• Title/Summary/Keyword: Interactive 4D

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Cache Optimization on Hot-Point Proxy Caching Using Weighted-Rank Cache Replacement Policy

  • Ponnusamy, S.P.;Karthikeyan, E.
    • ETRI Journal
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    • v.35 no.4
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    • pp.687-696
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    • 2013
  • The development of proxy caching is essential in the area of video-on-demand (VoD) to meet users' expectations. VoD requires high bandwidth and creates high traffic due to the nature of media. Many researchers have developed proxy caching models to reduce bandwidth consumption and traffic. Proxy caching keeps part of a media object to meet the viewing expectations of users without delay and provides interactive playback. If the caching is done continuously, the entire cache space will be exhausted at one stage. Hence, the proxy server must apply cache replacement policies to replace existing objects and allocate the cache space for the incoming objects. Researchers have developed many cache replacement policies by considering several parameters, such as recency, access frequency, cost of retrieval, and size of the object. In this paper, the Weighted-Rank Cache replacement Policy (WRCP) is proposed. This policy uses such parameters as access frequency, aging, and mean access gap ratio and such functions as size and cost of retrieval. The WRCP applies our previously developed proxy caching model, Hot-Point Proxy, at four levels of replacement, depending on the cache requirement. Simulation results show that the WRCP outperforms our earlier model, the Dual Cache Replacement Policy.

A Study on the Expression of Interaction Space Design for User Experience - Focusing on the Digital Media - (사용자 경험을 위한 인터랙션 공간디자인 표현에 관한 연구 - 디지털 미디어를 중심으로 -)

  • Kim, Seyoung
    • Korean Institute of Interior Design Journal
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    • v.21 no.4
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    • pp.48-56
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    • 2012
  • Digital technology in modern society is entering the era of digital convergence and ubiquitous computing, and is playing an important role to overcome the limitation of time and space. Based on new media method's rapid application development, a wide range of forms as digital design is made possible. A large part of our living such as information sharing, collaboration, production, recreation, working and various social activities has been realized from the space that digital media offer. As we see a much broader range, the digital media's diverse expressions affect, in interactive ways, not only the relationship between humans and things, between each individual human, and between humans and the environment, but also even emotional purification and realm of educational, cultural, and social aspect. In this study, the aim is to discuss the user-centered design considered for integration into the interaction space design method and is to concentrate on research on. Focusing on digital media, user-friendly interface features of the space environment, construction and utilization of digital media have been applied to try to analyze the interaction effect of space that is created for the design and application of various applications and will seek ways. Thus, various case-studies have been explored where interface space is developed, creating virtual reality through cognitive basis and 3-D interface space. For example, emotional expressions are embedded for the space of commerce, education and exhibition, enabling intercommunication through haptic interface, with changing sound and visual effects which are caused by the movement of people in a certain space. With consideration of the relationship between physical environment and objects, interactive design should be achieved by providing a human oriented interface based on social, cultural and environmental aspects.

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Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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An experimental performance analysis of a cold region stationary photovoltaic system

  • Choi, Wongyu;Warren, Ryan D.;Pate, Michael B.
    • Advances in Energy Research
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    • v.4 no.1
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    • pp.1-28
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    • 2016
  • A grid-connected photovoltaic (PV) system comprised of multicrystalline silicon (mc-Si) modules was installed in a cold climate region in the U.S. This roof-mounted stationary PV system is a real-world application of PV for building energy generation in International Energy Conservation Code (IECC) Climate Zone 5 (and possibly similar climate zones such as 6, 7 and 8), and it served the purposes of research, demonstration, and education. The importance of this work is highlighted by the fact that there has been less emphasis on solar PV system in this region of the U.S. because of climate and latitude challenges. The system is equipped with an extensive data acquisition system capable of collecting performance and meteorological data while visually displaying real-time and historical data through an interactive online interface. Experimental data was collected and analyzed for the system over a one-year period with the focus of the study being on measurements of power production, energy generation, and efficiency. The annual average daily solar insolation incident upon the array was found to be $4.37kWh/m^2$. During the first year of operation, the PV system provided 5,801 kWh (1,264 kWh/kWp) of usable AC electrical energy, and it was found to operate at an annual average conversion efficiency and PR of 10.6 percent and 0.79, respectively. The annual average DC to AC conversion efficiency of the inverter was found to be 94 percent.

Robust Hand Region Extraction Using a Joint-based Model (관절 기반의 모델을 활용한 강인한 손 영역 추출)

  • Jang, Seok-Woo;Kim, Sul-Ho;Kim, Gye-Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.9
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    • pp.525-531
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    • 2019
  • Efforts to utilize human gestures to effectively implement a more natural and interactive interface between humans and computers have been ongoing in recent years. In this paper, we propose a new algorithm that accepts consecutive three-dimensional (3D) depth images, defines a hand model, and robustly extracts the human hand region based on six palm joints and 15 finger joints. Then, the 3D depth images are adaptively binarized to exclude non-interest areas, such as the background, and accurately extracts only the hand of the person, which is the area of interest. Experimental results show that the presented algorithm detects only the human hand region 2.4% more accurately than the existing method. The hand region extraction algorithm proposed in this paper is expected to be useful in various practical applications related to computer vision and image processing, such as gesture recognition, virtual reality implementation, 3D motion games, and sign recognition.

Analysis of Steel Reinforcement Ratio for Bent Pile Structures Considering Column-Pile Interaction (기둥-말뚝의 상호작용을 고려한 단일 현장타설말뚝의 철근비 분석)

  • Kim, Jae-Young;Jeong, Sang-Seom;Kim, Jang-Ho Jay
    • Journal of the Korea Concrete Institute
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    • v.26 no.2
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    • pp.181-188
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    • 2014
  • In this study, an interactive analysis considering column-pile interaction is performed on the basis of an equivalent base spring model for supplementing virtual fixed point design of bent pile structures. Through this analytical method, the application of the minimum steel reinforcement ratio of the pile (0.4%) is analyzed by taking into account the major influencing parameters. Furthermore, the limit depth for steel reinforcement ratio is proposed through the relationships between column and pile conditions. To obtain the detailed information, it is found that an interactive analysis is intermediate in theoretical accuracy between the virtual fixed point model analysis and full-modeling analysis. Base on this study, it is also found that the maximum bending moment is located within cracking moment of the pile when material nonlinearity is considered. Therefore, the minimum steel reinforcement ratio is appropriately applicable for the optimal design of bent pile structures. Finally, the limit depth for steel reinforcement ratio ($L_{As=x%}$) is proposed by considering the field measured results. It is shown that the normalized limit depth ratio for steel reinforcement ratio ($L_{As=x%}/L_P$) decreases linearly as the length-diameter ratio of pile ($L_P/D_P$) increases, and then converges at a constant value.

Effects of Fisheries Technological Innovation on Growth per Capita across OECD Countries (수산부문 기술혁신이 OECD 회원국의 성장률에 미친 효과)

  • Lee, Yoonsuk;Chang, Jae Bong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.4
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    • pp.349-357
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    • 2017
  • The environmental problems affecting marine resources and slow growth in the fisheries industry is causing many countries to look for alternative inputs that can boost the fisheries sector. This study focuses on the effects of technological innovation in the fisheries industry on the gross domestic product (GDP) per capita across Organization for Economic Cooperation and Development (OECD) countries. Using a panel dataset, this study attempts to estimate the different effects of technological innovations in the fisheries industry from country to country using the differences-in-differences (DiD) method. After the DiD method, the Granger causality test is applied to determine the interactive relations between economic growth and the selected variables associated with technological innovation in the fisheries industry, such as government spending on fisheries R&D, the number of patents in fisheries, and employment. The results obtained from the DiD estimation show that government spending on fisheries R&D, fisheries technology development, and fisheries employment positively influences the GDP per capita across OECD counties. From the causality test, we found different bi-directional causal relationships between the GDP per capita and (spending) on fisheries technology development across countries.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

A Study on the Environmental-Based Turning Characteristics of Multi-Purpose Agricultural Robots (다목적 농업 로봇의 농작업 환경 기반 선회 특성 연구)

  • Lee, Ji-Won;Kang, Minsu;Park, Huichang;Cho, Yongjun;Oh, Jangseok;Kim, Min-Gyu;Seo, Kap-Ho;Park, Min-Ro
    • The Journal of Korea Robotics Society
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    • v.16 no.4
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    • pp.319-326
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    • 2021
  • To improve the driving performance and work efficiency of the multi-purpose agricultural robot, this paper conducted a study on the turning and steering characteristics of the robot platform according to the characteristics of the working machine coupled to the multi-purpose agricultural robot considering the agricultural environment. First, the size and characteristics of the developed multi-purpose agricultural robot platform and working machine, and the targeted field farming work environment are analyzed. And based on this analysis, the problems that arise in multi-purpose robots with conventional turning methods are quantitatively presented. And to overcome this problem, an improved turning and steering method for multi-purpose agricultural robots is proposed considering the characteristics of various workstations and the agricultural working environment. Finally, by applying the proposed method, the turning characteristics of the multi-purpose agricultural robot according to the working machine are analyzed and the effectiveness of the proposed method is verified.

Time Series Coastline Change Analysis of Haeundae Beach (해운대 해안의 시기별 해안선 변화량 분석)

  • Lee, Jae One;Kim, Yong Suk;Lee, In Soo
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.29 no.5D
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    • pp.655-662
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    • 2009
  • The monitoring for analyzing coastline variations throughout many years is conducted in this study. Haeundae Beach is selected as a test area. We have collected RTK-GPS survey data, airborne LiDAR survey data from Sept. 2008 to 2005. We've done airborne LiDAR survey 2009 to 2006 and we would analyze coastline changes time series through interactive comparison analysis. The mean coastline distance of Haeundae shore is 1,347m (RTK-GPS) by airborne LiDAR survey (2 times). Coastline distance is decreased approximately 4.5% than mean distance in the November survey of 2008. We know right and left sides of the coastline are eroded and the center section shows us the littoral deposit of 3~7m toward sea. It turns out that the sand both sides is transported to the center section by a wave and tide and we know the coastline distance is getting smaller but the coastline width is getting longer like 2~7m.