• 제목/요약/키워드: multimedia programming

검색결과 228건 처리시간 0.024초

능동 윤곽선 모델을 이용한 경계선 추출과 다이나믹 프로그래밍 (A Boundary Extraction Method Based on Active Contour Model and Dynamic Programming)

  • 김령주;김영철;최흥국
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2002년도 춘계학술발표논문집(상)
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    • pp.282-285
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    • 2002
  • 의료영상에서 윤곽선의 추출은 관심영역 대한 객관적인 수치 즉 면적, 부피, 장단축의 길이 등을 분석하고 3차원 재구성을 위해 선행되어야 하는 중요한 과정이다. 현재 윤곽선 추출에 대한 않은 방법들이 개발 중에 있으나 이 방법들은 한계를 지니고 있어 더 높은 수준의 처리가 요구된다. 본 논문에서는 active contour model(snake)을 이용하여 MR뇌 영상에서 종양을 추출하였다. Snake의 에너지 최적화 문제를 dynamic programming을 사용하여 개선하였으며 canny edge detection을 이용하여 잡음에 덜 민감하도록 하였다.

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페트리 넷 기반 시나리오 분석 및 제어를 통한 재생기 구현 (Implementation of a Player via Petri Net-Based Scenario Analysis and Control)

  • 임재걸;이강재
    • 한국컴퓨터정보학회논문지
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    • 제12권3호
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    • pp.9-17
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    • 2007
  • 본 논문은 페트리 넷 기반의 멀티미디어 프로그래밍 방법을 제안한다. 이를 위하여 멀티미디어 시나리오를 표현할 MPN(Multimedia Petri Net)을 정의하고, 또한 MPN을 분석하여 시나리오의 결함을 찾아낼 수 있는 방법을 소개한다. 멀티미디어 프로그램은 MPN을 해석하여 멀티미디어 시나리오를 재생한다. 이렇게 작성한 우리의 멀티미디어 프로그램은 정지, 빠른 재생 되감기, 빠른 되감기 등의 조작 기능을 제공한다. 멀티미디어 시나리오 모델링을 위해 페트리 넷을 이용한 사례는 존재하지만, 이들은 모두 시간적 동기화 분석을 위한 것으로, 멀티미디어 시나리오의 재생을 목적으로 사용된 사례는 아직 없다. 이에 반하여, MPN은 시나리오의 흐름은 물론 시나리오를 구성하는 데이터들의 정보까지도 모두 표현함으로써 재생에 필요한 모든 정보를 나타낼 수 있다.

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A Study on the Web-based Cost-Effective Education System for C Programming

  • Park, Kwan-Sun;Jun, Heung-Goo;Kim, Dongsik;Lee, Sunheum
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -1
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    • pp.250-253
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    • 2002
  • We have implemented an interactive multimedia education system for C programming. The system consists of two pars. One is multimedia contents to help students better understand C language syntax, programming style, and program logic and the other is a web-based compilation support system that compiles C programs at the server side which are submitted trough Web by students and returns their execution results to the students' PC. Although there are currently some restrictions that students should replace the inputs functions such as scanf(), getc() and getch() with assignment statements or fscanf(fp, , ), since the system has been implemented using general web technologies and shareware C compiler, the education system could be one solution that education institutions seek to reduce annual immense expenditure of money on C complier.

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ISPLC: 지능적인 에이전트 기반 소프트웨어 PLC (ISPLC:Intelligent Agent System based Software Programmable Logic Control)

  • 조영임;심재홍
    • 한국멀티미디어학회:학술대회논문집
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    • 한국멀티미디어학회 2003년도 추계학술발표대회(하)
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    • pp.557-560
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    • 2003
  • In this paper, we developed an editor and running engine for the SoftPLC. LD is the most popular standard IEC 1131-3 PLC language in Korea and used over 90% among the 5 PLC languages. In this paper, we have developed the ISPLC(Intelligent Agent System based Software Programmable Logic Controller). In ISPLC system, LD programmed by a user is converted to IL, which is one of intermediate codes, and IL is converted to the standard C code which can be used in a commercial editor such as visual C++. In ISPLC, the detection of logical error in high level programming(C) is more efficient than PLC programming itself. ISPLC provide easy programming platform to such beginner as well as professionals. The study of code conversion of LD-> U->C is firstly tried in the world as well as KOREA.

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그래픽 사용자 인터페이스를 이용한 병렬 프로그래밍 환경 설계 및 구현 (A Design and Implementation of Parallel Programming Environment using Graphical User Interface)

  • 이원용;박두순
    • 한국멀티미디어학회논문지
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    • 제4권6호
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    • pp.579-587
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    • 2001
  • 본 논문은 그래픽 사용자 인터페이스를 이용하여 병렬 프로그래밍 환경을 설계하고 구현하였다. 병렬 프로그램은 다양한 하드웨어의 특성에 따라 또는 프로그램의 특성에 따라 사용자가 병렬 프로그램을 작성하여야 하기 때문에 사용자가 병렬 프로그램을 작성하는 것은 매우 어렵다. 본 논문에서는 이런 문제를 도와주기 위하여 기존의 병렬 컴파일러에서 제공되고 있는 텍스트 위주의 병렬화 정보 대신에 그래픽 사용자 인터페이스를 이용하여 편안하고 쉽게 병렬화 정보를 제공하는 병렬 프로그래밍 환경을 제안하고, 구현하였다. 본 논문의 병렬 프로그래밍 환경은 종속성 분석, CFG, HTG, 루프 병렬화 등의 기능을 제공한다.

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컴퓨터 비전공자 대상 SW 교육에서 컴퓨팅 사고력이 문제 해결 과정에 미치는 영향 분석 (Effect of Computational Thinking on Problem Solving Process in SW Education for non-CS Major Students)

  • 김재경
    • 한국멀티미디어학회논문지
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    • 제22권4호
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    • pp.472-479
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    • 2019
  • Today, computational thinking takes an important role in problem solving in software education. As a result, software education as liberal arts for non-CS major students is rapidly expanding. It is necessary to study the effects of computational thinking on software problem solving ability compared to traditional programming language education. In this paper, we propose an evaluation model for analyzing the effects of computational thinking on the overall software development process, and analyze how the problem solving process is different for learners who take computing thinking classes and programming language courses as liberal arts courses. As a result, students who learned computational thinking showed higher ability in problem analysis and design process.

프로세싱에서 삼각함수 공식을 응용한 장식적 타입페이스 제안 (Voice Activity Detection Algorithm using Wavelet Band Entropy Ensemble Analysis in Car Noisy Environments)

  • 전혜연
    • 한국멀티미디어학회논문지
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    • 제20권12호
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    • pp.1992-1999
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    • 2017
  • This study proposes a decorative typeface which is produced through the concept of trigonometric functions in an open-source programming language known as Processing. First, the theoretical background of Processing and trigonometric functions as well as previous research in this area are analyzed. Second, basic modules of 'V', 'I', 'O', and 'M' were created for use as the final alphabet typeface with the concept of a trigonometric function. Third, a decorative parabolic curve that encircles the base module was created. Finally, the modules created on Processing were edited in Adobe Illustrator to create a typeface set with characters from A to Z. Various artworks using Programming can produce an infinite number of different versions by modifying only some of the variables and codes, and this method can include multimedia features such as text, images, videos, interactive art and various forms of content and media. Therefore, with regard to expression, the possibilities are endless. In this study, I attempt to expand the field of visual culture using programming and computational methodologies. In contrast to the digital typeface production method, which relies on existing graphic tools, this study is meaningful because it expands the range of use of decorative typefaces.

A Short Course Development and Analysis to Recognize Importance of Software for Youth using Arduino and App Inventor

  • Shim, Jooeun;Ko, Jooyoung;Shim, Jaechang
    • Journal of Multimedia Information System
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    • 제2권1호
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    • pp.187-192
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    • 2015
  • The aim of this study was to develop and analyze a short course educating App Inventor and Arduino that showed the importance of software for youth. The course consists of a total of 10 missions for a 4 hour course divided into 2 parts, each 2 hours respectively. We conducted a basic course of Arduino for hardware and software, Processing for server programming, and App Inventor for programming for smartphones. The final mission was to send a signal to a server with a smartphone and to control light connected to a relay which passes Arduino connected with a server and serial communication. Participants completed 95% of missions, and we found the course had an educational effect for improving creativity and realization of software importance.

Document-View 패턴을 활용한 안드로이드 게임 프레임워크에 관한 연구 (Study on Android Game Framework Using Document-View Pattern (DVAGF))

  • 최영미
    • 한국멀티미디어학회논문지
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    • 제19권4호
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    • pp.789-795
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    • 2016
  • Analyze the Android game framework that can be apply to the Application development of new areas and suggest Document-View pattern of a design pattern, design that this applies the Android framework(DVAGF) for novice Game programming learner. Case of Snake game development through DVAGF is supporting modularity of the code, reusability and expandability that seems that the learners can easily understand the game programming basic structure. In addition, the Android framework (DVAGF) seems to provide a basis that can be easily extended to 2D and 3D games.

Recognizing Hand Digit Gestures Using Stochastic Models

  • Sin, Bong-Kee
    • 한국멀티미디어학회논문지
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    • 제11권6호
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    • pp.807-815
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    • 2008
  • A simple efficient method of spotting and recognizing hand gestures in video is presented using a network of hidden Markov models and dynamic programming search algorithm. The description starts from designing a set of isolated trajectory models which are stochastic and robust enough to characterize highly variable patterns like human motion, handwriting, and speech. Those models are interconnected to form a single big network termed a spotting network or a spotter that models a continuous stream of gestures and non-gestures as well. The inference over the model is based on dynamic programming. The proposed model is highly efficient and can readily be extended to a variety of recurrent pattern recognition tasks. The test result without any engineering has shown the potential for practical application. At the end of the paper we add some related experimental result that has been obtained using a different model - dynamic Bayesian network - which is also a type of stochastic model.

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