• 제목/요약/키워드: Content Implementation

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농업 디지털 트윈 구축 전략에 대한 연구 (Research on Construction Strategy of Agricultural Digital Twins)

  • 김한재;도준영;이용환
    • 반도체디스플레이기술학회지
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    • 제23권1호
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    • pp.79-83
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    • 2024
  • Digital Twin technology is rapidly transforming various industries by providing comprehensive virtual models that replicate physical objects or processes. In the context of agriculture, digital twin can be a game-changer. This technology can help in creating precise simulations of farming scenarios, thereby enabling farmers to make data-driven decisions and optimize farm operations. The potential benefits include improved crop yields, resource efficiency, and environmental sustainability. However, the implementation of digital twin technology in agriculture poses challenges, such as data management issues and the need for robust IoT infrastructure. Despite these hurdles, the future of digital twin in agriculture looks promising, with ongoing research and developments aimed at overcoming these obstacles.

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실시간 영상-표면정합 시스템 구현 (An Implementation of Real-Time Image-Surface Mapping System)

  • 양근탁;이봉규
    • 한국인터넷방송통신학회논문지
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    • 제18권3호
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    • pp.9-16
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    • 2018
  • 미디어파사드 기술은 투사할 대상의 입면(立面, elevation)에 정합처리가 된 콘텐츠를 필요로 한다. 이런 이유로 투사될 대상체가 바뀔 때마다 같은 콘텐츠라도 정합처리를 매번 다시 수행해 주어야 한다. 이런 문제점은 투사 대상체의 입면을 분석하여 콘텐츠를 실시간으로 자동 정합 처리하여 투사하는 방법으로 해결 가능하다. 그러나 아직까지 콘텐츠의 실시간 매핑에 대해서는 뚜렷하고 획기적인 연구결과를 찾기 어렵기 때문에 새로운 연구가 반드시 필요하다. 본 논문에서는 투사될 대상의 입면정보를 분석하여 최적화된 투사영상을 실시간으로 얻을 수 있는 새로운 알고리즘을 제안하고 구현한다. 제안된 방법은 IR카메라를 이용하여 얻어지는 입면의 깊이정보를 이용하여 영상 정합을 실시간 처리한다.

Design and Implementation of Content Switching Network Processor and Scalable Switch Fabric

  • Chang, You-Sung;Yi, Ju-Hwan;Oh, Hun-Seung;Lee, Seung-Wang;Kang, Moo-Kyung;Chun, Jung-Bum;Lee, Jun-Hee;Kim, Jin-Seok;Kim, Sang-Ho;Jung, Hee-Jae;Hong, Il-Sung;Kim, Yong-Hwan;Lee, Yu-Sik;Kyung, Chong-Min
    • JSTS:Journal of Semiconductor Technology and Science
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    • 제3권4호
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    • pp.167-174
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    • 2003
  • This paper proposes a network processor especially optimized for content switching. With 2Gbps port capability, it integrates packet processor cluster, content-based classification engine and traffic manager on a single chip. A switch fabric architecture is also designed for scale-up of the network processor's capability over hundreds gigabit bandwidth. Applied in real network systems, the network processor shows wire-speed network address translator (NAT) and content-based switching performance.

식별체계기반 디지털콘텐츠 유통체제 구축방안 연구 (A Study on the Development of Information Systems for Digital Contents Based on Standard Digital Identifier(SDI))

  • 석중호
    • 정보관리학회지
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    • 제20권4호통권50호
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    • pp.195-210
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    • 2003
  • 최근 정보기술 및 인터넷의 급속한 발전으로 지식정보 자원들이 디지털화 되어 인터넷을 통해 유통되고 있으나, 디지털콘텐츠의 위치, 내용 변경 등으로 인해 이용자 접근 및 이용에 문제가 발생하고 있으므로 표준 식별체계를 활용한 디지털콘텐츠의 식별 및 유통 방안의연구가 필요하다. 본 연구의 목적은 디지털콘텐츠의 효율적인 관리와 안전한 유통을 위한 식별체계 기반의 정보유통체제 구축에 기여하는데 있다. 이에 본 연구는 식별체계 개요, 활용사례, 유통모델의 조사와 정보유통 현황을 분석하고, KISTI 고유식별체계, 식별시스템 및 유통시스템 구축 방안 등을 제시하고 있다.

얼굴 인식 기술을 활용한 실감형 인터랙티브 콘텐츠의 구현 - (르네마그리트 특별전) AR포토존을 중심으로 (Implementation of Immersive Interactive Content Using Face Recognition Technology - (Exhibition of ReneMagritte) Focused on 'ARPhotoZone')

  • 이은진;성정환
    • 한국게임학회 논문지
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    • 제20권5호
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    • pp.13-20
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    • 2020
  • 딥러닝의 발전에 따른 생체 인식 기술은 새로운 형태의 콘텐츠를 생산해 낼 수 있게 하였다. 특히 얼굴 인식 기술의 경우 편의성·비강제성 면에서 몰입감을 줄 수 있지만, 대부분의 상용 콘텐츠는 어플리케이션 영역에만 그치는 한계성을 가진다. 따라서 본 논문은 이를 극복하여 실시간 비디오 피드를 기반으로 얼굴 인식 기술을 활용할 수 있는 실감형 인터렉티브 콘텐츠를 구현하고자 한다. 고해상도의 그래픽을 위해 Unity 엔진을 사용하여 제작되었고 그 과정에서 얼굴인식 성능 저하와 프레임 드랍(Frame Drop) 현상이 발생하여 추가적으로 Dlib 툴킷을 사용하고, 얼굴인식 이미지의 해상도를 조절함으로 해당 문제를 해결했다.

안드로이드 플랫폼 상에서 동기화가 고려된 통합 커서의 설계 및 구현 (Design and Implementation of an Unified Cursor Considering Synchronization on the Android Mobile Platform)

  • 김경환;하주호;원종필;이의성;김주민;손진호
    • 대한임베디드공학회논문지
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    • 제6권3호
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    • pp.190-200
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    • 2011
  • Android platform provides a content provider and a cursor mechanism to access the internal SQLite engine. Content providers not only store and retrieve data but also make it accessible to applications. Applications can only share data through content provider, since there's no common storage area that Android packages can access. Cursor is an interface that provides random read-write access to the result set returned by a database query. However, this cursor possesses two major limitations. First, a cursor does not support a join clause among cursors, since the cursor can only access a single table in the content provider. Second, the cursor is not capable of creating user-customized field in the predefined content providers. In this paper, we propose the unified cursor architecture that merges several cursors into a single virtual cursor. Cursor translation look-aside buffer (TLB), column windowing mechanism and virtual data management are the three major techniques we have adopted to implement our structure. And we also propose a delayed synchronization method between an application and a proposed unified cursor. An application can create a user-customized field and sort multiple tables using a unified cursor on Android platform.

Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

3D 프린터를 이용한 바륨혼합형 차폐체에 대한 연구 (A Study on Barium Mixed Radiation Shield using 3D Printer)

  • 강헌효;김동현
    • 한국방사선학회논문지
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    • 제14권5호
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    • pp.627-634
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    • 2020
  • 본 연구는 기존의 납을 대신해 친환경 물질인 황산바륨과 3D 프린터 소재인 PLA 필라멘트를 혼합하여 형태학적 구현을 위한 차폐체를 개발하고자 하였다. 환경 물질인 황산바륨 분말 가루와 3D프린터 소재인 PLA 필라멘트를 사용하였으며, 황산바륨 분말 가루와 PLA를 혼합하기 위하여 압출기로 융합 후 3D 프린터로 차폐체를 제작하였다. 황산바륨 파우더 분말 가루와 PLA 필라멘트 혼합비율을 확인하기 위해 혼합입도를 분석하였으며, 혼합된 차폐체의 차폐능을 확인하기 위해 황산바륨 함유량에 따른 두께별 흡수선량을 구하여 선량을 평가한 후 차폐능을 분석했다.황산바륨 분말 입자와 PLA 필라멘트 혼합 입도 평가 시 외관상과 주사전자현미경 관찰사진에서 함유량이 30%일 때 가장 적정비율로 혼합된 것을 확인하였다. 황산바륨 함유량에 따른 두께별 흡수선량 결과에서 함유량이 0%일 때와 각 % 별 함유량을 비교했을 때 두께 0.5 cm에서 흡수선량의 차이가 가장 크게 나타났으며, 바륨함유량이 30%일 때 두께 3 cm에서 가장 낮은 선량값을 나타냈다. 또한 바륨함유량이 30%를 기점으로 함유량이 증가할수록 흡수 선량값은 다시 높아지는 결과가 나타났다. 기존의 납 대신 친환경 물질인 황산바륨을 필라멘트 소재인 PLA와 혼합하여 형태학적인 차폐체를 만들 수 있었다. 혼합물에 대한 바륨의 혼합비율은 30%가 가장 적절하며, 본 연구를 토대로 진단 방사선 분야 내 3D 프린터를 이용한 형태학적 차폐체 구현을 위한 기초 자료로 사용될 것으로 기대한다.

A P2P-to-UPnP Proxy Gateway Architecture for Home Multimedia Content Distribution

  • Hu, Chih-Lin;Lin, Hsin-Cheng;Hsu, Yu-Feng;Hsieh, Bing-Jung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권1호
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    • pp.406-425
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    • 2012
  • Deploying advanced home networking technologies and modern home-networked devices in residential environments provides a playground for new home applications and services. Because home multimedia entertainment is among the most essential home applications, this paper presents an appealing home media content sharing scenario: home-networked devices can discover neighboring devices and share local media content, as well as enormous amounts of Internet media content in a convenient and networked manner. This ideal scenario differs from traditional usages that merely offer local media content and require tedious manual operations of connection setup and file transfer among various devices. To achieve this goal, this study proposes a proxy gateway architecture for home multimedia content distribution. The proposed architecture integrates several functional mechanisms, including UPnP-based device discovery, home gateway, Internet media provision, and in-home media content delivery. This design addresses several inherent limitations of device heterogeneity and network interoperability on home and public networks, and allows diverse home-networked devices to play media content in an identical and networked manner. Prototypical implementation of the proposed proxy gateway architecture develops a proof-of-concept software, integrating a BitTorrent peer-to-peer client, a UPnP protocol stack, and a UPnP AV media server, as well as media distribution and management components on the OSGi home gateway platform. Practical demonstration shows the proposed design and scenario realization, offering users an unlimited volume of media content for home multimedia entertainment.

스큐어모피즘을 적용한 패션 에듀테크 XR 콘텐츠 연구 (Research on Fashion Edutech XR Content Applying Skeuomorphism)

  • 김향자
    • 한국의류산업학회지
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    • 제25권5호
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    • pp.560-567
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    • 2023
  • This study aims to rediscover the industrial value of a borderless service in the hyper-connected era by producing fashion content at the forefront of the cultural industry as XR content and contributing to developing fashion content for edutech. The research method employed design aesthetic theory, while the empirical proposal utilized scientific knowledge information to build a framework for 3D convergence content. The characteristics of fashion content exhibitions that apply the neumorphism technique are as follows: The first is a virtual space that produces clothing culture by type. Africa, where dyeing and crafts are developed, selects a product-oriented exhibition type; Asia, where weaving and textiles are excellent, selects a random movement type; and Europe, where the evolution of clothing design over time is evident, selects a guided movement type to create a three-dimensional fashion edutech. The goal was to produce content. The second is creative reproducibility, which combines a new fashion design that embraces the aura of the original with a trendy sense. The realistic folk costume style of the original allowed for its implementation in the AR exhibition space using historical traditional style techniques such as weaving and textiles. The third is building organic, modular content. By designing and then saving/editing/arranging the basic VP zone for each style, learners and instructors can freely edit the content for each fashion class topic and create various presentations to ensure that it functions as non-face-to-face edutech content around the world.