• Title/Summary/Keyword: 3D player

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A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

Design and Implementation of An MP4 File Streaming System over IP Networks (IP망을 통한 MP4 파일 스트리밍 시스템의 설계 및 구현)

  • 김현철;민승홍;서덕영;김규헌;김진웅
    • Journal of Broadcast Engineering
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    • v.6 no.3
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    • pp.205-214
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    • 2001
  • In this Paper, we present an MP4 file streaming system over IP networks. Using the proposed system a user can access MP4 contents in the servers via H) networks and interact with the contents. The MP4 file format is designed to contain the media information of MPEG-4 and is object-oriented. The presented streaming server system contains GUI, session manager, splitter, SL- packetizer and transmitter. In addition, we knave implemented the client system based on the GUI -2D player, the MPEG-4 reference software. The Presented streaming system is designed use RTF for the media data requiring real-time streaming RTCP for QoS management and TCP for the data such as IOD(Initial Object Descriptor), OD(Object Descriptor) BIFS(Binary Format for Scene), which should be transmitted for the streaming and the data, such as still image and text, which can be entirely transmitted in a packet.

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The Biomechanical Analysis of Two and Half Rotation Technic of Penche in Rhythmic Gymnastics (리듬체조 퐁쉐 2회전 1/2턴 기술의 역학적 분석)

  • Seo, Se-Mi;Ryu, Ji-Seon;Kim, Tae-Sam
    • Korean Journal of Applied Biomechanics
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    • v.21 no.3
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    • pp.269-279
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    • 2011
  • This study was analyzed the characteristics on the stability of posture while conducting a through two and half rotation technic of pench$\acute{e}$ in rhythmic gymnastics. Two rhythmical gymnastics player(LKH and SSJ) who is a member of the national team were selected, and for obtain the kinematic and kinetic variables were used a ProReflex MCU 240 infrared camera(Qualisys, Sweden) and a Type9286A force platform(Kistler, Switzerland). The mechanical factors were computed by using Visual3D program and Matlab R2009a. During the landing and rotation phase the results showed following characteristics; 1) In medial-lateral and horizontal displacement of the support foot, LKH showed smaller movement than SSJ, but SSJ showed smaller movement than LKH in swing foot. LKH showed bigger movement in medial-lateral axis of COP and vertical axis of COG, but SSJ showed bigger movement in horizontal axis of COP and medial-lateral axis of COG. 2) SSJ showed bigger maximum horizontal and vertical velocity at P1 and P2 than LKH. 3) In the inclination angle of COP and COG, SSJ showed smaller change than LKH, but within medial-lateral tilt of the shoulder, LKH performed rotation motion in horizontal position than SSJ. There was no differences in each force components during rotation, but on landing phase, the results showed a characteristic that SSJ exerted bigger breaking force and vertical force than LKH.

The Kinematic Analysis of Back-Kick Motion in Taekwondo (태권도 숙련자와 미숙련자의 공격뒤차기 동작에 대한 운동학적 분석)

  • Lee, Dong-Jin;Park, Chan-Ho;Kim, Hun-Soo
    • Korean Journal of Applied Biomechanics
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    • v.16 no.3
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    • pp.43-51
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    • 2006
  • The purpose of this study was to analyze kinematic variables during turing back kick motion of Taekwondo. The subjects of this study were the 4 skilled and 4 unskilled of male university player in respectively. The experiment of this study was used two 16mm high speed cameras and its speed 125 frames/s. Analysis of this data was three dimensional cinematography using KWON3D program package. The results were as following; 1. In the elapsed time, there was no significance difference statically between a skilled and unskilled group. But skilled group was more fast during the motion of I phase. And unskilled group was more fast during the motion of II phase so called force production section, which had an influence on Diechagi's velocity. 2. In the center of gravity of human body, the changing of it was $1.10{\pm}0.04m$, $1.12{\pm}0.03m$ of LFM(left foot movement) and $1.36{\pm}0.08m$, $1.39{\pm}0.09m$ of RKF(right knee flection), and $1.44{\pm}0.08m$, $1.42{\pm}0.09m$ of RFI(right foot impact). There was no significance difference statically between the two groups. 3. The velocity of heel on impact was 1.13m/s in the skilled group and 1.23m/s in the unskilled group, when each angle of knee was $110.4{\pm}10.9deg/s$, $114.8{\pm}28.4deg/s$. The maximum velocity of each performance was reached before the RKF, and the velocity and angle at impact along by two groups did not show any significant difference statically. 4. In the angular velocity of just RKF of lower leg, there was significance difference statically between the two groups(p<.05).

Astrogliosis Is a Possible Player in Preventing Delayed Neuronal Death

  • Jeong, Hey-Kyeong;Ji, Kyung-Min;Min, Kyoung-Jin;Choi, Insup;Choi, Dong-Joo;Jou, Ilo;Joe, Eun-Hye
    • Molecules and Cells
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    • v.37 no.4
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    • pp.345-355
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    • 2014
  • Mitigating secondary delayed neuronal injury has been a therapeutic strategy for minimizing neurological symptoms after several types of brain injury. Interestingly, secondary neuronal loss appeared to be closely related to functional loss and/or death of astrocytes. In the brain damage induced by agonists of two glutamate receptors, N-ethyl-D-aspartic acid (NMDA) and kainic acid (KA), NMDA induced neuronal death within 3 h, but did not increase further thereafter. However, in the KA-injected brain, neuronal death was not obviously detectable even at injection sites at 3 h, but extensively increased to encompass the entire hemisphere at 7 days. Brain inflammation, a possible cause of secondary neuronal damage, showed little differences between the two models. Importantly, however, astrocyte behavior was completely different. In the NMDA-injected cortex, the loss of glial fibrillary acidic protein-expressing ($GFAP^+$) astrocytes was confined to the injection site until 7 days after the injection, and astrocytes around the damage sites showed extensive gliosis and appeared to isolate the damage sites. In contrast, in the KA-injected brain, $GFAP^+$ astrocytes, like neurons, slowly, but progressively, disappeared across the entire hemisphere. Other markers of astrocytes, including $S100{\beta}$, glutamate transporter EAAT2, the potassium channel Kir4.1 and glutamine synthase, showed patterns similar to that of GFAP in both NMDA- and KA-injected cortexes. More importantly, astrocyte disappearance and/or functional loss preceded neuronal death in the KA-injected brain. Taken together, these results suggest that loss of astrocyte support to neurons may be a critical cause of delayed neuronal death in the injured brain.

Kinematic Analysis of Secondary School Golf Player's Putting Stroke Motion (중등학생 골프선수의 퍼팅 스트로크 동작에 대한 운동학적 분석)

  • Ko, Jae-Yeon;Oh, Cheong-Hwan
    • Korean Journal of Applied Biomechanics
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    • v.20 no.4
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    • pp.447-455
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    • 2010
  • The objective of this study was to analyze the difference in kinematic variables for successful and unsuccessful golf putting strokes. The study population included 8 male secondary school golf players who had played golf for over 3 years and whose handicap was 4 or lower. A hole was made on a 5-m-long artificial flat mat for practice, and an environment similar to that of a real green was created. The participants' motions were analyzed through 3D image analysis, and the difference in kinematic variables for successful and unsuccessful putting strokes in the same direction was determined. Data analysis revealed the following findings: The time spent for a segment of putting was the greatest for the backswing segment for both successful and unsuccessful strokes. During address and impact, the both changed to a larger extent. For successful putting strokes, the change in the elbow angle during the downswing was greater for the right elbow than for the left elbow. For both successful and unsuccessful putting strokes, the left shoulder angle increased during the segment from address to the turning point and decreased during the segment from the turning point to impact. In contrast, the right shoulder angle significantly differed between successful and unsuccessful putting strokes only during address. During successful and unsuccessful motions, the swing was executed with the moving displacement of the X-axis of the club head maintained almost constant along a straight light without back and forth movement. In the backswing segment, moving displacement of the Y- and Z-axes was greater in successful strokes than in unsuccessful strokes; however, this difference was very small for the Y-axis. The velocity of the club head for successful and unsuccessful motions significantly differed during address and at the turning point. The highest velocity of the ball was greater for successful than for unsuccessful putting strokes.

A Study on Regulation of Video on Demand Advertisements (주문형서비스(Video on Demand) 광고 규제에 관한 연구)

  • Cho, Dae-keun;Kim, Ki-youn
    • Journal of Internet Computing and Services
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    • v.17 no.4
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    • pp.145-159
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    • 2016
  • This study points out the problems of absence of the legislation for standard regulation on Video on Demand(VoD) advertisement which grows so fast lately, for this it recommends making legal references, which have the definition of non-linear broadcasting & VoD advertisement and VoD advertisement standard regulation in the merged Broadcasting Act, and adopting co-regulation system. Pay TV operators providing VoD service have the opportunities to make money as subscribers uses it increasingly. In case of linear service, the Broadcasting Act regulates the advertisement strictly, but not the VoD ads. The reason why is that Korean legislation including the Broadcasting Act does not have legal reference to regulate it, instead of that, it rely on the self-regulation system which is operated by pay-tv players who provide the VoD ads. So, there is the limitation to protect the minors such as children and youth from the harmful VoD ads, to be invulnerable for advertisers to influence to advertising agents, and to ensure the regulatory effectiveness under player-centric self-regulatory regime. In this context, this study analyses the how to regulate VoD ads standard with a three-pronged approach. First, it analyses the VoD ads regulation system in overseas countries, UK, Canada, EU and Ireland. Each country has the legal reference to regulate it in the Broadcasting Act or lower statures and adopts the co-regulatory regime the NRA and the 3rd entity operate together. Second, it reviews the objectives and scope of VoD ads standard. This study recommends that the objective of it is users protection and the scope of it is standard regulation not commercial practice. Third, this study researches how to legislate for regulation of VoD ads standard. Considering VoD service's characteristics(non-linear service) and legal position of Ads agency(i.e. pay tv operators), it suggest that legal reference will be in the integrated Broadcasting bill, which is the general law, not individual. If it is available to regulate VoD ads standard with co-regulatory regime, it expects the enhancement of user protection from the harmful VoD ads and make up sustainability of the pay-tv players' self-regulation.

NLRP3 Inflammasome in Neuroinflammatory Disorders (NLRP3 인플라마좀 작용 기전 및 신경 질환에서의 역할)

  • Kim, Ji-Hee;Kim, YoungHee
    • Journal of Life Science
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    • v.31 no.2
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    • pp.237-247
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    • 2021
  • Immune responses in the central nervous system (CNS) function as the host's defense system against pathogens and usually help with repair and regeneration. However, chronic and exaggerated neuroinflammation is detrimental and may create neuronal damage in many cases. The NOD-, LRR-, and pyrin domain―containing 3 (NLRP3) inflammasome, a kind of NOD-like receptor, is a cytosolic multiprotein complex that consists of sensors (NLRP3), adaptors (apoptosis-associated speck like protein containing a caspase recruitment domain, ASC) and effectors (caspase 1). It can detect a broad range of microbial pathogens along with foreign and host-derived danger signals, resulting in the assembly and activation of the NLRP3 inflammasome. Upon activation, NLRP3 inflammasome leads to caspase 1-dependent secretion of the pro-inflammatory cytokines IL-1β and IL-18, as well as to gasdermin D-mediated pyroptotic cell death. NLRP3 inflammasome is highly expressed in CNS-resident cell types, including microglia and astrocytes, and growing evidence suggests that NLRP3 inflammasome is a crucial player in the pathophysiology of several neuroinflammatory and psychiatric diseases, such as Alzheimer's disease, Parkinson's disease, multiple sclerosis, stroke, traumatic brain injury, amyotrophic lateral sclerosis, and major depressive disorder. Thus, this review describes the molecular mechanisms of NLRP3 inflammasome activation and its crucial roles in the pathogenesis of neurological disorders.

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.

Subimage Detection of Window Image Using AdaBoost (AdaBoost를 이용한 윈도우 영상의 하위 영상 검출)

  • Gil, Jong In;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.578-589
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    • 2014
  • Window image is displayed through a monitor screen when we execute the application programs on the computer. This includes webpage, video player and a number of applications. The webpage delivers a variety of information by various types in comparison with other application. Unlike a natural image captured from a camera, the window image like a webpage includes diverse components such as text, logo, icon, subimage and so on. Each component delivers various types of information to users. However, the components with different characteristic need to be divided locally, because text and image are served by various type. In this paper, we divide window images into many sub blocks, and classify each divided region into background, text and subimage. The detected subimages can be applied into 2D-to-3D conversion, image retrieval, image browsing and so forth. There are many subimage classification methods. In this paper, we utilize AdaBoost for verifying that the machine learning-based algorithm can be efficient for subimage detection. In the experiment, we showed that the subimage detection ratio is 93.4 % and false alarm is 13 %.