• Title/Summary/Keyword: 고속 시각화

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On Ensuring the Safety Integrity of the BCT System through Linkage Safety Analysis Techniques and SysML-based Architecture Artifact (안전분석 기법과 SysML 기반의 아키텍처 산출물의 연계성 확보를 통한 BCT 시스템의 안전 무결성 확보에 관한 연구)

  • Kim, Joo-Uk;Oh, Se-Chan;Sim, Sang-Hyun;Kim, Young-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.8
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    • pp.352-362
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    • 2016
  • Today, it appears that the rapid advances in technology have allowed broadening both the system technology and the business opportunities in the rail industry. Owing to the developments in technology and the industry, and also due to the hearth, the latest high-speed trains and a variety of unattended operations in rail systems are being developed and are operational. In particular, this study covers the existing railway rolling stock and signaling systems that operate in an environment more complex than the concept of localized management, so the introduction of a new signaling system is needed. In addition, developments based on the existing signal system concepts for passenger railways need to minimize human injury. In this study, to participate in the development of new systems in a variety of domains and to provide an integrated common vision methodology as an engineer on the basis of efficient signal system design and safety would like to present the methodology for action. Therefore, each different linkage through the next new domain zone system design: design through to secure the integrity of safety than can secure methodology.

An Asynchronous UWB Positioning Scheme with Low Complexity and Low Power Consumption (낮은 복잡도와 전력 소모의 비동기식 UWB 무선측위 기법)

  • Kim, Jae-Woon;Park, Young-Jin;Lee, Soon-Woo;Shin, Yo-An
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.11C
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    • pp.1098-1105
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    • 2009
  • In this paper, we propose an asynchronous UWB (Ultra Wide Band) Positioning scheme that can provide precise positioning performance with low complexity and low power consumption. We also present the residual test to improve the positioning performance in multipath channels having heavy NLoS (Non-Line of Sight) components. As compared to conventional ToA (Time of Arrival) positioning scheme that requires round-trip transmissions as many as the number of beacons, the proposed UWB positioning scheme effectively decrease power consumption and processing delay since a single round-trip transmission is only required. Also, as compared to conventional TDoA (Time Difference of Arrival) positioning scheme requiring precise synchronization among the beacons, asynchronous nature of the proposed scheme achieves very low system complexity. Through simulations in LoS (Line of Sight) channel models, we observe that the proposed scheme requires low system complexity, low power consumption, while providing positioning performance of almost the same accuracy as the conventional ToA and TDoA positioning schemes. In addition, the proposed scheme by employing the residual test achieves accurate positioning performance even in multipath channels having heavy NLoS components.

An Efficient Coding Technique of Holographic Video Signal using 3D Segment Scanning (분할영역의 3차원 스캐닝을 이용한 홀로그래픽 비디오 신호의 효율적인 부호화 기술)

  • Seo, Young-Ho;Choi, Hyun-Jun;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.2C
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    • pp.132-140
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    • 2007
  • In this paper, we proposed a new technique to encode and decode the digital hologram. Since the digital hologram (or fringe pattern) is generated by interference of light, it has much different property from natural 2D (2 dimensional) images. First, we acquisite optical-sensed or computer-generated hologram by digital type, and then extract a chrominance component. The extracted digital hologram for coding is separated into segments to use multi-view properties. The segmented hologram shows the similar characteristics with picturing an object with 2D cameras in various point of view. Since fringe pattern is visually observed like as noise, we expect that the fringe pattern has poor coding efficiency. To obtain high efficiency, the segment is transformed with DCT (Discrete Cosine Transform) which resembles hologram generation process with high performance. Each transformed segment passes the 3D scanning process according to time and spatial correlation, and is organized into a video stream. Since the segment which correspond to frame of a video stream consists of the transformed coefficients with wide range of value, it is classified and re-normalized. Finally it is compressed with coding tools. The proposed algorithm illustrated that it has better properties for reconstruction of 16 times higher compression rate than the previous researches.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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