• Title/Summary/Keyword: Simulation game

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An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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The Development of Job Basic Skill Program and e-Learning Contents for Vocational High School Students (전문계 고등학생을 위한 직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -대인관계능력을 중심으로-)

  • Byun, Sook Young;Lee, Sookyoung;Lee, Yong Soon
    • 대한공업교육학회지
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    • v.34 no.2
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    • pp.42-61
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    • 2009
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'interpersonal relation capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The interpersonal relation capability can be harmony with persons under performing business tasks. In this study, interpersonal relation capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

The Measurement of Flight Data of Golfball with High-Speed Multi-Exposure Image (고속 다중 노출 영상을 이용한 골프공의 비행 요소 측정)

  • Kim, Ki-Hyun;Park, Hyun-Woo;Ju, Woo-Suk;Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.699-707
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    • 2009
  • Recently, while 3D sports game increases, the research that it recognizes the operation of the real user actively progresses. Most of all, the research about the golf is active. In this paper, the camera acquiring in a high-speed multi-exposure image measures the flight data of the golf ball through the image processing. While photographing, the high-speed camera, using this system, exposes an image at regular intervals. And line scan camera checks whether the golf ball passed or not. After the location information of the calculated golf ball calculates a speed and a direction by using the physical formula, it applies the golf simulation. After, this system is possible the measurement of the physical element of the spherical object.

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A comparison of the forces on dome and prism for straight and tornadic wind using CFD model

  • Yousef, Majdi A.A.;Selvam, Panneer R.;Prakash, Jai
    • Wind and Structures
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    • v.26 no.6
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    • pp.369-382
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    • 2018
  • Tornadoes are vertical swirling air formed because of the existence of layers of air with contrasting features of temperature, wind flow, moisture, and density. Tornadoes induce completely different wind forces than a straight-line (SL) wind. A suitably designed building for an SL wind may fail when exposed to a tornado-wind of the same wind speed. It is necessary to design buildings that are more resistant to tornadoes. In tornado-damaged areas, dome buildings seem to have less damage. As a dome structure is naturally wind resistant, domes have been used in back yards, as single family homes, as in-law quarters, man caves, game rooms, storm shelters, etc. However, little attention has been paid to the tornadic wind interactions with dome buildings. In this work, the tornado forces on a dome are computed using Computational Fluid Dynamics (CFD) for tornadic and SL wind. Then, the interaction of a tornado with a dome and a prism building are compared and analyzed. This work describes the results of the tornado wind effect on dome and prism buildings. The conclusions drawn from this study are illustrated in visualizations. The tornado force coefficients on a dome building are larger than SL wind forces, about 120% more in x- and y-directions and 280% more in z-direction. The tornado maximum pressure coefficients are also higher than SL wind by 150%. The tornado force coefficients on the prism are larger than the forces on the dome, about 100% more in x- and y-directions, and about 180% more in z-direction. The tornado maximum pressure coefficients on prism also are greater those on dome by 150% more. Hence, a dome building has less tornadic load than a prism because of its aerodynamic shape.

Real-time Rendering of Realistic Grasses Using Fractal and Shader-Instancing (프랙탈과 셰이더 인스턴싱 기법을 이용한 자연스러운 잔디의 실시간 렌더링)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.298-307
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    • 2010
  • The grass is one of important components that cover the wide surfaces in the application such as game or real time simulation. Actually, it not easy to render effectively numerous grasses that grow over the wide terrain. To solve the difficulty, we must find a solution to the two contradictions in terms : quality and calculation cost. As a solution to the above-mentioned task, in this paper, we propose an efficient method to represent the natural grasses by introducing fractal theory and instancing technique. Although the existing grass representation methods make use of a simple rule of applying a basic grass model repeatedly in rendering process, on the contrary we take advantage of the basic property of fractal's self-similarity and we devise a natural representation method suited to the given environment by introducing two important growth factors such as nature of terrain and quantity of light, and finally we apply a GPU-based shader instancing technique to rendering numerous grass models in real-time.

Implementation of Golf Swing Accuracy Analysis System using Smart Sensor (스마트 센서를 활용한 골프 스윙 정확도 분석시스템 구현)

  • Ju, Jae-han
    • Journal of Advanced Navigation Technology
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    • v.21 no.2
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    • pp.200-205
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    • 2017
  • Modern sports are developing into sports science that incorporates science and various analytical simulation systems for improving records are being developed, and they are helping to improve actual game records. Therefore golf which is one of various sports events, has been popularized among the hobbyists and the general public and there is an increasing demand for correcting the movement attitude of the person. In response to these demands, many systems have been developed to analyze and correct golf swing postures. The golf swing accuracy analysis system analyzes the moments that can not be seen with the naked eye and guides them to understand easily. It can improve the golf swing motion through immediate feedback due to the visual effect. Using the knowledge of golf swing motion collected from golf swing video, we improved reliability. In addition, it provides the ability to visually check and analyze your golf swing video, allowing you to analyze each segment based on various golf swing classification methods.

Resource Allocation to Support QoE in Hierarchical Macrocell-Femtocell Networks (계층화된 매크로-펨토셀 망에서 QoE를 지원하기 위한 자원할당 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.12
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    • pp.708-715
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    • 2016
  • Quality of experience (QoE) for multimedia services in macro-femtocell networks is one of the key issues for 5G mobile and wireless communications. A service management structure needs to guarantee the QoE for mobile users based on end-to-end negotiation to support service continuity. Resource management is necessary to maintain the QoE requirements of different multimedia applications, because service continuity may be impeded by delays. This paper proposes four types of resource management scheme to support consistent QoE for different multimedia services. For this purpose, a QoE structure is suggested, and a resource allocation scheme is proposed by utilizing a fixed amount of radio resources reserved for dedicated use to support QoE. Various multimedia services with different requirements (such as voice, image, and data) can be serviced simultaneously, because QoE can be provided under our proposed scheme. Simulation results show that our scheme provides better performance than a conventional scheme with respect to outage probability and total data throughput.

Analysis Structure of Educational Software as Presentation Style (자료제시형 교육용 소프트웨어의 구조 분석)

  • Shin, Sao-Bum;Han, Hee-Jeong
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.83-90
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    • 2011
  • Cyber learning goes up in the quantity of educational contents as informational technology develops in Korea. However some research for the structure of the contents has not been tried to examine its quality. Therefore this research analyzed the most popular cyber learning contents in Korea. They were characterized as "presentational contents". The main research methods are survey and execution of the presentational contents. For the survey, 100 trainee teachers were interviewed. The result of survey is that presentational contents are close to both the tutorial contents type and drill and practice type. On the other hand it is revealed that the response for simulation and game contents type is very rare. The result of the execution for presentation contents recorded high level for frequency of presentation and motivation. To solve these problems, the approach for developing presentational contents should select an appropriate curriculum for cyber learning system and incorporate effective teaching presentation with technology.

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Cleaning Area Division Algorithm for Power Minimized Multi-Cleanup Robots Based on Nash Bargaining Solution (Nash 협상 해법 기반 전력 최소화를 위한 다중 청소로봇간 영역분배 알고리즘)

  • Choi, Jisoo;Park, Hyunggon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39C no.4
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    • pp.400-406
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    • 2014
  • In this paper, we propose an approach to minimizing total power consumption by deploying multiple clean-up robots simultaneously in a given area. For this, we propose to use the cooperative game theoretic approaches (i.e., Nash bargaining solution (NBS)) such that the robots can optimally and fairly negotiate the area division based on available resources and characteristics of the area, thereby leading to the minimum total power consumption. We define a utility function that includes power consumptions for characteristics of areas and the robots can agree on a utility pair based on the NBS. Simulation results show that the proposed approach can reduce the total average power consumption by 15-30% compared to a random area division approach.

Efficient Optical Watermark Using Multiple Phase Wrapping and Real-Valued Functions (다중위상래핑과 실수값 함수를 이용한 효율적인 광 워터마킹)

  • Cho, Kyu-Bo;Seo, Dong-Hoan;Lee, Seung-Hee;Hong, Jae-Keun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.3
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    • pp.10-19
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    • 2009
  • In this paper, an efficient optical watermark method using multiple phase wrapping and real-valued decoding key is proposed. In the embedding process, two zero-padded original images placed in two quadrants on input plane are multiplied with two statistically independent random phase patterns and are Fourier transformed, respectively. Two encoded images are obtained by taking the real-valued data from these Fourier transformed images. And then two phase-encoded patterns, used as a hidden image and a decoding key, are generated by the use of multiple phase wrapping from each of the encoded images. A transmitted image is made from the linear superposition of the weighted hidden images and a cover image. In reconstruction process, the mirror reconstructed images can be obtained at all quadrants by the inverse-Fourier transform of the product of the transmitted image and the decoding key. Computer simulation and optical experiment are demonstrated in order to confirm the proposed method.