• Title/Summary/Keyword: Content Implementation

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

  • Yang, Keuntak;Lee, Bongkyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.3
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    • pp.9-16
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    • 2018
  • The media facade technique requires the matching process of the content to the projection target. For this reason, each time the projection target is changed, the matching process of the same content must be performed again at each time. This problem can be solved by analyzing the elevation of the object and automatically performing matching process of the content in real time and projecting the matched content. In this paper, we propose and implement a new algorithm that can obtain the optimized matching content in real time by analyzing the elevation of the object to be projected. The proposed method processes the image matching by using the depth information of the elevation obtained by IR cameras.

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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    • v.3 no.4
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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.

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

  • Seok, Jung-Ho
    • Journal of the Korean Society for information Management
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    • v.20 no.4 s.50
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    • pp.195-210
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    • 2003
  • With the rapid development of information technology and internet in these days, resources of knowledge information have been digitalized and distributed on the internet, However, the location of digital content and a change of content have generated problems for users access and services. In line with this regard, the research on the identification of digital content utilizing standardized identification system and distribution system is necessary. This study intends to contribute to the implementation of information system based on standard digital identifier for the effective management and safe distribution of digital contents. This study first tries to survey SDI outline, practical application case and distributed business model and to analyze information distribution status Finally, this study tries to draw up a plan for the establishment of KISTI's SDI. content identification system, content distribution system.

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

  • Lee, Eun-Jin;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.13-20
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    • 2020
  • Biometric technology with the advance of deep learning enabled the new types of content. Especially, face recognition can provide immersion in terms of convenience and non-compulsiveness, but most commercial content has limitations that are limited to application areas. In this paper, we attempted to overcome these limitations, implement content that can utilize face recognition technology based on realtime video feed. We used Unity engine for high quality graphics, but performance degradation and frame drop occurred. To solve them, we augmented Dlib toolkit and adjusted the resolution image.

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

  • Kim, Kyung-Hwan;Ha, Jo-Ho;Won, Jong-Pil;Lee, Uee-Song;Kim, Joo-Min;Son, Jin-Ho
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.3
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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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    • v.14 no.4
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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.

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

  • Gang, Heon-Hyo;Kim, Dong-Hyun
    • Journal of the Korean Society of Radiology
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    • v.14 no.5
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    • pp.627-634
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    • 2020
  • Instead of lead, we intend to develop shielding materials for morphological implementation by mixing barium sulfate, an eco-friendly substance, and PLA filament, a 3D printer material. The environmental substance, barium sulfate powder and PLA filament, a 3D printer material, were used, and the shielding was made with a 3D printer after being fused into an extruder to mix the powder powder of barium sulfate with PLA. To check the mixing ratio of barium sulfate powder and PLA filament, the mixing input was analyzed, and the absorption dose by thickness according to barium sulfate content was obtained to check the shielding function of the mixed shielding. In the evaluation of the mixture of sulfate barium powder particles and PLA filaments, it was mixed in the most appropriate proportion when the content was 30% in the apparent and electron microscopic observation photographs. In the absorption dose results by thickness according to barium sulfate content, the difference between the content of 0% and the content of each % was greatest at 0.5 cm in thickness and the lowest dose value at 3 cm in thickness when the barium content was 30%. In addition, as the barium content began to increase at 30%, the absorbed dose value increased again. Instead of conventional lead, barium sulfate, an eco-friendly substance, could be mixed with PLA, a filament material, to create morphological shielding. Based on this study, it is expected that the mixing ratio of barium to the mixture is the most appropriate 30%, and will be used as the basis for the implementation of morphological shielding using 3D printers in the diagnosis and treatment section.

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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    • v.6 no.1
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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.

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

  • Hyang-Ja, Kim
    • Fashion & Textile Research Journal
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    • v.25 no.5
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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.

A Study on the Implementation of Management System Based on UHD Transmission Contents (UHD 송출 콘텐츠 기반 관리시스템 구현)

  • Kim, Moo Yeon;Jang, Byung Min;Choi, Seong Jhin
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.813-826
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    • 2019
  • This paper is a study on the implementation of MAM(Media Asset Management) to utilize UHD contents as high quality broadcast material. The implementation method of this paper is to separate MAM roles with content management functions and transmission workflow functions from workflow, metadata and system interface related work, which are divided into core MAM and MAM-Ex structure. Through the method proposed in this paper, we improved the content management method by applying the page menu method to the material metadata modification and applying the template method to the material structure API. In addition, the storage of UHD material and the configuration of the component server are pooled without any distinction of channels, thereby enhancing the security of UHD transmission assets by minimizing the movement of contents together with broadcasting material protection.