• Title/Summary/Keyword: Studio International

Search Result 64, Processing Time 0.022 seconds

Security Verification of Video Telephony System Implemented on the DM6446 DaVinci Processor

  • Ghimire, Deepak;Kim, Joon-Cheol;Lee, Joon-Whoan
    • International Journal of Contents
    • /
    • v.8 no.1
    • /
    • pp.16-22
    • /
    • 2012
  • In this paper we propose a method for verifying video in a video telephony system implemented in DM6446 DaVinci Processor. Each frame is categorized either error free frame or error frame depending on the predefined criteria. Human face is chosen as a basic means for authenticating the video frame. Skin color based algorithm is implemented for detecting the face in the video frame. The video frame is classified as error free frame if there is single face object with clear view of facial features (eyes, nose, mouth etc.) and the background of the image frame is not different then the predefined background, otherwise it will be classified as error frame. We also implemented the image histogram based NCC (Normalized Cross Correlation) comparison for video verification to speed up the system. The experimental result shows that the system is able to classify frames with 90.83% of accuracy.

Three Points of the Residential High-Rise: Designing for Social Connectivity

  • Gang, Jeanne
    • International Journal of High-Rise Buildings
    • /
    • v.5 no.2
    • /
    • pp.117-125
    • /
    • 2016
  • In this paper we discuss the terms "exo-spatial design," "solar carving," and "bridging" as strategies for creating more socially connective tall buildings. As a typology, high-rise residential buildings have a unique set of challenges to becoming fully activated urban participants in the cities in which they are located. While there is a general recognition and appreciation that tall buildings provide identity to a city, there is often criticism of how they relate to their surroundings. Critics have posited that tall buildings are insular and foreboding by their very nature. This paper explores several design avenues for architects to consider in order to improve the social aspect of tall buildings. As all cities become taller and denser to accommodate growth, the need to design social space in, on, and around tall buildings must be continually examined if we are to have cohesive urban fabric that supports communities.

Development of a Prototyping Tool for New Memory Subsystem

  • Cho, Jungseok;Cho, Doosan
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.11 no.1
    • /
    • pp.69-74
    • /
    • 2019
  • The compiler is the key of the prototyping framework for the new memory system. These compiler-centric prototyping tools have several components, including compiler, linker, assembler, and standard libraries. It takes a lot of cost and man power to develop it all at zero base. Therefore, developer usually use a development framework to develop these prototyping tools efficiently. These development frameworks should be free of licensing issues when considering the commercialization of development results. Thus, developer should investigate the development framework, which is free from licensing issues and that provides all of the development environment to enable actual execution. There are three representative compiler-centric development frameworks: GCC, Clang (LLVM), and MS visual studio. There are some differences depending on the release version among them. And, there are some limitations to the freeware and commercial use. We chose LLVM here to explain the development of prototyping tools. This information will help accelerate the development of prototyping tools and will help reduce system development costs.

A Study for analysis of Inverse Kinematics system to Character Animations & Motion Graphics education

  • Cho, Hyung-ik;Shin, Seung-Jung
    • International journal of advanced smart convergence
    • /
    • v.10 no.3
    • /
    • pp.149-156
    • /
    • 2021
  • Today, 3D softwares have become an essential tool in all areas of Video, including Movies, Animations, CFs, Motion Graphics and Games. One of the most commonly used fields is the 3D character video part. However, these 3D character animations and motion graphics softwares are difficult to learn and too much to learn, making it difficult to learn them all in a university education with a limited time of four years. In this paper, many Inverse kinematics tools, which are essential in the 3D character animations and motion graphics field, compare and analyze the strengths and weaknesses of each tool, focusing on Bone, Character Studio, and Character Animation Toolkit, which are most commonly used in work fields. And use Delphi techniques for 3D experts to secure objectivity. Therefore, for universities that require large amounts of teaching in a limited time, I propose an analysis of which of the above three Inverse Kinetics tools is advantageous for students to select and focus on for efficient education.

Performance Comparison of Sensor-Programming Schemes According to the Shapes of Obstacles

  • Chung, Jong-In;Chae, Yi-Geun
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.3
    • /
    • pp.56-62
    • /
    • 2021
  • MSRDS(Microsoft Robotics Developer Studio) provides the ability to simulate these technologies. SPL(Simple Programming Language) of MSRDS provides many functions for sensor programming to control autonomous robots. Sensor programming in SPL can be implemented in two types of schemes: procedure sensor notification and while-loop schemes. We considered the three programming schemes to control the robot movement after studying the advantages and disadvantages of the sensor notification procedure and the while-loop scheme. We also created simulation environments to evaluate the performance of the three considered schemes when applied to four different mazes. The simulation environment consisted of a maze and a robot with the most powerful sensor, i.e., the LRF(Laser Range Finder) sensor. We measured the required travel time and robot actions (number of turns and number of collisions) needed to escape the maze and compared the performance outcomes of the three considered schemes in the four different mazes.

How Can Customer Experience on CDJ Be Shaped?: Can Rose Be Tamed?

  • Lee, Sang mi;Han, Sang man
    • Asia Marketing Journal
    • /
    • v.22 no.3
    • /
    • pp.87-105
    • /
    • 2020
  • With the development of Information Technology, customers require promptly higher quality products and services. Companies try to make newly digital marketing strategies, but there are no empirical researches on them. This article empirically presents a new perspective that companies can shape the customer decision journey ahead by coordinating customer experience. In this article, based on Elaborated Likelihood Model (ELM) theory, customer experience consists of the emotional or cognitive experience. We surveyed about 200 subjects (N = 217) in their 20s and 30s based on the International Music Industry Association's Music Listening 2019 report, then analyzed four different models (before personalization-cognitive experience, before personalization-emotional experience, after personalization- cognitive experience, after personalization-emotional experience) by JASP and R Studio. We conducted Structural Equation Model (SEM) and paired t-test. Personalization factors are about recommendation systems in Spotify. The results of survey represent that companies can shape the Customer Decision Journey (CDJ) ahead especially through enhance cognitive experience. It empirically proves Elaborated Likelihood Model (ELM). The conclusion can be drawn that 'pulling' customer experience can be a new marketing strategies in the digital era.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.150-156
    • /
    • 2022
  • Recently, the use of Unreal Engine for animation production is increasing. In this situation, Unreal Engine's 'MetaHuman Creator' helps make it easier to apply realistic characters to animation. In this regard, we tried to produce animations using 'MetaHuman' and verify the effectiveness and differences from the animation production process using only Maya software. To increase the efficiency of the production process, the animation process was made with Maya software. We tried to import animation data from Unreal Engine and go through the process of making animations, and try to find out if there are any problems. And we tried to compare animations made with realistic 'MetaHuman' characters and animation works using cartoon-type characters. The use of the same camera lens in realistic character animations and cartoon character animations produced based on the same scenario was judged to be the cause of the lack of realistic animation screen composition. The analysis revealed that a different approach from the existing animation camera lens selection is required for the selection of the camera lens in the production of realistic animation.

Study of Script Conversion for Data Extraction of Constrained Objects

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.14 no.3
    • /
    • pp.155-160
    • /
    • 2022
  • In recent years, Unreal Engine has been increasingly included in the animation process produced in the studio. In this case, there will be more than one of main software, and it is very important to accurately transfer data between the software and Unreal Engine. In animation data, not only the animation data of the character but also the animation data of objects interacting with the character must be individually produced and transferred. Most of the objects that interact with the character have a condition of constraints with the part of character. In this paper, I tried to stipulate the production process for extracting animation data of constrained objects, and to analyze why users experience difficulties due to the complexity of the regulations in the process of executing them. And based on the flowchart prescribed for user convenience, I created a program using a Python script to prove the user's convenience. Finally, by comparing the results generated according to the manual flowchart with the results generated through the script command, it was found that the data were consistent.

SUSTAINABLE AND ENVIRONMENTALLY RESPONSIBLE DESIGN USING BIM: A CASE STUDY OF A RESIDENTIAL PROJECT

  • Hyunjoo Kim;Kwok K. Tam
    • International conference on construction engineering and project management
    • /
    • 2011.02a
    • /
    • pp.84-87
    • /
    • 2011
  • This paper describes the application of the three sustainable design elements for a residential project in the county of Los Angeles, USA. The first design element is the green building design in which a base model will be created using the Autodesk REVIT MEP program for the analysis by Building Information Modeling (BIM) for the energy analysis modeling process to determine the energy savings for each of the recommended design features. The second element is the Low Impact Development design for the site design using specialty material and structural devices for infiltration and recycling of storm water for reuse. The third element is the application of drought tolerant plant species in the site's landscaping design as a means to conserve water. The construction cost associated with the application of these three elements will be reviewed to determine the practicality and effectiveness of this sustainable design approach.

  • PDF

Study on development of vessel shore report management system for IMO MSP 8

  • Rind, Sobia;Mo, Soo-Jong;Yu, Yung-Ho
    • Journal of Advanced Marine Engineering and Technology
    • /
    • v.40 no.5
    • /
    • pp.418-428
    • /
    • 2016
  • In this study, a Vessel Shore Report Management System (VSRMS) is developed for the International Maritime Organization (IMO), Maritime Service Portfolio (MSP) Number 8, which comprises vessel shore reporting. Several documents have to be completed before the arrival/departure of a vessel at a port, as each national port has its own reporting format and data. The present vessel reporting system is inefficient, time-consuming, and involves excessive paperwork, which results in duplications and errors. To solve this problem, in this study, the vessel reporting formats and data contents of various national ports are investigated, as at present, the reporting documents required by the current IMO standard includes insufficient information which is requested by national ports. Initially, the vessel reporting information of various national ports are collected and analyzed. Subsequently, a database structure for managing vessel reporting data for ports worldwide is devised. To make the transfer of data and the exchange of information of vessel reports much more reliable, efficient, and paper-free, VSRMS, which is a software application for the simplification and facilitation of vessel report formalities, is developed. This application is developed using the latest Microsoft C#.Net Programming Language in the Microsoft Visual Studio framework 4.5. It provides a user interface and a backend MySQL server used for database management. SAP Crystal Reports 2013 is used for designing and generating vessel reports in the original report formats. The VSRMS can facilitate vessel reporting and improve data accuracy through the reduction of input data, efficient data exchange, and reduction of the cost of communication. Adoption of the VSRMS will allow the vessel shore reporting system to be automated, resulting in enhanced work efficiency for shipping companies. Based on this information system and architecture, the consensus of various international organizations, such as the IMO, the International Association of Marine Aids to Navigation and Lighthouse Authorities (IALA), the Federation of National Associations of Ship Brokers and Agents (FONASBA), and the Baltic and International Maritime Council (BIMCO), is required so that vessel reporting is standardized internationally.