• Title/Summary/Keyword: Studio Library

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A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

A Study on a Secure Coding Library for the Battlefield Management System Software Development (전장정보체계 SW 개발을 위한 시큐어 코딩 라이브러리에 관한 연구)

  • Park, Sanghyun;Kim, Kwanyoung;Choi, Junesung
    • Journal of IKEEE
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    • v.22 no.2
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    • pp.242-249
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    • 2018
  • In this paper, we identify the code vulnerabilities that can be automatically detected through Visual Studio (VS) compiler and code analyzer based on a secure coding rule set which is optimized for development of battlefield information system. Then we describe a weak point item that can be dealt with at the implementation stage without depending on the understanding or ability of the individual programmer's secure coding through the implementation of the secure coding library. Using VS compiler and the code analyzer, the developers can detect only about 38% of security weaknesses. But with the help of the proposed secure coding library, about 48% of security weaknesses can be detected and prevented in the proactive diagnosis in the development stage.

Establishing Guidelines for Implementing and Operating Makerspaces in Public Libraries (공공도서관 메이커스페이스 조성 및 운영을 위한 가이드라인 개발)

  • Chang, Yunkeum;Lee, Hye-Eun;Jeon, Kyungsun
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.31 no.1
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    • pp.337-356
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    • 2020
  • The purpose of this study is to recommend practical guidelines for developing and operating makerspaces in public libraries. Using the results of prior research, this study examines eight public library makerspaces across key elements, including space, size, staff, equipment, programs, and budget. This study finds that public library makerspaces should be built according to the library's size, budget, and purpose, and should also employ sustainable operating strategies. On that basis, this study suggests three models of guidelines for implementing and developing makerspaces in public libraries: the "craft" makerspace at the basic level, the "studio" makerspace at the intermediate level, and the "platform" makerspace at the regional level.

Architecture of 3D-GIS Visualization Application Based on OpenGL (OpenGL 기반 3D_GIS 가시화 어플리케이션 아키텍쳐)

  • Kim, Seung-Yeop;Lee, Gi-Won
    • 한국공간정보시스템학회:학술대회논문집
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    • 2005.05a
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    • pp.97-100
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    • 2005
  • 3차원 공간정보는 u-Korea, 전자정부, 유비쿼터스, LBS등의 기반 인프라 및 3차원 그래픽 처리기술, 가상현실 기술 등의 종합적으로 적용되는 고부가가치 통합 기술로 필요성이 부각되고 있다. 본 연구에서는 컴퓨터 그래픽스 분야에서 많이 적용되고 있는 공개 그래픽 라이브러리인 OpenGL(Open Graphics Library) 기반의 3D-GIS 가시화 어플리케이션 아키텍쳐를 중심으로 렌더링 기법을 분석하고자 한다. 한편 본 연구의 실험은 Visual Studio.NET환경에서 3D-GIS 모델 Prototype을 구현하여 수행하였으며 향후 실시간 모바일 3D-GIS 렌더링을 위한 기반 기술로 적용될 수 있는 OpcnGL-ES의 확장 가능성을 검토하고자 하였다.

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A Study on the User Satisfaction and Information Behavior of Information Commons in the National Digital Library of Korea (국립디지털도서관 정보광장 이용자의 만족도 및 이용행태에 관한 연구)

  • Chang, Yunkeum;Lee, Jisu;Lee, Hyeyoung
    • Journal of the Korean Society for Library and Information Science
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    • v.48 no.2
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    • pp.201-220
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    • 2014
  • This study examines user satisfaction and information behavior of information commons in the National Digital Library (NDL) of Korea through survey method. It analyzed service quality factors that affect the overall user satisfaction, and users' information behavior according to the physical spaces/facilities in the information commons. User satisfaction factors were developed to measure library satisfaction in all aspects of the eleven physical spaces/facilities of information commons service, and information behavior on eleven physical spaces/facilities in information commons were explored by users' character. According to survey findings, overall level of user satisfaction was maintained highly since the beginning of NDL. In particular, the facility of 'Productivity Computer Cluster' was ranked highest as 83.8 and the 'UCC Studio' was ranked lowest as 70.8 among the eleven facilities in information commons.

Performance Evaluation and Development of Virtual Reality Bike Simulator (가상현실 바이크 시뮬레이터의 개발과 성능평가)

  • Kim, Jong-Yun;Song, Chul-Gyu;Kim, Nam-Gyun
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.51 no.3
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    • pp.112-121
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    • 2002
  • This paper describes a new bike system for the postural balance rehabilitation training. Virtual environment and three dimensional graphic model is designed with CAD tools such as 3D Studio Max and World Up. For the real time bike simulation, the optimized WorldToolKit graphic library is embedded with the dynamic geometry generation method, multi-thread method, and portal generation method. In this experiment, 20 normal adults were tested to investigate the influencing factors of balancing posture. We evaluated the system by measuring the parameters such as path deviation, driving velocity, COP(center for pressure), and average weight shift. Also, we investigated the usefulness of visual feedback information by weight shift. The results showed that continuous visual feedback by weight shift was more effective than no visual feedback in the postural balance control It is concluded this system might be applied to clinical use as a new postural balance training system.

A Real-time Multibody Vehicle Dynamics and Control Model for a Virtual Reality Intelligent Vehicle Simulator (가상현실 지능형 차량 시뮬레이터를 위한 실시간 다물체 차량 동역학 및 제어모델)

  • 김성수;손병석;송금정;정상윤
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.4
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    • pp.173-179
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    • 2003
  • In this paper, a real-time multibody vehicle dynamics and control model has been developed for a virtual reality intelligent vehicle simulator. The simulator consists of low PCs for a virtual reality visualization system, vehicle dynamics and control analysis system a control loading system, and a network monitoring system. Virtual environment is created by 3D Studio Max graphic tool and OpenGVS real-time rendering library. A real-time vehicle dynamics and control model consists of a control module based on the sliding mode control for adaptive cruise control and a real-time multibody vehicle dynamics module based on the subsystem synthesis method. To verify the real-time capability of the model, cut-in, cut-out simulations have been carried out.

Case Study of Animation Production using 'MetaHuman'

  • Choi, Chul Young
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.150-156
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    • 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.

Implementation of public data contents using Big data Visualization technology - Map visualization technique (빅 데이터 가시화 기술을 적용한 공공데이터 콘텐츠 구현 - Map가시화 기법)

  • Bak, Seon-Hui;Kim, Jong Ho;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.18 no.7
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    • pp.1427-1434
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    • 2017
  • Due to the acceleration of the 4th industrialization, the data around us rapidly increased. Therefore, it is necessary to be able to more easily grasp the nature and meaning of data obtained through data analysis than to collect data, and apply it flexibly to the value judgment of data. Visualization technology is now attracting attention in many fields. Visualization allows the user to more easily grasp the information of the data with graphs, charts, etc. so that the data analysis result can be understood more easily, so that the user can make an immediate judgment and make a quick decision. Among them, there is a high degree of interest in visualization using public data, which is highly useful to users. In this paper, we implemented R - library and R Studio to visualize public data at the installation sites of bicycle storage sites among various software that can express visualization.

Development of the 3-D Fracture Network Analysis and Visualization Software Modules (삼차원 불연속면 연결구조 해석 및 가시화 소프트웨어 모듈 개발)

  • Noh, Young-Hwan;Choi, Yosoon;Um, Jeong-Gi;Hwang, Sukyeon
    • Tunnel and Underground Space
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    • v.23 no.4
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    • pp.261-270
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    • 2013
  • As part of the development of the 3-D geologic modeling software, this study addresses on new development of software modules that can perform the analysis and visualization of the fracture network system in 3-D. The developed software modules, such as BOUNDARY, DISK3D, FNTWK3D, CSECT and BDM, are coded on Microsoft Visual Studio platform using the MFC and OpenGL library supported by C++ program language. Each module plays a role in construction of analysis domain, visualization of fracture geometry in 3-D, calculation of equivalent pipes, production of cross-section map and management of borehole data, respectively. The developed software modules for analysis and visualization of the 3-D fracture network system can be used to tackle the geomechanical problems related to strength, deformability and hydraulic behaviors of the fractured rock masses. All these benefits will further enhance the economic competitiveness of the domestic software industry.