• Title/Summary/Keyword: 레이싱

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An Efficient 3-D Deinterlacing Algorithm by Detecting Accurate Motions Using Adaptive-Thresholded Values (적응적인 임계값을 적용한 정확한 움직임 검출과 이를 이용한 효율적인 3-D 디인터레이싱 알고리즘)

  • Cho, Dae-Rim;Song, Jin-Mo;Lee, Dong-Ho
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1610-1620
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    • 2010
  • This paper proposes a motion-adaptive 3-D deinterlacing algorithm based on an adaptive-thresholded motion detection and an interpolation method using binary patterns to compensate motion missing and false motion errors. For efficient motion detection, we adaptively decided a threshold value according to the complexity of image. Many edge-based interpolation algorithms have been proposed to improve the subjective quality. Recently, to efficiently interpolate low angle edge and line, a method using predefined binary patterns has been proposed. In this paper, we propose an improved method by modifying the binary patterns. Simulation results have shown that the proposed method provides better performance than the existing methods.

Proposal a case study for an interactive game content of a genre convergence with Racing and Shooting (레이싱과 건슈팅 장르의 융복합 체감형 게임 사례 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.2 no.1
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    • pp.51-56
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    • 2011
  • As fusion and composition of a game genre is actively achieved, game types where various genres coexist in a game increase. These games have advantage providing various funnies to game players. This study examines and analyzes game examples of fusion and composition genre that appear in the game market in accordance with such a trend. We suggested a game that can give new joy to players by application of fusion and composition of genre within the body type that can provide directly virtual experience of the given game situation on the base of this study.

Overload Measurement and Control of Access Control Channel Based on Hysteresis at Satellite Communication of DAMA (이진영상을 이용한 효율적인 에지 기반의 디인터레이싱 보간 알고리즘)

  • Lee Cheong-Un;Kim Sung-Kwan;Lee Dong-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.8C
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    • pp.801-809
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    • 2005
  • This paper proposes a new algorithm for improving the performance of the spatial filter which is the most important part of deinterlacing methods. The conventional edge-based algorithms are not satisfactory in deciding the exact edge direction which controls the performance of the interpolation. The proposed algorithm much increases the performance of the intrafield interpolation by finding exact edge directions based on the binary image. Edge directions are decided using 15 by 3 local window to find not only more accurate but also many low-angle edge directions. The proposed interpolation method upgrades the visual quality of the image by alleviating the misleading edge directions. Simulation results for various images show that the proposed method provides better performance than the existing methods do.

Propeller Racing of Ocean-going Ships with Twin Screw Propellers (2축선의 프로펠러 레이싱 추정법에 관한 연구)

  • Park, J.H.
    • Journal of Power System Engineering
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    • v.11 no.1
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    • pp.98-106
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    • 2007
  • This paper presents a statistical prediction procedure for the propeller racing of ships with twin screw propellers sailing in ocean waves. The propeller racing is one of the most important factors of seakeeping qualities in relation to the safety of main engine and shafting system. It is especially significant key word for designing the twin-screw-propeller-type ship in view of allowable maximum propeller diameter etc.. In former studies, the propeller racing generally means the situation (propeller exposed) in which the relative motion amplitude between ship hull and wave surface would exceed a depth of point in rotary disk propeller. Therefore, it seems that the magnitude of the amplitude and its exceeding frequency have been examined as a principal subject of study as usual. However, the time during which the amplitude exceeds a depth of point must be also one of most important factor affecting the trend of propeller racing. This paper proposes a simply practical method for estimating the time lasting of exposed propeller related to twin screw propeller racing in rough confused seas on the basis of the statistics. Then, it is confirmed that the practical method is useful and convenience for considering the propeller racing in the stage of the basic design.

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The Changes of the Textured Yam Physical Properties in Polyester Interlacing Texturing Process (I) -The Effect of Nozzle Diameter and Tension Ring- (폴리에스테르 인터레이싱 텍스쳐가공 공정에서 가공사의 강신도와 인터레이싱 수의 변화 (I) -노즐의 지름과 텐션 링의 영향-)

  • Lee, Choon-Gil;Oh, Bong-Hyo
    • Fashion & Textile Research Journal
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    • v.1 no.2
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    • pp.166-172
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    • 1999
  • An experimental investigation has done for studying the changes of physical properties of the air-jet textured polyester yarn. Through the experiments of polyester 85/72 drawn yarn and 50/36 partially oriented yarn doubling' the following results are obtained. The tenacity of textured yarn decreased as the number of tension rings increased when the nozzle diameter was 1.2 mm. In the case when the tension ring was not used during the texturing process, the tenacity of textured yarn decreased as the nozzle diameter increased. But this tendency changed according to the number of tension rings used, the diameter of the nozzle, and yarn take-up speed. Breaking elongation decreased as the number of tension rings increased from one to four and the take-up speed increased at diameter 1.2 mm of the nozzle. The higher the diameter of the the nozzle the higher the breaking elongation until 1.4 mm. The number of interlacing went down as the diameter of the nozzle increased and the take-up speed of the yarn increased. The higher the number of tension rings, the lower the number of interlacing.

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Development of a 3-D Racing Game Using Java (Java를 이용한 3차원 레이싱 게임 개발)

  • Jeong, Gab-Joong;Jang, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.627-630
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    • 2005
  • This paper describes the development of a racing game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run java applet program with download of Java Bytecode with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, and thread control module. It uses 2-D linked list data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances the dynamic object moving and viewing in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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Racing Girl Uniforms of Domestic and Foreign Automobile Brands at the Motor Shows (모터쇼에 나타난 국내외 자동차 브랜드 레이싱걸 유니폼 디자인 연구)

  • Kim, Sun Hye;Yoo, Young Sun
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.3
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    • pp.452-473
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    • 2018
  • This study analyzed the expressions of racing girl uniforms that promote automobile brands shown at Seoul and Busan motor shows. The results are as follows. In each of the design components expression, the glossy and plain material, the achromatic color, and the dress style appeared most frequently in the uniform design of both domestic and foreign automobile brands. In the fashion image expression, sexy image appeared the most, followed by modern image, romantic image, active image, elegance image and ethnic image. Based on the analysis results, the following expressive characteristics were identified: First, sexy images were used in uniform design to express the streamline and speedy feeling of a car metaphorically. Second, modern image, glossy material, and achromatic color were used for a uniform design to express advanced technology and the future orientation of an automobile. Third, fashion images that match the automobile type emphasized the brand image of the car. Fourth, some of the manufacturers that prevailed in the automobile market promoted several automobile brands exhibited with a unified uniform design that expressed the design philosophy and concept. As such, the motor show racing girl uniform contributed to promoting automobile brand identity and the automobile industry.

Expression types and aesthetic formativeness of interlacing techniques applied to contemporary fashion bags (인터레이싱 기법을 응용한 현대 패션 가방의 표현 유형과 미적 조형성)

  • Yi Yeon Park;Gi Young Kwon
    • The Research Journal of the Costume Culture
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    • v.32 no.3
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    • pp.438-451
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    • 2024
  • The interlacing technique has a long history of use as a means of creative expression and persists in modern society to satisfy the individual pursuit of pastimes. This method has the developmental potential to create new trends in the future. Interlacing techniques (e.g., basketry, plaiting, braiding, and knotting) are closely related to plastic arts fields, architecture, art, and industrial design where the various interlacing practices are applied. This research uses case analysis to study the types of expression found in the formative art field wherein the interlacing technique is applied. Results reveal several expressions, including optical illusion visual type, relief surface type, porous perspective type, and object borrowing type, all of which appeared in fashion bags. The aesthetic formativeness, which appeared in the fashion bags that applied interlacing techniques, was then classified according to geometric formative beauty in a process based on rules and order. Nature-friendly formative beauty reflecting handicraft locality and omnidirectional formative beauty by disordered deconstruction and heterogeneous combination were determined. The use of interlacing techniques that show creative, unique combinations and variations is expected to inspire the development and application of bag design that suits individual and original modern fashion trends. One limitation of this thesis is that it only studied cases appearing in modern fashion bags.

A Study on the Causes That Have Influence over the Effect of PPL in the Game (게임 속 PPL의 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Young-Rak;Cho, Youn-Gon;Choi, Gui-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.8
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    • pp.1256-1262
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    • 2010
  • The game has been rapidly evolving through various media such as computer, console game machine, cellular phone and PMP based on the advanced development of scientific technology. In terms of demand, the interest in and desire to consume the game as a way of spending people's spare time have been on the increase constantly while the level of income has been improved. Eventually, the game has gradually expanded its scope of supply and demand, has established its own status as one of the media that is scientifically-intensive and has been developed into a game industry, a large-scale industry. Unlike image media, the methods of exposure in PPL are varied in accordance with the genre of games. This study divides the causes that have influence over the effect of PPL in the game into the genre of game and the skill of gamer. The results of the experiment on how much the aforementioned two elements have influence over the effect of PPL are as in the following: It has been demonstrated that the effect of PPL could appear different according to the genre of game and the skill of gamer on the game. Besides, the genre of game that is dynamic in its screen change in the game has relatively lower effect of PPL than that is not dynamic. Meanwhile, the persons who are highly skilled in the game have higher degree of recognition and preference to the inserted PPL than those who are lowly skilled. In this regard, it has given us a theoretical ground that the fees system for PPL ads should be established variously in accordance with the genre of game and the level of online game users.

A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.