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Obtaining 1-pixel Width Line Using an Enhanced Parallel Thinning Algorithm
권준식(Jun-Sik Kwon) 대한전자공학회 2009 電子工學會論文誌-SP (Signal processing) Vol.46 No.1
세선화 알고리즘은 문자인식, 도형 및 도면 인식 등에 매우 중요하게 사용되고 있다. 세선화 알고리즘은 여러 가지 방법으로 제안되어 왔다. 본 논문에서는 이전에 제안된 세선화 알고리즘 중 선처리가 후처리에 영향을 주지 않는 병렬 세선화 알고리즘 중에서 ZS, LW, 및 WHF 알고리즘의 문제점을 찾아내었다. ZS 알고리즘은 사선 방향에서 화소가 손실되는 문제점을 안고 있으며, LW 알고리즘은 사선 방향에서의 화소 두께가 1이 되지 못하는 문제점을 내포하고 있다. 따라서 본 알고리즘에서는 사선 방향에서 8근방을 이루며, 화소의 두께도 완전히 1이 되도록 개선시킨 병렬 세선화 알고리즘을 제안한다. A Thinning algorithm is a very important factor in order to recognize the character, figure, and drawing. Until comparatively lately, the thinning algorithm was proposed by various methods. In this paper, we ascertain the point at issue of ZS(Zhang and Suen), LW(Lu and Wang) and WHF(Wang, Hui and Fleming) algorithms that are the parallel thinning algorithms. The parallel thinning algorithm means the first processing doesn't have to influence to the second processing. ZS algorithm has a problem which loses pixels in slanting lines and LW algorithm doesn't have one pixel width in slanting lines. So I propose an advanced parallel thinning algorithm that connects the pixels each other and preserve the end point.
A study on the Application of Augmented Reality Technology Exhibition Environment
Jae-Young Lee(이재영),Jun-Sik Kwon(권준식) 한국디지털콘텐츠학회 2015 한국디지털콘텐츠학회논문지 Vol.16 No.6
In this study, we propose an annotation system exhibits a secondary role using augmented reality in the exhibition environment. Common methods that utilize the description of the picture or photo booklet or audio device to the exhibition and in the form of viewing the exhibits while people describe method is used. We are using augmented reality technology, in addition to these conventional methods to provide a variety of information about the exhibits utilizing text, photos, video and audio of the multimedia medium. Where visitors can use a smart phone in hand deulgoseo, the exhibition becomes a secondary role by applying the Augmented Reality technology in tablet-based devices.
이재영(Jae-Young Lee),권준식(Jun-Sik Kwon) 한국디지털콘텐츠학회 2015 한국디지털콘텐츠학회논문지 Vol.16 No.3
In this paper, we propose an information service system using augmented reality technology on mobile devices. With the advancement in ICT technology the computer is smaller and easy to carry and developed into the tablet PC and the smartphone typically. The user can confirm and learn the desired data using the augmented reality technology, regardless of the environment. Padding the supplementary images or videos to the real image using the camera, we can have help from such additionally obtained images. In this paper, using an augmented reality technology on a tablet PC or smartphone environment, we implement a system for providing information to the user. This system can be utilized in all areas such as learning, entertainment, public relations and advertisement, etc.
이재영(Jae-Young Lee),권준식(Jun-Sik Kwon) 한국디지털콘텐츠학회 2014 한국디지털콘텐츠학회논문지 Vol.15 No.1
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 users touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.
이재영(Jae-Young Lee),권준식(Jun-Sik Kwon) 한국디지털콘텐츠학회 2018 한국디지털콘텐츠학회논문지 Vol.19 No.7
In this study, we propose a method for applying the image content to the exhibition space using projection mapping techniques. In a typical exhibition space, the artist exhibits works and displays them unilaterally and by using walls defined as screens. However, the new form of exhibition is not one-sided and changes in the way space is free from constraint. The purpose of the exhibition space is to use walls or various installations, which are elements of the exhibition space, as a key part of the exhibition rather than as a material for the spatial compartment. This type of display is a display element of space and you can enjoy the fun and excitement of the exhibition about the new environment. Various imaging techniques are required to construct an exhibition of images and spaces, among which edge blocking is not formed.
Information provide and learning system using augmented reality of exhibition environment
Jae-Young Lee(이재영),Jun-Sik Kwon(권준식) 한국디지털콘텐츠학회 2016 한국디지털콘텐츠학회논문지 Vol.17 No.6
In this study, we propose an information providing and learning system using augmented reality in the exhibition (meseum, performance) environment. In a typical exhibition space, a description of a picture or a photograph is provided in a printed matter or a space in the form of an information space (explanatory space), or an auxiliary explanation using an `audio guide` or a `docent` program. Augmented reality technology is applied to the exhibition space in the form of a fusion of these methods, and the description of the exhibition is provided to the user in various forms such as text, picture, audio and image, thereby providing stereoscopic information and learning. We apply the augmented reality technology in a specific exhibition space and utilize it as a tool of providing information and learning using image description of picture.
A study on the application of virtual reality technology to exhibition space
Jae-Young Lee(이재영),Jun-Sik Kwon(권준식) 한국디지털콘텐츠학회 2017 한국디지털콘텐츠학회논문지 Vol.18 No.8
In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.
스마트폰을 이용한 위치정보기반 AR 시스템에서의 부정합 현상 최소화를 위한 기법
이주용(Ju-Yong Lee),권준식(Jun-Sik Kwon) 한국디지털콘텐츠학회 2015 한국디지털콘텐츠학회논문지 Vol.16 No.2
Spread of smartphone creates various contents. Among many contents, AR application using Location Based Service(LBS) is needed widely. In this paper, we propose error correction algorithm for location-based Augmented Reality(AR) system using computer vision technology in android environment. This method that detects the early features with SURF(Speed Up Robust Features) algorithm to minimize the mismatch and to reduce the operations, and tracks the detected, and applies it in mobile environment. We use the GPS data to retrieve the location information, and use the gyro sensor and G-sensor to get the pose estimation and direction information. However, the cumulative errors of location information cause the mismatch that and an object is not fixed, and we can not accept it the complete AR technology. Because AR needs many operations, implementation in mobile environment has many difficulties. The proposed approach minimizes the performance degradation in mobile environments, and are relatively simple to implement, and a variety of existing systems can be useful in a mobile environment.