• Title/Summary/Keyword: 엔진컴퓨터

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Implementation of Self Diagnostics Low-power Embedded Linux System using Telematics (텔레매틱스을 통한 자가진단 저전력 임베디드 리눅스 시스템 구현)

  • Ju, Jae-han
    • Journal of Advanced Navigation Technology
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    • v.21 no.3
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    • pp.300-305
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    • 2017
  • It is necessary to establish a system suitable for the driving vehicle so that it can effectively search for and modify various data anywhere and anytime by effectively linking communication with the computer system in the running vehicle and to control the equipment properly for smooth operation on a limited platform do. Also, vehicle CAN communication is used to extract system engine information, and data is transmitted using ZigBee for this information transmission. Therefore, OBD-II protocol, which is provided by the vehicle itself, is used for vehicle CAN to obtain vehicle status information and exhaust gas using various sensor information of the vehicle and O2 sensor value, and transmits it to the ZigBee main control system. In this study, we implemented a system that can reduce the battery load damage to the maximum by reducing the power consumption to the maximum, and to monitor the internal state of the vehicle through ZigBee communication with the embedded system for low power vehicles.

Virtual Culture Production of Game-Focus on 'Machinima' (게임의 가상문화생산 - '머시니마'를 중심으로)

  • Han, Se-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.93-103
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    • 2010
  • Game industry has been grown up with invigorating online game since 1990s and increased in the spending side by focusing on commercial business. Game, however, has displayed a role that can producing cyber culture with Machinima that is a kind of movie made by a game engine. It should be discussed that non-linear activity of game is disclosed being closely connected with the environment of online space. Accordingly, there are three ways for this study. The first, characteristics of game environment taken non-linear effect related to hypertext space is researched. The second, Machinima is discussed as expansion of hypertext literature. And the last, considering game as consumption of just playing, game is able to become the subject role that can create virtual culture with making a variety of Machinima. consequently, through dichotomy and a liner form between consumption and production in hypertext space leaded to non-liner situation, positive and active features of game that has taken the activity of virtual reality into the multimedia literature would be delivered.

SoFA: A Distributed File System for Search-Oriented Systems (SoFA: 검색 지향 시스템을 위한 분산 파일 시스템)

  • Choi, Eun-Mi;Tran, Doan Thanh;Upadhyaya, Bipin;Azimov, Fahriddin;Luu, Hoang Long;Truong, Phuong;Kim, Sang-Bum;Kim, Pil-Sung
    • Journal of the Korea Society for Simulation
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    • v.17 no.4
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    • pp.229-239
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    • 2008
  • A Distributed File System (DFS) provides a mechanism in which a file can be stored across several physical computer nodes ensuring replication transparency and failure transparency. Applications that process large volumes of data (such as, search engines, grid computing applications, data mining applications, etc.) require a backend infrastructure for storing data. And the distributed file system is the central component for such storing data infrastructure. There have been many projects focused on network computing that have designed and implemented distributed file systems with a variety of architectures and functionalities. In this paper, we describe a complete distributed file system which can be used in large-scale search-oriented systems.

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Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

A Study on the Shortest Path Algorithm With Direction of the Postal Route Optimization System (방향성을 고려한 우편 경로 최적화 시스템의 최단 경로 생성 알고리즘 연구)

  • Nam, Sang-U;Park, Mun-Seong
    • The Transactions of the Korea Information Processing Society
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    • v.4 no.2
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    • pp.491-498
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    • 1997
  • Geographic Infprmation System(GIS)is being apply to extended from specified ppkication to general purpose deu to the omprovement of computing power.As one part of postal Integarated Information Servies, Postalroute Optimication system(PROS) is comprsed of the composed of the shortest pathe genrator for providing fast and shortest route of postal delivery, the ischronal area generator, the boudary relacation generator, GIS engine, road map, and rdelational database , etc.This paper is related to creation algorithm of the shortest path generation (SPAWD;Shortest Path Algorithm With Direction)from PEOS model.To differ from the exsting shortest path generating methods, this paper suggests SPAWD alforithm for searching destinations of fast time between start and destination points with dirdstion.It comapares and analyzes the new algorithm with existion algorithms, and suggests directions of future studies.

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A Study of VR Interactive Storytelling for Empathy (공감을 위한 VR 인터랙티브 스토리텔링 연구)

  • Bae, Byung-Chull;Kim, Dong Gyun;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1481-1487
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    • 2017
  • In this article we describe our preliminary work to create VR interactive storytelling particularly for building empathic relationships between the reader (or the player) and story characters. As a practical guideline for developing empathy-based VR interactive story, we propose four key factors: first, narrativity considering narrative theories and concepts including the notion of focalization by Gerald Genette; second, interactivity for balancing between narrative and player control in interactive storytelling domain; third, consideration of virtual reality in human computer interaction domain; fourth, empathy in narrative from the viewpoint of psychology and cognitive science. We also introduce an example interactive storytelling scenario based on Little Red Riding Hood story. Finally we conclude with our VR implementation using Unreal game engine and HTC Vive.

A Study on the Design Expert System for Research and Development Using Blackboard Inference Model (신제품개발용 전문가시스템에 있어서의 지식처리 기법으로서 흑판형 추론 모델의 적용 방법에 관한 연구)

  • Jang, Seung Ho
    • Journal of the Korea Society for Simulation
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    • v.22 no.1
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    • pp.87-95
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    • 2013
  • In the research and development processes of new product, the design objects are frequently redesigned on the basis of experimental results. Most of the conventional CAD systems are based on the computer simulation to reduce the number of redesign. However, these types of CAD systems do not have the functions to infer the cause of trouble in experiments of mock-up and the redesign counterplan of new product. This paper proposes a methodology to establish the DESYR ver. 1(Design Expert SYstem for Research and development) system, which possesses the engineering model of design object in the model database, and refines the model on the basis of experimental results of the prototype. The blackboard inference model has been applied to infer the redesign counterplan. And the validity of DESYR ver. 1 system has been verified by developing the new type of magnetic bearing.

A Study on the Virtual Vision System Image Creation and Transmission Efficiency (가상 비전 시스템 이미지 생성 및 전송 효율에 관한 연구)

  • Kim, Won
    • Journal of the Korea Convergence Society
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    • v.11 no.9
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    • pp.15-20
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    • 2020
  • Software-related training can be considered essential in situations where software is an important factor in national innovation, growth and value creation. As one of the implementation methods for engineering education, various education through virtual simulations that can educate difficult situations in a similar environment are being conducted. Recently, the construction of smart factories at production and manufacturing sites is spreading, and product inspections using vision systems are being conducted. However, it has many difficulties due to lack of operation technology of vision system, but it requires a lot of cost to construct the system for education of vision system. In this paper, provide an educational virtual simulation model that integrates computer and physics engine camera functions and can extract and transmit video. It is possible to generate an image of 30Hz or more at an average of 35.4FPS of the experimental results of the proposed model, and it is possible to send and receive images in a time of 22.7ms, which can be utilized in an educational virtual simulation educational environment.

Design of DRM System in P2P Network Environment (P2P네트워크 환경을 위한 DRM 시스템 설계)

  • Lee Jeong-Gi;Kim Kuk-Se;Lee Gwang;Ahn Seong-Soo;Lee Joon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.829-832
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    • 2006
  • The word P2P implies significant changes in current business dynamics. The P2P service enables individuals to be connected to the Internet for the direct provision of information and even downloads from one another without the conventional method of passing through search engines. This can be utilized to extend the path of retrieving information from limited web sites to personal and enterprise databases. That is, it is now possible for individuals to manage their own information on a national or global scope, share various information with other members, form communities of users interested in sharing homogeneous information, and utilize remote conference and remote education using groupware.

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