• Title/Summary/Keyword: RealTime Play

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REAL-TIME 3D MODELING FOR ACCELERATED AND SAFER CONSTRUCTION USING EMERGING TECHNOLOGY

  • Jochen Teizer;Changwan Kim;Frederic Bosche;Carlos H. Caldas;Carl T. Haas
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.539-543
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    • 2005
  • The research presented in this paper enables real-time 3D modeling to help make construction processes ultimately faster, more predictable and safer. Initial research efforts used an emerging sensor technology and proved its usefulness in the acquisition of range information for the detection and efficient representation of static and moving objects. Based on the time-of-flight principle, the sensor acquires range and intensity information of each image pixel within the entire sensor's field-of-view in real-time with frequencies of up to 30 Hz. However, real-time working range data processing algorithms need to be developed to rapidly process range information into meaningful 3D computer models. This research ultimately focuses on the application of safer heavy equipment operation. The paper compares (a) a previous research effort in convex hull modeling using sparse range point clouds from a single laser beam range finder, to (b) high-frame rate update Flash LADAR (Laser Detection and Ranging) scanning for complete scene modeling. The presented research will demonstrate if the FlashLADAR technology can play an important role in real-time modeling of infrastructure assets in the near future.

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Real-time H.264/AVC High 4:4:4 Predictive Decoder Using Multi-Thread and SIMD Instructions (멀티쓰레드와 SIMD 명령어를 이용한 실시간 H.264/AVC High 4:4:4 Predictive 디코더의 구현)

  • Kim, Yong-Hwan;Kim, Je-Woo;Choi, Byeong-Ho;Lee, Seok-Pil;Paik, Joon-Ki
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.350-353
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    • 2007
  • This paper presents an real-time implementation of H.264/AVC High 4:4:4 Predictive profile decoder using general-purpose processors by exploiting multi-threading technique and Single Instruction Multiple Data (SIMD) instructions without any quality degradation. We analyze differences between the existing High profile and High 4:4:4 Predictive profile decoder, and show various optimization techniques to decode high fidelity and high definition (HD) video in real-time. Simulation results show that the proposed decoder can play high fidelity HD video at average 40 frames per seconds (fps) for the IBBrBP bistream and about 50 fps for the Intra-only bitstream.

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Real-time Embedded Middleware System using Java-Native Combination Model (자바-네이티브 조합모델을 이용한 실시간 임베디드 미들웨어 시스템에 관한 연구)

  • Kim Kwang-Soo;Jung Min-Soo;Jung Jun-Young
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.54 no.3
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    • pp.141-147
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    • 2005
  • In the field of electrical industry, embedded computing environment including hardware and software is getting more important as the industry shifts to the knowledge-based one. Java could play a great role as bridging technology in such a transition because it provides a lot of benefits like dynamic application download, compatibility of cross platform, and its own security solution. However, the Java technology has a limitation of real-time problem when it is applied to the embedded computing system of the electrical industry. To solve the problem, a novel java-native combination model has been proposed and designed to a firmware level. This scheme has been employed in four kinds of control boards. The result shows that the proposed model has great potential to implement the real-time processing in control of the devices.

Analysis of Correlation between Real-time Sales Ranking and Information Provided by Mobile Movie Platform: Focus on Non-descriptive Information in Google Play Store's Best-selling Movies

  • Nam, Sangzo
    • Journal of Advanced Information Technology and Convergence
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    • v.9 no.2
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    • pp.41-54
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    • 2019
  • The cinema circuit is facing a digital, network, and mobile age, which expands non-theater accessibility to movies. Application platforms are situated as the most competitive business model that provide digital content such as games, music, books, and movies. Consumers can acquire content-related information not just offline, but online as well. Therefore, item information provided by application platforms is required. The information provided by application platforms consists of richly descriptive information such as storyline summary, consumer reviews, and related articles, while non-descriptive normative information covers data such as sales ranking, release date, genre, rental or purchase cost, domestic/foreign classification, consumer rating, number of consumer ratings, film rating, and so on. In this study, we surveyed and analyzed statistically the correlation between real-time sales ranking and other comparable non-descriptive information.

Deterministic Multi-dimensional Task Scheduling Algorithms for Wearable Sensor Devices

  • Won, Jong-Jin;Kang, Cheol-Oh;Kim, Moon-Hyun;Cho, Moon-Haeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.10
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    • pp.3423-3438
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    • 2014
  • In recent years, wearable sensor devices are reshaping the way people live, work, and play. A wearable sensor device is a computer that is subsumed into the personal space of the user, and is always on, and always accessible. Therefore, among the most salient aspects of a wearable sensor device should be a small form factor, long battery lifetime, and real-time characteristics. Thereby, sophisticated applications of a wearable sensor device use real-time operating systems to guarantee real-time deadlines. The deterministic multi-dimensional task scheduling algorithms are implemented on ARC (Actual Remote Control) with relatively limited hardware resources. ARC is a wearable wristwatch-type remote controller; it can also serve as a universal remote control, for various wearable sensor devices. In the proposed algorithms, there is no limit on the maximum number of task priorities, and the memory requirement can be dramatically reduced. Furthermore, regardless of the number of tasks, the complexity of the time and space of the proposed algorithms is O(1). A valuable contribution of this work is to guarantee real-time deadlines for wearable sensor devices.

Eye-Catcher : Real-time 2D/3D Mixed Contents Display System

  • Chang, Jin-Wook;Lee, Kyoung-Il;Park, Tae-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.51-54
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    • 2008
  • In this paper, we propose a practical method for displaying 2D/True3D mixed contents in real-time. Many companies released their 3D display recently, but the costs of producing True3D contents are still very expensive. Since there are already a lot of 2D contents in the world and it is more effective to mix True3D objects into the 2D contents than making True3D contents directly, people became interested in mixing 2D/True3D contents. Moreover, real-time 2D/True3D mixing is helpful for 3D displays because the scenario of the contents can be easily changed on playback-time by adjusting the 3D effects and the motion of the True3D object interactively. In our system, True3D objects are rendered into multiple view-point images, which are composed with 2D contents by using depth information, and then they are multiplexed with pre-generated view masks. All the processes are performed on a graphics processor. We were still able to play a 2D/True3D mixed contents with Full HD resolution in real-time using a normal graphics processor.

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Evaluating Vehicle Emission Reduction (CO, VOC and NOx) Using Real-time Traffic Information (실시간교통정보 이용에 따른 차량의 CO, VOC, NOx 저감효과 평가)

  • Kim, Jun-Hyung;Um, Jung-Sup
    • Journal of Environmental Impact Assessment
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    • v.20 no.2
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    • pp.217-226
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    • 2011
  • This paper was inspired by the fact that Real-time Traffic Information Service could play a key role in reducing incomplete combustion time remarkably since it can provide traffic jam information in real-time basis. Emission characteristics of experimental engines were studied with variable travel distances and speed of car in terms of traffic information provided. 12 Km distance road of Susung district in Daegu is taken as an experimental area to examine this new approach. The emission was tested while the driving was done at 8 AM, 3 PM, 6 PM which represents various traffic conditions. The reduced emission has been measured for a travel distance running at different loads (conventional shortest route and Real-time Traffic Information) and various loads (CO, VOC and NOx) are all inventoried and calculated in terms of existing emission factors. The emission has been shown to reduce linearly with travel distance : carbon monoxide (20.56%), VOC (29.21%), NOx(8.86%).

Evaluating GHG Emissions Reduced by Real-time Traffic Information in Gasoline Vehicle (실시간교통정보 이용에 따른 가솔린차량의 온실가스 저감효과 평가)

  • Kim, Jun-Hyung;Um, Jung-Sup
    • Journal of Korean Society for Atmospheric Environment
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    • v.27 no.4
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    • pp.443-453
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    • 2011
  • Real-time Traffic Information Service could play a key role in reducing incomplete combustion time remarkably since it can provide traffic information in real-time basis. Emission characteristics of test engines were studied in terms of travel distance and speed. The present study focused on a north district in Daegu, 12 km. The driving for the emission test was done at 8AM, 3PM, 7PM which represents various traffic conditions. The reduced emissions of Greenhouse Gases (GHG) have been measured for a travel distance running at different loads (conventional shortest route and Real-time Traffic Information) and GHG ($CO_2$, $CH_4$, $N_2O$) are all inventoried and calculated in terms of existing emission factors. The emission of GHG has been shown to reduce linearly with travel distance: $CO_2$ (9.15%), $CH_4$ (18.43%), $N_2O$(18.62%).

Design and Development of Big Data Platform based on IoT-based Children's Play Pattern Analysis

  • Jung, Seon-Jin
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.4
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    • pp.218-225
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    • 2020
  • The purpose of this paper is to establish an IoT-based big data platform that can check the space and form analysis in various play cultures of children. Therefore, to this end, in order to understand the healthy play culture of children, we are going to build a big data platform that allows IoT and smart devices to work together to collect data. Therefore, the goal of this study is to develop a big data platform linked to IoT first in order to collect data related to observation of children's mobile movements. Using the developed big data platform, children's play culture can be checked anywhere through observation and intuitive UI design, quick information can be automatically collected and real-time feedback, data collected through repeaters can be aggregated and analyzed, and systematic database can be utilized in the form of big data.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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