• Title/Summary/Keyword: Position Synchronization

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Object Tracking System for Additional Service Providing under Interactive Broadcasting Environment (대화형 방송 환경에서 부가서비스 제공을 위한 객체 추적 시스템)

  • Ahn, Jun-Han;Byun, Hye-Ran
    • Journal of KIISE:Information Networking
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    • v.29 no.1
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    • pp.97-107
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    • 2002
  • In general, under interactive broadcasting environment, user finds additional service using top-down menu. However, user can't know that additional service provides information until retrieval has finished and top-down menu requires multi-level retrieval. This paper proposes the new method for additional service providing not using top-down menu but using object selection. For the purpose of this method, the movie of a MPEG should be synchronized with the object information(position, size, shape) and object tracking technique is required. Synchronization technique uses the Directshow provided by the Microsoft. Object tracking techniques use a motion-based tracking and a model-based tracking together. We divide object into two parts. One is face and the other is substance. Face tracking uses model-based tracking and Substance uses motion-based tracking base on the block matching algorithm. To improve precise tracking, motion-based tracking apply the temporal prediction search algorithm and model-based tracking apply the face model which merge ellipse model and color model.

Development of On-board Computer Module for Formation Flying and Cluster Operation Nano-satellites (초소형 위성의 편대 및 군집 운용을 위한 모듈형 온보드 컴퓨터 개발)

  • Oh, Hyungjik;Kim, Do-hyun;Park, Ki-Yun;Lee, Ju-in;Jung, Insun;Lee, Seonghwan;Park, Jae-Pil
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.47 no.10
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    • pp.728-737
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    • 2019
  • In this study, the minimized on-board computer (OBC) module for integrated navigation is developed, which provides satellites' relative position information in formation flying and cluster operation situations. The scalability is considered to apply the user-selected wireless communication module and Global Positioning System (GPS) receiver for navigation, while considering to meet the structural design standard of nano-satellites. As a result of the product development and production, the processing speed of integrated navigation and real-time data synchronization is satisfied for cluster operation nano-satellites by using micro controller unit (MCU). From a heat/vacuum, vibration and radiation test, the OBC was confirmed to be operated in space environments. From these results, a mass production system of OBC was made which is a key part of development on satellite formation flying and cluster/constellation missions that the community demands are increasing.

System Performance Improvement of IEEE 802.15.3a By Using Time Slot Synchronization In MAC Layer (UWB MAC의 Time Slot 동기를 통한 시스템 성능 개선)

  • Oh Dae-Gun;Chong Jong-Wha
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.3 s.345
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    • pp.84-94
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    • 2006
  • In this paper, we propose the algorithm to reduce guard time of UWB MAC time slot for throughput gain. In the proposed draft by multiband ofdm alliance (MBOA), Guard time of each medium access slot (MAS) is composed of shortest inter-frame space (SIFS) and MaxDrift which is the time caused by maximum frequency offset among devices. In this paper, to reduceguard time means that we nearly eliminate MaxDrift term from guard time. Each device of a piconet computes relative frequency offset from the device initiating piconet using periodically consecutive transferred beacon frames. Each device add or subtract the calculated relative frequency offset to the estimated each MAS starting point in order to synchronize with calculated MAS starting point of the device initiating piconet. According to verification of simulations, if the frequency offset estimator is implemented with 8 decimal bit, the ratio of the wasted time to Superframe is always less than 0.0001.

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.

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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GPS L5 Signal Tracking Scheme Using GPS L1 Signal Tracking Results (GPS L1 신호추적 결과를 이용한 GPS L5 신호추적 기법)

  • Joo, Inone;Lee, Sanguk
    • Journal of Satellite, Information and Communications
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    • v.7 no.3
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    • pp.99-104
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    • 2012
  • The United States will proceed with the effort to modernize the GPS system, and one of its main content is to provide L5 signal. L5 will be transmitted in a radio band reserved exclusively for aviation safety services. And, L5, in combination with L1, will improve the position accuracy via ionospheric correction and robustness via signal redundancy. However, The acquisition processing time of L5 takes longer than that of L1 as the code length of L5 is 10 times longer than that of L1. To reduce this acquisition processing time, a higher number of correlators in the aquisition module should be used. However, there is a problem that this causes increase in the complexity of the correlator configuration and the computation power. So, in this paper, we propose L5 signal tracking scheme using tracking results in the GPS L1/L5 receiver. The proposed scheme could reduce the hardware complexity as the GPS L5 signal acquisition module is not needed, and provide fast and stable tracking of L5 signal by aiding L1 tracking results such as PRN, the code phase synchronization, and the Doppler frequency. The feasibility of the proposed scheme is demonstrated through simulation results.

An Improvement of Still Image Quality Based on Error Resilient Entropy Coding for Random Error over Wireless Communications (무선 통신상 임의 에러에 대한 에러내성 엔트로피 부호화에 기반한 정지영상의 화질 개선)

  • Kim Jeong-Sig;Lee Keun-Young
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.3 s.309
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    • pp.9-16
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    • 2006
  • Many image and video compression algorithms work by splitting the image into blocks and producing variable-length code bits for each block data. If variable-length code data are transmitted consecutively over error-prone channel without any error protection technique, the receiving decoder cannot decode the stream properly. So the standard image and video compression algorithms insert some redundant information into the stream to provide some protection against channel errors. One of redundancies is resynchronization marker, which enables the decoder to restart the decoding process from a known state in the event of transmission errors, but its usage should be restricted not to consume bandwidth too much. The Error Resilient Entropy Code(EREC) is well blown method which can regain synchronization without any redundant information. It can work with the overall prefix codes, which many image compression methods use. This paper proposes EREREC method to improve FEREC(Fast Error-Resilient Entropy Coding). It first calculates initial searching position according to bit lengths of consecutive blocks. Second, initial offset is decided using statistical distribution of long and short blocks, and initial offset can be adjusted to insure all offset sequence values can be used. The proposed EREREC algorithm can speed up the construction of FEREC slots, and can improve the compressed image quality in the event of transmission errors. The simulation result shows that the quality of transmitted image is enhanced about $0.3{\sim}3.5dB$ compared with the existing FEREC when random channel error happens.

Virtual Target Overlay Technique by Matching 3D Satellite Image and Sensor Image (3차원 위성영상과 센서영상의 정합에 의한 가상표적 Overlay 기법)

  • Cha, Jeong-Hee;Jang, Hyo-Jong;Park, Yong-Woon;Kim, Gye-Young;Choi, Hyung-Il
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1259-1268
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    • 2004
  • To organize training in limited training area for an actuai combat, realistic training simulation plugged in by various battle conditions is essential. In this paper, we propose a virtual target overlay technique which does not use a virtual image, but Projects a virtual target on ground-based CCD image by appointed scenario for a realistic training simulation. In the proposed method, we create a realistic 3D model (for an instructor) by using high resolution Geographic Tag Image File Format(GeoTIFF) satellite image and Digital Terrain Elevation Data (DTED), and extract the road area from a given CCD image (for both an instructor and a trainee). Satellite images and ground-based sensor images have many differences in observation position, resolution, and scale, thus yielding many difficulties in feature-based matching. Hence, we propose a moving synchronization technique that projects the target on the sensor image according to the marked moving path on 3D satellite image by applying Thin-Plate Spline(TPS) interpolation function, which is an image warping function, on the two given sets of corresponding control point pair. To show the experimental result of the proposed method, we employed two Pentium4 1.8MHz personal computer systems equipped with 512MBs of RAM, and the satellite and sensor images of Daejoen area are also been utilized. The experimental result revealed the effective-ness of proposed algorithm.

Development of a Real-time OS Based Control System for Laparoscopic Surgery Robot (복강경 수술로봇을 위한 실시간 운영체제 기반 제어 시스템의 개발)

  • Song, Seung-Joon;Park, Jun-Woo;Shin, Jung-Wook;Kim, Yun-Ho;Lee, Duk-Hee;Jo, Yung-Ho;Choi, Jae-Seoon;Sun, Kyung
    • Journal of Biomedical Engineering Research
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    • v.29 no.1
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    • pp.32-39
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    • 2008
  • This paper reports on a realtime OS based master-slave configuration robot control system for laparoscopic surgery robot which enables telesurgery and overcomes shortcomings with conventional laparoscopic surgery. Surgery robot system requires control system that can process large volume information such as medical image data and video signal from endoscope in real-time manner, as well as precisely control the robot with high reliability. To meet the complex requirements, the use of high-level real-time OS (Operating System) in surgery robot controller is a must, which is as common as in many of modem robot controllers that adopt real-time OS as a base system software on which specific functional modules are implemened for more reliable and stable system. The control system consists of joint controllers, host controllers, and user interface units. The robot features a compact slave robot with 5 DOF (Degree-Of-Freedom) expanding the workspace of each tool and increasing the number of tools operating simultaneously. Each master, slave and Gill (Graphical User Interface) host runs a dedicated RTOS (Real-time OS), RTLinux-Pro (FSMLabs Inc., U.S.A.) on which functional modules such as motion control, communication, video signal integration and etc, are implemented, and all the hosts are in a gigabit Ethernet network for inter-host communication. Each master and slave controller set has a dedicated CAN (Controller Area Network) channel for control and monitoring signal communication with the joint controllers. Total 4 pairs of the master/slave manipulators as current are controlled by one host controller. The system showed satisfactory performance in both position control precision and master-slave motion synchronization in both bench test and animal experiment, and is now under further development for better safety and control fidelity for clinically applicable prototype.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.