• Title/Summary/Keyword: 컴퓨터 재생

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Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

A Multi Small Humanoid Robot Control for Efficient Robot Performance (효율적인 전시공연을 위한 멀티 소형 휴머노이드 로봇제어)

  • Jang, Jun-Young;Lin, Chi-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8933-8939
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    • 2015
  • In this paper, we designed a multi humanoid robot control method for performing an exhibition that will maximize the efficiency and user convenience and implementation. In recent years, an increasing number of case and to take advantage of the robots in the field performances and exhibitions, plays, musicals, orchestra performances are also various genres. In concert with the existing small humanoid exhibition to source from outside by using a computer and MP3 player and play, while pressing the start button of communication equipment for the show to start the robot began performing with the zoom. Thus, due to the dual source and robot operation and synchronization does not work well is the synchronization of the start of the concert sound starting point of the robot and robot motion and sound are reproduced separately were frequently occurs when you need to restart the show. In addition, when the center of gravity or lose the robots who were present during the performance problems such as performance or intervene to restart the show. In order to overcome this, in this paper, Multi-small humanoid robot was designed to control the efficiency and the user of the GUI-based human interface S/W to maximize convenience, Zigbee communication to transmit a plurality of data in al small humanoid It was used. In addition, targeting a number of the small humanoid robot demonstrated the effectiveness and validity of the user's convenience by gender actual implementation.

A Study on a Real Time Presentation Method for Playing of a Multimedia mail on Internet (인터넷상의 동영상 메일을 재생하기 위한 실시간 연출 기법 연구)

  • Im, Yeong-Hwan;Lee, Seon-Hye
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.4
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    • pp.877-890
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    • 1999
  • In this paper, a multimedia mail including video, sound, graphic data has been proposed as the next generation mail of the text based mail. In order to develop the multimedia mail, the most outstanding problem is the fact that the multimedia data are too huge to send them to the receiving end directly. The fact of big data may cause many problems in both transferring and storing the data of the multimedia mail. Our main idea is to separate between a control program for the multimedia presentation and multimedia data. Since the size of a control program is as small as a plain text mail, it has no problem to send it attached to the internet mail to the receiver directly. Instead, the big multimedia data themselves may remain on the sender's computer or be sent to a designated server so that the data may be transferred to the receiver only when the receiver activates the play of the multimedia mail. In this scheme, our research focus is paced on the buffer management and the thread scheduling for the real time play of the multimedia mail on internet. Another problem is to provide an easy way of editing a multimedia presentation for an ordinary people having no programming knowledge. For the purposed, VIP(Visual Interface Player) has been used and the results or multimedia mail implemented on LAN has been described.

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Extending the OMA DRM Framework for Supporting an Active Content (능동형 콘텐츠 지원을 위한 OMA DRM 프레임워크의 확장)

  • Kim, Hoo-Jong;Jung, Eun-Su;Lim, Jae-Bong
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.16 no.5
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    • pp.93-106
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    • 2006
  • With the rapid growth of the wireless Internet communication, a new generation of mobile devices have made possible the broad distribution of mobile digital contents, such as image, music, video, games and applications over the wireless Internet. Mobile devices are rapidly becoming the major means to extend communication channels without copy Protection, usage rule controlling and authentication. As a result, mobile digital contents may be illegally altered, copied and distributed among unauthorized mobile devices. In this paper, we take a look at Open Mobile Alliance (OMA) DRM v2.0 in general, its purpose and function. The OMA is uniquely the focal point for development of an open standard for mobile DRM. Next we introduces features for an active content and illustrates the difference between an active content and an inactive content. Enabling fast rendering of an active content, we propose an OMA-based DRM framework. This framework include the following: 1) Extending DCF Header for supporting an selective encryption, 2) Content encryption key management, 3) Rendering API for an active content. Experimental results show that the proposed framework is able to render an active content fast enough to satisfy Quality of Experience. %is framework has been proposed for a mobile device environment, but it is also applicable to other devices, such as portable media players, set-top boxes, or personal computer.

Implement for EzPlay and PC-EPG of Multimedia Remote Control System (EzPlay/EPG를 적용한 멀티미디어 원격제어 시스템 구현)

  • Park Nho-Kyung;Jin Hun-Jun;Kim Sang-Pok;Park Sang-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.42 no.2 s.302
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    • pp.39-48
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    • 2005
  • In this paper, we implement the multimedia remote control system by using existing internet service or wired online. We also provide user-friendly convenient environment with developed application program named EzPlay and PC-EPG. The multimedia remote control system consists of integrated wireless transceiver of PC and TV connected USB type and the users can easily use lots of contents because EzPlay program provides appropriate UI mode on the PC and TV screen. The unposed system can operate real-time playing, reserved video receding and data storing function using internet mesh based on signal detecting control theory. The PC-EPG system is implemented by server/client web program and the client program based on visual C++/MFC processes data storing in client computer through TCP/IP. It also provides intelligent function that constructs database according to user's preference.

Depth Extraction of Integral Imaging Using Correlation (상관관계를 활용한 집적 영상의 깊이 추출 방법)

  • Kim, Youngjun;Cho, Ki-Ok;Kim, Cheolsu;Cho, Myungjin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1369-1375
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    • 2016
  • In this paper, we present a depth extraction method of integral imaging using correlation between elemental images with phase only filter. Integral imaging is a passive three-dimensional (3D) imaging system records ray information of 3D objects through lenslet array by 2D image sensor, and displays 3D images by using the similar lenslet array. 2D images by lenslet array have different perspectives. These images are referred to as elemental images. Since the correlation can be calculated between elemental images, the depth information of 3D objects can be extracted. To obtain high correaltion between elemental images effectively, in this paper, we use phase only filter. Using this high correlation, the corresponding pixels between elemental images can be found so that depth information can be extracted by computational reconstruction technique. In this paper, to prove our method, we carry out optical experiment and calculate Peak Sidelobe Ratio (PSR) as a correlation metric.

The Cut Detection System using Sum of Square Difference of Color between frames of Video Image Data (동영상데이터의 프레임간 색상차의 자승합을 이용한 컷 검출시스템)

  • 김병철;정창렬;고진광
    • Journal of Internet Computing and Services
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    • v.3 no.5
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    • pp.51-62
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    • 2002
  • The development of computer technology and the advancement of the technology of information and communications spread the technology of multimedia and increased the use of multimedia data with large capacity, Users can grasp the overall video data and they are able to play wanted video back. To grasp the overall video data it is necessary to offer the list of summarized video data information, In order to search video efficiently on index process of video data is essential and it is also indispensable skill, Therefore, this thesis suggested the effective method about the cut detection of frames which will become a basis of an index based on contents of video image data. This suggested method was detected as the unchanging pixel color intelligence value, classified into diagonal direction. Pixel value of color detected in each frame of video data is stored as A(i, j) matrix-i is the number of frames. j is an image height of frame. By using the stored pixel value as the method of sum of squared difference of color two frames I calculated a specified value difference between frames and detected cut quickly and exactly in case it is bigger than threshold value set in advance, To carry out on experiment on the cut detection of frames comprehensively, I experimented on many kinds of video. analyzing and comparing efficiency of the cut detection system.

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Digital Animation As a New Medium Taking a View of Bolz Media Theory (미디어미학에서 바라 본 뉴미디어로써 디지털 애니메이션 - 노르베르트 볼츠의 매체미학을 중심으로 -)

  • 이종한
    • Archives of design research
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    • v.16 no.4
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    • pp.225-232
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    • 2003
  • A German philosopher, Herbert Bolz predicted that the human way of thinking would be fundamentally and completely changed because of digital media and the 'Gutenberg-Galaxis', named by M.McLuhan which was symbolized of modern reason was doomed to be over. He thought that the limit of reason-centered European culture would be overcome by the up-to-date multimedia to revive the communication life. On this theory, he emphasized the emotional perception, 'aisthesis' which is original meaning of aesthetics. That is to say, he insisted on the restoration of communication media to enable the five senses' amusement condition mentioned by Kant. This thesis asserts that the representative hypermedia digital animation may play a key role to rehabilitate human sensibility pressed by reason centered modernism. Digital animation has the unique worth of Art that is firstly to deal with time and space and enable unlimited expressions and can communicate effectively as a characteristic synthetic medium which consists of intensive computer techniques. Based on the background, this thesis analyzes the possibility of the digital animation as a new medium. Especially, it is focused on the relations to the hypermedia theory of Norbert Bolz who is a media analyst and professor of a design college.

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The Design of Optimum Hierarchical Subband Filter Bank (최적화된 계층구조를 갖는 서브밴드 필터뱅크의 설계)

  • Park, Kyu-Sik;Park, Jae-Hyun
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.4
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    • pp.938-946
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    • 1996
  • Hierarchical subband codec has been widely promoted in the field of data compression/decompression because of their simplicity and modular nature. Over the past years, the study has received great attention to the perfect reconstruction (PR)system which perfectly recovers the original input signal at the reconstructed output. However, in the actual subband codec system, the signals that passed through the analysis filter bank are quantized before transmission to the receiver side and reconstructed by the synthesis filter bank. Thus the PR system is impossible and the quantization effects must be carefully considered in the system design such that the system recovers the reconstructed output as possible to the the original input signal with minimum quantization error.In this paper, we propose an optimum hierarchical subband codec structure in the presence of quantizer. The optimality criteria of the code is given to the deign of the hierarchical analysis/synthesis subband filter bank and the quantizer that minimize then output mean square error due to the quantizer in the codec. Specific opti-mum design esamples are shown with level-1, level-2 hierarchical structure. The optimal designs are verified by computer simulation.

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Three-Dimensional Printed 3D Structure for Tissue Engineering (3 차원 프린팅 기술로 제작된 조직공학용 3 차원 구조체)

  • Park, Jeong Hun;Jang, Jinah;Cho, Dong-Woo
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.38 no.10
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    • pp.817-829
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    • 2014
  • One of the main issues in tissue engineering has been the development of a three-dimensional (3D) structure, which is a temporary template that provides the structural support and microenvironment necessary for cell growth and differentiation into the target tissue. In tissue engineering, various biomaterials and their processing techniques have been applied for the fabrication of 3D structures. In particular, 3D printing technology enables the fabrication of a complex inner/outer architecture using a computer-aided design and manufacturing (CAD/CAM) system, and it has been widely applied to the fabrication of 3D structures for tissue engineering. Novel cell/organ printing techniques based on 3D printing have also been developed for the fabrication of a biomimetic structure with various cells and biomaterials. This paper presents a comprehensive review of the functional scaffold and cell-printed structures based on 3D printing technology and the application of this technology to various kinds of tissues regeneration.