• Title/Summary/Keyword: FPS

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Seismic Response Comparative Evaluation Study on Floor Isolation using LRB and FPS in Main Control Room of Nuclear Power Plant (LRB, FPS 지진격리시스템의 지진응답특성 비교연구)

  • Lee, Kyung-Jin;Ham, Kyung-Won
    • Journal of the Earthquake Engineering Society of Korea
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    • v.13 no.4
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    • pp.15-23
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    • 2009
  • An experimental study was performed to evaluate seismic reduction performance and the applicability of 2-dimensional floor isolation system to the main control room of a nuclear power plant. A lead-rubber bearing (LRB) and a friction pendulum system (FPS) were designed and fabricated for a 2-dimensional floor isolation system. A partial experimental model of a main control room with the LRB and FPS was tested using a shaking table. The experimental model consisted of a control panel, a 2.5m${\times}$2.5m access floor, and four LRB and FPS. The artificial time histories based on the horizontal floor response spectrums (OBE, SSE) of the main control room were used as earthquake input signals. Compared to the non-isolated system, the seismic response of experimental models using a 2-dimensional floor isolation system showed considerable seismic reduction performance against an earthquake.

Performance Evaluation of Smoothing Algorithm Considering Network Bandwidth in IoT Environment (IoT 환경에서 가용 전송률을 고려한 스무딩 알고리즘의 성능 평가)

  • MyounJae Lee
    • Journal of Internet of Things and Convergence
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    • v.9 no.2
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    • pp.11-17
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    • 2023
  • Smoothing is to creating a transmission plan consisting of sections of frames that can be sent at the same transmission rate for compressed and stored video data. Various algorithms have been studied for the smoothing to minimize the number of transmission rate changes, the number of transmission rate changes, and the amount of transmission rate increase. This study evaluates the performance of a smoothing algorithm that minimizes the increase in transmission rates and maximizes the increase in transmission rates when the transmission rate is required to maximize the excess bandwidth to be secured by the server in an environment with limited server bandwidth. The available transmission rates and buffer sizes available in the server are set in various ways and evaluated by the number of fps changes, the minimum fps, the average fps, and fps variability. As a result of the comparison, the proposed algorithm showed excellent average fps and fps variability.

Dicon Review game <서든어택>

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.11 s.150
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    • pp.84-91
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    • 2005
  • 현재온라인1인칭슈팅게임(FPS) 장르에서는PC방이용률부문상위권을달리고있는‘ 스페셜포스’의뒤를이어새롭게떠오르고있는차세대온라인FPS가있다. 바로‘ 서든어택’. 이게임은이미‘ 부천문화-IT 엑스포2005’와‘ 전주컴퓨터게임엑스포2005’등을거치며유저들의관심을집중시켰다. 최근에는동시접속자2만5,000명을돌파하는등출발도순조롭다. 전투의사실감, 다양한맵등기본에충실한게임으로평가받고있는서든어택을분석했다.

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Relations between Choke Point Types and Cover Pattern Properties in FPS Game Level Design (FPS게임 레벨디자인에서 Choke Point유형과 Cover Pattern속성의 관계)

  • Choi, GyuHyeok;Jin, HyungWoo;Kim, Mijin
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.27-36
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    • 2014
  • Accurate information on players, namely player analytics is one of the key factors in a game development environment where a scientific approach to user-oriented game analysis is in the spotlight. This study is intended to examine effects of relations between choke point types and cover pattern properties on level difficulties in FPS games. As for FPS games, interaction between players' behaviors and game levels is higher compared to other genres and choke point types as well as cover pattern properties are key factors of level design. Choke point is the main crossroad that must to pass for achieving the goal and Cover Pattern is the type of object on the level except buildings. Two elements directly or indirectly affect the level of difficulty. This study analyzed 10 types of representative FPS gameplays to classify choke point types and assigned 4 types of cover pattern properties to organize 16 target levels for the experiment. In addition, this study collected and analyzed players' 800 behavior data (video clips) from 5 repetitive plays performed by 10 players. In conclusion, analytical results obtained from the empirical study will contribute to realizing systematic game level development by providing specific information for a game level design phase. The findings are also meaningful in that they suggest efficient and effective methods of utilizing the existing academic study results for industrial applications.

GPU-Accelerated Single Image Depth Estimation with Color-Filtered Aperture

  • Hsu, Yueh-Teng;Chen, Chun-Chieh;Tseng, Shu-Ming
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.3
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    • pp.1058-1070
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    • 2014
  • There are two major ways to implement depth estimation, multiple image depth estimation and single image depth estimation, respectively. The former has a high hardware cost because it uses multiple cameras but it has a simple software algorithm. Conversely, the latter has a low hardware cost but the software algorithm is complex. One of the recent trends in this field is to make a system compact, or even portable, and to simplify the optical elements to be attached to the conventional camera. In this paper, we present an implementation of depth estimation with a single image using a graphics processing unit (GPU) in a desktop PC, and achieve real-time application via our evolutional algorithm and parallel processing technique, employing a compute shader. The methods greatly accelerate the compute-intensive implementation of depth estimation with a single view image from 0.003 frames per second (fps) (implemented in MATLAB) to 53 fps, which is almost twice the real-time standard of 30 fps. In the previous literature, to the best of our knowledge, no paper discusses the optimization of depth estimation using a single image, and the frame rate of our final result is better than that of previous studies using multiple images, whose frame rate is about 20fps.

A Real-time Vision-based Page Recognition and Markerless Tracking in DigilogBook (디지로그북에서의 비전 기반 실시간 페이지 인식 및 마커리스 추적 방법)

  • Kim, Ki-Young;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.493-496
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    • 2009
  • Many AR (Augmented Reality) applications have been interested in a marker-less tracking since the tracking methods give camera poses without attaching explicit markers. In this paper, we propose a new marker-less page recognition and tracking algorithm for an AR book application such as DigilogBook. The proposed method only requires orthogonal images of pages, which need not to be trained for a long time, and the algorithm works in real-time. The page recognition is done in two steps by using SIFT (Scale Invariant Feature Transform) descriptors and the comparison evaluation function. And also, the method provides real-time tracking with 25fps ~ 30fps by separating the page recognition and the frame-to-frame matching into two multi-cores. The proposed algorithm will be extended to various AR applications that require multiple objects tracking.

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Design and Implementation of a Mobile Terminal Device for Video Transmission in Multiple Networks (다중 네트워크에서의 동영상 전송을 위한 이동 단말 장치의 설계 및 구현)

  • Kim, Jong-Heon;Lee, Dong-Soo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.12 no.2
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    • pp.38-44
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    • 2013
  • In this paper, we designed and implemented a mobile video transmission device with 1080i resolution and 30fps frame rate using wireless multi-access technologies. The video acquisition delay time of 16us and jitter of 21ms for this equipment were obtained, respectively. The device is designed to access various communication networks. In order to evaluate the performance of its video transmission capability, a server and monitoring viewer are implemented. In the performance test using LTE network, 211ms delay time was obtained at 3Mbps transmission. Rendering of 1fps frame rate at the 265kbps transmission was confirmed for the transmission test using Inmarsat network.

Seismic Performance Evaluation of Cone-type Friction Pendulum Bearing System Using Shaking Table Test (진동대실험을 통한 원추형 마찰진자베어링의 내진성능 평가)

  • Jeon, Bub-Gyu;Chang, Sung-Jin;Kim, Nam-Sik
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2011.04a
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    • pp.389-394
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    • 2011
  • Existing FPS(Friction Pendulum System) is isolation system which is possible to isolate structures by pendulum characteristic from ground vibration. Structural natural frequency could be decided by designing the radius of curvature of FPS. Thus, response vibration could be reduced by changing natural frequency of structures from FPS. But effective periods of recorded seismic wave were various and estimation of earthquake characteristic could be difficult. If effective periods of seismic wave correspond to natural frequency of structures with FPS, resonance can be occurred. Therefore, CFPBS(Cone-type Friction Pendulum Bearing System) was developed for controlling the response acceleration and displacement by the slope of friction surfaces. Structural natural frequency with CFPBS can be changed according to position of ball on the friction surface which was designed cone-type. Therefore, Divergence of response could be controlled by CFPBS which had constantly changing natural frequency with low modal participation factor in wide-range. In this study, Seismic performance of CFPBS was evaluated by numerical analysis and shaking table test.

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A Comparative Analysis of First Person Shooter Games on Battle Style and Equipment/Skill Patterns - Overwatch vs A.V.A. Online vs Battleground (FPS 게임에서의 세부 장르별 전투 방식과 무기/스킬 비교 분석 - 오버워치 vs A.V.A 온라인 vs 배틀그라운드)

  • Chung, Sanghoon;Kim, Ji-Seok;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.443-446
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    • 2017
  • 1인칭 슈팅 게임(FPS) 장르는 오래 전부터 우리 게이머들의 사랑을 받아 왔다. 특히 2016년에는 오버워치가 그리고 2017년에는 아직 정식 출시도 하지 않은 배틀그라운드가 게임 시장에서 돌풍을 일으켜 현재 PC방 점유율에서 2, 3위를 기록하고 있다. 같은 FPS 라도 실은 우리 게이머에게 가장 익숙한 밀리터리 형 FPS에 비해 오버워치와 배틀그라운드는 서로 다른 형식을 갖고 있으며 이에 따라 전투의 방식과 게임의 목표, 무기 및 스킬의 활용도에서 여러 가지 차별성을 보이고 있다. 이에 본 논문은 전통적 밀리터리 형 게임으로 10년 역사를 가진 아바(A.V.A.) 온라인 게임을 선정하고 이것과 오버워치, 배틀그라운드 3자 간 전투 방식과 무기, 스킬 등의 차이를 비교 분석하여 성공적인 FPS 게임 흥행의 이유를 밝혀 보고자 하였다.

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Seismic Performance Evaluation of Cone-type Friction Pendulum Bearing System Using Shaking Table Test (진동대실험을 통한 원추형 마찰진자베어링의 내진성능 평가)

  • Jeon, Bub-Gyu;Chang, Sung-Jin;Kim, Nam-Sik
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.21 no.7
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    • pp.599-608
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    • 2011
  • FPS(friction pendulum system) is an isolation system which is possible to isolate structures from earthquake by pendulum characteristic. Natural frequencies of the structures could be determined by designing the radius of curvature of FPS. Thus, response vibration could be reduced by changing natural frequency of structures from FPS. But effective periods of recorded seismic wave were various and estimation of earthquake characteristic could be difficult. If effective periods of seismic wave correspond to natural frequency of structures with FPS, resonance can be occurred. Therefore, CFPBS(cone-type friction pendulum bearing system) was developed for controlling the acceleration and displacement of structure by the slope of friction surfaces. Structural natural frequency with CFPBS can be changed according to position of ball on the friction surface which was designed cone-type. Therefore, superstructures on CFPBS could be isolated from earthquake. In this study, seismic performance of CFPBS was evaluated by numerical analysis and shaking table test.