• Title/Summary/Keyword: Live 2D

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Standard Model for Live Actor and Entity Representation in Mixed and Augmented Reality (혼합증강현실에서 라이브 행동자와 실체 표현을 위한 표준 모델)

  • Yooa, Kwan-Hee
    • Journal of Broadcast Engineering
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    • v.21 no.2
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    • pp.192-199
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    • 2016
  • Mixed and augmented reality technique deals with mixing content between real world and virtual world containing augmented reality and augmented virtuality excluding of pure real and pure virtual world. In mixed and augmented reality, if a live actor and entity moving in real world can be embedded more naturally in 3D virtual world, various advanced applications such 3D tele-presence, 3D virtual experience education and etc can be serviced. Therefore, in this paper, we propose a standard model which is supporting to embed the live actor and entity into 3D virtual space, and to interact with each other. And also the natural embedding and interaction of live actor and entity can be performed based on the proposed model.

Gas structures and star formation in the central region of barred-spiral galaxies in self-consistent 3D simulations

  • Seo, Woo-Young;Kim, Woong-Tae
    • The Bulletin of The Korean Astronomical Society
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    • v.42 no.1
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    • pp.31.2-31.2
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    • 2017
  • The central regions of barred-spiral galaxies contain interesting gaseous structures such as dust lanes and nuclear rings with intense star formation. While our previous studies were useful in understanding the formation of these structures star formation history, they were limited to 2D isothermal galaxies in which the stellar disk and halo are modeled by fixed gravitational potentials. To study the effects of bar growth as well as the vertical dimension, we use the mesh-free hydrodynamic code named GIZMO and run 3D simulations by treating the stellar disk and halo as being live. We find that the new 3D models form the gaseous features similarly to the previous 2D models, although the detailed formation processes are quite different. For example, a ring has a large radius when it first forms and shrinks over time in the previous 2D models. In the 3D live-potential models, however, a ring forms small and grows in size with time. We present the results of the new simulations and discuss them in comparison with the previous 2D results.

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A Study on the Prevention of Salmonella Infection by Using the Aggregation Characteristics of Lactic Acid Bacteria

  • Kim, Min-Soo;Yoon, Yeo-Sang;Seo, Jae-Gu;Lee, Hyun-Gi;Chung, Myung-Jun;Yum, Do-Young
    • Toxicological Research
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    • v.29 no.2
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    • pp.129-135
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    • 2013
  • Salmonella is one of the major pathogenic bacteria that cause food poisoning. This study investigated whether heat-killed as well as live Lactobacillus protects host animal against Salmonella infection. Live and heat-killed Lactobacillusacidophilus was administered orally to Sprague-Dawley rats for 2 weeks before the rats were inoculated with Salmonella. Rise in body temperature was moderate in the group that was treated with heat-killed bacteria as compared to the Salmonella control group. The mean amount of feed intake and water consumption of each rat in the heat-killed bacteria group were nearly normal. The number of fecal Salmonellae was comparable between the live and the heat-killed L. acidophilus groups. This finding shows that L. acidophilus facilitates the excretion of Salmonella. Moreover, the levels of pro inflammatory cytokines, including tumor necrosis factor (TNF)-alpha and interleukin (IL)-1 beta, in the heat-killed L. acidophilus group were significantly lower when compared to the levels in the Salmonella control group. These results indicate that nonviable lactic acid bacteria also could play an important role in preventing infections by enteric pathogens such as Salmonella.

A study on the expression of colors in 2D animation image : Focusing on the colors of short animation different from the representation of three dimension space (2D 애니메이션 이미지의 색채 표현 연구 : 3차원적 공간 재현을 탈피한 단편 애니메이션의 색채를 중심으로)

  • Oh, Jin-Hee;Kim, Jea-Woong
    • Cartoon and Animation Studies
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    • s.16
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    • pp.113-124
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    • 2009
  • This study shows that there is an essential difference between colors of animation and live action film through the expressive colors of 2D animation as distinct from three dimension space. While live action film has an obvious object of representation, the image of 2D animation is a creature made by human without the process of mechanical representation. And this is revealed sharply in the expressive colors of 2D animation. Therefore the expressive colors of 2D animation are the important points in which the autonomous meaning of animation image is revealed.

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3GPP LTE-Assisted Wi-Fi-Direct: Trial Implementation of Live D2D Technology

  • Pyattaev, Alexander;Hosek, Jiri;Johnsson, Kerstin;Krkos, Radko;Gerasimenko, Mikhail;Masek, Pavel;Ometov, Aleksandr;Andreev, Sergey;Sedy, Jakub;Novotny, Vit;Koucheryavy, Yevgeni
    • ETRI Journal
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    • v.37 no.5
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    • pp.877-887
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    • 2015
  • This paper is a first-hand summary on our comprehensive live trial of cellular-assisted device-to-device (D2D) communications currently being ratified by the standards community for next-generation mobile broadband networks. In our test implementation, we employ a full-featured 3GPP LTE network deployment and augment it with all necessary support to provide realtime D2D connectivity over emerging Wi-Fi-Direct (WFD) technology. As a result, our LTE-assisted WFD D2D system enjoys the required flexibility while meeting the existing standards in every feasible detail. Further, this paper provides an account on the extensive measurement campaign conducted with our implementation. The resulting real-world measurements from this campaign quantify the numerical effects of D2D functionality on the resultant system performance. Consequently, they shed light on the general applicability of LTE-assisted WFD solutions and associated operational ranges.

A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

Study on Developing a Monitoring System for Safe Fire Testing (안전한 탄 발사시험을 위한 모니터링 시스템 개발에 관한 연구)

  • Ki Jae Sug
    • Journal of the Korea Safety Management & Science
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    • v.7 no.2
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    • pp.65-72
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    • 2005
  • On this research, we show some concrete examples as software design, 2D/3D display, graph display, and gage display to develop a data monitoring system for real time safe fire testing. Developed software which is simulation software for live fire testing, has been designed to display informations about whole test status in a live fire testing, and with this, user can control a live fire testing under the safe environment. Beside, we increase a security by using a authority of user to access on this software. and we develop it based on module designed to apply a requirement of user later on.

Enhanced Peer-to-Peer Streaming Protocol to Provide The Selective VoD Service in Live Streaming Session (스트리밍 세션에서 선택적 VoD 서비스 제공을 위한 향상된 피어-투-피어 스트리밍 프로토콜)

  • Yi, Seonwoo;Cho, Sunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.52 no.1
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    • pp.40-47
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    • 2015
  • We propose a method to provide a selective VoD service during live streaming sessions. In the proposed method, each peer joined the live streaming session receives video stream packets with P2P manner and stores the packets to provide a VoD service. To mitigate the overhead of each peer node to store the video stream packets, the proposed scheme categorizes peers into three different groups based on their link types. To increase data gathering speed and reduce the network load, we also proposes the P2P transmission scheme within the same AP network for the peers with Wi-Fi link. To evaluate the performance of the proposed method, we implement computer simulator using NS-3. Simulation results show that the proposed method reduces the overhead about 66% and increases the P2P data gathering speed about 50% compared to the conventional schemes.

Investigating Paid Virtual Live Stream Concert Experience from the Perspective of Social Representations Theory (유료 온라인 라이브콘서트 소비경험에 대한 연구: 사회표상이론을 중심으로)

  • Hyunjin Park;Yoonhyuk Jung
    • Information Systems Review
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    • v.25 no.2
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    • pp.77-101
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    • 2023
  • Due to COVID-19, paid virtual live-stream concerts have emerged as an alternative format and a new revenue model for in-person live concerts. Despite the increasing scholarly and practical interest in how participants experience paid virtual live-stream concerts, few studies examined participants' consumption and participation experiences. Thus, this study aims to provide insights into consumers' virtual live-stream concert experience by employing social representations theory (SRT). We explore the features of paid virtual live-stream concerts based on the C-P-N-D (Content-Platform-Network-Device) framework and the consumers' cognitive and affective perception. To this end, an SRT-based core-periphery analysis was conducted based on 239 responses to the open-ended survey questions. The results show that network-and device-level features of virtual live concerts and participants' overall perception are presented as core elements of paid virtual live-stream concerts, whereas content- and platform-level features are peripheral elements. This finding provides an in-depth understanding of the emergence of paid virtual live-stream concerts as an alternative concert format, thereby providing an invaluable understanding of a virtual live concert experience and theoretical and practical insights.

Feeding Black Bengal Goat under Intensive Management : Milk Feeding in Pre-weaned Kids

  • Chowdhury, S.A.;Faruque, S.
    • Asian-Australasian Journal of Animal Sciences
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    • v.17 no.1
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    • pp.39-45
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    • 2004
  • Despite higher fecundity, Black Bengal goat generally has lower milk production, which is often insufficient for their multiple kids. However, milk requirement of Black Bengal kids is poorly defined. Present trial was thus designed to determine the requirement and intake of milk of pre-weaned Black Bengal kids in relation to their growth rate age and sex. Thirty, one month old Black Bengal kids of either sex divided into two groups were allocated to two groups, suckling alone (T1) or suckling along with teat-bottle feeding of milk (T2). Ten kids were allocated for the T1 and 20 kids were allocated for the T2. Digestibility of milk was also determined in T2 animals. Average daily consumption of milk, milk energy and milk N were 773 and 722 g, 1,170 and 1,093 kJ/kg $W^{0.75}/d$ and 1,552 and 1,462 mg N/kg $W^{0.75}/d$, respectively. During 9 weeks trial period, male kids had significantly higher live weight (4.32 vs. 4.20 kg; p<0.01) and intake of milk (773 vs. 722 g/d; p<0.05), energy (117 vs. 1,093 kJ/kg $W^{0.75}$/d; p<0.01) and N (1,552 vs.1,462 mg/k $W^{0.75}/d$; p<0.01) than the female. Milk consumption and the corresponding milk energy and milk N intake increased linearly up to 5th week of the trial, which, then decreased quadratically up to 9th week i.e., up to the weaning. Overall milk DM intake during this period was 2.58% (range 1.5-3.0%) of live weight or about 36 g/kg $W^{0.75}/d$ (range 29-45 g/kg $W^{0.75}/d$). Pre-weaned Black Bengal kids of about 4.5 kg weight, growing at the rate of 60 g weight daily requires at least 750 g milk daily. Daily live weight gain, estimated as the regression between the live weights over time, was 60 g ($r^2$=0.99) and 55 g ($r^2$=0.99), respectively, for the male and female kids. Efficiency of milk energy utilization for weight gain ranged from 0.67 to 0.84 (mean 0.81) for the male kid and 0.75 to 0.91 (mean 0.82) for the female kids. Efficiency of milk protein utilization for weight gain ranged from 0.46 to 0.70 (mean 0.61) for the male kid and 0.51 to 0.81 (mean 0.64) for the female kids. Additional teat-bottle feeding of suckling kids had no significant effect on their growth rate (54vs. 57 g/d). Average digestibility of milk DM, OM and N was 98.85, 98.99 and 98.69%, respectively and they were slightly (p>0.05) higher in the male than the female kids. Results suggest that the requirement of energy and protein and their utilization efficiency in Black Bengal kids is not different from that of the other breeds of goat.