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Cartoon Character Rendering based on Shading Capture of Concept Drawing (원화의 음영 캡쳐 기반 카툰 캐릭터 렌더링)

  • Byun, Hae-Won;Jung, Hye-Moon
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1082-1093
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    • 2011
  • Traditional rendering of cartoon character cannot revive the feeling of concept drawings properly. In this paper, we propose capture technology to get toon shading model from the concept drawings and with this technique, we provide a new novel system to render 3D cartoon character. Benefits of this system is to cartoonize the 3D character according to saliency to emphasize the form of 3D character and further support the sketch-based user interface for artists to edit shading by post-production. For this, we generate texture automatically by RGB color sorting algorithm to analyze color distribution and rates of selected region. In the cartoon rendering process, we use saliency as a measure to determine visual importance of each area of 3d mesh and we provide a novel cartoon rendering algorithm based on the saliency of 3D mesh. For the fine adjustments of shading style, we propose a user interface that allow the artists to freely add and delete shading to a 3D model. Finally, this paper shows the usefulness of the proposed system through user evaluation.

A Web-based Spatial Layout Planning System with Constraint Satisfaction Problems (웹 환경 하에서의 제약 만족 기법에 의한 공간 계획 시스템)

  • Jung, Jae-Eun;Jeon, Seung-Bum;Jo, Geun-Sik
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.2
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    • pp.216-224
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    • 2000
  • The spatial layout planning system allocates rectangular resources in the limited space according to user requirements, This system also can optimizes the spatial allocation problem to maximize the user's requirement. The spatial layout planning Problems for this system can be solved by searching a wide area of space since this problem entails the non-polynomial algorithm. By accommodating the user's dynamic requirements, the modification of a specific space and the redesign of the whole area can be accomplished. In this paper, the spatial layout planning problem is solved efficiently with a resource allocation method based on CSP. The dynamic constraints by adding user requirements are accommodated through the intelligent user Interface. The 3-D layout on the web environment by using VRML is also shown for providing for the visual verification of the 2-D layout and, thereafter, the additional modification of the 2-D layout.

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An Automatic AP Connections Scheme using iBeacon (iBeacon을 이용한 AP 자동접속 방안)

  • Nam, ChoonSung;Shin, DongRyeol
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.1-11
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    • 2017
  • There are two kinds of wireless network access to a certain place by using smart devices - 1) open (anonymous) - access and 2) user-authorized access. The open-access is a non-authorization connection method which does not need to require Smart device's user authorized information. It means open-access use only user's SSID (Service Set Identifier) information to access the wireless AP devices following public wireless network standard. This access mechanism is not suitable to use all of public wireless networks because users have to get all wireless network information around them. As a result, huge data for smart devices should be one of the most critical overload problems for them. Secondly, the user-authorized access method uses wireless network information (SSID and password) chosen by the users. So, the users have to remember and use the network access information data manually whenever accessing the network. Like open-access, this access method also has the operational and inconvenient problem for the users - manually inputting access information whenever connecting to the network. To overcome this problem in both schemes, we propose two improved wireless network access methods: 1) the implementation of automatic AP connection mechanism using user-authorization and iBeacon messages, and 2) SSID registration form for public wireless networks.

A Novel Resource Scheduling Scheme for CoMP Systems

  • Zhou, Wen'an;Liu, Jianlong;Zhang, Yiyu;Yang, Chengyi;Yang, Xuhui
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.650-669
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    • 2017
  • Coordinated multiple points transmission and reception (CoMP) technology is used to mitigate the inter-cell interference, and increase cell average user normalized throughput and cell edge user normalized throughput. There are two kinds of radio resource schedule strategies in LTE-A/5G CoMP system, and they are called centralized scheduling strategy and distributed scheduling strategy. The regional centralized scheduling cannot solve interference of inter-region, and the distributed scheduling leads to worse efficiency in the utilize of resources. In this paper, a novel distributed scheduling scheme named 9-Cell alternate authorization (9-CAA) is proposed. In our scheme, time-domain resources are divided orthogonally by coloring theory for inter-region cooperation in 9-Cell scenario [6]. Then, we provide a formula based on 0-1 integer programming to get chromatic number in 9-CAA. Moreover, a feasible optimal chromatic number search algorithm named CNS-9CAA is proposed. In addition, this scheme is expanded to 3-Cell scenario, and name it 3-Cell alternate authorization (3-CAA). At last, simulation results indicate that 9/3-CAA scheme exceed All CU CoMP, 9/3C CU CoMP and DLC resource scheduling scheme in cell average user normalized throughput. Especially, compared with the non-CoMP scheme as a benchmark, the 9-CAA and 3-CAA have improved the edge user normalized throughput by 17.2% and 13.0% respectively.

The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

A Study on Parents' Perception about E-books in Libraries (전자책에 대한 도서관의 학부모 이용자 인식에 관한 연구)

  • Chung, Yeon-Kyoung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.22 no.3
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    • pp.109-127
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    • 2011
  • The purposes of this study are to investigate the perception and satisfaction of parents about e-books and to suggest ways to improve library e-book services. A user survey of one hundred twenty parents is carried for library use, computer use, and e-book user / non user behavior, library e-book service evaluation, selection of children's e-books and so on. Based upon the results, proactive library e-book service promotion such as public relations and e-book user education, easy access to e-book collections, recognition of e-book services at libraries, positions for e-book librarians and their professional continuing education, and self-evaluation of library e-book services.

Analyses on Achievable Data Rate for Single-User Decoding(SUD) Receiver: with Application to CIS NOMA Strong Channel User (SUD 수신기의 획득가능한 전송률 분석: 상관 정보원 비직교 다중 접속의 강 채널 사용자에 대한 응용)

  • Chung, Kyu-Hyuk
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1003-1010
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    • 2020
  • This paper investigates the achievable data rate for the single-user decoding(SUD) receiver, which does not perform successive interference cancellation(SIC), in contrast to the conventional SIC non-orthogonal multiple access(NOMA) scheme. First, the closed-form expression for the achievable data rate of SUD NOMA with correlated information sources(CIS) is derived, for the stronger channel user. Then it is shown that for the stronger channel user, the achievable data rate of SUD NOMA with independent information sources(IIS) is generally inferior to that of conventional SIC NOMA with IIS. However, for especially highly CIS, we show that the achievable data rate of SUD NOMA is greatly superior to that of conventional SIC NOMA. In addition, to verify the impact of CIS on the achievable data rate of SUD, the extensive comparisons of the achievable data rates for the SUD receiver and the SIC receiver are compared for various correlation coefficients.

Analysis of service strategies through changes in Messenger application reviews during the pandemic: focusing on topic modeling (팬데믹 기간 Messenger 애플리케이션 리뷰 변화를 통한 서비스 전략 분석 : 토픽 모델링을 중심으로)

  • YuNa Lee;Mijin Noh;YangSok Kim;MuMoungCho Han
    • Smart Media Journal
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    • v.12 no.6
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    • pp.15-26
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    • 2023
  • As face-to-face communication has become difficult due to the COVID-19 pandemic, studies have been conducted to understand the impact of non-face-to-face communication, but there is a lack of research that examines this through messenger application reviews. This study aims to identify the impact of the pandemic through Latent Dirichlet Allocation (LDA) topic modeling by collecting review data of 메신저 applications in the Google Play Store and suggest service strategies accordingly. The study categorized the data based on when the pandemic started and the ratings given by users. The analysis showed that messenger is mainly used by middle-aged and older people, and that family communication increased after the pandemic. Users expressed frustration with the application's updates and found it difficult to adapt to the changes. This calls for a development approach that adjusts the frequency of updates and actively listens to user feedback. Also, providing an intuitive and simple user interface (UI) is expected to improve user satisfaction.

User Gestures as a Voluntary Action in Products Design - Focused on a Gesture Discovered in User Positive Action to Transform Products (제품디자인에 있어서 자발적 행위로의 유저제스처 -사용자의 긍정적 제품변형행위에 관한 제스처를 중심으로-)

  • 진선태;우흥룡
    • Archives of design research
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    • v.17 no.2
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    • pp.95-104
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    • 2004
  • Creativity is a important keyword for users as well as for main design organization who needs it. But little attention has been given to the aspect of user's creativity, also there has been a few attempt to apply it into design development until now. Nowadays in design areas, user's experiences and actions are changing the passive states receiving meanings into the active states creating meanings voluntarily. It is resonable to suppose that creative stage is important for users and they have the possibility of new ideas of uses and creating new productions. User's experiences of objects includes that of being formed or supported previously and that of voluntary interpretations acquired for himself, which it may be the possibilities predicted in design process or unknown user's action areas. It is likely that creative use process by themselves are the actions applied and deviated from usability and function by main design organization, also creative productions are arranged and made by users. These have a scope of examination and research in probability that is occurs frequently in user. In this research, approaching with a term, 'User gestures', User gestures are the characteristic action areas based on user's voluntary behaviors, where are revealed a unessential and non-operational function as a action itself and various transformation and creation of products as a outcome of action. This fact proves clearly that user gestures have a worth of alive spectrum to observe aspects of user culture and could be a attractive approach to seek easily new design concept for designer and developer. A further direction of this study will be following areas, Ethnography methods research of user gestures, Cultural research to phenomenon of user design and UGSBD(User gesture scenario based design) research. And it seems probable that they are applied in design development as follows, User initiative customization products, User participatory recycling products and creativity-experience design.

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Sum MSE Minimization for Downlink Multi-Relay Multi-User MIMO Network

  • Cho, Young-Min;Yang, Janghoon;Seo, Jeongwook;Kim, Dong Ku
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.8
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    • pp.2722-2742
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    • 2014
  • We propose methods of linear transceiver design for two different power constraints, sum relay power constraint and per relay power constraint, which determine signal processing matrices such as base station (BS) transmitter, relay precoders and user receivers to minimize sum mean square error (SMSE) for multi-relay multi-user (MRMU) networks. However, since the formulated problem is non-convex one which is hard to be solved, we suboptimally solve the problems by defining convex subproblems with some fixed variables. We adopt iterative sequential designs of which each iteration stage corresponds to each subproblem. Karush-Kuhn-Tucker (KKT) theorem and SMSE duality are employed as specific methods to solve subproblems. The numerical results verify that the proposed methods provide comparable performance to that of a full relay cooperation bound (FRCB) method while outperforming the simple amplify-and-forward (SAF) and minimum mean square error (MMSE) relaying in terms of not only SMSE, but also the sum rate.