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New Similarity Measure with Deformation Detection of Visual Salient Regions for Image Retargeting
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.1-14
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Measurement of image similarity is a fundamental issue in both image processing and computer vision and is very important for image retargeting applications, which have drawn much attention in recent years. In this paper, we propose a new similarity measure with deformation detection of visual salient regions for image retargeting. According to the fact that the human visual system is sensitive to content changes as well as visual effect variations, the proposed approach combines content similarity and visual effect similarity. Firstly, a content correspondence between original and retargeted images is established, which aims to assess their content similarity. Secondly, deformation detection of visual salient regions between two images is conducted to measure their visual effect similarity. Real images have been used to test the proposed method and very good results have been achieved, validating it.
A Study of Agricultural Meteorological Monitoring System Based on Wireless Sensor Networks
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.15-26
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
E-Learning Development for Indonesian Traditional Music
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.27-34
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This research is motivated due to low interest of Indonesian people for learning of traditional music. So in this study I tried to design e-learning for learning of traditional music. E-learning is designed to make it easier for members to access learning materials anywhere and anytime. Learning materials are provided concerning theories in music, the history of traditional musical instruments, as well as equipped with a virtual musical instrument as a medium for member practices. The e-learning is one of Indonesia's culture introduction media to the outside world, particularly in the field of traditional music instruments. The development of e-learning using the object-oriented programming.
Optimal Control of Exhaust Recovery Generator System with Scroll Expander
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.35-46
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
A scroll expander exhaust recovery system with the battery is proposed to improve exhaust recovery efficiency. Based on the exhaust flow, storage pressure and the battery current, expander supply pressure was optimized with the loss model based on the expansion and generator loss. And then the supply pressure controller was designed to track the optimized supply pressure reference using the input-output linearization method. DC bus voltage was efficiently regulated by the PI voltage controller, the duty feedforward compensation and the operation mode of battery storage system. Experimental results proved the control strategy validity, realizing the efficiency maximum of the recovery system and exhaust discharging system.
Study on joint speech encoding technology based on compressed sensing
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.47-60
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, a new joint speech encoding scheme based on compressed sensing was proposed. In this encoding algorithms, the compressed sensing reconstruction and PCM (Pulse Coding Modulation) were used for the speech signal encode. For the speech signal, the high frequency and low frequency coefficients can be acquired by using the wavelet transform based on the lifting scheme. For the details coefficients, using a hard threshold to remove the smaller coefficients, the high frequency coefficients are sparse, so the high frequency can be reconstructed with the compressed sensing method. Because the length of the low frequency coefficients is half of the original signal length, the PCM complex of the speech signal can be reduced. Finally, the speech can be approximately recovered with the low frequency PCM coefficients and the high frequency compressed sensing reconstructed coefficients. The experimental results demonstrate the application effectiveness for this encoding scheme in the speech processing fields.
Study of HTML5 WebSocket for a Multimedia Communication
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.61-72
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Recently, with the advent HTML5, the performance of Web service has improved. It was difficult to configure the web services using only HTML. However, communication between the client and the server is now possible because of HTML5. HTML5 was designed to be platform independent, and can be used on an increasing number of mobile devices for creating both mobile websites and mobile applications. It is frequently cited as the primary solution for enabling effective cross-platform deployment onto various smart devices. HTML5 has many new features. One of the most powerful features is the WebSocket. Updated HTML5 specifications for web sockets, web browsers, and web servers allow sending and receiving data in real time, via an always-on TCP connection. The crucial differences between pre-HTML5 communication methods and HTML5 WebSocket are located in the new HTML5 protocol. WebSocket protocol uses HTTP to establish a connection, but the subsequent communication is performed by the WebSocket reader protocol. In addition, the feature header is very small, resulting in reduced communication overhead. The WebSocket aims to solve the problems of the conventional communication method, though it has several restrictions. Therefore, in this study, experiments were conducted to measure the performance analysis of WebSocket. We conclude by presenting the direction of future research in this field.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.73-86
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
We propose a convolutive non-negative matrix factorization method to improve the intelligibility of speech signal in the context of adverse noise environment. The noise bases are prior learned with Non-negative Matrix Factorization (NMF) algorithm. A modified convolutive NMF with sparse constraint is then derived to extract speech bases from noisy speech. The divergence function is selected as an objective function to get a multiplicative update of speech base and its corresponding weight. The weights of prior learned noise bases are also updated in the update rule. Listening experiments are conducted to assess the intelligibility performance of speech synthesized using the proposed algorithm. Experimental results indicate that the proposed method is very effective to improve the intelligibility of the noisy speech in various noise contexts and it outperforms conventional algorithms.
Implementation of UHD Interactive Media Art Work through Multi-touch Interface
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.87-96
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this study, in order to implement 9K (8960*720, 3840*1080) image in real time, interface was recognized by receiving 2 touch inputs and as its system processing result, image of 7K(8960*720) was displayed and media art work was implemented based on cube type multi display work of Gwangyang POSCO Technology Institute. UHD interactive media art through multi touch interface enables user setting based on display bezel and it could be utilized in a diversified way in the future.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.97-108
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
With the development of computer technology, more and more intelligent algorithms in the solution of different problems in many aspects of society are extensively used. Calculation of the minimum values of the function optimization and finding the optimal solution of combinatorial optimization problems in certain space are the two typical problems. In the fields of science and engineering, many optimization problems are constrained with different conditions. Due to the existence of constraints, the optimization problems are more difficult than the unconstrained optimization problem. Therefore, research on how to make the objective function find the optimal solution in the feasible region is of great significance As an important intelligent algorithm, particle swarm optimization (PSO) is widely used in the calculation of the optimal solution of the constraint problems. But due to the disadvantages of the PSO, its search efficiency is quite low when the particle is close to the optimal value. On the other side, it is easy to search the local optimal solution but difficult to get the global optimal solution. So, it is necessary to modify the algorithm to improve the performance. In the paper, we modify the algorithm and propose a modified algorithm (M-PSO). With the simulation, the results show the validity of the algorithm.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.109-120
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The development of digital media has ended the conceptual and technical division between the gaming industry and the performing arts. Digital games based on computers provide the experience of enhanced immersion in the game as one enters a virtual environment and leads the story by selecting and manipulating independently. In the case of media performance in which the digital media functions as an important element, a new visual expression of the arts and the opportunity to go beyond the limits of expression are provided through the interactivity between the performer and the media. In this sense, these two fields have common properties, and they interact and allow the story to unfold within the frame of the virtual environment through the independent actions of the actors. Therefore, it can be said that actors’ gestures and media interactivity are the most important properties of digital media, and these play the important role of connecting the notions of digital games and the performing arts. Moreover, as the body of the player or performer works as an interface and manifests the most basic interactivity, this becomes an important notion in understanding the similarities of the two fields. Accordingly, through cases of digital game contents and media performances that utilize Kinect, a popular piece of technical equipment that recognizes gestures, this paper aims to examine the possibility of a connection between the two fields and to explore the possibility of development through a mutual interchange.
Multi-sensuous Mediator: Evolutionary Interactive Art through Network
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.121-130
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Recently, as information communication network is expanded as a result of development of network, interactive art work that may be changed in real time transcending time and space is produced and implemented. In order to achieve interactive communication relation among the audiences through art works, temporal, spatial limitation is transcended. Participation of the audiences is implemented in a form of interaction and mutual exchange between art works and audiences is represented through interface of art works. After the art work is reacted by the audiences and has a formative transformation for a behavior, it affects not only art work itself but also environment among audiences. In this study, randomly connected structural environment of network is created by manufacturing multi-sensuous mediator that gives emotional immersiveness (flow) to the audiences. And audiences are making an advanced network by a process of generation, extinction and consolidation of community through a system. By storing multi-sensuous mediator in information of random majority, created customer information sometimes becomes extinct by other customers and it passes through a consolidation process in a process of a sharing activity. Communication space among audiences is formed by making dynamic network environment through participation of audiences in an interactive art work.
Research on Multi-Core PC Parallel Computation Based on OpenMP
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.131-140
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Along with quad-core PC coming into the market and invention of 80-core processor in the laboratory, Software development will go through a foundational innovation due to multi-core technology. The technique of parallel programming on multi-core computers is explored in this thesis. First, the OpenMP standard which is an application programming interface (API) on parallel programming model of shared-memory is introduced and an overview of a set of compiler directives and a library of support functions are given. The OpenMP programs requires an OpenMP-compatible compiler and thread-safe libraries,therefore, both Intel C++ compiler 9.1 and Microsoft Visual Studio 2005 are perfect choices. Then, two-dimensional discrete fast Fourier transform (FFT) is studied by focusing on parallel program design,realization and optimization technology. Finally,the thesis predicts that high performance parallel computing software component library must be a perfect exploitation field in the further future.
The Introduction of building a Cylindrical Multi Display System by Game Engine
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.141-158
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
A new playground in which the interactive attributes of the game engine are applied has been created and its combination with a three-dimensional screen display, which is realized through the state-of-the-art technology, has become widely used. While the dome system has limits to extend its marketability due to its unnatural expression in three dimensions, there have been an increasing number of cases to install the system operated in the way to project through a cylindrical silver screen which makes it easier to realize the dimensional structures. The concept of a multi projector display and the principle of segmenting a 360-degree picture by dividing a frustum by angle, which is how the camera of a game engine is realized, are identical. In addition, the efficiency of the real-time rendering that utilizes a game engine with comparison to the rendering with the use of graphics software has been verified.
Research on User Customized Social Mobile Platform base on Personalized TV through IP Networks
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.159-170
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper provides to users who are using the SNS and IPTV platform a customized Social TV. The existing simple feature of security and Social TV, the user's preference by offering a decent TV channels, users would like to help to use the TV. In order to provide a suitable platform for customized Social TV, we use Hadoop MapReduce and by analyzing the words which users were looking for and recommended through the SNS, TV channel to give similar extent, television channels. Compare the information in descending order of priority of the 5 different TV programs. In addition, analyzing of the data is based on users and providing customized TV Schedule. Using smartphone, users can watch TV with the application of information in real time and users might change the order of the TV program channels. We proposed customized Social TV using information of user’ SNS.
A Parallelization Design of JavaScript Execution Engine
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.171-184
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
With more and more consumer electronics apply multi-core chips, the traditional serialized JavaScript execution engine, which is optimized by just-in-time (JIT) compilation technology, fails to utilize multi-core advantages. This paper proposes a mathematical model to detect the dependency of serial JavaScript tasks and a parallelism execution algorithm for serial JavaScript execution engines. Moreover, the parallel JavaScript execution engine with thread-level speculation technology is implemented based on the SquirrelFish Extreme engine of WebKit. As the experiment were conducted respectively on the general test platform platform Sunspider in the industry and world top 15 websites at traffic volume, the results indicate that both in the real Web application and Sunspider platform, the parallel JavaScript execution engines with 2 to 16 threads can raise the performance dramatically compared with a SquirrelFish execution engine with or without JIT acceleration, respectively.
Power Efficient Dynamic Source Routing Protocol
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.185-204
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Power consumption in wireless ad hoc networks is an important design concern in the modern network research scenario. It is a concern because wireless nodes run with the help of battery and it has a limited life time period If the power failure of mobile node occurs it affects not only its ability to forward packets to destination but also its ability to forward packets on behalf of others and hence overall network lifetime. Moreover, it is very difficult to replace or recharge a mobile node powered by batteries so in order to maximize the life time of nodes routing of traffic should be in such a way that power consumption is minimized. Hence, every effort is to be channeled towards reducing power. More precisely, network lifetime is a key design metric in MANETs. Our main contribution in this thesis is Power Efficient Dynamic Source Routing (PEDSR) protocol, satisfying less power consumption from the viewpoints of nodes and network. To achieve our goal, first, we studied DSR protocol using performance and power aware metrics. Modifications are done on the Dynamic Source Routing (DSR) protocol by taking into consideration the outcomes of the pre-simulation, the existing feature of DSR for implementation of the design, and the previous research works done on DSR routing protocol by many researchers. Subsequently, we studied the performance evaluation of our proposition. The simulation results show that the power aware routing protocol, PEDSR outperforms the original DSR protocol in majority of the scenarios and evaluation metrics.
A study on an Analysis of Success Factors of a Serious Game : In Case of “Anti-Aging Village”
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.205-214
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This paper is a case study for serious game to derive key success factors by production process. So I selected an arcade serious game for the elderly named “Anti-aging Village” according to the strict criteria. This research method is so subjective and qualitative, so I complemented by using clinical trials and play test results and by interviewing twice a director of this game. After analyzing a serious game I found some key success factors as follows; first, they had understood enough the state of growing elderly population in South Korea and designed gameplay well for improving cognitive function for the elderly. Second, they organized a development team including some experts and made use of the feature as a RF (Radio Frequency) card. Third, they validated the effectiveness of a serious game through clinical trials and play test. This paper will help for serious game design and could be the guideline for the development of serious game for elderly.
Nonlinear Diffusion Filtering Method Based on Wavelet Image
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.215-226
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, on the basis of the anisotropic diffusion mechanism, analyzes emphatically represented by P - M model of diffusion filter principle of several kinds of nonlinear diffusion model, and their respective characteristics and problems. In-depth analysis of the nonlinear diffusion model, the threshold and termination mechanism of combining image geometric structure feature and visual information (gradient, brightness, contrast, structural information), in view of the existing nonlinear diffusion filtering model, the diffusion coefficient depends on the gradient and the problem that the susceptible to noise interference, presents a fidelity term used in image denoising and restoration contain nonlinear wavelet diffusion model, the theoretical analysis and experimental results show that this method is compared with other diffusion model while denoising can keep image edges and details characteristics, image visual effect is better.
Sparse Matrix of Image Denoising Method based on SVD
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.227-236
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
In this paper, based on the K - SVD and residual error than the low SNR image sparse representation denoising algorithm. On the basis of the foregoing contents, this paper expounds on the build process and mechanism analysis of the algorithm, the paper on the basis of the subjective evaluation reference peak signal-to-noise ratio (PSNR) as the objective evaluation standard. Can be seen from the results of simulation experiments for different kinds of image denoising, image sparse decomposition based on a complete atom library has a better effect of denoising algorithm often, this is because after complete the atoms in the dictionary has redundancy, to show more abundant characteristic information, can more effectively extract the image features. In the proposed algorithm, the K - SVD algorithm for image sparse decomposition to optimize dictionary and residual error than the threshold for accurate division of image information and provide evidence for image noise effectively, a combination of both in image denoising, especially in low SNR image denoising experiment obtained good effect. The experimental results also from another side shows the sparse decomposition based on a complete atom library on image denoising application potential.
A Study on Light Embodiment Method through Technology Analysis of Light Art
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.237-246
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Emitted light through lighting became an aesthetic object itself, and lighting became the driving force and desire of artwork creation to artists. Specially, several artists tried to give shape to the pure substance radiating from lighting fixtures, not the light containing lighting fixtures, in empty space. They intended to control light that is difficult to control physically. James Turrell, Anthony McCall, and Troika are the ones who made an experiment on such light, and they tried to shape light itself through their own method. The AT Field_Paralyzed Sense I made has an interactive installation format as an artwork that intended to materialized light not just as a visual object, but as a physical object that can be experienced through sense of touch as well through laser characteristics. The AT Field_Paralyzed Sense materialized three-dimensional modeling of light with diffraction restrictive characteristic of laser, characteristic of getting reflected on mirror, and visualizing characteristic of emitted laser light on the rotating mirror surface in high speed on the surface of light. The modeling technology method of light of the AT Field_Paralyzed Sense using laser not only accomplished physical modeling of pure light which had been desire of artists for long time, but also suggests the possibility as a new formative language in artistic aspect as well.
Two Kinds of Digital Video Watermarking Algorithm Implement and Compare
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.247-262
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
With the rapid development of multimedia technology, large amounts of digital information turn into easy storage and transmission, at the same time, copyright protection and authentication become a problem to be solved. Digital Video is composed of a series of continuous static images, because of its own characteristic, general image watermarking technology is difficult to direct extension to the video signal. In this paper, by using DCT transform and DWT transform, combined with the mean quantization algorithm, using three dimensional frequency domain transformation, introduces two kinds of transformation to the 3D video watermarking technology, utilize the quantitative test method to prove the existence of the watermark, and through the attacked experiments to verify the low complexity and well imperceptibility and robustness about the video watermarking algorithm.
Development of Smart Multiplatform Game App using UNITY3D Engine for CPR Education
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.263-268
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
The purpose of this study was to spread CPR education to the public and to promote the effects of training using an app design that applied the gamification theory based on UNITY3D engine. The results of this study are expected to contribute to the advancement of the online smart SNG market through the promotion of the net functional effects of games by applying the gamification theory on various functional games, and by using UNITY3D to convert web-based games and contents into ‘IOS’ or ‘ANDROID’ and widely developing them into smartphone-use services. Also the clients in community would likely be equipped with an ability to respond to emergency situations, by receiving CPR training in a fun and easy manner at anytime, anywhere.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.269-280
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Network coding is an emerging approach which is currently applied to wireless networks to improve network throughput and other performance. However, in mobile ad-hoc wireless networks, because of dynamic network topology, network coding may not improve network throughput if destination nodes fail to retrieve original packets due to lack of necessary information to decode coded packets. In this paper, we propose a Network Coding based Reliable Multicast Routing Protocol, called CRMP, in mobile ad-hoc wireless networks. Our proposed CRMP has the following novel features: i) it builds a stable mesh structure to improve coding and decoding opportunities, ii) it uses random linear network coding to simplify coding algorithm, iii) it has a local route repairing mechanism to prevent decoding failures caused by local route breaks. CRMP is especially well-suited for reliable, high speed multimedia applications. The performance of our proposed CRMP is evaluated via different scenarios. The results show that CRMP outperforms previously proposed multicast routing.
A Novel Retrieval Method for Multimodal Point of Interest Data
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.281-296
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
With the rapid development of mobile Internet, mobile geographic information service becomes more and more popular. Point of interest (POI) is the core content of mobile geographic information service, and it exhibits the properties of multi-source, heterogeneity and media convergence under the circumstance of multiple users and service providers. At the same time, users’ retrieval demand is becoming complicated and personalized. Traditional spatial data retrieval method and its semantic expression cannot meet the needs of multimodal point of interest (MPOI) data access. In this paper, a novel retrieval method for MPOI which includes offline and online phases is proposed. In the offline phase, a two-step POI fusion algorithm and a Geo-ontology model were adopted to preprocess the MPOI data. In the online phase, a retrieval process is presented to do the practical retrieval. This method not only satisfies the requirement of multimodal fusion and semantic sharing in the mobile Internet, but also supports cross-modality multimedia retrieval. Experimental evaluations validate the performance of the proposed method.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.297-308
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
As a combination of mobile e-commerce and traditional tourism, the mobile travel services have been being tested on part of the scenic areas of the country in recent years. It achieved worthy results and provided a lot of convenience for our visitors. With the investigation and method of PCA (principal component analysis), we concluded that demands of mobile travel service can be divided into five categories with demand degree from high to low: mobile information services, mobile marketing services, mobile payment services, mobile location-based services and mobile social contact services. Then, we used one-way ANOVA to explore the disparate impacts of s’ attributes on the demands of the above services. Finally, on the basis of the findings, we proposed the industrial development strategies and marketing suggestions.
Color Image Enhancement by Histogram Equalization in Heterogeneous Color Space
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.309-318
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
This paper presents a luminosity conserving and contrast enhancing histogram equalization method for color images. The histogram equalization is one of the ordinary methods employed for enhancing contrast in TV and images for consumer electronics where unwanted subjective deterioration are frequently occur. Although there have been many solutions to overcome the drawback of histogram equalization, however the method is for RGB color space, which is not well suited for different color spaces. To do this, we use fuzzy set to improve histogram equalization. All RGB images are firstly transformed into different color spaces, and particular channels are applied histogram equalization process. From our 20 test LC images show that HSV color space yields the favorable results in MSE by giving the luminosity conserving ability.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.319-332
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Enterprise technological innovation is featured by multi-level, multi-index, complex with uncertain information. This paper studies the measurement of enterprise technological innovation capability based on measurement index system that can reflect the innovation ability in an objective and systematic way. This index system is constructed according to certain rules and standards and sheds light on the measurement index model based on Euclidean distance and Information axiom. In this model, measurement indicators of different types are standardized and Euclidean distance is established. Then the weight of information content produced by Euclidean distance is calculated to get the comprehensive information content so as to measure the enterprise technological innovation capability. Measurement of three enterprises proves the model to be systematic, scientific and feasible.
Sentiment Analysis on News Comments Based on Supervised Learning Method
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.333-346
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.347-358
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
There are few previous empirical studies on an automatic speed control of multimedia materials based on a natural user interface (NUI) that distinguish note taking from watching to a lecture through nodding. This study conducted two experiments and an interview. First, in experiment 1, we found that there is significant relevancy between the participants’ action of lowering their head and note taking. Second, we determined that nodding that lasts less than two seconds has no relationship to note taking. In experiment 2, we determined that the e-learning system with the automatic speed control of multimedia materials reported less learner manual control, clicking pause and rewind buttons, than the regular e-learning system. For the interview, the analysis shows that “The automatic speed control of multimedia materials” and “Note taking” influence “Participant’s satisfaction” positively.
보안공학연구지원센터(IJMUE) International Journal of Multimedia and Ubiquitous Engineering Vol.9 No.7 2014.07 pp.359-368
※ 원문제공기관과의 협약기간이 종료되어 열람이 제한될 수 있습니다.
Using the theory and method of collaborative innovation, we build an integration and optimizing allocation platform of high quality teaching resources for universities-led collaborative innovation based on the analysis of basic content and process of university-led collaborative innovation, and study the structure and functions of the platform in detail. Finally we provide a series of effective countermeasures to effectively promote collaborative innovation activities in universities.
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