• Title/Summary/Keyword: Virtual Map

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A Virtual Machine Remapping Scheme for Reducing Relocation Time on a Cloud Cluster (클라우드 클러스터에서 가상머신 재배치시간을 단축하기 위한 재매핑 기법)

  • Kim, Chang-Hyeon;Kim, Jun-Sang;Jeon, Chang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.1-7
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    • 2014
  • In this paper, we propose a virtual machine(VM) remapping scheme that reduces VM relocation time on a cloud cluster. The proposed scheme finds VMs that should be migrated in sequence from a given VM map, and exchanges destinations of some VMs among them to reduce the VM relocation time. The VMs, the destinations of which will be exchanged, are chosen based on the amount of physical machine's available resources and migration completion time. The exchange of destinations is repeated until the VM relocation time cannot be shortened any further. Through a simulation, we show that the proposed scheme reduces VM relocation time by 42.7% in maximum.

Developing fitted Torso Patterns for Men in Their 20s Utilizing Virtual Fitting -Focused on the Inverted Triangle Body Type- (가상착의를 활용한 20대 남성 피티드 토르소 패턴 개발 -역삼각 체형을 중심으로-)

  • Ui-Jung Kwon;Jeong-Ah Jang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.1
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    • pp.17-34
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    • 2023
  • This study aimed to develop a fitted torso pattern with an improved fit for inverted-triangular males in their twenties. For this study, six torso patterns were collected, compared and evaluated, and a fitted torso pattern was developed using virtual fittings. The research results are as follows. First, the fitted torso pattern received a good rating as a result of the virtual fitting evaluation: waist dart set 2 of the front; the amount of comfort is set at 5 cm around the chest, 4 cm around the waist and 10 cm around the hips. Second, the evaluation of virtual fitting of the development pattern showed that fit evaluation was 4.11/5 points, ease evaluation was 6.53/7 points, and that the stress map and airgap were suitable for the human body. Third, the actual fit evaluation of the development pattern was 4.25/5 points, 6.35/7 points for ease evaluation, and 4.81/5 points for motion evaluation. Fourth, there was no significant difference between the results of the virtual and actual fitting evaluation with the objectivity test. It is therefore possible to apply a pattern developed through a virtual fitting to an actual human body and to confirm the objectivity of the pattern.

Physical Interactive Game on the Digital Desk (디지털 데스크상의 체감형 게임 구현)

  • Chung, Jee-Hoon;Yun, Tae-Soo;Lee, Dong-Hoon;Yang, Hwang-Kyu
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.11-18
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    • 2005
  • Recently, as one method of the game manipulation, physical interactive game is increasing, which controls the program by direct human movement. Tangible interface for physical interactive game implementation can control virtual model directly through real world object. A digital desk, one of the tangible interface, offers the interface that human can manipulate virtual object directly, by making projection screen on real world desk as computer display device. In this paper, we implement "Battle Region" game in the form of tangible interface, which can offer game users an efficient and amusing experiences by the use of physical interactive game. Traditional game cannot pursuit the diversity of game background contents but our game can do it through Map image projection. From this, game provider can supply the diversity of choice and users ran set up the difficulty of game. Therefore, our implemented game can offer users an efficient and amusing experiences by making game user's challenge and satisfaction maximum.

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Virtual Make-up System Using Light and Normal Map Approximation (조명 및 법선벡터 지도 추정을 이용한 사실적인 가상 화장 시스템)

  • Yang, Myung Hyun;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.55-61
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    • 2015
  • In this paper, we introduce a method to synthesize realistic make-up effects on input images efficiently. In particular, we focus on shading on the make-up effects due to the lighting and face curvature. By doing this, we can synthesize a wider range of effects realistically than the previous methods. To do this, the information about lighting information together with the normal vectors on all pixels over the face region in the input image. Since the previous methods that compute lighting information and normal vectors require relatively heavy computation cost, we introduce an approach to approximate lighting information using cascade pose regression process and normal vectors by transforming, rendering, and warping a standard 3D face model. The proposed method consumes much less computation time than the previous methods. In our experiment, we show the proposed approximation technique can produce naturally looking virtual make-up effects.

Localization of Unmanned Ground Vehicle using 3D Registration of DSM and Multiview Range Images: Application in Virtual Environment (DSM과 다시점 거리영상의 3차원 등록을 이용한 무인이동차량의 위치 추정: 가상환경에서의 적용)

  • Park, Soon-Yong;Choi, Sung-In;Jang, Jae-Seok;Jung, Soon-Ki;Kim, Jun;Chae, Jeong-Sook
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.7
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    • pp.700-710
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    • 2009
  • A computer vision technique of estimating the location of an unmanned ground vehicle is proposed. Identifying the location of the unmaned vehicle is very important task for automatic navigation of the vehicle. Conventional positioning sensors may fail to work properly in some real situations due to internal and external interferences. Given a DSM(Digital Surface Map), location of the vehicle can be estimated by the registration of the DSM and multiview range images obtained at the vehicle. Registration of the DSM and range images yields the 3D transformation from the coordinates of the range sensor to the reference coordinates of the DSM. To estimate the vehicle position, we first register a range image to the DSM coarsely and then refine the result. For coarse registration, we employ a fast random sample matching method. After the initial position is estimated and refined, all subsequent range images are registered by applying a pair-wise registration technique between range images. To reduce the accumulation error of pair-wise registration, we periodically refine the registration between range images and the DSM. Virtual environment is established to perform several experiments using a virtual vehicle. Range images are created based on the DSM by modeling a real 3D sensor. The vehicle moves along three different path while acquiring range images. Experimental results show that registration error is about under 1.3m in average.

Leap Motion Framework for Juggling Motion According to User Motion in Virtual Environment

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.51-57
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    • 2021
  • In this paper, we propose a new framework that calculates the user's hand motions using a Leap Motion device, and uses this to practice and analyze arm muscles as well as juggling motions. The proposed method can map the movement of the ball in a virtual environment according to the user's hand motions in real time, and analyze the amount of exercise by visualizing the relaxation and contraction of the muscles. The proposed framework consists of three main parts : 1) It tracks the user's hand position with the Leap Motion device. 2) As with juggling, the action pattern of the user throwing the ball is defined as an event. 3) We propose a parabola-based particle method to map the movement of a juggling shape to a ball based on the user's hand position. As a result, using the our framework, it is possible to play a juggling game in real-time.

Analysis of Relationship between Objective Performance Measurement and 3D Visual Discomfort in Depth Map Upsampling (깊이맵 업샘플링 방법의 객관적 성능 측정과 3D 시각적 피로도의 관계 분석)

  • Gil, Jong In;Mahmoudpour, Saeed;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.31-43
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    • 2014
  • A depth map is an important component for stereoscopic image generation. Since the depth map acquired from a depth camera has a low resolution, upsamling a low-resolution depth map to a high-resolution one has been studied past decades. Upsampling methods are evaluated by objective evaluation tools such as PSNR, Sharpness Degree, Blur Metric. As well, the subjective quality is compared using virtual views generated by DIBR (depth image based rendering). However, works on the analysis of the relation between depth map upsampling and stereoscopic images are relatively few. In this paper, we investigate the relationship between subjective evaluation of stereoscopic images and objective performance of upsampling methods using cross correlation and linear regression. Experimental results demonstrate that the correlation of edge PSNR and visual fatigue is the highest and the blur metric has lowest correlation. Further, from the linear regression, we found relative weights of objective measurements. Further we introduce a formulae that can estimate 3D performance of conventional or new upsampling methods.

Stereoscopic Image Generation with Optimal Disparity using Depth Map Preprocessing and Depth Information Analysis (깊이맵의 전처리와 깊이 정보의 기하학적 분석을 통한 최적의 스테레오스코픽 영상 자동 생성 기법)

  • Lee, Jae-Ho;Kim, Chang-Ick
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.164-177
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    • 2009
  • The DIBR(depth image-based rendering) method gives the sense of depth to viewers by using one color image and corresponding depth image. At this time, the qualities of the generated left- and right-image depend on the baseline distance of the virtual cameras corresponding to the view of the generated left- and right-image. In this paper, we present a novel method for enhancing the sense of depth by adjusting baseline distance of virtual cameras. Geometric analysis shows that the sense of depth is better in accordance with the increasing disparity due to the reduction of the image distortion. However, the entailed image degradation is not considered. Experimental results show that there is maximum bound in the disparity increasement due to image degradation and the visual field. Since the image degradation is reduced for increasing that bound, we add a depth map preprocessing. Since the interactive service where the disparity and view position are controlled by viewers can also be provided, the proposed method can be applied to the mobile broadcasting system such as DMB as well as 3DTV system.

Depth Estimation and Intermediate View Synthesis for Three-dimensional Video Generation (3차원 영상 생성을 위한 깊이맵 추정 및 중간시점 영상합성 방법)

  • Lee, Sang-Beom;Lee, Cheon;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.10B
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    • pp.1070-1075
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    • 2009
  • In this paper, we propose new depth estimation and intermediate view synthesis algorithms for three-dimensional video generation. In order to improve temporal consistency of the depth map sequence, we add a temporal weighting function to the conventional matching function when we compute the matching cost for estimating the depth information. In addition, we propose a boundary noise removal method in the view synthesis operation. after finding boundary noise areas using the depth map, we replace them with corresponding texture information from the other reference image. Experimental results showed that the proposed algorithm improved temporal consistency of the depth sequence and reduced flickering artifacts in the virtual view. It also improved visual quality of the synthesized virtual views by removing the boundary noise.

A Development Study of The VPT for the improvement of Hadoop performance (하둡 성능 향상을 위한 VPT 개발 연구)

  • Yang, Ill Deung;Kim, Seong Ryeol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.9
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    • pp.2029-2036
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    • 2015
  • Hadoop MR(MapReduce) uses a partition function for passing the outputs of mappers to reducers. The partition function determines target reducers after calculating the hash-value from the key and performing mod-operation by reducer number. The legacy partition function doesn't divide the job effectively because it is so sensitive to key distribution. If the job isn't divided effectively then it can effect the total processing time of the job because some reducers need more time to process. This paper proposes the VPT(Virtual Partition Table) and has tested appling the VPT with a preponderance of data. The applied VPT improved three seconds on average and we figure it will improve more when data is increased.