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      • KCI등재

        황금비율의 특성으로 본 불국사 석가탑의 외접방형

        김효율 동국대학교 WISE(와이즈)캠퍼스 신라문화연구소 2015 新羅文化 Vol.46 No.-

        The Sakyamuni Pagoda(or "Seokgatap" in Korean) of the Bulguksa temple is a geometrical art piece. Three kinds of golden ratios(golden sections, golden rectangles and golden diagonals) were also found there before. Minimum bounding rectangles(after, "MBR") might be needed in some pre-fixed ratios to make a drawing for the building. This study is to contribute for finding the macro structure of the pagoda from the view point of golden ratios of MBRs. The application of golden ratios in MBRs could be tested by some characters found at the pagoda before. They are the height-width ratios in “φn” as basic form, and two derived forms aφn and (√5)n. The study found that the pagoda is consisted of the three kinds of MBRs in the ratios, namely, the Body-wheel MBR(φ2), the Upper-cover MBR((√5)-4) and the Base MBR(φ0/2) by testing their characters. It also found that the height of the Body-wheel MBR and the Base MBR are golden sectioned by testing their characters. A set of golden diagonals which make a ratio structure for the three MBRs are found. And now we can use two kinds of ratio models for the height and width of the pagoda. The first is the “Three Kinds Golden Ratio MBRs Model” which has three height variables and two width variables. The second is the “Three Kinds Golden Ratio MBRs_Extended Model” which has nine height variables and two width variables. The two models were tested with the real values measured on the eastern side 3D drawing of the pagoda by Photoshop cs2. As only some limited errors were found there, and we can safely conclude that the pagoda was designed and constructed on the principle of golden ratio, not only from the view point of micro structure, but also from the view point of macro structure.

      • KCI등재

        손의 피부색 추출과 무게중심을 이용한 팩맨 게임

        신성윤(Seong-Yoon Shin) 한국컴퓨터정보학회 2012 韓國컴퓨터情報學會論文誌 Vol.17 No.6

        팩맨(Pacman)은 이전에 오락실에서 선택을 받던 세계적으로 유명한 게임 중의 하나이다. 본 논문에서는 팩맨 게임을 간단한 손동작만으로 수행할 수 있도록 한다. 우선 피부색 추출을 위해 이진 RGB 영상을 구하고, 이 영상에서 휘도를 뺀 이진 YCbCr 영상으로 변환하도록 한다. 다음으로 이진 RGB 영상과 이진 YCbCr영상의 곱 연산을 수행하여 손의 영역을 추출하도록 하였다. 마지막으로, 손 영역의 무게 중심은 최소 경계 사각형과 손의 픽셀 영역 중심을 구하고, 이 두 중심의 평균으로 손 영역의 중심점을 구하는 방법을 사용하였다. 즉, 손의 좌표 중심점을 이용하여 방향키를 대신할 수 있도록 한 모션을 이용한 게임을 제시하였다. 또한 실험을 통하여 평균 움직임과에러율을 나타내었고, 에러의 종류에 따른 원인도 규명하였다. Pacman is one of the world-famous and have been chosen game in the game room at the arcade. In this paper, pacman game gives you the ability to perform by simple hand movement alone. First, we obtain binary RGB image to extract skin color, and convert into binary image YCbCr by minus the luminance in this image. Next, we extract the hand region by the product of an binary RGB image and binary YCbCr image. Finally, the hand region, we obtain the center of gravity by the minimum bounding rectangle and the center of the hand pixel area, and we used to obtain the center of the hand area with an average of two center of gravity. In other words, we presented the game of motion that can take the place of arrow key by using the center coordinates of hand. In addition, these experiments showed the average movement and error rate, and cause of the error type was also investigated.

      • KCI등재

        위치기반게임에서 신속한 게임대상탐색을 위한 공간객체 압축기법

        김종완(Jong wan Kim),주헌식(Heon Sik Joo) 한국컴퓨터게임학회 2010 한국컴퓨터게임학회논문지 Vol.23 No.-

        본 논문은 위치기반 게임(LBG, location-based game)에서 플레이어(player)와 주변 사물의 위치를 신속하게 탐색할 수 있는 공간객체 압축기법인 SBR(Shrinking of Bounding Rectangle based on grid)을 제안한다. 이 기법은 공간 객체의 좌 표를 압축하여 위치기반 서버가 플레이어들의 변경된 위치나 주변 장애물에 대한 정보를 신속하게 탐색하고 플레이어에게 빠르게 전송할 수 있도록 한다. 제안 기법은 기존 기법의 단점을 극복하기 위해 게임영역을 일정한 크기의 그리드(grid)로 분할한 후 공간 객체의 좌표를 그리드 크기로 축소함으로써 객체 사이의 중첩이 발생되지 않도록 하였다. 제안기법으로 공간 데이터를 압축하여 시뮬레이션 한 결과 노드접근 횟수가 기존의 압축기법보다 단축되었다 This paper proposes Shrinking of Bounding Rectangle based on grid(SBR), a spatial object compression scheme that can fast search the location of players and objects around in a location-based game (LBG). This scheme compresses spatial data, which are the coordinates of spatial objects, so that the location-based server can search information on the changed location of players or obstacles around and send the information to players quickly. In order to overcome the shortcomings of existing schemes, the proposed scheme divides a game zone into grids of a fixed size and compresses the size of each spatial object into 1 byte. When spatial data were compressed by the proposed scheme and used in simulation, the number of node accesses was reduced compared to existing compression methods.

      • SCIESCOPUSKCI등재

        A Border Line-Based Pruning Scheme for Shortest Path Computations

        ( Jinkyu Park ),( Daejin Moon ),( Eenjun Hwang ) 한국인터넷정보학회 2010 KSII Transactions on Internet and Information Syst Vol.4 No.5

        With the progress of IT and mobile positioning technologies, various types of location-based services (LBS) have been proposed and implemented. Finding a shortest path between two nodes is one of the most fundamental tasks in many LBS related applications. So far, there have been many research efforts on the shortest path finding problem. For instance, A* algorithm estimates neighboring nodes using a heuristic function and selects minimum cost node as the closest one to the destination. Pruning method, which is known to outperform the A* algorithm, improves its routing performance by avoiding unnecessary exploration in the search space. For pruning, shortest paths for all node pairs in a map need to be pre-computed, from which a shortest path container is generated for each edge. The container for an edge consists of all the destination nodes whose shortest path passes through the edge and possibly some unnecessary nodes. These containers are used during routing to prune unnecessary node visits. However, this method shows poor performance as the number of unnecessary nodes included in the container increases. In this paper, we focus on this problem and propose a new border line-based pruning scheme for path routing which can reduce the number of unnecessary node visits significantly. Through extensive experiments on randomly-generated, various complexity of maps, we empirically find out optimal number of border lines for clipping containers and compare its performance with other methods.

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