• Title/Summary/Keyword: 엔진컴퓨터

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The Design of Context-Aware Middleware Architecture for Processing Facial Expression Information (얼굴표정정보를 처리하는 상황인식 미들웨어의 구조 설계)

  • Jin-Bong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.649-651
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    • 2008
  • 상황인식 컴퓨팅 기술은 넓게 보면 유비쿼터스 컴퓨팅 기술의 일부분으로 볼 수 있다. 그러나 상황인식 컴퓨팅 기술의 적용측면에 대한 접근 방법이 유비쿼터스 컴퓨팅과는 다르다고 할 수 있다. 지금까지 연구된 상황인식 컴퓨팅 기술은 지정된 공간에서 상황을 발생시키는 객체를 식별하는 일과 식별된 객체가 발생하는 상황의 인식에 주된 초점을 두고 있다. 또한, 상황정보로는 객체의 위치 정보만을 주로 사용하고 있다. 그러나 본 논문에서는 객체의 얼굴표정을 상황정보로 사용하여 감성을 인식할 수 있는 상황인식 미들웨어로서 CM-FEIP의 구조를 제안한다. CM-FEIP의 가상공간 모델링은 상황 모델링과 서비스 모델링으로 구성된다. 또한, 얼굴표정의 인식기술을 기반으로 온톨로지를 구축하여 객체의 감성을 인식한다. 객체의 얼굴표정을 상황정보로 사용하고, 무표정일 경우에는 여러 가지 환경정보(온도, 습도, 날씨 등)를 이용한다. 온톨로지를 구축하기 위하여 OWL 언어를 사용하여 객체의 감성을 표현하고, 감성추론 엔진은 Jena를 사용한다.

A Model for Minimum Price Search of Processed Food Items on Online Platforms Based on Quantity and Weight (온라인 가공식품의 수량과 중량에 따른 최저가격 검색 모델)

  • Tae-Min Choi;Heui-Seok Lim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.458-460
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    • 2023
  • 가공식품이라는 특정 도메인에서는 기존 검색엔진에서 많이 활용되는 BM25 만을 가지고 최저가 검색하는 데는 어려움이 있다. 본 논문에서는 BM25 외에도 검색의 정확성을 높이기 위해 HuggingFace 에 공개되어 있는 KoELECTRA 를 활용하여 개체명 인식(Named Entity Recognition 과 이진 분류모델(Binary Classification)을 Fine-tuning 하고 BM25 와 연계하여 구축한 검색시스템을 제안한다. 기존의 BM25 대비 성능 평가를 통해 효과를 검증하였다.

Implementation of XR interface for monitoring dynamic service tasks (멀티로봇 시스템의 동적인 작업 모니터링을 위한 XR 인터페이스)

  • Ju-Seung Lee;Chang-Ho Lee;Jung-Min Park
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.871-872
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    • 2024
  • 본 논문은 서비스용 멀티로봇과 사용자가 상호작용할 수 있는 XR 인터페이스를 제안한다. 사용자는 자신이 내린 명령이 스케줄러를 통해 여러 대의 로봇으로 분배된 결과와 실시간 작업 현황을 확인할 수 있다. 또한, 대기 중인 작업에 한해 작업의 순서를 변경하거나, 2 개의 작업을 한 번에 수행하도록 합칠 수 있고, 그에 대한 스케줄링 결과를 확인할 수 있다. 구현에는 Unity 엔진을 사용하였다.

Design and materialization of remote monitoring integrate mod for efficient TCS(Toll Collection System) maintenance (요금수납시스템의 효율적인 유지관리를 위한 원격모니터링 통합모델 설계 및 구현)

  • Park, Dong-Yeon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2007.05a
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    • pp.531-534
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    • 2007
  • 원격모니터링 통합모델은 고속도로나 유료도로의 영업소 요금수납 체계의 하부시스템 (요금수납시스템, ETCS시스템, 위반차량촬영시스템, 축중시스템)의 구성 및 장애 현황을 감시하고, 장애 발생에 대한 장애처리 체계를 수행하는 모델이다. 본 논문에서는 실시간 장애감시, 효율적 WorkFlow 구성 및 차별화된 정보를 제공하기 위해서 감시 S/W 엔진과 DBMS(Database Managemnet System) 기반의 C/S (Client /Server)시스템을 구성하고 WEB기반의 환경을 설계한다. 본 통합모델을 구현함으로써 체계적인 구성관리/장애관리를 통한 효율적인 유지관리 업무가 가능하며, 현장 장비의 상태 파악이 조기에 용이하여 장애 시간을 최소화 할 수 있다. 또한 Data의 지식 DB화를 통하여 유사 장애에 대한 조치가 용이하다.

A Study on Movement Interface in Mobile Virtual Reality (모바일 가상현실에서의 이동 인터페이스에 관한 연구)

  • Hong, Seunghyun;Na, Giri;Cho, Yunsik;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.55-63
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    • 2021
  • This study proposes an interface for providing mobile interaction suitable for mobile virtual reality (VR) and analyzes it through comparative experiments. The proposed interface is premised on not using additional equipment except for the mobile head-mounted display(HMD) in consideration of accessibility and usability. And the interface that controls the movement interaction using the user's gaze is designed in two phases. The key is to minimize the occurrence of negative factors such as VR sickness that can be caused by straight line movement in virtual reality. To this end, two phases are designed: an interface composed of forward/backward buttons to move the gaze toward the ground, and an interface composed of left and right buttons on the front in consideration of the gaze change in real walking motion. An application that can compare and analyze movement interactions through the proposed interface is produced, and a survey experiment is conducted to analyze the user's satisfaction with the interface experience and the negative impact on the movement process. It was confirmed that the proposed movement interaction reduced negative effects such as VR sickness along with a satisfactory interface experience for users.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
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    • v.16 no.4
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    • pp.141-150
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    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

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Construction of English-Korean Automatic Translation System for Patent Documents Based on Domain Customizing Method (도메인 특화 방법에 의한 영한 특허 자동 번역 시스템의 구축)

  • Choi, Sung-Kwon;Kwon, Oh-Woog;Lee, Ki-Young;Roh, Yoon-Hyung;Park, Sang-Kyu
    • Journal of KIISE:Software and Applications
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    • v.34 no.2
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    • pp.95-103
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    • 2007
  • This paper describes an English-to-Korean automatic translation system for patent documents which is constructed by a method customizing from a general domain to a specific domain. The customizing method consists of following steps: 1) linguistically studying about characteristics of patent documents, 2) extracting unknown words from large patent documents and terminologically constructing, 3) customizing the target language words of existing terms, 4) extracting and constructing patent translation patterns peculiar to patent documents, 5) customizing existing translation engine modules according to linguistic study about characteristics of patent documents, 6) evaluation of automatic translation results. The English-to-Korean patent machine translation system implemented by these customization steps shows a translation accuracy of 81.03% and is improving.

Hydro-forming Process of Automotive Engine Cradle by Computer Aided Engineering (CAE) (컴퓨터 시뮬레이션(CAE)을 이용한 자동차용 엔진 크레들의 하이드로-포밍 공정 연구)

  • Kim, Kee-Joo;Choi, Byung-Ik;Sung, Chang-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.16 no.1
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    • pp.86-92
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    • 2008
  • Recently, the use of tubes in the manufacturing of the automobile parts has increased and therefore many automotive manufactures have tried to use hydro-forming technology. The hydro-forming technology may cause many advantages to automotive applications in terms of better structural integrity of the parts, lower cost from fewer part count, material saving, weight reduction, lower spring-back, improved strength and durability and design flexibility. In this study, the whole process of front engine cradle (or front sub-frame) parts development by tube hydro-forming using steel material having tensile strength of 440MPa grade is presented. At the part design stage, it requires feasibility study and process design aided by CAE (Computer Aided Design) to confirm hydro-formability in details. Effects of parameters such as internal pressure, axial feeding and geometry shape on automotive sub-frame by hydro-forming process were carefully investigated. Overall possibility of hydro-formable sub-frame parts could be examined by cross sectional analyses. Moreover, it is essential to ensure the formability of tube material on every forming step such as pre-bending, preforming and hydro-forming. At the die design stage, all the components of prototyping tools are designed and interference with press is examined from the point of geometry and thinning.

A New System Implementation for Generating Holographic Video using Natural Color Scene (실사 컬러 영상을 이용한 홀로그램 비디오 생성 시스템 구현)

  • Seo, Youngho;Lee, Yoon-Hyuk;Koo, Ja-Myung;Kim, Woo-Youl;Kim, Bo-Ra;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.18 no.2
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    • pp.149-158
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    • 2013
  • In this paper, we propose a new system which can generate digital holograms for natural color scene. The system consists of both a camera system for capturing images and softwares(SWs) for various image processings. The camera system uses a vertical rig with a depth and a RGB camera and a cold mirror which has the different transmittance according to wavelength for obtaining images with the same view point. The S/W is composed by the engines for processing and servicing the captured images and computer-generated hologram (CGH) for generating digital holograms using general-purpose computing on graphics processing unit (GPGPU). Each algorithm was implemented using C/C++ and CUDA languages, and all engines were integrated in LabView environment. The proposed system can generate 10 digital holographic frames per second using about 6K light sources.