• Title/Summary/Keyword: RealTime Play

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Design and Implementation of Embedded Linux-based Personal Mobile Broadcasting Service (임베디드 리눅스 기반의 개인 모바일 방송국 서비스 설계 및 구현)

  • Kim, Do-Hyung;Kim, Sun-Ja;Lee, Cheol-Hoon
    • The KIPS Transactions:PartD
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    • v.16D no.3
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    • pp.441-450
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    • 2009
  • This paper describes the design and implementation of Personal Mobile Broadcasting Service which bases on embedded Linux and it supports personal broadcasting in wireless network environments. Recently, with the advent of various wireless networks and the increased use of high performance mobile devices, the demand for personal mobile broadcasting is being increased. The personal mobile broadcasting service makes it possible that mobile users create contents using their own mobile devices while they are moving or they are in any place. And then, it sends the created contents to server in real-time where their blogs are. Users connected to the content creator's blog can play the contents in real-time. With the implemented personal mobile broadcasting service, mobile users can share multimedia contents in real-time through wireless networks. And, it also helps users to construct their own broadcasting stations where they can broadcast the scene of the accident or public performance in real-time.

Analysis of Understanding Using Deep Learning Facial Expression Recognition for Real Time Online Lectures (딥러닝 표정 인식을 활용한 실시간 온라인 강의 이해도 분석)

  • Lee, Jaayeon;Jeong, Sohyun;Shin, You Won;Lee, Eunhye;Ha, Yubin;Choi, Jang-Hwan
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1464-1475
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    • 2020
  • Due to the spread of COVID-19, the online lecture has become more prevalent. However, it was found that a lot of students and professors are experiencing lack of communication. This study is therefore designed to improve interactive communication between professors and students in real-time online lectures. To do so, we explore deep learning approaches for automatic recognition of students' facial expressions and classification of their understanding into 3 classes (Understand / Neutral / Not Understand). We use 'BlazeFace' model for face detection and 'ResNet-GRU' model for facial expression recognition (FER). We name this entire process 'Degree of Understanding (DoU)' algorithm. DoU algorithm can analyze a multitude of students collectively and present the result in visualized statistics. To our knowledge, this study has great significance in that this is the first study offers the statistics of understanding in lectures using FER. As a result, the algorithm achieved rapid speed of 0.098sec/frame with high accuracy of 94.3% in CPU environment, demonstrating the potential to be applied to real-time online lectures. DoU Algorithm can be extended to various fields where facial expressions play important roles in communications such as interactions with hearing impaired people.

Functional Gene Analysis for the Protection of Male Germ Cell Injury Induced by Busulfan Treatment using cDNA Microarray Analysis

  • 최윤정;옥도원;황규찬;김진회
    • Proceedings of the KSAR Conference
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    • 2003.06a
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    • pp.21-21
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    • 2003
  • Male germ cell apoptosis has been extensively explored in rodent. In contrast, very little is known about their susceptibility to apoptosis stimuli of developing germ cell stages at the time when germ cell depletion after busulfan treatment occurs. Furthermore, it is still unanswered how spermatogonial stem cells are resistant to busulfan treatment. We examined the change of gene expression in detail using cDNA microarray analysis of mouse testis treated with busulfan. A subtoxic dose of busulfan (40mg/kg of body weight) transiently increased 228 mRNA levels among of the 8000 genes analyzed. TagMan analysis confirmed that the mRNA levels such as defensive protein, support protein, enzymatic protein, transport protein, and hormonal protein were rapidly increased. These results were re-confirmed by real-time PCR analysis. However, the expression levels of these genes induced by busulfan treatment were significantly reduced in control testis, indicating that both of male germ cells and somatic cells after busulfan treatment induces self-defense mechanism for protection of testicular cell death. Among them, we conclude that defense proteins play a key role in testis injury induced by busulfan.

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Implementation of Optical Paralle Adder using Polarization Coding (실시간 편광부호화에 의한 광병렬 가산기 구현)

  • 조웅호;배장근;노덕수;김수중
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.17 no.12
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    • pp.1484-1493
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    • 1992
  • In this paper, we propose the polarization coding of optical logic gates using filters and LCTV's, and represent the real-time system of an optical parallel adder to improve a carry propagation delay time. We fabricated a polarization filter for the polarization coding of a cell and an electrical system instead of an optical flip-flop which was necessary to an optical parallel adder. We used an optical fiber to play a part of decoding mask and interconnections in an optical parallel adder. The experimental results show that the polarization coding of a cell can represent 16 optical logic functions and that the implemented optical parallel adder can operate in real-time.

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The effects of environment-friendly activities through nature to attitude of children (자연을 통한 자연친화적 활동 프로그램이 유아의 태도에 미치는 효과)

  • Kim, Yeon-Jin;Kim, Eun-ji
    • Journal of Industrial Convergence
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    • v.13 no.1
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    • pp.41-47
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    • 2015
  • The purpose of this study was to investigate how environment-friendly activities through nature affects attitude of children. 5-6 years old children were targeted for study from March to December, 2014. Rapid changes of modern society made increase of female workers and their participation rates in economic activity which results children to play more time with artificial toys and media. There are 3 stages to investigate effects. $1^{st}$ stage is to know about woods by visiting woods and experience environment-friendly activity. $2^{nd}$ stage is to experience woods with 5 senses not only in real woods but also in classroom. Lastly $3^{rd}$ stage is to make art work with natural object and make woods in classroom. Changes of hildren's attitude and view toward to the nature were recorded and analyzed by anecdotes perpetual inventory and environment-friendly attitude examination. By analysis of infant gives you the opportunity to encounter nature, often in conjunction with ongoing enjoys nature-friendly program in the classroom to play with toys, rather than a complete natural objects gradually formalized when presenting a natural, concentrated than the previous game this time is enhanced and creativity through nature through the promotion doeeojim and attitude to nature is also eco-friendly activities byeonhwadoem program showed that the impact on the attitude of the infant.

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Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

Conversational Quality Measurement System for Mobile VoIP Speech Communication (모바일 VoIP 음성통신을 위한 대화음질 측정 시스템)

  • Cho, Jae-Man;Kim, Hyoung-Gook
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.4
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    • pp.71-77
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    • 2011
  • In this paper, we propose a conversational quality measurement (CQM) system for providing the objective QoS of high quality mobile VoIP voice telecommunication. For measuring the conversational quality, the VoIP telecommunication system is implemented in two smart phones connected with VoIP. The VoIP telecommunication system consists of echo cancellation, noise reduction, speech encoding/decoding, packet generation with RTP (Real-Time Protocol), jitter buffer control and POS (Play-out Schedule) with LC (loss Concealment). The CQM system is connected to a microphone and a speaker of each smart phone. The voice signal of each speaker is recorded and used to measure CE (Conversational Efficiency), CS (Conversational Symmetry), PESQ (Perceptual Evaluation of Speech Quality) and CE-CS-PESQ correlation. We prove the CQM system by measuring CE, CS and PESQ under various SNR, delay and loss due to IP network environment.

Design and Implementation of the Game Engine for the Multiplayer Mobile Network Game (다중사용자 모바일 네트워크 게임을 위한 게임엔진의 설계 및 구현)

  • Jeong, Chul-Gon;Choi, Hwan-Eon;Jeong, Sun-Wung
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.101-112
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    • 2007
  • Along with the development of mobile technology, mobile game has undergone a change from downloadable game to network game, where a large number of users connect to server and play real-time game with a mobile phone. In order to develop these mobile network games economically, a proper, suitable game engine is needed. This study proposes the result of design and implementation of RWMMO-GE(Realtime Wireless Massively Multiplayer Online RPG Game Engine) that is used to develop a mobile network game. The structure of RWMMO-GE, which is the research result of this study, consists of major components such as Network/Client Module, Object Module, Map Tool, Script Editor, and Character Editor. The characteristics of the multiplayer mobile game developed by this engine is that a large number of players can play real-time game in a single map, which implies a possibility of a new business model in this area. This research is a result of the RWMMO-GE supported by 2006 IT Excellent Technology Support Project(No:A1300-0601-0125) of IITA(Institute Information Technology Advancement).

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A Study on the Relationship between Actual and Ideal Body Size of Male University Students (남자대학생들의 신체치수와 이상적 신체치수와의 관계연구)

  • 최인려;방혜경
    • Journal of the Korea Fashion and Costume Design Association
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    • v.4 no.2
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    • pp.173-180
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    • 2002
  • As time goes by, men think that their apparence which may be evaluated by someone is a very important thing. The objective of this study is to compare and analyze the data of ideal and real body size which are obtained from male university students. Also, in order to find the difference of view of point between men and women, some data are obtained from female university students. The data are collected from the five typical parts on body such as height, weight, circumferences of chest, waist, and buttock. The samples for this study are randomly chosen from the universities in Seoul and Kangnung during three months (2001. 10~2001. 12). Many researches have reported that there is a strong relationship between cloth and appearance. So far, there are many researches on the body size of females but it is not same for males. The result of this study will play an important role not only for clothing marketing but also for clothing design of men.

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Implementation of Non-Stringed Guitar Based on Physical Modeling Synthesis (물리적 모델링 합성법에 기반을 둔 줄 없는 기타 구현)

  • Kang, Myeong-Su;Cho, Sang-Jin;Chong, Ui-Pil
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.2
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    • pp.119-126
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    • 2009
  • This paper describes the non-stringed guitar composed of laser strings, frets, sound synthesis algorithm and a processor. The laser strings that can depict stroke and playing arpeggios comprise laser modules and photo diodes. Frets are implemented by voltage divider. The guitar body does not need to implement physically because commuted waveguide synthesis is used. The proposed frets enable; players to represent all of chords by the chord glove as well as guitar solo. Sliding, hammering-on and pulling-off sounds are synthesized by using parameters from the voltage divider. Because the pitch shifting corresponds to the time-varying propagation speed in the digital waveguide model, the proposed model can synthesize vibrato as well. After transformation of signals from the laser strings and frets into parameters for synthesis algorithm, the digital signal processor, TMS320F2812, performs the real-time synthesis algorithm and communicates with the DAC. The demonstration movieclip available via the Internet shows one to play a song, 'Arirang', synthesized by proposed algorithm and interfaces in real-time. Consequently, we can conclude that the proposed synthesis algorithm is efficient in guitar solo and there is no problem to play the non-stringed guitar in real-time.