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A Study for Electronic Trading Business System Using Big Data (빅데이터를 활용한 전자무역시스템에 대한 연구)

  • Lee, Cheol-Woong;Cho, Sung-Woo;Cho, Sae-Hong;Hwang, Dae-Hoon
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.573-580
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    • 2013
  • With the growth of the smart-devices and information & communication technology, information society has developed and information can be produced, spread and consumed at much faster pace easily. Hence, individuals can utilize wireless communication and smart-devices to create, share and consume information at anytime and anywhere. The growth of technology has allowed the large-scale transfer and sharing of image, sound and video data; it changed the users' data consumption pattern that was mainly consisted of the text. Therefore, the amount of data that an individual consumes increased significantly. The importance of finding and analyzing practical and necessary data among huge amount of data has arisen. In this study, the current status of Big Data is researched and analyzed and the method to utilize Big Data in the electronic trading field is suggested.

The Implementation of the Digital watermarking for 3D Polygonal Model (3차원 형상 모델의 디지털 워터마킹 구현)

  • Kim, Sun-Hyung;Lee, Sun-Heum;Kim, Gee-Seog;Ahn, Deog-Sang
    • The KIPS Transactions:PartD
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    • v.9D no.5
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    • pp.925-930
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    • 2002
  • This paper discusses techniques for embedding data into 3D polygonal models of geometry. Much researches of Watermarking had been gone as element technology of DRM (digital rights management). But, few research had gone to 3D polygonal model. Most research is limited at text document, 2D image, animation, music etc. RP system is suitable a few production in various goods species, and it is used much in industry to possible reason that produce prototype and find error or incongruent factor at early stage on design in product development childhood. This paper is research about method that insert watermark in STL ( stereolithography) file that have 3D shape model. Proposed algorithm inserts watermark in normal vector region and facet's interior region of 3D shape data. For this reason, 3D shape does not produce some flexure and fulfill invisibility of watermark. Experiment results that insert and extract watermark in normal netter region and facet's Interior region of 3D shape data by proposed algorithm do not influence entirely in 3D shape and show that insertion and extraction of watermark are possible.

Website Design for Improving Web Accessibility of Disabled People (장애인의 웹 접근성 향상을 위한 웹사이트 설계)

  • Lee, Won-Kyung;Seo, Eun-Gyoung
    • Journal of the Korean Society for information Management
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    • v.30 no.1
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    • pp.193-219
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    • 2013
  • Public institutions or libraries urgently prepare comprehensive measures to improve web accessibility of their websites as booting web dependability and web utilization of disabled people. The purpose of this study is to propose the design guidelines for improving web accessibility of disabled people. The study, first, analyzed various web accessibility requirements based on web standards, web accessibility guidelines, and the related researches and proposed a web accessibility checklist with 42 requirement. Next, the study evaluated 15 websites of public institutions such as government departments, association of disabled people, and public libraries using the checklist. Finally, the study revealed non-adherence requirements and suggested website design guidelines in terms of contents configuration, sound, colour, keyboard handling, mouse handling, access, image processing, text processing, and code processing.

Analysis of Photography in Korea Film Posters: Focused on Photographs of Hein-kuhn Oh (한국 영화포스터 사진 분석: 오형근 작품을 중심으로)

  • Kim, Ji-Young
    • The Journal of the Korea Contents Association
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    • v.14 no.12
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    • pp.618-628
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    • 2014
  • A photograph used in a film poster summarizes the story of the film that lasts for around two hours. The image must contain a picture that represents the story and text including the title, with various design elements composed in a harmonious way. However, given that a photograph is the most noticeable element in a film poster, this study aims to examine the function, role, and types of a film poster and analyze poster photographs. Currently, there are companies specialized in photography for film posters, but sometimes recognized photographers are commissioned to take a photograph that will be used for a film poster. Hein-kuhn Oh actively produced such photographs in the early and mid-2000s, and this study deals with 'how the photographs recreate the content of the films' focused on three selected photographs taken by him. Also, There were commonalities found between the tree photographs and Oh's personal portrait photographs, which were then analyzed from the photographic aesthetic point of view. The three selected works are: , , and .

Feature Selection for Anomaly Detection Based on Genetic Algorithm (유전 알고리즘 기반의 비정상 행위 탐지를 위한 특징선택)

  • Seo, Jae-Hyun
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.1-7
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    • 2018
  • Feature selection, one of data preprocessing techniques, is one of major research areas in many applications dealing with large dataset. It has been used in pattern recognition, machine learning and data mining, and is now widely applied in a variety of fields such as text classification, image retrieval, intrusion detection and genome analysis. The proposed method is based on a genetic algorithm which is one of meta-heuristic algorithms. There are two methods of finding feature subsets: a filter method and a wrapper method. In this study, we use a wrapper method, which evaluates feature subsets using a real classifier, to find an optimal feature subset. The training dataset used in the experiment has a severe class imbalance and it is difficult to improve classification performance for rare classes. After preprocessing the training dataset with SMOTE, we select features and evaluate them with various machine learning algorithms.

Implementation of PLC-Based Multi-modem for Process Automation of Non-destructive Inspection (비파괴검사 공정자동화를 위한 전력선통신 기반 복합통신장치의 구현)

  • Jung, Jun Hwan;Jun, Ho Ik;Kim, Hyun-Sik;Kang, Seog Geun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.822-828
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    • 2013
  • In this paper, a multi-modem for process automation of non-destructive inspection (NDI) which possibly generates various kinds of data is implemented and verified. Here, a variety of data such as control signals, text data, image data generated by inspection devices, sensors, computers are transmitted to the multi-modem via serial, Ethernet, and coaxial cable. We exploit a communication network in which powerlines are used as backbone transmission media. Thus, the implemented multi-modem has various ports and corresponding interfaces for data transmission. As a result of practical experiments, the multi-modem maintains almost constant data rate with little waveform distortion. In addition, the experiments confirm that the modem operates normally under extreme variation of temperature. It is, therefore, considered that the multi-modem can contribute significantly to implement powerline communication (PLC)-based process automation for NDI in which various kinds of data are practically generated.

Implementation of A Web-based Virtual Laboratory For Digital Logic Circuits Using Multimedia (멀티미디어를 이용한 웹기반 디지털 논리회로 가상실험실의 구현)

  • Kim Dong-Sik;Choi Kwan-Sun;Lee Sun-Heum
    • Journal of Engineering Education Research
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    • v.5 no.1
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    • pp.27-33
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    • 2002
  • Recently, according to the appearance of various virtual websites using multimedia technologies, the internet applications in engineering education have drawn muchinterests. But unidirectional communication, simple text/image-based webpages and tedious learning process without motivation, etc. have made the lowering of educational efficiency in cyberspace. This paper presents a virtual laboratory system which can be creating efficiencies in the learning process. The proposed virtual laboratory system for digital logic circuits provides interactive learning environment under which the multimedia capabilities of world-wide web can be enhanced. The virtual laboratory system is implemented to describe the on-campus laboratory, the learners can obtain similar experimental data through it. The virtual laboratory system is composed of four important components : principle classroom, simulation classroom, virtual experiment classroom and management system. Learning efficiencies as well as faculty productivity are increased in this innovative teaching and learning environment.

Performance Costumes and Stage Direction Characteristics Shown in the Nouvelle Danse Work - Focused on the Philippe Decouflé's choreography work and costume design of Philippe Guillotel - (누벨당스 작품에 나타난 퍼포먼스 의상의 미적 특성 연구 - 필립 드쿠플레(Philippe Decouflé)의 안무작품과 필립 기요텔(Philippe Guillotel)의 의상디자인을 중심으로 -)

  • Kim, Hyang-ja;Kim, Young-sam
    • Journal of the Korean Society of Costume
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    • v.65 no.5
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    • pp.126-141
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    • 2015
  • The purpose of this study is to examine the works of choreographer Philippe $Decoufl{\acute{e}}$ and the performance costumes designer Philippe Guillotel, and identify the intrinsic values shown in the formative characteristics in their works. And it proposes a vision and a direction for the development and performance of modern fashion phenomenon of media convergence performing arts complex. The results were as follows. First, the performance characteristics shown in Philippe $Decoufl{\acute{e}}$'s art pattern applies dynamic improvisation, decategorization reflected in the media interactivity, time and space of a variable scalability, complex artistic genres and transcends cultural boundaries. Second, the characteristics of the performance costume can be described as a co-existence between dynamics of aesthetic layers, 'Media body' represented by the interaction of the compounds with the technology, and integrated variable expandability. And aesthetic values inherent in the performance costumes are summarized as abstraction, playfulness, reproducibility, and theatricality. Modern fashion performance and limited production of the center 'costumes' in the fashion images can be used in diverse ways, and innovative marketing has gone through a change in image production. Metaphysical text of the advanced performance genre can be presented in a new perspective to fashion derivatives 'Media body'. And the aesthetics of popular culture kitsch, the grotesque, and surrealism in theater will produce creative stage direction.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

A Generation Methodology of Facial Expressions for Avatar Communications (아바타 통신에서의 얼굴 표정의 생성 방법)

  • Kim Jin-Yong;Yoo Jae-Hwi
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.3 s.35
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    • pp.55-64
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    • 2005
  • The avatar can be used as an auxiliary methodology of text and image communications in cyber space. An intelligent communication method can also be utilized to achieve real-time communication, where intelligently coded data (joint angles for arm gestures and action units for facial emotions) are transmitted instead of real or compressed pictures. In this paper. for supporting the action of arm and leg gestures, a method of generating the facial expressions that can represent sender's emotions is provided. The facial expression can be represented by Action Unit(AU), in this paper we suggest the methodology of finding appropriate AUs in avatar models that have various shape and structure. And, to maximize the efficiency of emotional expressions, a comic-style facial model having only eyebrows, eyes, nose, and mouth is employed. Then generation of facial emotion animation with the parameters is also investigated.

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