• Title/Summary/Keyword: FPS

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Study on FPS Gun Controller Handling method in Virtual Reality (가상현실 1인칭 슈팅게임의 총기형 컨트롤러 조작 방법에 대한 고찰)

  • Jeong, Seung-Woo;Kim, Kibum
    • Proceedings of the Korea Information Processing Society Conference
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    • 2017.04a
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    • pp.1105-1107
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    • 2017
  • 가상현실 관련 기술의 발전과 게임 엔진의 발달로 앞으로는 많은 사람들이 체험해보거나 혹은 직접 콘텐츠와 관련 부속 부품들을 제작할 수 있는 시대가 왔다. 본 논문에서는 가상현실 1인칭 체험 콘텐츠를 만들고, 컨트롤러에 장착 가능한 장비를 만들 경우 발생할 수 있는 문제에 대해 제시하며, 해결할 수 있는 문제 방안을 제시하며 향후 콘텐츠 제작 시 고려해야 할 사항에 대해 고찰하였다.

An Intuitive and User-Created Augmented Reality Marker Based on Character Recognition (문자 인식에 기반한 사용자 제작의 직관적인 증강현실 마커)

  • Han, Seiheui;Choi, Junyeong;Park, Jong-Il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.435-436
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    • 2011
  • 본 논문에서는 알파벳 조합으로 생성되는 새로운 형태의 마커를 제안한다. 제안하는 마커는 일상 생활에서 흔히 접할 수 있는 알파벳으로 구성 되어 있고, 사용자가 직접 알파벳을 조합하여 마커를 제작하는 것 또한 가능하기 때문에 사용자에게 친숙하며 직관적인 상호작용이 가능하다. 제안하는 마커는 효과적이고 빠른 방법으로 인식이 가능하므로 평균 58.8fps 의 속도로 동작한다. 본 논문에서는 제안하는 마커를 이용한 어플리케이션으로 이것의 효용성을 증명한다.

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Implementation of SA-DCT using a datapath (데이터패스를 이용한 SA-DCT 구현)

  • 박주현;김영민
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.5
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    • pp.25-32
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    • 1998
  • In this paper, SA (shape adaptive)-DCT is implemented using a datapath with 4 MACs (multiplication & accumulator). DCT is a well-known bottleneck of real-time video compression using MPEG-like schemes. High-speed pipelined MACs presented here implement real-time DCT. A datapath in this paper executes DCT/IDCT algorithms for QCIF 15fps(frame per second), maximum rate of VLBV(very low bitrte video) in MPEG-4. A 32bit accumulator in a MAC prevents distortion caused by fixed-point process. It can be applied to various operations such as ME (motion estimation) and MC(motion compensation) with a absolutor and a halfer.

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Subcategories of Fuzzy Limit Tower Spaces

  • Lee, Hyei-Kyung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.5
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    • pp.487-490
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    • 2002
  • In this paper, we introduce the notion of fuzzy pseudotopological tower and fuzzy pretopological tower And we show that the category FPsTR of fuzzy pseudotopological tower spaces and the category FPrTR of fuzzy pretopological tower spaces are bireflective subcategoies of the category FLTR of fuzzy limit tower spaces.

Green Mode Buck Switch for Low Power Consumption

  • Jang, KyungOun;Kim, Euisoo;Lim, Wonseok;Lee, MinWoo
    • Proceedings of the KIPE Conference
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    • 2013.07a
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    • pp.397-398
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    • 2013
  • Fairchild Green Mode off line buck switch for low standby power consumption and high reliability is presented. By reducing operating current and optimizing switching frequency, 20mW power consumption is achieved. High performance trans-conductance amplifier and green mode function improve the ripple and regulation in the output voltage. The conventional $FPS^{TM}$ buck and novel Fairchild buck switch are compared to show the improvement of performance. Experimental results are showed using 2W evaluation board.

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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

Efficient VLSI Architecture of Full-Image Guided Filter Based on Two-Pass Model (양방향 모델을 적용한 Full-image Guided Filter의 효율적인 VLSI 구조)

  • Lee, Gyeore;Park, Taegeun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.11
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    • pp.1507-1514
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    • 2016
  • Full-image guided filter reflects all pixels of image in filtering by using weight propagation and two-pass model, whereas the existing guide filter is processed based on the kernel window. Therefore the computational complexity can be improved while maintaining characteristics of guide filter, such as edge-preserving, smoothing, and so on. In this paper, we propose an efficient VLSI architecture for the full-image guided filter by analyzing the data dependency, the data frequency and the PSNR analysis of the image in order to achieve enough speed for various applications such as stereo vision, real-time systems, etc. In addition, the proposed efficient scheduling enables the realtime process by minimizing the idle period in weight computation. The proposed VLSI architecture shows 214MHz of maximum operating frequency (image size: 384*288, 965 fps) and 76K of gates (internal memory excluded).

Real-time People Occupancy Detection by Camera Vision Sensor (카메라 비전 센서를 활용하는 실시간 사람 점유 검출)

  • Gil, Jong In;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.774-784
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    • 2017
  • Occupancy sensors installed in buildings and households turn off the light if the space is vacant. Currently PIR (pyroelectric infra-red) motion sensors have been utilized. Recently, the researches using camera sensors have been carried out in order to overcome the demerit of PIR that can not detect static people. If the tradeoff of cost and performance is satisfied, the camera sensors are expected to replace the current PIRs. In this paper, we propose vision sensor-based occupancy detection being composed of tracking, recognition and detection. Our softeware is designed to meet the real-time processing. In experiments, 14.5fps is achieved at 15fps USB input. Also, the detection accuracy reached 82.0%.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

3D Game Character Animation Pipe-line to Improve Utilization of Motion Capture (모션캡쳐 데이터 활용을 위한 3D 게임캐릭터애니메이션 제작파이프라인)

  • Ryu, Seuc-Ho;Park, Yong-Hyun;Kyung, Byung-Pyo;Lee, Dong-Lyeor;Lee, Wan-Bok
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.120-127
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    • 2008
  • Practical use degree of Motion Capture technology is low in korea game market which did growth of MMORPG putting first. However, that is dance game or FPS, sports game genre is magnified. Therefore, practical use degree of Motion Capture technology is increasing. And, need various research to take advantage of Motion Capture technology effectively. Studied 3D game character animation manufacture pipe line for it. Characteristic of this manufacture pipe line is work classification, correction of two times, Biped format all-in-one to progress Motion Capture technology and keyframe-animation work at the same time. Also, manufacture pipe line that is consisted of this constituent has economic performance, extensity, systemicity.