• Title/Summary/Keyword: Shooting

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A Study on Trainer and Cover Recognition Algorithm for Posture Recognition of Virtual Shooting Trainer (가상 사격 훈련자 자세인식을 위한 훈련자와 엄폐물 인식 알고리즘 연구)

  • Kim, Hyung-O;Hong, ChangHo;Cho, Sung Ho;Park, Youster
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.298-300
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    • 2021
  • The Ministry of National Defense decided to build a realistic combat simulation training system based on virtual reality and augmented reality in accordance with the expansion of the scientific training system of "Defense Reform 2.0". The realistic combat simulation training system should be able to maximize the tension and training effect as in actual combat through engagement between trainers. In addition, it should be possible to increase the effectiveness of survival training at the same time as shooting training similar to actual combat through cover training. Previous studies are suitable techniques to improve the shooting precision of the trainee, but it is difficult to practice bilateral engagement like in actual combat, and it is particularly insufficient for combat shooting training using cover. Therefore, in this paper, we propose a S/W algorithm for generating a virtual avatar by recognizing the shooting posture of the opponent on the screen of the virtual shooting trainer. This S/W algorithm can recognize the trainer and the cover based on the depth information acquired through the depth sensor and estimate the trainer's posture.

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Effects of osmoticum treatments and shooting chances on the improvement of particle gun-mediated transformation in Phalaenopsis (유전자총을 이용한 팔레놉시스 형질전환 효율향상에 삼투압 조절제 및 발사횟수차이가 미치는 영향)

  • Roh, Hee Sun;Kim, Jong Bo
    • Journal of Plant Biotechnology
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    • v.41 no.4
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    • pp.216-222
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    • 2014
  • This study was carried out to develop an efficient transformation protocol via particle bombardment with PLBs (protocorm-like bodies) in Phalaenopsis. To achieve this aim, osmoticum treatment and an increasing shooting chances in particle bombardment process were applied for this study. In addition, pCAMBIA3301: ORE7 vector which contains a herbicide-resistance bar gene as a selectable marker and ORE7 gene as a gene of interests were employed. With regard to the increasing chances of shooting in particle bombardment, double shooting was the best results with 1.5 ~ 2.5 times higher than those of a single or triple shooting treatment in the productioon of PPT (D-L-phosphinothricin)-resistant PLBs. However, regeneration rate of shoots in double shooting was not high as a single shooting. Further, double shooting showed 35 ~ 40% higher than that of a single shooting in the frequency of browning. Regarding effects of different osmotic treatments, combination of 0.2 M sorbitol with 0.2 M mannitol showed the best results in transformation efficiency, regeneration of transformants and reduction of browning. Putative transgenic Phalaenopsis plants were analyzed by PCR analysis and confirmed the presence of bar and ORE 7 gene. Also, real-time PCR was conducted by using 21 transgenic plants and showed only 4 plants had one copy of transgene; whereas, the other 17 plants had more than 2 copies of transgene. Transgenic phalaenopsis plants produced in this study were transferred to pots and flowered normally without morphological variations in flower and leaf.

A Study of Influencing Factors on World Handball Win-Loss using the Decision Tree Analysis (의사결정나무 분석을 통한 세계핸드볼 승패결정요인 분석)

  • Kim, Hyunchul
    • Journal of Digital Convergence
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    • v.19 no.5
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    • pp.461-468
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    • 2021
  • The purpose of this study is to collect official records of the 2019 Men's and Women's Handball World Championships to identify important shooting variables that determine the team's record of winning or losing. After collecting 192 games of men's and women's national teams from 24 countries and verifying the difference in competition records according to the winning and losing groups, the decision tree method, one of the data mining techniques, is analyzed. According to the analysis, the 9m shooting success rate and Near shooting success rate were the most important factors for both men and women. Men win 83.3% if the 9m shooting success rate is 32.5% or higher and the Near shooting success rate is 67.5%, and women win 75% if the 9m shooting success rate is 75% or more and the Near shooting success rate is 51%. Also, the women's yellow cards are considered important variables that determine victory or defeat. In conclusion, both men and women were able to identify the factors of winning and losing decision shooting, but follow-up studies are needed considering the relativity of various record variables and performance in future handball.

Basic Construction of Rule-Base for Grinding Trouble -shooting (연삭가공 트러블슈팅을 위한 룰베이스 구성의 기초)

  • 이재경
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.9 no.4
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    • pp.56-61
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    • 2000
  • Cognition and control of grinding trouble occurring during the grinding process are classified into a quantitative knowledge which depends on experimental data and qualitative knowledge which relies on skilful engineers. Grinding operations include a large number of functional parameters, since there are several ways of coping with grinding trouble. One is the qualitative method which depends on empirical knowledge utilizing the skilful experts from the workship, the other is the quantitative method which utilizes the experimental data obtained by a sensor. But, they are all difficult to accomplish from the grinding trouble-shooting system. The reason is that grinding troubles are now easily controlled in the quantitative method, and therefore, trouble-shooting has mainly relied on the knowledge of skilful engineers. Thus, there is an important issue of how a grinding trouble-shooting system can be designed and what knowledge is utilized among the large amount of grinding trouble information. In this paper, basic strategy to develop the grinding database of rule-based model, which is strongly depended upon experience and intuition , is described.

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Basic Construction of Rule-Base for Grinding Trouble-shooting (연삭가공 트러블슈팅을 위한 룰베이스 구성의 기초)

  • 이재경
    • Proceedings of the Korean Society of Machine Tool Engineers Conference
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    • 1999.10a
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    • pp.492-497
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    • 1999
  • Cognition and control of grinding trouble occurring during the grinding process are classified into a quantitative knowledge which depends on experimental data and qualitative knowledge which relies on skillful engineers. Grinding operations include a large number of functional parameters, since there are several ways of coping with grinding trouble. One is the qualitative method which depends on empirical knowledge utilizing the skilful experts from the workshop, the other is the quantitative method which utilizes the experimental data obtained by sensor. But, they are all difficult to accomplish from the grinding trouble-shooting system. The reason is that grinding troubles are not easily controlled in the quantitative method, and therefore, trouble-shooting has mainly relied on the knowledge of skilful engineers. Thus, there is an important issue of how a grinding trouble-shooting system can be designed and what knowledge is utilized among the large amount of grinding trouble information. In this paper, basic strategy to develop the grinding database of rule-based rule, which is strongly depended upon experience and intuition, is described.

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Screen Image and Subjectivity of 3D First-Person Shooting Game (3D 1인칭 슈팅 게임에서의 시각적 요소와 주체)

  • Jeon, Gyong-Ran
    • Journal of Korea Game Society
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    • v.10 no.3
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    • pp.37-45
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    • 2010
  • This study examines the characteristics of screen image of 3D first-person shooting games and the newly created subjectivity by that image. 3D first-person shooting games create immersion by remediating the visual experience in the real world. The construction of subjective perspectives and comparatively clear interface are the important features of 3D first-person shooting games. The subjectivity created by this games' image is different from the subjectivity constructed by suture of film. Gamers have the dominant position of the subject of looking, gaming and narrating, but the narrating position is never permanent nor stable. Because the position has the limited sight of first-person, not the comprehensive sight of third-person.

Development of Ring Right for Medical Purpose (메디컬 링 라이트의 개발)

  • Cheon, Min-Woo;Park, Yong-Pil
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.766-767
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    • 2010
  • By using LED which is a light source which has been in the spotlight recently, the ring light for medical purposes was developed for shadowless shooting of local site in the affected area. The developed ring light was designed to be able to control the various quantity of light by using PWM (pulse width modulation) method, and by controlling each LED (light emitting diode) independently the regulation of color temperature and color rendering are possible. Also, the persistent light for continuous shooting of affected area and flash mode action for snap shooting are possible. In this study the response speed of momentary flash function was checked using interface circuit configured for momentary shadowless shooting of affected area.

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The Optimal Aiming Point that is Available in Shooting Game based a Bodily Sensation Type Arcade : Focused on Interactive Ride Gun (체감형 아케이드 기반 슈팅 게임에서 적용가능한 최적의 조준점 : 인터렉티브 라이드 건(Interactive Ride Gun)을 중심으로)

  • Choi, Yong-seok;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.531-532
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    • 2014
  • The visibility of the aiming point used in shooting game based on the present interactive gun ride is too low. This research tries to improve the visibility to apply the aiming point used in FPS(Fisrt Person Shooting) game to interactive gun shooting game in order to overcome the problem of an existing bodily sensation type arcade game. This research try to investigate the effective visibility through the experiment that 20's college students took part in. We identify the optimal aiming point from the results of this experiment. We will determine the compatability to use in the real commercial game to apply it to the ride based shooting game.

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NUMERICAL RESULTS ON ALTERNATING DIRECTION SHOOTING METHOD FOR NONLINEAR PARTIAL DIFFERENTIAL EQUATIONS

  • Kim, Do-Hyun
    • The Pure and Applied Mathematics
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    • v.15 no.1
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    • pp.57-72
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    • 2008
  • This paper is concerned with the numerical solutions to steady state nonlinear elliptical partial differential equations (PDE) of the form $u_{xx}+u_{yy}+Du_{x}+Eu_{y}+Fu=G$, where D, E, F are functions of x, y, u, $u_{x}$, and $u_{y}$, and G is a function of x and y. Dirichlet boundary conditions in a rectangular region are considered. We propose alternating direction shooting method for solving such nonlinear PDE. Numerical results show that the alternating direction shooting method performed better than the commonly used linearized iterative method.

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Causes of the Fire at an Indoor Shooting Range in Busan

  • Park, Woe-Chul;Lee, Nae-Woo;Jeong, Lee-Gyu
    • International Journal of Safety
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    • v.9 no.1
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    • pp.1-5
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    • 2010
  • On-site examinations and fire simulation were carried out to speculate on causes of the fire at an indoor shooting range in Busan. An experiment on the ignitability of unburned gunpowder was also conducted. Cigarette was the most likely source of ignition for the fire, while impact of a stray bullet failed to ignite the unburned gunpowder. The explosion in the shooting area was presumed to be caused by violent combustion of the polyurethane foam and unburned gunpowder accumulated on it. Fire safety measures include prohibit of use of profile polyurethane foam, complete clean-up of unburned gunpowder, and removal of steel components from the bullet trap.