• Title/Summary/Keyword: match move

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A Development of Easy-to-move Jean Jacket & Pants for School Girls (학령기 여아의 기능적인 진의류 개발)

  • 서상하;조진숙
    • Journal of the Korean Society of Clothing and Textiles
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    • v.27 no.8
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    • pp.969-980
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    • 2003
  • The aim of the study is to develop a jean jacket and pants of easy-to-move for schoolgirls of 11 years old. The research was carried out as follows; 1. Using a manufacturer's pattern, a jean jacket and pants were made. 2. Based on the survey of 108 schoolgirls, interviews with 4 designers of children's wear, and wearing test, three trial garments were developed. -Certain areas such as knee, elbow, and hip should be altered to have better extensibility. -The weight of the garment would be better to be reduced. 3. Three trial garments were developed using following techniques, which were found in fashion magazines for kids very often. -Alter the location and the shape of the seam line so that the areas mentioned above can adjust the movement of the body better. -Match stretchable material at the areas which require better extensibility. -Use various trimmings to make the garment more size adaptable and easy-to-move. 4. These garments were tested by 26 schoolgirls, and they answered the questionnaires focused on the design preference and easy-to-move. 5. From the results of the wearing test of three trial garments, more effective techniques were selected. Using these techniques, prototype garment was developed. The prototype garment was approved by the wearing test of 26 schoolgirls.

Development of Real Time Information Service Model Using Smart Phone Lock Screen (스마트 폰 잠금 화면을 통한 실시간 정보제공 서비스 모델의 개발)

  • Oh, Sung-Jin;Jang, Jin-Wook
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.323-331
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    • 2014
  • This research is based on real-time service model that uses lock screen of smart devices which is mostly exposed to device users. The potential for lock screen space is immense due to their exposing time for user. The effect can be maximized by offering useful information contents on lock screen. This service model offers real-time keyword with abridged sentence. They match real-time keyword with news by using text matching algorithm and extracts kernel sentence from news to provide short sentence to user. News from the lock screen to match real-time query sentence, and then only to the original core of the ability to move a user evaluation was conducted after adding. The report provided a key statement users feel the lack of original Not if you go to an average of 5.71%. Most algorithms allow only real-time zoom key sentence extracted keywords can accurately determine the reason for that was confirmed.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
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    • v.10 no.1
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    • pp.176-183
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    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

Detection Copy-Move Forgery in Image Via Quaternion Polar Harmonic Transforms

  • Thajeel, Salam A.;Mahmood, Ali Shakir;Humood, Waleed Rasheed;Sulong, Ghazali
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.8
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    • pp.4005-4025
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    • 2019
  • Copy-move forgery (CMF) in digital images is a detrimental tampering of artefacts that requires precise detection and analysis. CMF is performed by copying and pasting a part of an image into other portions of it. Despite several efforts to detect CMF, accurate identification of noise, blur and rotated region-mediated forged image areas is still difficult. A novel algorithm is developed on the basis of quaternion polar complex exponential transform (QPCET) to detect CMF and is conducted involving a few steps. Firstly, the suspicious image is divided into overlapping blocks. Secondly, invariant features for each block are extracted using QPCET. Thirdly, the duplicated image blocks are determined using k-dimensional tree (kd-tree) block matching. Lastly, a new technique is introduced to reduce the flat region-mediated false matches. Experiments are performed on numerous images selected from the CoMoFoD database. MATLAB 2017b is used to employ the proposed method. Metrics such as correct and false detection ratios are utilised to evaluate the performance of the proposed CMF detection method. Experimental results demonstrate the precise and efficient CMF detection capacity of the proposed approach even under image distortion including rotation, scaling, additive noise, blurring, brightness, colour reduction and JPEG compression. Furthermore, our method can solve the false match problem and outperform existing ones in terms of precision and false positive rate. The proposed approach may serve as a basis for accurate digital image forensic investigations.

Topophilia Convergence Science Education for Enhancing Learning Capabilities in the Age of Artificial Intelligence Based on the Case of Challenge Match Lee Sedol and AlphaGo (알파고와 이세돌의 챌린지 매치에서 분석된 인공지능 시대의 학습자 역량을 위한 토포필리아 융합과학 교육)

  • Yoon, Ma-Byong;Lee, Jong-Hak;Baek, Je-Eun
    • Journal of the Korea Convergence Society
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    • v.7 no.4
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    • pp.123-131
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    • 2016
  • In this paper, we discussed learner's capability enhancement education suitable for the age of artificial intelligence (AI) using game analysis and archival research based on the 2016 Google Deepmind Challenge match between AI that possessed the finest deep neural networks and the master Baduk player that represented the best of the human minds. AlphaGo was a brilliant move that transcended the conventional wisdom of Baduk and introduced a new paradigm of Baduk. Lee Sedol defeated AlphaGo via the 'divine move and Great idea' that even AlphaGo could not have calculated. This was the triumph of human intuition and insights, which are deeply embedded in human nature as well as human courage and strength. Convergence science education that cultivates student abilities that can help them control machines in the age of AI must be in the direction of developing diverse human insights and positive spirits embedded in human nature not possessed by AI via implementing hearts-on experience and topophilia education obtained from the nature.

A Human Mobility Model in Shipyards

  • Duong, Dat Van Anh;Yoon, Seokhoon
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.93-101
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    • 2020
  • Shipyards are potential environments for using IoT services, sensor networks, and delay tolerant networks. Simulations of those services and networks strongly rely on human mobility models. Results obtained with an unrealistic model may not reflect the true performance of applications, protocols, and algorithms in a shipyard. A lot of synthetic models for human movements have been studied but most of them are generic and focus on the daily movements of humans on city scales. Nevertheless, workers in shipyards have unique movement characteristics such as movement speed, pause time, and attractions places. For instance, workers usually move to some places, where they work, and rarely move to other places in the factory. Movement characteristics of workers not only depend on workers but also on tasks, which they do. For instance, workers, who paint ships, have similar movement speed and pause time. Hence, in this paper, human movements in shipyards are studied. We propose a new human mobility model called the human mobility mode in shipyards (MIS). In MIS, workers are classified into multiple types. Movement characteristics of a worker are similar to other workers in the same type. Based on the visiting probability, workers have some places, where they frequently visits, and some places, where they rarely visit. We analyze real mobility traces and studie to achieve human movement characteristics from real traces. The results show that MIS provides a well-match to the movement characteristic from real traces.

Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

Seam Puckering Behavior of Breathable Waterproof Fabrics with Various Finishing Methods (가공방법에 따른 투습방수직물의 심 퍼커링 거동)

  • Jeong, Won-Young;Han, Won-Hee;An, Seung-Kook
    • Proceedings of the Korean Fiber Society Conference
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    • 2003.04a
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    • pp.402-403
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    • 2003
  • Garment manufacture represents the final stage of processing a finished fabric. The main task of the garment manufacturer is to produce shell structures out of flat fabrics to match the shape of the human body, and the most acceptable means of joining textile materials for apparel use is by sewing. On the sewing process, the bottom layer is pushed forward by the feed-dog, but the presser foot tends to retard the passage of the top layer. Since the friction between the layers is low, is possible that the components will move out of phase and pucker. (omitted)

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Mouse Gesture Design Based on Mental Model (심성모형 기반의 마우스 제스처 개발)

  • Seo, Hye Kyung
    • Journal of Korean Institute of Industrial Engineers
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    • v.39 no.3
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    • pp.163-171
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    • 2013
  • Various web browsers offer mouse gesture functions because they are convenient input methods. Mouse gestures enable users to move to the previous page or tab without clicking its relevant icon or menu of the web browser. To maximize the efficiency of mouse gestures, they should be designed to match users' mental models. Mental models of human beings are used to make accurate predictions and reactions when certain information has been recognized by humans. This means providing users with appropriate information about mental models will lead to fast understanding and response. A cognitive response test was performed in order to evaluate whether the mouse gestures easily associate with their respective functional meanings or not. After extracting mouse gestures which needed improvement, those were redesigned to reduce cognitive load via sketch maps. The methods presented in this study will be of help for evaluating and designing mouse gestures.

Programming Methodology of the Computer Go (컴퓨터 바둑 프로그래밍 기법)

  • Kim, Yeong-Sang;Lee, Jong-Cheol
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.3
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    • pp.460-470
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    • 1996
  • In this paper, we describe the programming methodology which can produce computer Go.After computer Go program with the rules of Go determines a territory for itself, it must evaluate the exact next move. The common design principle of computer Go is to combine such heuristic elements as pattern match, alpha-beta pruning and influence function. In this study, we introduce many other approaches and their results on computer Go, and then show data structures and algorithms to implement computer Go project.

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