• Title/Summary/Keyword: RealTime Play

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Implementation of Improved Object Detection and Tracking based on Camshift and SURF for Augmented Reality Service (증강현실 서비스를 위한 Camshift와 SURF를 개선한 객체 검출 및 추적 구현)

  • Lee, Yong-Hwan;Kim, Heung-Jun
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.4
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    • pp.97-102
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    • 2017
  • Object detection and tracking have become one of the most active research areas in the past few years, and play an important role in computer vision applications over our daily life. Many tracking techniques are proposed, and Camshift is an effective algorithm for real time dynamic object tracking, which uses only color features, so that the algorithm is sensitive to illumination and some other environmental elements. This paper presents and implements an effective moving object detection and tracking to reduce the influence of illumination interference, which improve the performance of tracking under similar color background. The implemented prototype system recognizes object using invariant features, and reduces the dimension of feature descriptor to rectify the problems. The experimental result shows that that the system is superior to the existing methods in processing time, and maintains better problem ratios in various environments.

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Gesture Communication: Collaborative and Participatory Design in a New Type of Digital Communication (제스츄어 커뮤니케이션: 새로운 방식의 디지털 커뮤니케이션의 참여 디자인 제안)

  • Won, Ha Youn
    • Korea Science and Art Forum
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    • v.20
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    • pp.307-314
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    • 2015
  • Tele-Gesture is a tangible user interface(TUI) device that allows a user to physically point to a 3D object in real life and have their gestures play back by a robotic finger that can point to the same object, either at the same time, or at another point in time. To understand the extent of the gestures as new way of digital collaborative communication, collaboration situation and types were experimented as TUI implementations. The design prototype reveals that there is a rich non-verbal component of communication in the form of gesture-clusters and body movements that happen in an digital communication. This result of analysis can contribute to compile relevant contributions to the fields of communication, human behavior, and interaction with high technology through an interpretive social experience.

A Study on the Satirical Content Plot of an Absurd Play - Focused on Lee Keun-sam's Play - (부조리극의 풍자적 콘텐츠 플롯 연구 - 이근삼 희곡 <원고지>를 중심으로 -)

  • Son, Dae-Hwan
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.73-82
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    • 2019
  • The satirical content of the absurd play, centered on Lee Keun-sam's play, represents the family image of a modern capitalist society where only duty is emphasized while the characters are lost in love with the family. They show humans becoming subordinate to economic logic as traditional relationships and family relationships change into material ones due to the rapid development of the economy. The narrator expresses the roles of the performer and the narrator together. It also presents the plot as a characteristic element of epic and absurd dramas, and directs actors as directors. It also foretells the events that will take place in the future, presents the inner consciousness of the characters in the play, and reduces and expands events and times. In terms of conflict, in order to fulfill the financial responsibility of their children, the professor translates them like a machine and the wife distributes the money they earn as they demand. The middle-aged professor and his wife are not willing to make a difference in the real world, so specific conflicts are not revealed. Therefore, no concrete conflict appears within this work. The plot of consisted of 22 epicentre compartments, consisting of a time frame from evening to the next morning. And no special events happen and show only one family's daily life. In addition, materials that show simple repetition of daily life such as newspapers, rice, birthdays, etc. are effectively showing the character of absurdity through repeated structure. The linguistic features of the absurd play focus on expressing anxiety, despair, fantasy and the sense of loss that the object's purpose has disappeared. The stage system avoids detailed portrayals of naturalist plays and creates a thoroughly simplified image that the theme of the play demands, which shows that the stage unit is also an important element that characterizes the absurdity of reflexes.

A Random Forest Model Based Pollution Severity Classification Scheme of High Voltage Transmission Line Insulators

  • Kannan, K.;Shivakumar, R.;Chandrasekar, S.
    • Journal of Electrical Engineering and Technology
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    • v.11 no.4
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    • pp.951-960
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    • 2016
  • Tower insulators in electric power transmission network play a crucial role in preserving the reliability of the system. Electrical utilities frequently face the problem of flashover of insulators due to pollution deposition on their surface. Several research works based on leakage current (LC) measurement has been already carried out in developing diagnostic techniques for these insulators. Since the LC signal is highly intermittent in nature, estimation of pollution severity based on LC signal measurement over a short period of time will not produce accurate results. Reports on the measurement and analysis of LC signals over a long period of time is scanty. This paper attempts to use Random Forest (RF) classifier, which produces accurate results on large data bases, to analyze the pollution severity of high voltage tower insulators. Leakage current characteristics over a long period of time were measured in the laboratory on porcelain insulator. Pollution experiments were conducted at 11 kV AC voltage. Time domain analysis and wavelet transform technique were used to extract both basic features and histogram features of the LC signal. RF model was trained and tested with a variety of LC signals measured over a lengthy period of time and it is noticed that the proposed RF model based pollution severity classifier is efficient and will be helpful to electrical utilities for real time implementation.

SNS Marketing System by Using Video Play Button (동영상 재생버튼을 활용한 SNS 마케팅 시스템)

  • Kim, Seong-Kwon;Lee, Gwang-O;Kwon, Soon-Kak
    • Journal of Korea Multimedia Society
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    • v.17 no.2
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    • pp.218-225
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    • 2014
  • The marketing which uses SNS, which has the most biggest growth since appearance of Facebook, is proved to be effective, then many companies make variable attempts of marketing by using Facebook. This paper presents the method of marketing using videos, that has a major part in Facebook, and the method to raise their ratings. By using the video play button it registers information of the videos in Facebook then shares them to other people in real-time through inner News Feed. Therefore, we can maximize effect of marketing through viral marketing to use other users responses.

A Study on Improvement of the Ship's Bearing Information using GPS (GPS를 이용한 선박의 방위정보 향상에 관한 연구)

  • Ko Kwang-Soob;Choi Chang-Mook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.3
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    • pp.528-533
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    • 2005
  • The purpose of the study is to develop ship's bearing sensor using GPS receiver which can play a role as a ship's secondary compass. In this research, two GPS receivers are used to determine the bearing in real time. Then we investigated the bearing accuracy associated with the error pattern of two GPS receivers. Especially, the results are as follows the investigation on the system design of GPS-Compass, the modeling to compute heading of sailing, the analysis on bearing accuracy with the error pattern, the defining possibility to play a role as a ship's secondary compass.

A Study on Improvement of the Ship's Bearing Information using CPS (위성항법 정보를 이용한 선박의 방위정보 향상에 관한 연구)

  • 고광섭;임봉택;최우영;최창묵
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.101-105
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    • 2004
  • The purpose of the study is to develop ship's bearing sensor using CPS receiver which can play a role as a ship's secondary compass. In this research, two GPS receivers are used to determine the bearing in real time. Then we investigated the bearing accuracy associated with the error pattern of two GPS receivers. Especially, the results are as follows ; - The investigation on the system design of GPS-Compass - The modeling to compute heading of sailing - The analysis on bearing accuracy with the error pattern - The defining possibility to play a role as a ship's secondary compass

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Understanding the Importance of Presenting Facial Expressions of an Avatar in Virtual Reality

  • Kim, Kyulee;Joh, Hwayeon;Kim, Yeojin;Park, Sohyeon;Oh, Uran
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.120-128
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    • 2022
  • While online social interactions have been more prevalent with the increased popularity of Metaverse platforms, little has been studied the effects of facial expressions in virtual reality (VR), which is known to play a key role in social contexts. To understand the importance of presenting facial expressions of a virtual avatar under different contexts, we conducted a user study with 24 participants where they were asked to have a conversation and play a charades game with an avatar with and without facial expressions. The results show that participants tend to gaze at the face region for the majority of the time when having a conversation or trying to guess emotion-related keywords when playing charades regardless of the presence of facial expressions. Yet, we confirmed that participants prefer to see facial expressions in virtual reality as well as in real-world scenarios as it helps them to better understand the contexts and to have more immersive and focused experiences.

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

Effects of Acupuncture on Heart Rate Variability in Obese Premenopausal Korean Women

  • Yang, Yo-Chan;Kim, Je-In;Kim, Koh-Woon;Cho, Jae-Heung;Kim, Song-Yi;Park, Hi-Joon;Song, Mi-Yeon
    • The Journal of Korean Medicine
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    • v.35 no.4
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    • pp.24-35
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    • 2014
  • Objectives: Although the autonomic nervous system (ANS) is thought to play an important role in treatment of obesity, no study has been conducted to investigate acupuncture's effects on this aspect of the ANS. This study aimed to describe the effects of acupuncture in the ANS by means of heart rate variability (HRV) analysis. Methods: A total of 46 obese women aged from 21 to 54 with body mass index ranging from 25.1 to $39.3kg/m^2$ were recruited and randomized into both the real acupuncture group (n=23) and sham acupuncture group (n=23). A total of 3 instances of HRV analysis were conducted before, during, and after treatment. Statistically significant differences between time and groups were analyzed using repeated measure analysis of variance. Results: All parameters of time domain analysis and frequency domain analysis except for the square root of the mean squared differences of successive normal sinus intervals (RMSSD) and very low frequency (VLF) showed significant differences between times. The mean of all R-R intervals (mean RR) showed significant level of interaction between time and group. Between groups, time domain analysis of standard deviation of the normal-to-normal intervals (SDNN), RMSSD and frequency domain analysis of total power (TP) and high frequency (HF) showed significant differences. Conclusions: The real acupuncture group showed deactivation of parasympathetic function and relative increase of sympathetic activity in obese subjects. Further studies are necessary to uncover the mechanisms of acupuncture in obesity treatment.