• Title/Summary/Keyword: 움직임 프로그램

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Hardware Architecture for PC-based MPEG-4 Video CODEC (PC 기반 MPEG-4 비디오 코덱 구현을 위한 하드웨어 아키텍쳐)

  • 곽진석;임영권;박상규;김진웅
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.86-93
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    • 1997
  • Fast growth of multimedia applications requires new functions for video data processing. such as obj;cted-based video representation and manipulation. which are not supported by 11PEG-l and 11PEG-2. To support these requirements. 11PEG-4 video coding allows users to manipulate every video object easily by decomposing a scene into several video objects and coding each of them independently. However. the large amount of computations and flexible structure of 11PEG-4 video CODEC make it difficult to be implemented by either the general purpose DSP or a dedicated VLSI. In this paper, we propose a hardware architecture using a hybrid of a high performance programmable DSP and an application specific IC to implement a flexible 11PEG-4 video codec requiring the large amount of computations. The application specific IC has the functions of motion estimation and compensation.

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Teacher's Teaching-Learning Strategies and Young Children's Concepts Related to Mathematics and Science through Analysis of Teacher-Children Interaction in Applied Process of Integrated Mathematics and Science Education Activities (수.과학 통합 교육 활동 적용 과정에서 나타나는 교사-유아 간 상호작용 분석을 통한 교사의 교수-학습 전략과 유아의 수.과학 관련 개념-통합 교육 활동 프로그램 모형 개발을 위한 3차 기초 연구)

  • Kim, Suk-Ja;Kwak, Sang-Sin
    • Journal of The Korean Association For Science Education
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    • v.22 no.1
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    • pp.141-157
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    • 2002
  • The purpose of this study was to analyze teacher's teaching-learning strategies and young children's concepts related to mathematics and science in integrated mathematics and science education activities. To achieve this purpose, actual class episodes were analyzed. The episodes were derived from 7 sessions of interaction between teacher and 4 kindergartners in integrated mathematics and science education activities. As a result of the study, children's concepts related to mathematics and science in integrated mathematics and science education activities occurred three factors: the relationship between weight, shape and movement, the relationship between weight and size, and the concept of measurement. In teacher's teaching-learning strategies, three factors were revealed: teacher's questioning, use of teaching materials, and children grouping.

Effects of Psychomotorik and Sensory Integration on the Motor Skills of Children with Development Disabilities (심리운동과 감각통합치료가 발달장애유아의 운동기술에 미치는 영향)

  • Kim, Il Myeong
    • Journal of Digital Convergence
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    • v.16 no.12
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    • pp.647-654
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    • 2018
  • This study was designed to compare the effects of individual sensory integration treatments on the improvement of motor skills and group psychomotorik activities that produce a wide range of interactions with peers. The research targets two 4-year-old children, who are currently in the main building, and 40 minutes of psychomotorik and sensory integration treatment were applied to them twice a week from April 2017 to January 2018. The study method used assessment tools such as B-O test, DeGangi-Berk Test of Sensory Integration (TSI), and MOT4-6 respectively. The results of the study showed that programs in both areas had positive effects on motor skills, with significantly improved performance in balance and postural control, in particular.

Analysis and Training Contents of Body Balance Ability using Range of Motion of Lumbar Spine and Center of Body Pressure (요추 관절가동범위와 신체압력중심을 이용한 신체균형능력 분석 및 훈련 콘텐츠)

  • Goo, Sejin;Kim, Dong-Yeon;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.279-287
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    • 2019
  • In this paper, we attempted to analyze the balance ability of the body by measuring changes in body motion and plantar pressure distribution. So we developed a program that can measure and analyze range of motion and center of body pressure using inertial measurement unit(IMU) and FSR(Force Sensing Resistor) sensor, we also produced a contents that can help improve the balance ability. The quantitative values of range of motion and center of body pressure measured by this program are visualized in real time so that the user can easily recognize the results. In addition, the contents were designed to be adjusted according to the direction of improving the balance ability by adjusting the difficulty level based on the measured balance information. This can be achieved by increasing the concentration and participation will by using visual feedback method that proceeds while watching moving objects according to the user's motion.

A Study on the Development of Flight Simulator Training Device for the Prevention of Helicopter Flight Spatial Disorientation (헬리콥터 비행착각 예방을 위한 모의비행훈련장치 개발에 대한 연구)

  • Se-Hoon Yim
    • Journal of Advanced Navigation Technology
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    • v.27 no.2
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    • pp.155-161
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    • 2023
  • Vertigo refers to a state in which awareness related to the location, posture, movement, etc. of a helicopter is insufficient in space. It is easy to fall into flight illusion when flying in dense fog or night flight, and even if it has a wide field of view, it can be caused by visual causes such as cloud shapes, wind conditions, conditions of ground objects, and sensory causes such as changes in air posture or gravitational acceleration. The design and program of the motion system are studied that applied a six-axis motion system to a conventional commercial flight simulator program for pilot training, depending on the specificity of helicopter flight training that requires perception and sensitivity. Using the motion-based helicopter simulator produced in this study to train pilots, it is expected to have a positive effect in prevent of vertigo, where high performance could not be confirmed in the previously used visual-based simulation training device.

Development of an Offline Based Internal Organ Motion Verification System during Treatment Using Sequential Cine EPID Images (연속촬영 전자조사 문 영상을 이용한 오프라인 기반 치료 중 내부 장기 움직임 확인 시스템의 개발)

  • Ju, Sang-Gyu;Hong, Chae-Seon;Huh, Woong;Kim, Min-Kyu;Han, Young-Yih;Shin, Eun-Hyuk;Shin, Jung-Suk;Kim, Jing-Sung;Park, Hee-Chul;Ahn, Sung-Hwan;Lim, Do-Hoon;Choi, Doo-Ho
    • Progress in Medical Physics
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    • v.23 no.2
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    • pp.91-98
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    • 2012
  • Verification of internal organ motion during treatment and its feedback is essential to accurate dose delivery to the moving target. We developed an offline based internal organ motion verification system (IMVS) using cine EPID images and evaluated its accuracy and availability through phantom study. For verification of organ motion using live cine EPID images, a pattern matching algorithm using an internal surrogate, which is very distinguishable and represents organ motion in the treatment field, like diaphragm, was employed in the self-developed analysis software. For the system performance test, we developed a linear motion phantom, which consists of a human body shaped phantom with a fake tumor in the lung, linear motion cart, and control software. The phantom was operated with a motion of 2 cm at 4 sec per cycle and cine EPID images were obtained at a rate of 3.3 and 6.6 frames per sec (2 MU/frame) with $1,024{\times}768$ pixel counts in a linear accelerator (10 MVX). Organ motion of the target was tracked using self-developed analysis software. Results were compared with planned data of the motion phantom and data from the video image based tracking system (RPM, Varian, USA) using an external surrogate in order to evaluate its accuracy. For quantitative analysis, we analyzed correlation between two data sets in terms of average cycle (peak to peak), amplitude, and pattern (RMS, root mean square) of motion. Averages for the cycle of motion from IMVS and RPM system were $3.98{\pm}0.11$ (IMVS 3.3 fps), $4.005{\pm}0.001$ (IMVS 6.6 fps), and $3.95{\pm}0.02$ (RPM), respectively, and showed good agreement on real value (4 sec/cycle). Average of the amplitude of motion tracked by our system showed $1.85{\pm}0.02$ cm (3.3 fps) and $1.94{\pm}0.02$ cm (6.6 fps) as showed a slightly different value, 0.15 (7.5% error) and 0.06 (3% error) cm, respectively, compared with the actual value (2 cm), due to time resolution for image acquisition. In analysis of pattern of motion, the value of the RMS from the cine EPID image in 3.3 fps (0.1044) grew slightly compared with data from 6.6 fps (0.0480). The organ motion verification system using sequential cine EPID images with an internal surrogate showed good representation of its motion within 3% error in a preliminary phantom study. The system can be implemented for clinical purposes, which include organ motion verification during treatment, compared with 4D treatment planning data, and its feedback for accurate dose delivery to the moving target.

Haptic Rendering Algorithm for Collision Situation of Two Objects (두 객체가 충돌하는 상황에서의 햅틱 렌더링 알고리즘)

  • Kim, Seonkyu;Kim, Hyebin;Ryu, Chul
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.35-41
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    • 2018
  • In this paper, we define a haptic rendering algorithm for a situation that has collision between static object and single object. We classified video scenes into four categories which can be easily seen in video sequence. The proposed algorithm can detect which frame is suitable for haptic rendering by detecting the change of direction using motion estimation and change of shape using object tracking. As a result, a total of 13 frames are extracted from the sample video and playing time of these frames were calculated. We confirmed that the haptic effect appears in expected playing time by adding the appropriate haptic generating waveform thtough the haptic editing program.

The Hand Posture Recognition Using IR-Sensor Array (적외선센서 어레이를 이용한 손동작 검출 방법)

  • Song, Tae-Houn;Jeong, Soon-Mook;Jung, Hyun-Uk;Kwon, Key-Ho;Jeon, Jae-Wook
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.432-435
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    • 2009
  • This paper proposes a hand posture recognition with pattern-matching method, embedding a simple paradigm using an Infrared sensor array. Our pattern-matching based hand posture recognition is specification supports fun and the user experience when communicating between humans and telecommunication devices, including robots. Our non-contact type input device (IR-Sensor Array) transmits commands to control mobile robots. It can also control Google Earth’s map searching programs, and other applications.

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Inforamtion Application for The blind people (시각 장애인을 위한 안내정보 어플리케이션)

  • Shin, Eun-bi;Roh, Tae-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.358-359
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    • 2018
  • In this paper, opencv and android studio are used to distinguish between objects ahead of the blind. When the movement is detected in a positive direction in connection with the camera of the smartphone, the user is informed that the part of the camera is being rabelified and continues to track using the mean shift algorithm. A C ++ program based on OpenCV-based was used for real-time motion observation and the application will be produced by android studio. As a result of the study, objects that move with Labeling are identified and the box area is specified using the mean shift algorithm to move the box along with the object to track objects in real time.

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Data-driven Facial Animation Using Sketch Interface (스케치 인터페이스를 이용한 데이터 기반 얼굴 애니메이션)

  • Ju, Eun-Jung;Ahn, Soh-Min;Lee, Je-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.11-18
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    • 2007
  • Creating stylistic facial animation is one of the most important problems in character animation. Traditionally facial animation is created manually by animators of captured using motion capture systems. But this process is very difficult and labor-intensive. In this work, we present an intuitive, easy-to-use, sketch-based user interface system that facilitates the process of creating facial animation and key-frame interpolation method using facial capture data. The user of our system is allowed to create expressive speech facial animation easily and rapidly.

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