• Title/Summary/Keyword: 트위치

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Mobile Augmented Visualization Technology Using Vive Tracker (포즈 추적 센서를 활용한 모바일 증강 가시화 기술)

  • Lee, Dong-Chun;Kim, Hang-Kee;Lee, Ki-Suk
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.41-48
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    • 2021
  • This paper introduces a mobile augmented visualization technology that augments a three-dimensional virtual human body on a mannequin model using two pose(position and rotation) tracking sensors. The conventional camera tracking technology used for augmented visualization has the disadvantage of failing to calculate the camera pose when the camera shakes or moves quickly because it uses the camera image, but using a pose tracking sensor can overcome this disadvantage. Also, even if the position of the mannequin is changed or rotated, augmented visualization is possible using the data of the pose tracking sensor attached to the mannequin, and above all there is no load for camera tracking.

Petrology of the Taeheung-ri Lava in Southeastern Jeju Island (제주도 남동부 태흥리 용암에 대한 암석학적 연구)

  • 윤성효;고정선;박정미
    • The Journal of the Petrological Society of Korea
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    • v.11 no.1
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    • pp.17-28
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    • 2002
  • This study has been designed to elucidate the petrography and geochemical characteristics of the Taeheung-ri lava in southeastern Jeju Island. The lava is divided into the alkaline basalt and tholeiitic basalt. More than 4 layers of tholeiitic basalt are overlain by layers of alkaline basalt. Compared with alkaline basalt, tholeiitic basalt has lower contents of $K_2O$, $P_2O_5$, Ba and Ta, but slight higher contents of $SiO_2$ and CaO. The contents of Ba and Rb of all basalts are enriched, but those of Ni and Cr are depleted compared with primitive mantle compositions. All basalts show inclined chondrite-normalized REE patterns with LREE enriched more than HREE and alkaline basalt has relatively higher. The basalts of this study area are plotted in the field of within plate basalt on the tectonomagmatic discrimination diagram. Tholeiitic basalt has higher ratios of Zr/Nb, Y/Nb, and $Al_2O_3/P_2O_5$ than alkaline basalt. Both tholeiitic and alkaline basalt are similar in their K/Ba ratios. The geochemical data suggest that the parental magma of both basalts might be produced by different degrees of partial melting of similar source mantle. The tholeiitic basalt formed by higher degree of partial melting than the alkaline basalt.

Numerical Analysis of Prestressed Concrete Pavements Subjected to Transverse Post Tensioning (횡방향 긴장에 의한 프리스트레스트 콘크리트 포장의 거동분석)

  • Kim, Seong-Min;Yoon, Dong-Joo;Kim, Dong-Ho
    • International Journal of Highway Engineering
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    • v.10 no.4
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    • pp.257-267
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    • 2008
  • This study was conducted to investigate the stress distribution in the prestressed concrete pavement (PSCP) when the transverse post tensioning was applied. By performing the structural analyses using a finite element model of PSCP, the effect of anchor spacing and the relationship between the longitudinal and transverse post tensioning were evaluated. The analysis results showed that as the anchor spacing became smaller, the stresses were more uniformly distributed and the ranges of the stress losses were reduced; however, the economy should be considered. As the anchor spacing became larger, the difference between the average transverse stress and the transverse stresses at various locations such as shoulder, wheel pass, and center of the slab, increased. The transverse post tensioning induced the additional tensile forces in the longitudinal tendons, but the magnitude was negligibly small, and the longitudinal and transverse post tensioning could be designed independently. The use of the transverse stress distribution for the design of the post tensioning was also discussed in this paper.

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Group Synchronization Method Using Adaptive Synchronization Delay Time for Media Streaming (미디어 스트리밍을 위한 적응적 동기 지연시간을 이용한 그룹 동기화 기법)

  • Kwon, Dongwoo;Ok, Kisu;Kim, Hyeonwoo;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.3
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    • pp.506-515
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    • 2015
  • In this paper, we propose a group playback synchronization method using adaptive synchronization delay time by the bit rate of media to synchronize a play position of streaming media between mobile smart devices. This method consists of streaming server-side and client-side synchronization algorithms based on synchronization delay time which includes connection time, control packet transmission time, streaming data buffering time, and synchronization processing time. We implement the Android media player application with synchronization support using the proposed algorithms and present the result of performance evaluation.

Efficient Data Scheduling considering number of Spatial query of Client in Wireless Broadcast Environments (무선방송환경에서 클라이언트의 공간질의 수를 고려한 효율적인 데이터 스케줄링)

  • Song, Doohee;Park, Kwangjin
    • Journal of Internet Computing and Services
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    • v.15 no.2
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    • pp.33-39
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    • 2014
  • How to transfer spatial data from server to client in wireless broadcasting environment is shown as following: A server arranges data information that client wants and transfers data by one-dimensional array for broadcasting cycle. Client listens data transferred by the server and returns resulted value only to server. Recently number of users using location-based services is increasing alongside number of objects, and data volume is changing into large amount. Large volume of data in wireless broadcasting environment may increase query time of client. Therefore, we propose Client based Data Scheduling (CDS) for efficient data scheduling in wireless broadcasting environment. CDS divides map and then calculates total sum of objects for each grid by considering number of objects and data size within divided grids. It carries out data scheduling by applying hot-cold method considering total data size of objects for each grid and number of client. It's proved that CDS reduces average query processing time for client compared to existing method.

Power Save of Marine Tracker Buoy System Based on NB-IoT for Identification of Fishing Gear (어구 자동 식별을 위한 NB-IoT 기반의 해양 트래커 부이 시스템의 전력 절감)

  • Nam, Sung-Il;Kim, Min-Hoon
    • Journal of Advanced Navigation Technology
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    • v.22 no.6
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    • pp.545-550
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    • 2018
  • Ministry of Oceans and Fisheries declared action plan for the electric fishing gear using real name in order to prevent overusing the fishing gear and to reduce discarded fishing gear. It is needed for a technique that can efficiently transmit the information including the type and location of the fishing gear and the user's real name to the fishing boat and the control center using IoT-based communication. The marine tracker buoy system, which is placed on the water for a long time, transmit the position data and the state data of the buoys to the control center in the ground by using NB-IoT channels. In this paper, we propose the algorithm for the low-power operation of the marine tracker buoy system is proposed and test results of current consumption in the marine tracker buoy system with the proposed algorithm is investigated.

Analysis of Factors Influencing Personal Media Creators' Platform Selection : Focusing on YouTube, Twitch and AfreecaTV (1인 미디어 창작자의 플랫폼 선택에 영향을 미치는 요인 연구 : 유튜브, 트위치, 아프리카TV를 중심으로)

  • Bang, Eun-Hye;Kim, Ye-Lim;Na, Hwaseong;Lee, Sang-Woo
    • The Journal of the Korea Contents Association
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    • v.22 no.7
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    • pp.562-582
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    • 2022
  • Although personal media have become a giant industry, there is a lack of understanding of personal media creators. Therefore, this study aims to clarify factors influencing personal media creators' choice of platform. According to the analysis, there is a significant difference between the factors considered by YouTube, AfreecaTV, and Twitch creators. Moreover, the moderating effect of creators' main genre and broadcasting type were also found to be partially significant. It was found that both creators who share the motive of vividness and communication as their main genre and creators who focus on recording and broadcasting with career development motivation prefer YouTube.

Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

Neural network for automatic skinning weight painting using SDF (SDF를 이용한 자동 스키닝 웨이트 페인팅 신경망)

  • Hyoseok Seol;Taesoo Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.17-24
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    • 2023
  • In computer graphics and computer vision research and its applications, various representations of 3D objects, such as point clouds, voxels, or triangular meshes, are used depending on the purpose. The need for animating characters using these representations is also growing. In a typical animation pipeline called skeletal animation, "skinning weight painting" is required to determine how joints influence a vertex on the character's skin. In this paper, we introduce a neural network for automatically performing skinning weight painting for characters represented in various formats. We utilize signed distance fields (SDF) to handle different representations and employ graph neural networks and multi-layer perceptrons to predict the skinning weights for a given point.

SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.