• Title/Summary/Keyword: 이벤트 제어

Search Result 228, Processing Time 0.022 seconds

Time Synchronization Scheme of Cyber-Physical Systems for Military Training Systems (국방 훈련체계용 가상물리시스템 시간 동기화 기법)

  • Hong, Seok-Joon;Lee, Woo-Yeob;Joe, In-Whee;Kim, Won-Tae
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.41 no.12
    • /
    • pp.1814-1823
    • /
    • 2016
  • LVC(live-virtual-constructive) integrated training system is a representative cyber-physical system. Each systems in a LVC system has different time domain, resolution and operation methods. So, it is very important to integrate different middlewares as a common middleware for heterogeneous systems using inter-working GWs. Especially, since the LVC system uses different time, it is necessary to study the method for guaranteeing causality and time synchronization among the events from different systems. In this study, we propose an time synchronization scheme to integrate the virtual and constructive system which use the simulation time of HLA (High Level Architecture)/ RTI (Run Time Infrastructure) into the live system based on the OMG DDS (Data Distribution Service). We propose a precise time synchronization scheme based on HLA time management and clock federate between participants and federates which are the communication objects of DDS and HLA/RTI respectively. In addition, we verified that time is well-synchronized among heterogeneous systems using the suggested scheme by implementing and demonstrating simulation applications on each middleware.

Application of the Onsite EEW Technology Using the P-Wave of Seismic Records in Korea (국내 지진관측기록의 P파를 이용한 지진현장경보기술 적용)

  • Lee, HoJun;Jeon, Inchan;Seo, JeongBeom;Lee, JinKoo
    • Journal of the Society of Disaster Information
    • /
    • v.16 no.1
    • /
    • pp.133-143
    • /
    • 2020
  • Purpose: This study aims to derive a predictive empirical equation for PGV prediction from P-wave using earthquake records in Korea and to verify the reliability of Onsite EEW. Method: The noise of P wave is removed from the observations of 627 seismic events in Korea to derive an empirical equation with PGV on the base rock, and reliability of Onsite alarms is verified from comparing PGV's predictions and observations through simulation using the empirical equation. Result: P-waves were extracted using the Filter Picker from earthquake observation records that eliminated noises, a linear regression with PGV was used to derive a predictive empirical equation for Onsite EEW. Through the on-site warning simulation we could get a success rate of 80% within the MMI±1 error range above MMI IV or higher. Conclusion: Through this study, the design feasibility and performance of Onsite EEWS using domestic earthquake records were verified. In order to increase validity, additional medium-sized seismic observations from abroad are required, the mis-detection of P waves is controlled, and the effect of seismic amplification on the surface is required.

A Study on u-Learning based IT Vocational Education Contents Development of the Deaf Using HTML5 (HTML5를 이용한 청각장애인의 u-Learning 기반 IT 직업 교육 콘텐츠 개발에 관한 연구)

  • Rhee, K.M.;Kim, D.O.
    • Journal of rehabilitation welfare engineering & assistive technology
    • /
    • v.9 no.3
    • /
    • pp.195-201
    • /
    • 2015
  • In this study, IT education contents have been developed based on the u-Learning approach for people with hearing impairment, focusing on allowing the user to learn from anywhere and anytime. Specifically, this study applies HTML5 to implementing IT education contents(JSP, Oracle) for the deaf because HTML5 enables the learner to access the contents through both web and mobile device on various platforms including android, Mac OS, and PC etc. The results of this study are as follows: First, the online computer courses are mostly supposed to be compatible with diverse types of mobile devices. However, some of the contents could not be run on applications residing in web and mobile devices because the contents tend to be developed using FLASH. HTML5 is the effective way to overcome the compatibility problem. Second, FLASH and HTML5 contents authoring tools have been compared in terms of their strong and weak points by applying the developed contents to those tools. The study also suggests that the future work would be needed in order to implement wide variety of event functions with HTML5. Lastly, design strategies enabling access through web and mobile devices have been analyzed in accordance with u-Learning design guidelines for the deaf and mobile application accessibility guidelines. However, in the latter case, the future work regarding design guidelines needs to be conducted to improve the educational accessibility depending on the level of impairment.

  • PDF

Performance Evaluation of Traffic Adaptive Sleep based MAC in Clustered Wireless Sensor Networks (클러스터 기반 무선 센서 망에서 트래픽 적응적 수면시간 기반 MAC 프로토콜 성능 분석)

  • Xiong, Hongyu;So, Won-Ho
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.48 no.5
    • /
    • pp.107-116
    • /
    • 2011
  • In this paper, a traffic adaptive sleep based medium access control (TAS-MAC) protocol for wireless sensor networks (WSNs) is proposed. The protocol aims for WSNs which consist of clustered sensor nodes and is based on TDMA-like schema. It is a typical schedule based mechanism which is adopted in previous protocols such as LEACH and Bit-Map Assisted MAC. The proposed MAC, however, considers unexpected long silent period in which sensor nodes have no data input and events do not happen in monitoring environment. With the simple traffic measurement, the TAS-MAC eliminates scheduling phases consuming energy in previous centralized approaches. A frame structure of the protocol includes three periods, investigation (I), transmission (T), and sleep-period (S). Through the I-period, TAS-MAC aggregates current traffic information from each end node and dynamically decide the length of sleep period to avoid energy waste in long silent period. In spite of the energy efficiency of this approach, the delay of data might increase. Thus, we propose an advanced version of TAS-MAC as well, each node in cluster sends one or more data packets to cluster head during the T-period of a frame. Through simulation, the performance in terms of energy consumption and transmission delay is evaluated. By comparing to BMA-MAC, the results indicate the proposed protocol is more energy efficient with tolerable expense in latency, especially in variable traffic situation.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.483-497
    • /
    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.1
    • /
    • pp.499-505
    • /
    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

A Study on Virtual Environment Platform for Autonomous Tower Crane (타워크레인 자율화를 위한 가상환경 플랫폼 개발에 관한 연구)

  • Kim, Myeongjun;Yoon, Inseok;Kim, Namkyoun;Park, Moonseo;Ahn, Changbum;Jung, Minhyuk
    • Korean Journal of Construction Engineering and Management
    • /
    • v.23 no.4
    • /
    • pp.3-14
    • /
    • 2022
  • Autonomous equipment requires a large amount of data from various environments. However, it takes a lot of time and cost for an experiment in a real construction sites, which are difficulties in data collection and processing. Therefore, this study aims to develop a virtual environment for autonomous tower cranes technology development and validation. The authors defined automation functions and operation conditions of tower cranes with three performance criteria: operational design domain, object and event detection and response, and minimum functional conditions. Afterward, this study developed a virtual environment for learning and validation for autonomous functions such as recognition, decision making, and control using the Unity game engine. Validation was conducted by construction industry experts with a fidelity which is the representative matrix for virtual environment assessment. Through the virtual environment platform developed in this study, it will be possible to reduce the cost and time for data collection and technology development. Also, it is also expected to contribute to autonomous driving for not only tower cranes but also other construction equipment.

The Mirror-based real-time dynamic projection mapping design and dynamic object detection system research (미러 방식의 실시간 동적 프로젝션 매핑 설계 및 동적 사물 검출 시스템 연구)

  • Soe-Young Ahn;Bum-Suk Seo;Sung Dae Hong
    • Journal of Internet of Things and Convergence
    • /
    • v.10 no.2
    • /
    • pp.85-91
    • /
    • 2024
  • In this paper, we studied projection mapping, which is being utilized as a digital canvas beyond space and time for theme parks, mega events, and exhibition performances. Since the existing projection technology used for fixed objects has the limitation that it is difficult to map moving objects in terms of utilization, it is urgent to develop a technology that can track and map moving objects and a real-time dynamic projection mapping system based on dynamically moving objects so that it can respond to various markets such as performances, exhibitions, and theme parks. In this paper, we propose a system that can track real-time objects in real time and eliminate the delay phenomenon by developing hardware and performing high-speed image processing. Specifically, we develop a real-time object image analysis and projection focusing control unit, an integrated operating system for a real-time object tracking system, and an image processing library for projection mapping. This research is expected to have a wide range of applications in the technology-intensive industry that utilizes real-time vision machine-based detection technology, as well as in the industry where cutting-edge science and technology are converged and produced.