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Location Management & Message Delivery Protocol for Multi-region Mobile Agents in Multi-region Environment (다중 지역 환경에서 이동 에이전트를 위한 위치 관리 및 메시지 전달 기법)

  • Choi, Sung-Jin;Baik, Maeng-Soon;Song, Ui-Sung;Hwang, Chong-Sun
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.11
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    • pp.545-561
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    • 2007
  • Location management and message delivery protocol is fundamental to the further development of mobile agent systems in a multi-region mobile agent computing environment in order to control mobile agents and guarantee message delivery between them. However, previous works have some problems when they are applied to a multi-region mobile agent computing environment. First, the cost of location management and message delivery is increased relatively. Second, a tracking problem arises. finally, cloned mobile agents and parent-child mobile agents do not get dealt with respect to location management and message delivery. In this paper, we present a HB (Home-Blackboard) protocol, which is a new location management and message delivery protocol in a multi-region mobile agent computing environment. The HB protocol places a region server in each region and manages the location of mobile agents by using intra-region migration and inter-region migration. It also places a blackboard in each region server and delivers messages to mobile agents when a region server receives location update form them. The HB protocol can decrease the cost of location update and message passing and solve the tracking problem with low communication cost. Also, this protocol deals with the location management and message passing of cloned mobile agents and parent-child mobile agents, so that it can guarantee message delivery of these mobile agents and pass messages without passing duplicate messages.

Comparison of Acting Style Between 2D Hand-drawn Animation and 3D Computer Animation : Focused on Expression of Emotion by Using Close-up (2D 핸드 드로운 애니메이션과 3D 컴퓨터 애니메이션에서의 액팅(acting) 스타일 비교 -클로즈-업을 이용한 감정표현을 중심으로-)

  • Moon, Jaecheol;Kim, Yumi
    • Cartoon and Animation Studies
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    • s.36
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    • pp.147-165
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    • 2014
  • Around the turn of 21st century, there has been a major technological shift in the animation industry. With development of reality-based computer graphics, major American animation studios replaced hand-drawn method with the new 3D computer graphics. Traditional animation was known for its simplified shapes such as circles and triangle that makes characters' movements distinctive from non-animated feature films. Computer-generated animation has largely replaced it, but is under continuous criticism that automated movements and reality-like graphics devaluate the aesthetics of animation. Although hand-drawn animation is still produced, 3D computer graphics have taken commercial lead and there has been many changes to acting of animated characters, which calls for detailed investigation. Firstly, the changes in acting of 3D characters can be traced from looking at human-like rigging method that mimics humanistic moving mechanism. Also, if hair and clothing was part of hand-drawn characters' acting, it has now been hidden inside mathematical simulation of 3D graphics, leaving only the body to be used in acting. Secondly, looking at "Stretch and Squash" method, which represents the distinctive movements of animation, through the lens of media, a paradox arises. Hand-drawn animation are produced frame-by-frame, and a subtle change would make animated frames shiver. This slight shivering acts as an aesthetic distinction of animated feature films, but can also require exaggerated movements to hide the shivering. On the contrary, acting of 3D animation make use of calculated movements that may seem exaggerated compared to human acting, but seem much more moderate and static compared to hand-drawn acting. Moreover, 3D computer graphics add the third dimension that allows more intuitive movements - maybe animators no longer need fine drawing skills; what they now need is directing skills to animate characters in 3D space intuitively. On the assumption that technological advancement and change of artistic expressionism are inseparable, this paper compares acting of 3D animation studio Pixar and classical drawing studio Disney to investigate character acting style and movements.

Implementation of Markerless Augmented Reality with Deformable Object Simulation (변형물체 시뮬레이션을 활용한 비 마커기반 증강현실 시스템 구현)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.35-42
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    • 2016
  • Recently many researches have been focused on the use of the markerless augmented reality system using face, foot, and hand of user's body to alleviate many disadvantages of the marker based augmented reality system. In addition, most existing augmented reality systems have been utilized rigid objects since they just desire to insert and to basic interaction with virtual object in the augmented reality system. In this paper, unlike restricted marker based augmented reality system with rigid objects that is based in display, we designed and implemented the markerless augmented reality system using deformable objects to apply various fields for interactive situations with a user. Generally, deformable objects can be implemented with mass-spring modeling and the finite element modeling. Mass-spring model can provide a real time simulation and finite element model can achieve more accurate simulation result in physical and mathematical view. In this paper, the proposed markerless augmented reality system utilize the mass-spring model using tetraheadron structure to provide real-time simulation result. To provide plausible simulated interaction result with deformable objects, the proposed method detects and tracks users hand with Kinect SDK and calculates the external force which is applied to the object on hand based on the position change of hand. Based on these force, 4th order Runge-Kutta Integration is applied to compute the next position of the deformable object. In addition, to prevent the generation of excessive external force by hand movement that can provide the natural behavior of deformable object, we set up the threshold value and applied this value when the hand movement is over this threshold. Each experimental test has been repeated 5 times and we analyzed the experimental result based on the computational cost of simulation. We believe that the proposed markerless augmented reality system with deformable objects can overcome the weakness of traditional marker based augmented reality system with rigid object that are not suitable to apply to other various fields including healthcare and education area.

Development of Embedded Board for Integrated Radiation Exposure Protection Fireman's Life-saving Alarm (일체형 방사선 피폭 방호 소방관 인명구조 경보기의 임베디드 보드 개발)

  • Lee, Young-Ji;Lee, Joo-Hyun;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.23 no.4
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    • pp.1461-1464
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    • 2019
  • In this paper, we propose the development of embedded board for integrated radiation exposure protection fireman's life-saving alarm capable of location tracking and radiation measurement. The proposed techniques consist of signal processing unit, communication unit, power unit, main control unit. Signal processing units apply shielding design, noise reduction technology and electromagnetic wave subtraction technology. The communication unit is designed to communicate using the wifi method. In the main control unit, power consumption is reduced to a minimum, and a high performance system is formed through small, high density and low heat generation. The proposed techniques are equipment operated by exposure to poor conditions, such as disaster and fire sites, so they are designed and manufactured for external appearance considering waterproof and thermal endurance. The proposed techniques were tested by an authorized testing agency to determine the effectiveness of embedded board. The waterproof grade has achieved the IP67 rating, which can maintain stable performance even when flooded with water at the disaster site due to the nature of the fireman's equipment. The operating temperature was measured in the range of -10℃ to 50℃ to cope with a wide range of environmental changes at the disaster site. The battery life was measured to be available 144 hours after a single charge to cope with emergency disasters such as a collapse accident. The maximum communication distance, including the PCB, was measured to operate at 54.2 meters, a range wider than the existing 50 meters, at a straight line with the command-and-control vehicle in the event of a disaster. Therefore, the effectiveness of embedded board for embedded board for integrated radiation exposure protection fireman's life-saving alarm has been demonstrated.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study for Design and Performance Improvement of the High-Sensitivity Receiver Architecture based on Global Navigation Satellite System (GNSS 기반의 고감도 수신기 아키텍처 설계 및 성능 향상에 관한 연구)

  • Park, Chi-Ho;Oh, Young-Hwan
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.4
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    • pp.9-21
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    • 2008
  • In this paper, we propose a GNSS-based RF receiver, A high precision localization architecture, and a high sensitivity localization architecture in order to solve the satellite navigation system's problem mentioned above. The GNSS-based RF receiver model should have the structure to simultaneously receive both the conventional GPS and navigation information data of future-usable Galileo. As a result, it is constructed as the multi-band which can receive at the same time Ll band (1575.42MHz) of GPS and El band (1575.42MHz), E5A band (1207.1MHz), and E4B band (1176.45MHz) of Galileo This high precision localization architecture proposes a delay lock loop with the structure of Early_early code, Early_late code, Prompt code, Late_early code, and Late_late code other than Early code, Prompt code, and Late code which a previous delay lock loop structure has. As we suggest the delay lock loop structure of 1/4chips spacing, we successfully deal with the synchronization problem with the C/A code derived from inaccuracy of the signal received from the satellite navigation system. The synchronization problem with the C/A code causes an acquisition delay time problem of the vehicle navigation system and leads to performance reduction of the receiver. In addition, as this high sensitivity localization architecture is designed as an asymmetry structure using 20 correlators, maximizes reception amplification factor, and minimizes noise, it improves a reception rate. Satellite navigation system repeatedly transmits the same C/A code 20 times. Consequently, we propose a structure which can use all of the same C/A code. Since this has an adaptive structure and can limit(offer) the number of the correlator according to the nearby environment, it can reduce unnecessary delay time of the system. With the use of this structure, we can lower the acquisition delay time and guarantee the continuity of tracking.

PIRS : Personalized Information Retrieval System using Adaptive User Profiling and Real-time Filtering for Search Results (적응형 사용자 프로파일기법과 검색 결과에 대한 실시간 필터링을 이용한 개인화 정보검색 시스템)

  • Jeon, Ho-Cheol;Choi, Joong-Min
    • Journal of Intelligence and Information Systems
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    • v.16 no.4
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    • pp.21-41
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    • 2010
  • This paper proposes a system that can serve users with appropriate search results through real time filtering, and implemented adaptive user profiling based personalized information retrieval system(PIRS) using users' implicit feedbacks in order to deal with the problem of existing search systems such as Google or MSN that does not satisfy various user' personal search needs. One of the reasons that existing search systems hard to satisfy various user' personal needs is that it is not easy to recognize users' search intentions because of the uncertainty of search intentions. The uncertainty of search intentions means that users may want to different search results using the same query. For example, when a user inputs "java" query, the user may want to be retrieved "java" results as a computer programming language, a coffee of java, or a island of Indonesia. In other words, this uncertainty is due to ambiguity of search queries. Moreover, if the number of the used words for a query is fewer, this uncertainty will be more increased. Real-time filtering for search results returns only those results that belong to user-selected domain for a given query. Although it looks similar to a general directory search, it is different in that the search is executed for all web documents rather than sites, and each document in the search results is classified into the given domain in real time. By applying information filtering using real time directory classifying technology for search results to personalization, the number of delivering results to users is effectively decreased, and the satisfaction for the results is improved. In this paper, a user preference profile has a hierarchical structure, and consists of domains, used queries, and selected documents. Because the hierarchy structure of user preference profile can apply the context when users perfomed search, the structure is able to deal with the uncertainty of user intentions, when search is carried out, the intention may differ according to the context such as time or place for the same query. Furthermore, this structure is able to more effectively track web documents search behaviors of a user for each domain, and timely recognize the changes of user intentions. An IP address of each device was used to identify each user, and the user preference profile is continuously updated based on the observed user behaviors for search results. Also, we measured user satisfaction for search results by observing the user behaviors for the selected search result. Our proposed system automatically recognizes user preferences by using implicit feedbacks from users such as staying time on the selected search result and the exit condition from the page, and dynamically updates their preferences. Whenever search is performed by a user, our system finds the user preference profile for the given IP address, and if the file is not exist then a new user preference profile is created in the server, otherwise the file is updated with the transmitted information. If the file is not exist in the server, the system provides Google' results to users, and the reflection value is increased/decreased whenever user search. We carried out some experiments to evaluate the performance of adaptive user preference profile technique and real time filtering, and the results are satisfactory. According to our experimental results, participants are satisfied with average 4.7 documents in the top 10 search list by using adaptive user preference profile technique with real time filtering, and this result shows that our method outperforms Google's by 23.2%.