• 제목/요약/키워드: Video Software Method

검색결과 310건 처리시간 0.024초

FPGA와 Dual Port SRAM 적용한 Radar System Positive Afterimage 고속 정보 표출에 관한 연구 (A Study on the high-speed Display of Radar System Positive Afterimage using FPGA and Dual port SRAM)

  • 신현종;유형근
    • 한국위성정보통신학회논문지
    • /
    • 제11권4호
    • /
    • pp.1-9
    • /
    • 2016
  • 본 연구는 PPI Scop 레이더 장치에서 수신된 정보신호 중 영상신호 분리와 합성과정을 거쳐 영상신호 생성, 심볼생성, 양성 잔상 신호 생성 결합 처리 과정을 거쳐 레이더 정보 분석용 화면에서 운영자의 판별 용이성, 가독성 향상과 더불어 운영 편리성을 획기적으로 향상시킬 수 있는 기술적 구현방안에 대하여 2가지 형태로 연구하였다. 첫째, FPGA기반 고속 프로세스 정보처리 연산시스템으로 구성된 하드웨어 자원을 이용하여 시스템의 고속화 안정성을 갖추도록 하였다. 둘째, 소프트웨어 자원인 함수곡선 알고리즘과 지능화된 알고리즘을 연계 구현하여 레이더 정보, 분석 시스템에서 필요한 제약요건을 충족할 수 있도록 연구하였다. 기존의 레이더 시스템에서 구현이 불가능 하였던 프레임 단위 영상데이터 분석을 위해 영상캡처와 저장, 레이더 정보 표출 영상을 MPEG4 동영상으로 저장을 할 수 있도록 하였다. 연구의 핵심은 영상 양성 처리 함수곡선 알고리즘을 통해 육안판별에서 관찰 목표물, 특정 감시 대상물체 정보를 강조, 지연표출 및 색상 표현도 할 수 있도록 하였다. 고속 FPGA기반에 탑재된 ARM Processor Support in Pro ASIC3 적용하여 지능화된 알고리을 부분적으로 탑재시켜 시스템의 신뢰성과 효율 제고로 운영자 정보판독 가독성 향상은 물론 최적화된 고해상도 영상, 고속의 정보 분석 및 다양한 정보 표출을 유지할 수 있도록 구현하였다.

모바일 통신의 구현과 표준안에 관한 연구 (On the Implementation and Standardization of the Mobile Communication)

  • 홍봉화;이지영
    • 정보학연구
    • /
    • 제8권1호
    • /
    • pp.1-10
    • /
    • 2005
  • We research and analyze to the IMT-2000, it contains the various problem with the bandwidth and standardization. Finally, we proposed to the method of the standardization and implementation for the Beyond IMT-2000, in this paper. Comparing the Beyond the IMT-2000 take advantage of the aspect of the GPS(global positioning system) service and remote medical treatment service and wireless internet service and VOD(Video on Demand) service with IMT-2000. Henceforth, we are consider to the development of the contents which it is adaptable to various environment.

  • PDF

멀티미디어 프로세서 아키텍쳐에 관한 연구 (A Study on Multimedia Processor Architecture)

  • 박춘명;이택근
    • 대한전자공학회:학술대회논문집
    • /
    • 대한전자공학회 2005년도 추계종합학술대회
    • /
    • pp.1177-1180
    • /
    • 2005
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

  • PDF

심뇌혈관 센터를 위한 Cardiac PACS의 도입과 적용 사례 (Introduction and Application for Cardiocerebralvascular Center)

  • 김정수;조무성
    • 대한디지털의료영상학회논문지
    • /
    • 제12권1호
    • /
    • pp.9-14
    • /
    • 2010
  • Based on the cardiac PACS application collected from three university hospitals across the country, this research showed us a composition method of a server and storage devices with conditions in the field. Also, we founded the practical use of software making the best of cardiovascular PACS features. In addition, it also examined the components and requirements of the key functions that are available in the cardiovascular sector. We will be investigated the design experience and applications on stable storage and transmission of large video clip data, cardiovascular analysis, and gear interlocks through the study.

  • PDF

DRIVING CONTROLOF A VISUAL SYSTEM

  • Sugisaka, Masanori;Hara, Masayoshi
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 제어로봇시스템학회 1995년도 Proceedings of the Korea Automation Control Conference, 10th (KACC); Seoul, Korea; 23-25 Oct. 1995
    • /
    • pp.131-134
    • /
    • 1995
  • We developed a visual system that is able to track the moving objects within a certain range of errors. The visual system is driven by two DC servo motors that are controlled by a computer based on the visual data obtained from a CCD video camera. The software to track the moving objects is developed based on the PWM of the DC motors. Also, the problems how to implement a fuzzy logic control method and a neural network in this system, are also considered in order to check the control performance of tracking. The fuzzy logic algorithm is a powerful control technique for nonlinear dynamical system and also the neural network could be implemented in this system. In this paper, we present configuration of tracking system developed in our laboratory, the control methods of the visual system and the experimental results are shown.

  • PDF

LUMENA Program을 이용한 의상 시뮬레이션에 관한 연구 I (A Study on Costume Design Simulation using LUMENA Program I)

  • 장수경
    • 한국의류학회지
    • /
    • 제16권2호
    • /
    • pp.255-262
    • /
    • 1992
  • A computer simulation methiod for costume design has been developed using LUMENA, a generic-purpose 2-dimensional graphic software. In this study the palette, tone chart, fabric chart, styling chart, and costume drawing were constructed on the computer. In costume design simulation, fabric swatches with various colors and patterns were applied to the base garment image taken by using a scanner or a video camera. In this procedure the original 3-dimensional effect was fully retained. Using this simulation method, a number of costume designs could be carried out in short time without actually making the garment. A portfolio including the tone chart, fabric chart, styling chart, costume drawing, and simulation results were made for the purpose of demonstration, using the animation tools of LUMENA.

  • PDF

진보된 멀티미디어 프로세서 구조 (Advanced Multimedia Processor Architecture)

  • 박춘명
    • 한국정보통신학회:학술대회논문집
    • /
    • 한국정보통신학회 2013년도 추계학술대회
    • /
    • pp.664-665
    • /
    • 2013
  • 본 논문에서는 멀티미디어프로세서 구성의 한가지 방법을 제안하였다. 제안한 멀티미디어프로세서는 각각의 문자, 소리, 비디오를 한 개의 칩안에서 다룰 수 있으며, 멀티미디어의 특징인 인터렉티브의 기능을 갖고 있다. 특히 제안한 멀티미디어프로세서는 소프트웨어 없이도 메모리매상의 어드레싱이 가능하다. 제아난 멀티미디어프로세서는 가상현실에 적용이 가능하다.

  • PDF

Novel Parallel Approach for SIFT Algorithm Implementation

  • Le, Tran Su;Lee, Jong-Soo
    • Journal of information and communication convergence engineering
    • /
    • 제11권4호
    • /
    • pp.298-306
    • /
    • 2013
  • The scale invariant feature transform (SIFT) is an effective algorithm used in object recognition, panorama stitching, and image matching. However, due to its complexity, real-time processing is difficult to achieve with current software approaches. The increasing availability of parallel computers makes parallelizing these tasks an attractive approach. This paper proposes a novel parallel approach for SIFT algorithm implementation using a block filtering technique in a Gaussian convolution process on the SIMD Pixel Processor. This implementation fully exposes the available parallelism of the SIFT algorithm process and exploits the processing and input/output capabilities of the processor, which results in a system that can perform real-time image and video compression. We apply this implementation to images and measure the effectiveness of such an approach. Experimental simulation results indicate that the proposed method is capable of real-time applications, and the result of our parallel approach is outstanding in terms of the processing performance.

Relation between Game Motivation and Preference to Cutscenes

  • 완소음;조동민
    • 만화애니메이션 연구
    • /
    • 통권36호
    • /
    • pp.573-592
    • /
    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

Adobe Photoshop®을 이용한 가상성형수술의 유용성 (Virtual Plastic Surgery using Adobe Photoshop®)

  • 최준영;김종환;홍인표
    • Archives of Plastic Surgery
    • /
    • 제32권5호
    • /
    • pp.582-588
    • /
    • 2005
  • Digital imaging is emerging as a standard method for patient documentation in clinical setting. Managing patient expectations before aesthetic surgery can greatly improve patient satisfaction after surgery. The patient who visited for plastic surgery wants a predicted figure after the operation. A virtual plastic surgery software is necessary in order to satisfy the desire of patients. Adobe $Photoshop^{(R)}$ is the professional standard in desktop digital imaging, offers indispensable new features for graphic and web design, photography, and video. Using imaging technology, it takes just minutes to realistically simulate the results of double eyelid operation, liposuction, rhinoplasty or any other aesthetic procedure. The aim of this study is to analyze the significance of the digital image processing and to introduce the virtual plastic surgery using Adobe $Photoshop^{(R)}$.