03 seconds

FastIO: High Speed Launching of Smart TV Apps (FastIO: 스마트 TV 앱의 고속 구동 기법)

  • Lee, Cheolhee;Hwang, Taeho;Won, Youjip;Lee, Seongjin
    • Journal of KIISE
    • /
    • v.43 no.7
    • /
    • pp.725-735
    • /
    • 2016
  • Smart TV uses Webkit as a web browser engine to provide contents such as web surfing, VOD watching, and games. Webkit uses web resources, such as HTML, CSS, JavaScript, and images, in order to run applications. At the start of an application, Webkit loads resources to the memory and creates DOM tree and render tree, which is a time consuming process. However, DOM tree and render tree created by the smart TV application do not change over time because the smart TV application uses web resources stored in a disk. If DOM tree and render tree can be stored and reused, it is possible to reduce loading time of an application. In this paper, we propose FastIO technique that selectively adds persistency to dynamically allocated memory. FastIO reduces overall application loading time by eliminating the process of loading resources from storage, parsing the HTML documents, and creating DOM tree and render tree. Comparison of the application resource loading times indicates that the web browser with FastIO is 7.9x, 44.8x, and 2.9x faster than the legacy web browser in an SSD, Ramdisk, and eMMC environment, respectively.

An Implementation of a Web Transaction Processing System (웹 트랜잭션 처리 시스템의 구현)

  • Lee, Gang-U;Kim, Hyeong-Ju
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.5 no.5
    • /
    • pp.533-542
    • /
    • 1999
  • 웹은 지금까지의 문자 위주의 응용에서 벗어나, 그림, 동영상과 같은 멀티미디어 자료를 브라우저를 통해 접근할 수 있도록 하여, 점차 많은 응용분야에서 사용되고 있다. 최근에 들어서는 데이타베이스와 웹의 연동을 통해, 보다 다양하고, 양질의 웹 서비스를 지원하고자 하는 노력으로, 많은 연구자들이 웹 통로에 대한 많은 연구로 좋은 결과를 내고 있다. 그러나 웹과 데이타베이스의 연동에 있어 필요한 웹 트랜잭션 처리시 발생하는 문제에 있어서는 아직까지 만족할 만한 연구결과가 제시되지 않고 있다.본 논문에서는 웹 통로에서 웹 트랜잭션 처리를 위한 시스템인 WebTP를 제안하고, 이를 구현하였다. WebTP는 워크, 워크-전역변수 등을 도입하여, 웹 응용 단위에서의 저장점 설치와 부분 철회와 트랜잭션 상태 관리 기법을 제공하여, 시스템의 가용성과 안정성을 높이며, 구조적인 웹 응용작성이 가능토록 하여, 복잡한 웹 응용 개발을 돕는다.Abstract Enabling users to access multi-media data like images and motion pictures, in addition to the traditional text-based data, Web becomes a popular platform for various applications. Recently, many researchers have paid a large amount of works on integrating Web and databases to improve the quality of Web services, and have produced many noticeable results on this area. However, no enough research results have been presented on processing Web transactions that are essential in integrating Web and databases.In this paper, we have designed and implemented WebTP, which is a Web transaction processing system for Web gateways to databases. WebTP, by introducing work and work-global-variables, provides a more robust state management, supports application-level savepoints and partial rollbacks. It also nhances productity by providing a modular way to develop Web applications.

Image Identifier based on Local Feature's Histogram and Acceleration Technique using GPU (지역 특징 히스토그램 기반 영상식별자와 GPU 가속화)

  • Jeon, Hyeok-June;Seo, Yong-Seok;Hwang, Chi-Jung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.16 no.9
    • /
    • pp.889-897
    • /
    • 2010
  • Recently, a cutting-edge large-scale image database system has demanded these attributes: search with alarming speed, performs with high accuracy, archives efficiently and much more. An image identifier (descriptor) is for measuring the similarity of two images which plays an important role in this system. The extraction method of an image identifier can be roughly classified into two methods: a local and global method. In this paper, the proposed image identifier, LFH(Local Feature's Histogram), is obtained by a histogram of robust and distinctive local descriptors (features) constrained by a district sub-division of a local region. Furthermore, LFH has not only the properties of a local and global descriptor, but also can perform calculations at a magnificent clip to determine distance with pinpoint accuracy. Additionally, we suggested a way to extract LFH via GPU (OpenGL and GLSL). In this experiment, we have compared the LFH with SIFT (local method) and EHD (global method) via storage capacity, extraction and retrieval time along with accuracy.

Automatic Segmentation of the Prostate in MR Images using Image Intensity and Gradient Information (영상의 밝기값과 기울기 정보를 이용한 MR영상에서 전립선 자동분할)

  • Jang, Yj-Jin;Jo, Hyun-Hee;Hong, Helen
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.9
    • /
    • pp.695-699
    • /
    • 2009
  • In this paper, we propose an automatic prostate segmentation technique using image intensity and gradient information. Our method is composed of four steps. First, rays at regular intervals are generated. To minimize the effect of noise, the start and end positions of the ray are calculated. Second, the profiles on each ray are sorted based on the gradient. And priorities are applied to the sorted gradient in the profile. Third, boundary points are extracted by using gradient priority and intensity distribution. Finally, to reduce the error, the extracted boundary points are corrected by using B-spline interpolation. For accuracy evaluation, the average distance differences and overlapping region ratio between results of manual and automatic segmentations are calculated. As the experimental results, the average distance difference error and standard deviation were 1.09mm $\pm0.20mm$. And the overlapping region ratio was 92%.

KITTEN: A Multi-thread Virtual Reality System (KITTEN: 다중 스레드 가상현실 시스템)

  • Kim, Dae-Won;Lee, Son-Ou;Whon, Kwang-Yun;Lee, Kwang-Hyung
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.6 no.3
    • /
    • pp.275-287
    • /
    • 2000
  • A virtual reality system must provide participants with a natural interaction, a sufficient immersion, and mostly, realistic images. To achieve this, it is crucial to provide a fast and uniform rendering speed regardless of the complexity of virtual worlds, or the complexity of simulation. In this paper, a virtual reality system which offers an improved rendering performance for complex virtual reality applications has been designed and implemented. The key idea of the proposed system is to exploit the multi-thread scheme in system module design, and execute each modules in parallel. Taking such design approach, rendering, simulation, and interaction can be executed independently. Hence, in applications where a simulation is complex or a scene is very large, this system can provide a more uniform and faster frame rates. The proposed method has been experimented under the various application environments in which scenes and simulations are very complex.

  • PDF

Image-Based Approach for Modeling 3D Shapes with Curved Surfaces (곡면을 포함하는 형상의 영상을 이용한 모델링)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.34 no.1
    • /
    • pp.38-48
    • /
    • 2007
  • In this paper, we propose an image-based method for modeling 3D objects with curved surfaces based on the NURBS (Non-Uniform Rational B-Splines) representation. Starting from a few calibrated images, the user specifies the corresponding curves by means of an interactive user interface. Then, the 3D curves are reconstructed using stereo reconstruction. In order to fit the curves easily using the interactive user interface, NURBS curves and surfaces are employed. The proposed surface modeling techniques include surface building methods such as bilinear surfaces, ruled surfaces, generalized cylinders, and surfaces of revolution. In addition to these methods, we also propose various advanced surface modeling techniques, including skinned surfaces, swept surfaces, and boundary patches. Based on these surface modeling techniques, it is possible to build various types of 3D shape models with textured curved surfaces without much effort. Also, it is possible to reconstruct more realistic surfaces by using proposed view-dependent texture acquisition algorithm. Constructed 3D shape model with curves and curved surfaces can be exported in VRML format, making it possible to be used in different 3D graphics softwares.

Volume Reconstruction by Cellboundary Representation for Medical Volume Visualization (의료영상 가시화를 위한 셀 경계 방식 체적 재구성 방법)

  • Choi, Young-Kyu;Lee, Ee-Taek
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.27 no.3
    • /
    • pp.235-244
    • /
    • 2000
  • This paper addresses a new method for constructing surface representation of 3D structures from a sequence of tomographic cross-sectional images, Firstly, we propose cell-boundary representation by transforming the cuberille space into cell space. A cell-boundary representation consists of a set of boundary cells with their 1-voxel configurations, and can compactly describe binary volumetric data. Secondly, to produce external surface from the cell-boundary representation, we define 19 modeling primitives (MP) including volumetric, planar and linear groups. Surface polygons are created from those modeling primitives using a simple table look-up operation. Comparing with previous method such as Marching Cube or PVP algorithm, our method is robust and does not make any crack in resulting surface model. Hardware implementation is expected to be easy because our algorithm is simple(scan-line), efficient and guarantees data locality in computation time.

  • PDF

Image Watermarking Robust to Geometrical Attacks based on Normalization using Invariant Centroid (불변의 무게중심을 이용한 영상 정규화에 기반한 기하학적 공격에 강인한 워터마킹)

  • 김범수;최재각
    • Journal of KIISE:Information Networking
    • /
    • v.31 no.3
    • /
    • pp.243-251
    • /
    • 2004
  • This paper proposes a digital image watermarking scheme, which is robust to geometrical attacks. The method improves image normalization-based watermarking (INW) technique that doesn't effectively deal with geometrical attacks with cropping. Image normalization is based on the moments of the image, however, in general, geometrical attacks bring the image boundary cropping and the moments are not preserved original ones. Thereafter the normalized images of before and after are not same form, i.e., the synchronization is lost. To solve the cropping problem of INW, Invariant Centroid (IC) is proposed in this paper. IC is a gravity center of a central area on a gray scale image that is invariant although an image is geometrically attacked and the only central area, which has less cropping possibility by geometrical attacks, is used for normalization. Experimental results show that the IC-based method is especially robust to geometrical attack with cropping.

Exemplar-Based Image Inpainting for Spherical Panoramic Image (구면 파노라마 영상을 위한 표본 기반 영상 인페인팅)

  • Kim, Bosung;Park, Jong-Seung
    • Journal of KIISE
    • /
    • v.43 no.4
    • /
    • pp.437-449
    • /
    • 2016
  • Previous image processing techniques based on plane-to-plane transformations cannot be utilized for spherical panoramic images. In this paper, we propose a new method to inpaint a spherical panoramic image using exemplar, which is deformed by the location of the patch. Our proposed method makes the deformed exemplar patch by latitude and uses it as the reference patch to restore the damaged area. The exemplar-based inpainting method is based on the planar image coordinate system and thus the classical method cannot be applied to the spherical panoramic image. The merit of our proposed method is the fact that it is not dependent on the location of the damaged area. From the experimental results, we proved that our proposed method satisfies the original purpose of the exemplar-based inpainting technique for the spherical panoramic image.

A New Network Bandwidth Reduction Method of Distributed Rendering System for Scalable Display (확장형 디스플레이를 위한 분산 렌더링 시스템의 네트워크 대역폭 감소 기법)

  • Park, Woo-Chan;Lee, Won-Jong;Kim, Hyung-Rae;Kim, Jung-Woo;Han, Tack-Don;Yang, Sung-Bong
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.29 no.10
    • /
    • pp.582-588
    • /
    • 2002
  • Scalable displays generate large and high resolution images and provide an immersive environment. Recently, scalable displays are built on the networked clusters of PCs, each of which has a fast graphics accelerator, memory, CPU, and storage. However, the distributed rendering on clusters is a network bound work because of limited network bandwidth. In this paper, we present a new algorithm for reducing the network bandwidth and implement it with a conventional distributed rendering system. This paper describes the algorithm called geometry tracking that avoids the redundant geometry transmission by indexing geometry data. The experimental results show that our algorithm reduces the network bandwidth up to 42%.