• Title/Summary/Keyword: Capture Effects

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Case Study of Short Animation with Facial Capture Technology Using Mobile

  • Jie, Gu;Hwang, Juwon;Choi, Chulyoung
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.3
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    • pp.56-63
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    • 2020
  • The Avengers film produced by Marvel Comics shows visual effects that were impossible to produce in the past. Companies that produce film special effects were initially equipped with large personnel and equipment, but technology is gradually evolving to be feasible for smaller companies that do not have high-priced equipment and a large workforce. The development of hardware and software is becoming increasingly available to the general public as well as to experts. Equipment and software which were difficult for individuals to purchase before quickly popularized high-performance computers as the game industry developed. The development of the cloud has been the driving force behind software costs. As augmented reality (AR) performance of mobile devices improves, advanced technologies such as motion tracking and face recognition technology are no longer implemented by expensive equipment. Under these circumstances, after implementing mobile-based facial capture technology in animation projects, we have identified the pros and the cons and suggest better solutions to improve the problem.

An RFID Tag Identification Protocol with Capture Effects (캡쳐 효과를 고려한 RFID 태그 인식 프로토콜)

  • Park, Young-Jae;Kim, Young-Beom
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.49 no.1
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    • pp.19-25
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    • 2012
  • In evaluating the performance of RFID systems, the tag anti-collision arbitration has been considered to be an important issue. For BT(Binary Tree) and ABS( Adaptive Binary Splitting) protocols, the so-called capture effect, which presumably happens frequently in the process of readers' receiving messages from multiple tags, can lead to some failures in detecting all tags in BT and ABS. In this paper, we propose a new anti-collision protocol, namely FTB (Feedback TagID with Binary splitting), which can solve the aforementioned problem and improve the performance.

Research on Disney's 3D Animation 's Style, Layout Pipeline, and Camer a Capture System

  • Paik, Jiwon;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.11
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    • pp.1348-1356
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    • 2013
  • Disney Animation has showed not only artistic excellence but also technological innovations through a lot of animation films that they released. Especially with the unique concept that free-willed game characters dive into different worlds of games in animation film, received both critical and commercial acclaim for its stunning visuals and outstanding CG (computer graphics) effects. The purpose of this study is to analyze different styles of game worlds, Disney's layout pipeline, and in-house camera capture system used in . This paper analyzes that three game worlds in this film such as Fix-It Felix Jr., Sugar Rush, and Hero's Duty express different styles by using appropriate character animation and camera movements. Especially Hero's Duty game which new in-house camera capture system is extensively used maximizes unseen visuals by perfectly making realistic and believable game world. Disney's newly developed in-house camera capture system, which is used in this film for the first time, allows real camera's motion and shake and real-time camera's movement and correction within animation set. Result of this study proves that this system improves directing of feature animation and enhance efficiency of the layout department's production process. Therefore, it contributes to a great extent to development of animation films' business.

HTML5_-based Mobile Web Capture Video Learning System (HTML5_기반 모바일 웹 캡쳐 동영상 학습 시스템)

  • Lee, Yean-Ran;Lim, Young-Hwan
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.8-18
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    • 2013
  • In this paper, we capture learning while taking a video, play time and time line of the video frame in the form of areas that require re-learning in HTML5 mobile web store. When you select an image frame can display a list of the frame to take advantage of HTML5 Video tag up to 9 capture and save the playing time at the position. Implemented in a manner that runs Effects as compared to learning to run the entire frame capture learning and re-learning frame partial immersion learners matchumhyeong storytelling can be implemented. Interval Iterative Learning in a random order, so learners can level alignment by iterative learning on academic performance can have a positive effect.

A Study on Effect of Capture Volume in a Cavity on Direct Containment Heating Phenomena

  • Chung, C.Y.;Kim, M.H.;Lee, H.Y.;Kim, P.S.
    • Nuclear Engineering and Technology
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    • v.28 no.3
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    • pp.290-298
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    • 1996
  • Direct Containment Heating, DCH, is supposed to occur during a core melt-down accident if the primary system pressure is still high at the time of vessel breach in a Nuclear Power Plant (NPP). In this case, DCH is considered to be one of very important severe phenomena during postulated severe accident scenario because of the fast heat transfer rate to atmosphere and the sharp pressure increase in a containment. To reduce the effect of this DCH phenomena, the capture volume wes designed at Ulchin NPP units 3 and 4. But, the effect of this has not been studied extensively. This work consists of experimental and numerical analyses of the effects of capture volume in the cavity on DCH phenomena. The experimental model is a 1/30 scaled-down model of Ulchin NPP units 3 and 4. We used three types of capture volumes to investigate the effect of size. Numerical analysis using CONTAIN 1.2 is performed with the correlation for the dispersed fraction of molten corium from the cavity into the containment derived from the experimental data to examine the effect of capture volume on DCH phenomena in full scale of Ulchin NPP units 3 and 4.

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Investigation of effects of twin excavations effects on stability of a 20-storey building in sand: 3D finite element approach

  • Hemu Karira;Dildar Ali Mangnejo;Aneel Kumar;Tauha Hussain Ali;Syed Naveed Raza Shah
    • Geomechanics and Engineering
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    • v.32 no.4
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    • pp.427-443
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    • 2023
  • Across the globe, rapid urbanization demands the construction of basements for car parking and sub way station within the vicinity of high-rise buildings supported on piled raft foundations. As a consequence, ground movements caused by such excavations could interfere with the serviceability of the building and the piled raft as well. Hence, the prediction of the building responses to the adjacent excavations is of utmost importance. This study used three-dimensional numerical modelling to capture the effects of twin excavations (final depth of each excavation, He=24 m) on a 20-storey building resting on (4×4) piled raft. Because the considered structure, pile foundation, and soil deposit are three-dimensional in nature, the adopted three-dimensional numerical modelling can provide a more realistic simulation to capture responses of the system. The hypoplastic constitutive model was used to capture soil behaviour. The concrete damaged plasticity (CDP) model was used to capture the cracking behaviour in the concrete beams, columns and piles. The computed results revealed that the first excavation- induced substantial differential settlement (i.e., tilting) in the adjacent high-rise building while second excavation caused the building tilt back with smaller rate. As a result, the building remains tilted towards the first excavation with final value of tilting of 0.28%. Consequently, the most severe tensile cracking damage at the bottom of two middle columns. At the end of twin excavations, the building load resisted by the raft reduced to half of that the load before the excavations. The reduced load transferred to the piles resulting in increment of the axial load along the entire length of piles.

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

Process Improvement and Evaluation of 0.1 MW-scale Test Bed using Amine Solvent for Post-combustion CO2 Capture (0.1 MW급 연소후 습식아민 CO2 포집 Test Bed 공정개선효과 검증)

  • Park, Jong Min;Cho, Seong Pill;Lim, Ta Young;Lee, Young ill
    • KEPCO Journal on Electric Power and Energy
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    • v.2 no.1
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    • pp.103-108
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    • 2016
  • Carbon Capture and Storage technologies are recognized as key solution to meet greenhouse gas emission standards to avoid climate change. Although MEA (monoethanolamine) is an effective amine solvent in $CO_2$ capture process, the application is limited by high energy consumption, i.e., reduction of 10% of efficiency of coal-fired power plants. Therefore the development of new solvent and improvement of $CO_2$ capture process are positively necessary. In this study, improvement of $CO_2$ capture process was investigated and applied to Test Bed for reducing energy consumption. Previously reported technologies were examined and prospective methods were determined by simulation. Among the prospective methods, four applicable methods were selected for applying to 0.1 MW Test Bed, such as change of packing material in absorption column, installing the Intercooling System to absorption column, installing Rich Amine Heater and remodeling of Amines Heat Exchanger. After the improvement construction of 0.1 MW Test Bed, the effects of each suggested method were evaluated by experimental results.

Effects of Multiple-CycleOperation and $SO_2$ Concentration on the Absorption Characteristics of $CO_2$ by means of Limestone (석회석의 $CO_2$의 흡수특성에 미치는 흡수/재생 반응의 반복횟수와 $SO_2$ 농도의 영향)

  • Ryu Ho-Jung
    • Journal of Energy Engineering
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    • v.14 no.3 s.43
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    • pp.203-211
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    • 2005
  • To investigate the effects of the number of multiple-cycles and $SO_2$ concentration on $CO_2$ absorption characteristics by means of limestone, $CO_2$ capture capacity has been measured in a bubbling fluidized bed reactor (0.1m 1.D., 1.17m high). Danyang limestone was used as a $CO_2$ sorbent and the number of cycles $(\~10th\;cycle)$ and $SO_2$ concentrations (0, 2000, 4000 ppm) were considered as variables. The measured $CO_2$ capture capacity decreased as the number of cycles increased and it showed $50\%$ or initial value after 10 cycles. Moreover, $CO_2$ rapture capacity decreased with 501 concentrations. For three different $SO_2$ concentrations, the total CaO utilization was almost the same but $SO_2$ capture capacity increased and $CO_2$ capture capacity decreased as $SO_2$ concentration increased. These results suggest that $SO_2$ capture reaction is predominant over $CO_2$ capture reaction in the simultaneous $CO_2/SO_2$ capture conditions.

Effects of Multiple-Cycle Operation and SO2 Concentration on CO2 Capture Capacity of Three Limestones in a Fluidized Bed Reactor (유동층 반응기에서 세 가지 석회석의 CO2 흡수능력에 미치는 반복횟수와 SO2 농도의 영향)

  • Ryu, Ho-Jung
    • Applied Chemistry for Engineering
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    • v.17 no.1
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    • pp.44-51
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    • 2006
  • Effects of multiple-cycle operation and $SO_2$ concentration on $CO_2$ capture characteristics of three limestones were investigated in a fluidized bed reactor. For each of these sorbents, the measured $CO_2$ capture capacity decreased as the number of cycles increased and as the $SO_2$ concentration increased. On the other hand, the $SO_2$ capture increased with the increased number of cycles and the $SO_2$ concentration. The total calcium utilization decreased as the number of cycles increased, but the effect of $SO_2$ concentrations on the total calcium utilization depended on the type of limestone. For Strassburg limestone, the total calcium utillization decreased with increasing $SO_2$ concentration. However, for Luscar and Danyang limestones, the total calcium utilization was almost independent of $SO_2$ concentration for the range investigated. The results showed that $SO_2$ in flue gas reduced the $CO_2$ capture capacity of limestone and that the sulfation pattern affected the $CO_2$ capture capacity.