• Title/Summary/Keyword: User's path

Search Result 301, Processing Time 0.026 seconds

Iguana motion synthesis using soft body simulation (연체 시뮬레이션 기반 이구아나 동작 생성)

  • Moon, Jaeseok;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.23 no.1
    • /
    • pp.33-38
    • /
    • 2017
  • In this paper, we suggest a method to simulate high-quality iguana animation by using low-quality motion capture data. Iguana motion data captured using a small number of markers cannot express its movement precisely, and even with a realistic skin mesh, it shows unnatural movement because of limited degrees of freedom. In order to solve this problem, we propose to simulate a natural and flexible movement by applying a soft-body simulation technique which models the movement of an iguana according to muscle forces and body's elastic forces. We construct a motion graph from the motion capture data to describe the iguana's various movements, and utilize it to select appropriate movements when the iguana moves. A target point on a terrain is set from the user's input, and a graph path is planned based on it. As a result, the input movement of iguana walking on a flat ground transforms to a movement that is adapted in an online manner to the irregular heights of the terrain. Such a movement is used to calculate the ideal muscle lengths that are needed for soft-body simulation. Lastly, a tetrahedral mesh of the iguana is physically simulated to adapt to various situations by applying a soft-body simulation technique.

An Application-Independent Multimedia Adaptation Framework Using Only Minimum Unit Transcoder Set (최소 단위 트랜스코더 집합만을 이용한 응용 독립적 멀티미디어 적응 프레임워크)

  • Chon, Sung-Mi;Ryu, Dong-Yeop;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
    • /
    • v.11 no.6 s.44
    • /
    • pp.227-235
    • /
    • 2006
  • MPEG-21's digital item adaptation technology becomes a new way for universal multimedia access. It needs transcoder to change media resource's format and so on according to delivery context Then, the use of heavy transcoder with various transcoding functions integrated into one altogether is so complicated and difficult in supporting universal multimedia access. Unit transcoder Is useful is to resolve this question, in which a transcoder has only one transcoding function. This requires considering how to compose a set of unit transcoders. Thus, given a set for end-to-end different service quality pairs according to the character of application as defined by user, this study suggests how to compose complete unit transcoders that can always create one and more transcoding path(s) for each pair in the set. This method has a question of creating too many transcoding paths for each pair or end-to-end different service quality. Thus, this study also suggests the algorithm that generates minimum unit transcoder sets to support multimedia adaptation with minimum unit transcoder. The algorithm suggested was implemented into multimedia stream engine, and this paper describes the results of experiment for this algorithm.

  • PDF

Developing Response Plan for the Direct Buying System for SME's Construction Materials based on the Analysis of Material Procurement Management Load: Focused on the Owner Providing Public Apartment Housing (지급자재 조달관리부담 평가에 기초한 중소기업 공사용자재 직접구매제도 대응방안: 공공아파트를 공급하는 발주자를 중심으로)

  • Song, Sang-Hoon;Bang, Jong-Dae;Sohn, Jeong-Rak
    • Land and Housing Review
    • /
    • v.4 no.4
    • /
    • pp.425-434
    • /
    • 2013
  • The Small and Medium Business Administration specified 123 construction materials mandatory to purchase directly and forced the public owners to provide the contractors with materials as required by related law. This study extensively reviewed various characteristics and management factors of the owner-providing materials consumed in the public apartment housing under Direct Buying System(DBS) from the public owner's perspective. Subsequently, the major managed materials were identified, and the proper response plan was developed along the material procurement process. The Procurement Management Load Indices (PMLI) of 43 materials were evaluated according to rating criteria with procurement path, project-specified level, user requirement level, supplier's responsibility, on-site work requirement, additional parts, and inspection standards. The tile and aluminum windows were classified in the group needing high-level procurement efforts to reduce the errors and ensure the efficiency. The accurate quantity estimation method, definite purchase details, management activity definition before and after production, additional quantity for rework, interference coordination were defined as the essential activities for effectively responding to DBS.

Distance measurement System from detected objects within Kinect depth sensor's field of view and its applications (키넥트 깊이 측정 센서의 가시 범위 내 감지된 사물의 거리 측정 시스템과 그 응용분야)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.279-282
    • /
    • 2017
  • Kinect depth sensor, a depth camera developed by Microsoft as a natural user interface for game appeared as a very useful tool in computer vision field. In this paper, due to kinect's depth sensor and its high frame rate, we developed a distance measurement system using Kinect camera to test it for unmanned vehicles which need vision systems to perceive the surrounding environment like human do in order to detect objects in their path. Therefore, kinect depth sensor is used to detect objects in its field of view and enhance the distance measurement system from objects to the vision sensor. Detected object is identified in accuracy way to determine if it is a real object or a pixel nose to reduce the processing time by ignoring pixels which are not a part of a real object. Using depth segmentation techniques along with Open CV library for image processing, we can identify present objects within Kinect camera's field of view and measure the distance from them to the sensor. Tests show promising results that this system can be used as well for autonomous vehicles equipped with low-cost range sensor, Kinect camera, for further processing depending on the application type when they reach a certain distance far from detected objects.

  • PDF

A Study on the Implementation of the Multi-Process Structured ISDN Terminal Adaptor for Sending the Ultra Sound Medical Images (다중처리 구조를 갖는 초음파 의료영상 전송용 ISDN(Integrated Services Digital Network) TA(Terminal Adaptor) 구현에 관한 연구)

  • 남상규;이영후
    • Journal of Biomedical Engineering Research
    • /
    • v.15 no.3
    • /
    • pp.317-324
    • /
    • 1994
  • This paper proposed a new method in the implementation of ISDN (integrated services digital network) LAPD (link access procedure on the D-channel) and LAPB (link access procedure on the B-channel) protocols. The proposed method in this paper implement ISDW LAPD protocol through multi-tasking operating system and adopt a kernel part that is changed operating system to target board. The features of implemented system are (1) the para.llel processing of the events generated at each layer, as follows (2) the supporting necessary timers for the implementation of ISDW LAPD protocol from the kernel part by using software, (3) the recommanded SAP (Service Access Point) from CCITT was composed by using port function in the operating system. With the proposed method, the protocols of ISDH layerl, layer2 and layer3 (call control) were implemented by using the kernel part and related tests were carried out by connecting the ISDH terminal simulator to ISDN S-interface system using the ISDN LAPD protocol The results showed that ISDW S-interface terminals could be discriminated by TEI (Terminal Equipment Identifier) assignment in layer 2 (LAPD) and the message transmission of layer 3 was verified by establishing the multi-frame transmission and then through the path established by the LAPD protocol, a user data was tranfered and received on B-channel with LAPB protocol Thererfore, as new efficient ISDN S-interface environment was implemented in the thesis, it was verified that the implemented system can be utilized by connecting ISDW in the future to transfer a medical image data.

  • PDF

A Study on Environmental Assessment of Bikeway based on ANP Model for Sustainable Green Road (지속가능 녹색 도로 조성을 위한 ANP 모델 기반 자전거도로 환경 평가 방안)

  • Lee, Ji Hwan;Joo, Yong Jin;Park, Soo Hong
    • Spatial Information Research
    • /
    • v.20 no.6
    • /
    • pp.33-43
    • /
    • 2012
  • As part of recent sustainable transport, bike has come into the spotlight as a green transport at close range to link between walking and public transit and also alterative to solve problems of existing vehicle travel. Some arguments on promotion of using bicycles have already been made in Europe, the U.S and other developed countries. To be sure, much has been written extensively in description of utilization of bike oriented by supplier, for examples, Level of Service with bike path, infrastructure such as bicycle racks and lounge etc. Therefore, our study has been differentiated in development of new evaluation model focused on level of bike user's satisfaction, comprehensively considering suitability for bikeway installation, connectivity of the public transportation system and stability in Incheon City. ANP(Analytic Network Process) analysis which is able to allow consideration of the interdependence of criteria has been hired due to multi-collinearity instead of AHP used in multi-criteria decision analysis. Last but not least, we drew bike route on a case-by-case for maintenance and improvement of its facility in Namdong-gu and Bupyeong-gu. To conclude, suggested finding has dem onstrated the validity of evaluation scheme for bikeways which is appropriate for type and purpose and ultimately this can be used to establish policy decision making for improvement of bikeway.

The Effect of Layout Framing on SNS Shopping Information: A-D Perspective (SNS 쇼핑정보의 레이아웃 프레이밍 연구: A-D 관점에서)

  • Yanjinlkham Khurelchuluun;Zainab Shabir;Dong-Seok Lee;Gwi-Gon Kim
    • Journal of Industrial Convergence
    • /
    • v.21 no.11
    • /
    • pp.1-12
    • /
    • 2023
  • With the recent explosive popularity of SNS, it is increasingly important to utilize SNS marketing, and in this process, the importance of image and caption order in SNS layout is also growing. This research aims to analyze the impact of SNS layouts (Image First vs. Caption First) on the user's attitude toward SNS shopping. A survey was conducted targeting 350 general public and college(graduate) students living in Daegu City and Gyeongbuk Province. The data was analyzed using PROCESS, regression analysis, and t-test by SPSS 21.0 program. The result of this study, it was confirmed that the Image First was more accessible than the Caption First. The Caption First was confirmed to be more diagnostic than the Image First. Moreover, from three specific mediation paths, only two were confirmed, named is through diagnosticity and usefulness, and through accessibility, diagnosticity, and usefullness. The path through diagnosticity and usefulness were stronger than another. Additionally, the impact of accessibility on diagnosticity was found to be higher when involvement was high rather than when involvement was low.

A Study on Development of Evaluation Indicator for Golf Course User's Preference (골프장 이용자 선호도 평가지표 개발)

  • Seok, Young-Han;Moon, Seok-Ki;Lee, Eun-Yeob
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.38 no.4
    • /
    • pp.25-34
    • /
    • 2010
  • This study was conducted to develop evaluation indicators to improve athletic performance and operational management of golf courses and the results of the research are as follows. Through theoretical research and a preliminary professional survey, 15 on-going evaluations of golf course composition and operational management and 55 sub-evaluation indices were rejected while 10 on-going evaluations and 52 sub-evaluation indicators were reconfigured as final for environmental-friendliness, level of member services, level of human service of game personnel, difficulties of course, management level of the course, fairness of operational management, accessibility and location characteristic, traditions and ambiance of the golf club, quality of course, and course layout. When analyzing the important decision factors in golf course user preference evaluation indicators, the following contributed in the order of higher to lower contributions: the management level of the course, excellence of the course, level of human services for personnel, course layout and environmental-friendliness. When identifying the path coefficient of golf course evaluation indicators, the curvature of a hole and the length of the course had a causal effect on the 'course layout' section. Tournament facilities and various shot values had a causal relationship with 'excellence of the course', in the order of higher to lower, and convenience of waiting and fair allocation of reservations for 'fairness of operational management'. The history of the golf course and its environmental characteristics, history and culture of the region have relatively higher causal effects on 'traditions of the golf club' and geographical conditions on 'accessibility and location characteristics', pesticide and fertilizer usage and water pollution on 'environmental-friendliness', and member benefit and kindness of employees on 'level of member services'. The kindness and expertise of the game personnel had a relatively higher causal effect on the 'level of human services of game personnel', the location of tenning area, and location of OB and hazards on 'difficulties of course', and rough conditions and obstacles management on 'management level of the course'. There is a need to complete a systematic evaluation index system for golf course user preferences through future studies for a more detailed assessment, as well as a process to verify these evaluation indicators by application to domestic and international golf courses.

The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses (가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합)

  • Cha, Jae-Yol;Im, Kun-Shin
    • Asia pacific journal of information systems
    • /
    • v.19 no.4
    • /
    • pp.101-124
    • /
    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

Finding the One-to-One Optimum Path Considering User's Route Perception Characteristics of Origin and Destination (Focused on the Origin-Based Formulation and Algorithm) (출발지와 도착지의 경로인지특성을 반영한 One-to-One 최적경로탐색 (출발지기반 수식 및 알고리즘을 중심으로))

  • Shin, Seong-Il;Sohn, Kee-Min;Cho, Chong-Suk;Cho, Tcheol-Woong;Kim, Won-Keun
    • Journal of Korean Society of Transportation
    • /
    • v.23 no.7 s.85
    • /
    • pp.99-110
    • /
    • 2005
  • Total travel cost of route which connects origin with destination (O-D) is consist of the total sum of link travel cost and route perception cost. If the link perception cost is different according to the origin and destination, optimal route search has limitation to reflect the actual condition by route enumeration problem. The purpose of this study is to propose optimal route searching formulation and algorithm which is enable to reflect different link perception cost by each route, not only avoid the enumeration problem between origin and destination. This method defines minimum unit of route as a link and finally compares routes using link unit costs. The proposed method considers the perception travel cost at both origin and destination in optimal route searching process, while conventional models refect the perception cost only at origin. However this two-way searching algorithm is still not able to guarantee optimum solution. To overcome this problem, this study proposed an orign based optimal route searching method which was developed based on destination based optimal perception route tree. This study investigates whether proposed numerical formulas and algorithms are able to reflect route perception behavior reflected the feature of origin and destination in a real traffic network by the example research including the diversity of route information for the surrounding area and the perception cost for the road hierarchy.