• Title/Summary/Keyword: Playing Technique

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A Survey of Queueing Approaches in ATM (비동기식 전송방식 (ATM) 에서의 대기행렬이론 응용에 관한 조사연구)

  • Park, No-Ik;Lee, Ho-Woo
    • IE interfaces
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    • v.9 no.3
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    • pp.120-142
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    • 1996
  • Asynchronous Transfer Mode (ATM) is considered to be the most promising transfer technique for BISDN due to its efficiency and flexibility. Queueing theory has been playing a very important role in performance evaluation of ATM for the past few years. This paper is composed of two parts. The first part is concerned with the several basic concepts of ATM. The second part surveys queueing approaches in ATM performance evaluation. It deals with stochastic models which have been proposed for the three basic categories of traffic sources (voice, data, video), various queueing models for statistical multiplexer and switch, and priority strategies for buffer control schemes.

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A Study on the Quality of Variable Space for the Museum Space - Focused on Educational Space - (뮤지엄 공간의 가변적 활용 특성에 관한 연구 - 교육공간을 중심으로 -)

  • Zheng, Hua;Lee, Sung-Hoon
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.220-225
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    • 2008
  • Museum has been advanced according to the change of the society, playing a role of social education for people as a public place. However, many museum have limited which does not allow the museum to act various roles for public needs such as resting, entertaining, educating. Accordingly, this research has intention to solve the problem that the museum cannot satisfy public various needs by functional adaptation of the space; the theory of variable space. The objective of this research is to try to find the problems and solutions from museum space through research about Spatial variability and to analyze expression special quality of museum that is used as variable. Therefore, this research is to lay the foundation of Variable application technique of educational space of museum hereafter.

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Developement of dynamic modeling of rubber mount (고무 동특성 해석 기술 개발)

  • Lee, Shin-Bog;Jung, Jig-Han;Choi, Jae-Hwan;Lee, Young-Hwan
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2013.10a
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    • pp.87-91
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    • 2013
  • Rubber Components have been playing important role for the isolation of noise and vibration of vehicle. This paper is presented the new method of dynamic modeling of rubber component for simulating the dynamic characteristics of it under the varing loading condition. Rubber dynamic model consists of the hyperelastic, viscoelastic and elasto-plastic characteristics of rubber. Dynamic proporties of rubber are calculated at each preload and frequency conditions, compared to test data, and evaluated the validity of rubber dynamic model. This technique is expected to understand and improve the characteristics of noise and vibration with relation to rubber components.

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Artificial Intelligence Techniques in Game Contents

  • Ko Sang-Su;Chae Song-Hwa;Nam Byung-Woo;Kim Won-Il
    • International Journal of Contents
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    • v.2 no.3
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    • pp.18-21
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    • 2006
  • Nowadays, many people enjoy playing games in computer. In this kind of game, people often meet NPC (Non Player Character). It is the virtual character in simplified form of real player and exits in most of current computer games. Various NPCs add the reality and atmosphere of the game as well as help players. There are several techniques to embody NPC, but developers generally use AI technique. This paper discusses some artificial intelligence techniques used in game contents. Especially this paper focuses on the AI techniques used in computer games in terms of the two main approaches, symbolic approach and sub-symbolic approach.

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Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Preliminary Design and Implementation of 3D Sound Play Interface for Graphic Contents Developer (그래픽 콘텐츠 개발자를 위한 입체음 재생 인터페이스 기본 설계 및 구현)

  • Won, Yong-Tae;Jang, Bong-Seog;Ahn, Dong-Soon;Kwak, Hoon-Sung
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.203-211
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    • 2008
  • Due to the advance of H/W and S/W techniques to play 3D sound, the virtual space contented by 3D graphics and sounds can provide users more improved realities and vividness. However for the small 3D contents developers and companies, it is hard to implement 3D sound techniques because the implementation requires expensive sound engines, 3D sound technical understanding and 3D sound programming skills. Therefore 3D-sound-playing-interface is necessary to easy and cost-effective 3D sound implementation. Using this interface, graphics experts can easily add 3D sound techniques to their applications. In this paper, the followings are designed and implemented as a preliminary stage in the way of developing the 3D sound playing interface. First, we develop 3D sound S/W modules converting mono to 3D sound in PC based systems. Second, we develop the interconnection modules to map 3D graphic objects and sound sources. The developed modules in this paper can allow the user to percept sound source position and surround effect at the moving positions in the virtual world. In the coming works, we are going to develop the more completed 3D sound playing interface consisted of the synchronization technique for sound and moving objects, and HRTF.

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SAAnnot-C3Pap: Ground Truth Collection Technique of Playing Posture Using Semi Automatic Annotation Method (SAAnnot-C3Pap: 반자동 주석화 방법을 적용한 연주 자세의 그라운드 트루스 수집 기법)

  • Park, So-Hyun;Kim, Seo-Yeon;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.10
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    • pp.409-418
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    • 2022
  • In this paper, we propose SAAnnot-C3Pap, a semi-automatic annotation method for obtaining ground truth of a player's posture. In order to obtain ground truth about the two-dimensional joint position in the existing music domain, openpose, a two-dimensional posture estimation method, was used or manually labeled. However, automatic annotation methods such as the existing openpose have the disadvantages of showing inaccurate results even though they are fast. Therefore, this paper proposes SAAnnot-C3Pap, a semi-automated annotation method that is a compromise between the two. The proposed approach consists of three main steps: extracting postures using openpose, correcting the parts with errors among the extracted parts using supervisely, and then analyzing the results of openpose and supervisely. Perform the synchronization process. Through the proposed method, it was possible to correct the incorrect 2D joint position detection result that occurred in the openpose, solve the problem of detecting two or more people, and obtain the ground truth in the playing posture. In the experiment, we compare and analyze the results of the semi-automated annotation method openpose and the SAAnnot-C3Pap proposed in this paper. As a result of comparison, the proposed method showed improvement of posture information incorrectly collected through openpose.

A Study on Creativity in the Funk Drumming: Focused on David Garibaldi (펑크(Funk) 드럼 연주기법에 나타난 창의성에 대한 연구: 데이비드 가리발디(David Garibaldi)를 중심으로)

  • Kim, Kwan-jin;Cho, Tae-seon
    • Journal of Digital Convergence
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    • v.19 no.9
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    • pp.217-228
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    • 2021
  • The purpose of this study is to analyze drum performance techniques, focusing on the representative artists of funk music, who had a revival starting in the 1970s. The purpose of this study is to analyze the creativity shown in David Garibaldi's playing technique, which had a great influence on drum majors with his funk drum playing technique. As a research method, 'James Brown', 'Earth, Wind & Fire' and 'Tower of Power' with David Garibaldi as drummer were selected as representative bands. For the study period, the drum performance was examined by selecting two representative songs from among the songs released between 1965 and 1975, when the development of the corresponding funk music began. David Garibaldi's creative performance in this study is as follows. First, we tried to create a new rhythm in the form of changing the beat or resting the beat out of the frame of contemporary drum performance. Second, the 'Paradiddle', 'Accent', and 'Swiss Army triplet' rudiment techniques were applied to the entire drum kit, bringing innovation to the rhythm. Third, the samba pattern of Latin rhythm and the form of 'Afro-Cuban' were grafted onto funk music. Fourth, the idea of Unison Rhythm obtained from the structure of Latin music was applied to funk music. Based on this study, it is hoped that research on drum performance techniques of various genres will be conducted.

Media Scaling Technology for MPEG Video Service on Heterogeneous Network Environment (이질적인 네트워크 환경에서 MPEG 비디오 서비스를 위한 미디어 계층화 기법)

  • Yoo, Woo-Jong;Lee, Heung-Ki;Lee, Sung-In;Lee, Jung-In;Yoo, Kwan-Jong
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.12
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    • pp.3896-3909
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    • 2000
  • The MPEG Video Service of hilving il property of continuity and large cilPilcity needs lilrge network capilcity. Because most of users have a heterogeneous network environment, it's not efficient way that all users have same size of video data to provide them with real time video service. Therefore, for the pUl1Xlse of an efficient and appropriate utilization of network resources, it requires to develop and deploy a new scalable transmission technique in consideration of respective network environment and individual clients computing power. The purpose of this paper is to develop a technology that can adjust the amount of dilta transmitted as an M1'EG video stream according to its gi yen communication bandwidth, and a technique that can reflect dynamic bilndwidth while playing a video stream. For this purpose, we propose a TFS (Temporal-Fidelity Scaling) technique that splits the MPEG video stream into various substream according to picture type or resolution. Those methods proposed her can filcilitilte an effective use of network resources, and provide multimedia MPEG video services in real- time with respect to individual client computing environment

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A Study on Manufacturing Techniques and Expected Effects for SR001 (SR001 제작기법 및 기대효과에 관한 연구)

  • Lee, Duk-Gyu;Shin, Kun-Young;Kim, Il-Hwan;Seo, Seog-Chul;Park, Jong-Hun;Kim, Ki-Chun
    • Proceedings of the KSR Conference
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    • 2011.10a
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    • pp.2987-2997
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    • 2011
  • As a public transit playing an important role in the era of high gas prices, subway corresponds the national strategy 'Low carbon, Green growth'; accordingly, passengers who would use the transportation are steadily increasing. Subway operators are required to provide subway users with services based on higher-quality system, safety, convenience & high reliability level. Furthermore, as the legally allowed maximum life time of EMUs is extended, it is necessary to localize & standardize the parts of EMUs. This paper presents a modelling of systematic EMU(SR001) manufacturing technique which enables us to reflect passenger and subway operator's demands in the whole EMU manufacturing process from the initial design phase to its completion by making full use of the know-how based on subway operators' experiences. SR001 enabled SMRT's staffs to participate in the EMU design & its equipment manufacturing; consequently, it realized the innovative system which meets passengers' requirements. Moreover, the process lead time was reduced dramatically. The result of this research will be helpful in providing useful guidelines for railway industry policy and development making in Korea.

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