• Title/Summary/Keyword: multimedia programming

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Vehicle Area Segmentation from Road Scenes Using Grid-Based Feature Values (격자 단위 특징값을 이용한 도로 영상의 차량 영역 분할)

  • Kim Ku-Jin;Baek Nakhoon
    • Journal of Korea Multimedia Society
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    • v.8 no.10
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    • pp.1369-1382
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    • 2005
  • Vehicle segmentation, which extracts vehicle areas from road scenes, is one of the fundamental opera tions in lots of application areas including Intelligent Transportation Systems, and so on. We present a vehicle segmentation approach for still images captured from outdoor CCD cameras mounted on the supporting poles. We first divided the input image into a set of two-dimensional grids and then calculate the feature values of the edges for each grid. Through analyzing the feature values statistically, we can find the optimal rectangular grid area of the vehicle. Our preprocessing process calculates the statistics values for the feature values from background images captured under various circumstances. For a car image, we compare its feature values to the statistics values of the background images to finally decide whether the grid belongs to the vehicle area or not. We use dynamic programming technique to find the optimal rectangular gird area from these candidate grids. Based on the statistics analysis and global search techniques, our method is more systematic compared to the previous methods which usually rely on a kind of heuristics. Additionally, the statistics analysis achieves high reliability against noises and errors due to brightness changes, camera tremors, etc. Our prototype implementation performs the vehicle segmentation in average 0.150 second for each of $1280\times960$ car images. It shows $97.03\%$ of strictly successful cases from 270 images with various kinds of noises.

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Design and Implementation of Game for Learning Game Production Principles: Centering on Scratch Language (게임 제작 원리 학습을 위한 게임의 설계 및 구현 : 스크래치 언어를 중심으로)

  • Lee, Hong-Sub;Jeong, Hyung-Won;Kim, Young-Kyo
    • Journal of Digital Convergence
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    • v.14 no.5
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    • pp.403-410
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    • 2016
  • Computer game is a result of integration of various academic areas, and the production of computer game requires knowledge and experience from various areas. This study demonstrates a game production process using Scratch. The intent was to experience the game development process and the production principle through actually building the core functions of a game using Scratch. As such, the computer game production principle was understood and it was made possible to learn more easily and more enjoyably the functions of multimedia and programming necessary for the production process. As the result, the learning of game production principles using Scratch was found to enhance the interest of the learner, and help with the understanding of game structure and learning software/programming language.

Maximum Profit Priority Goods First Loading Algorithm for Barge Loading Problem (바지선 적재 문제의 최대이득 물품 우선 적재 알고리즘)

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.169-173
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    • 2014
  • Nobody has yet been able to determine the optimal solution conclusively whether NP-complete problems are in fact solvable in polynomial time. Gu$\acute{e}$ret et al. tries to obtain the optimal solution using linear programming with $O(m^4)$ time complexity for barge loading problem a kind of bin packing problem that is classified as nondeterministic polynomial time (NP)-complete problem. On the other hand, this paper suggests the loading rule of profit priority rank algorithm with O(m log m) time complexity. This paper decides the profit priority rank firstly. Then, we obtain the initial loading result using the rule of loading the good has profit priority order. Finally, we balance the loading and capability of barge swap the goods of unloading in previously loading in case of under loading. As a result of experiments, this algorithm reduces the $O(m^4)$ of linear programming to O(m log m) time complexity for NP-complete barge loading problem.

Educational Framework for Interactive Product Prototyping

  • Nam Tek-Jin
    • Archives of design research
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    • v.19 no.3 s.65
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    • pp.93-104
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    • 2006
  • When the design profession started, design targets were mainly static hardware centered products. Due to the development of network and digital technologies, new products with dynamic and software-hardware hybrid interactive characteristics have become one of the main design targets. To accomplish the new projects, designers are required to learn new methods, tools and theories in addition to the traditional design expertise of visual language. One of the most important tools for the change is effective and rapid prototyping. There have been few researches on educational framework for interactive product or system prototyping to date. This paper presents a new model of educational contents and methods for interactive digital product prototyping, and it's application in a design curricula. The new course contents, integrated with related topics such as physical computing and tangible user interface, include microprocessor programming, digital analogue input and output, multimedia authoring and programming language, sensors, communication with other external devices, computer vision, and movement control using motors. The final project of the course was accomplished by integrating all the exercises. Our educational experience showed that design students with little engineering background could learn various interactive digital technologies and its' implementation method in one semester course. At the end of the course, most of the students were able to construct prototypes that illustrate interactive digital product concepts. It was found that training for logical and analytical thinking is necessary in design education. The paper highlights the emerging contents in design education to cope with the new design paradigm. It also suggests an alterative to reflect the new requirements focused on interactive product or system design projects. The tools and methods suggested can also be beneficial to students, educators, and designers working in digital industries.

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A Polynomial-Time Algorithm for Linear Cutting Stock Problem (선형 재료절단 문제의 다항시간 알고리즘)

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.7
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    • pp.149-155
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    • 2013
  • Commonly, one seeks a particular pattern suitable for stock cutting and the number of such patterns through linear programming. However, since the number of the patterns increases exponentially, it is nearly impossible to predetermine all the existing patterns beforehand. This paper thus proposes an algorithm whereby one could accurately predetermine the number of existing patterns by applying Suliman's feasible pattern method. Additionally, this paper suggests a methodology by which one may obtain exact polynomial-time solutions for feasible patterns without applying linear programming or approximate algorithm. The suggested methodology categorizes the feasible patterns by whether the frequency of first occurrence of all the demands is distributed in 0 loss or in various losses. When applied to 2 data sets, the proposes algorithm is found to be successful in obtaining the optimal solutions.

New Store Positioning Algorithm to ensure Competitive Advantage in Monopoly Market (독점시장에서 경쟁우위 확보를 위한 신설점포 위치 결정 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.5
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    • pp.251-257
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    • 2018
  • We will be establish the new k stores of identical product firm $F_B$ to gain competitive advantage over rival firm $F_A$ that has already monopolize a market with k stores. In this situation, how we can decide the location of k stores? For this problem, Serra and Revelle proposes k-Median and MAXCAP integer programming using LP+BB to decide the k stores of firm $F_B$. Then they exchange the k stores to another location that cover more customers. This paper suggests non-neighborhood search method that finds the ${\upsilon}{\not\in}N_G(u)$nodes for u of firm $F_A$ without most outer loop nodes using just MS-Excel. As a result of experiment, the proposed algorithm can be get the optimal solution easier and faster than integer programming.

Minimum Margin Tank Loading Algorithm for Chemical Tank Loading Problem (화공약품 탱크 적재 문제의 최소 여유량 탱크 적재 알고리즘)

  • Lee, Sang-Un
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.2
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    • pp.131-136
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    • 2015
  • The chemical tank loading problem has been classified as nondeterministic polynomial time (NP)-complete problem because of the polynomial-time algorithm to find the solution has been unknown yet. Gu$\acute{e}$ret et al. tries to obtain the optimal solution using linear programming package with $O(m^4)$ time complexity for chemical tank loading problem a kind of bin packing problem. On the other hand, this paper suggests the rule of loading chemical into minimum margin tank algorithm with O(m) time complexity. The proposed algorithm stores the chemical in the tank that has partial residual of the same kind chemical firstly. Then, we load the remaining chemical to the minimum marginal tanks. As a result of experiments, this algorithm reduces the $O(m^4)$ of linear programming to O(m) time complexity for NP-complete chemical tank loading problem.

A Basic Performance Evaluation of the Speech Recognition APP of Standard Language and Dialect using Google, Naver, and Daum KAKAO APIs (구글, 네이버, 다음 카카오 API 활용앱의 표준어 및 방언 음성인식 기초 성능평가)

  • Roh, Hee-Kyung;Lee, Kang-Hee
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.12
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    • pp.819-829
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    • 2017
  • In this paper, we describe the current state of speech recognition technology and identify the basic speech recognition technology and algorithms first, and then explain the code flow of API necessary for speech recognition technology. We use the application programming interface (API) of Google, Naver, and Daum KaKao, which have the most famous search engine among the speech recognition APIs, to create a voice recognition app in the Android studio tool. Then, we perform a speech recognition experiment on people's standard words and dialects according to gender, age, and region, and then organize the recognition rates into a table. Experiments were conducted on the Gyeongsang-do, Chungcheong-do, and Jeolla-do provinces where the degree of tongues was severe. And Comparative experiments were also conducted on standardized dialects. Based on the resultant sentences, the accuracy of the sentence is checked based on spacing of words, final consonant, postposition, and words and the number of each error is represented by a number. As a result, we aim to introduce the advantages of each API according to the speech recognition rate, and to establish a basic framework for the most efficient use.

QoS-, Energy- and Cost-efficient Resource Allocation for Cloud-based Interactive TV Applications

  • Kulupana, Gosala;Talagala, Dumidu S.;Arachchi, Hemantha Kodikara;Fernando, Anil
    • IEIE Transactions on Smart Processing and Computing
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    • v.6 no.3
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    • pp.158-167
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    • 2017
  • Internet-based social and interactive video applications have become major constituents of the envisaged applications for next-generation multimedia networks. However, inherently dynamic network conditions, together with varying user expectations, pose many challenges for resource allocation mechanisms for such applications. Yet, in addition to addressing these challenges, service providers must also consider how to mitigate their operational costs (e.g., energy costs, equipment costs) while satisfying the end-user quality of service (QoS) expectations. This paper proposes a heuristic solution to the problem, where the energy incurred by the applications, and the monetary costs associated with the service infrastructure, are minimized while simultaneously maximizing the average end-user QoS. We evaluate the performance of the proposed solution in terms of serving probability, i.e., the likelihood of being able to allocate resources to groups of users, the computation time of the resource allocation process, and the adaptability and sensitivity to dynamic network conditions. The proposed method demonstrates improvements in serving probability of up to 27%, in comparison with greedy resource allocation schemes, and a several-orders-of-magnitude reduction in computation time, compared to the linear programming approach, which significantly reduces the service-interrupted user percentage when operating under variable network conditions.

Design and Implementation of a Java Package for Sharing Array Data by the DSM Interface on a Cluster of Workstations (워크스테이션 클러스터 상에서 분산공유메모리 인터페이스로 배열 데이터의 공유를 지원하는 Java 패키지의 설계와 구현)

  • Lim, Hae-Jung;Kim, Myung
    • Journal of Korea Multimedia Society
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    • v.2 no.3
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    • pp.355-365
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    • 1999
  • In this paper, we present JPAS(Java Package for Array Sharing) which is a Java Package for sharing arrays of data on a cluster of workstations. It allows us to divide an array of data into several pieces, and to place each piece on a different host. JPAS uses Java RMI so that the entire array can be accessed by a location transparent interface which is similar to that of a distributed shared memory system. JPAS is portable and easy to use since it is implemented using pure Java. In order to reduce network overhead, JPAS allows programmers to use their prior knowledge of the application. Data consistency can be maintained through the value updating methods defined for all the elements of an array. We developed parallel programs which use JPAS, and tested them on a cluster of workstations. The test results show that JPAS is a parallel programming tool with reasonably good performance.

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