• Title/Summary/Keyword: Virtual Movement

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A Lossless Multicast Handoff Method for Wireless ATM Networks (무선 ATM 망을 위한 손실없는 멀티캐스트 핸드오프 기법)

  • 하은용
    • The KIPS Transactions:PartC
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    • v.8C no.1
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    • pp.88-96
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    • 2001
  • Future mobile communication networks, which consist of ATM-based B-ISDN backbone networks and wireless ATM networks, will provide u user with broadband connection and QoS service. These network systems need the lossless handoff methods which support user mobility, satisfy ATM features such as ATM cell ordering and no ATM cell duplication and minimize buffer requirement for ATM cell buffering. In this paper we suggest a multicast-based handoff method to supp$\alpha$t lossless connection as well as to minimize buffer overhead. It establishes a dynamic multicast connection between source terminal and wireless member AP (access point)s. When the mobile terminal receives data packet correctly, it notifies the positive acknowledgement of the packet to all member APs. And member APs then release the MT related temporary buffer space for MT's future movement. Therefore member APs can eliminate unnecessary buffer usage and manage the buffer space efficiently. Analysis result shows that our handoff method has better performance in buffer requirement for lossless and seamless connection services over VCT (virtual connection tree) method and other dynamic multicast-based handoff methods.

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A Study on Hand Gesture Recognition with Low-Resolution Hand Images (저해상도 손 제스처 영상 인식에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Satellite, Information and Communications
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    • v.9 no.1
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    • pp.57-64
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    • 2014
  • Recently, many human-friendly communication methods have been studied for human-machine interface(HMI) without using any physical devices. One of them is the vision-based gesture recognition that this paper deals with. In this paper, we define some gestures for interaction with objects in a predefined virtual world, and propose an efficient method to recognize them. For preprocessing, we detect and track the both hands, and extract their silhouettes from the low-resolution hand images captured by a webcam. We modeled skin color by two Gaussian distributions in RGB color space and use blob-matching method to detect and track the hands. Applying the foodfill algorithm we extracted hand silhouettes and recognize the hand shapes of Thumb-Up, Palm and Cross by detecting and analyzing their modes. Then, with analyzing the context of hand movement, we recognized five predefined one-hand or both-hand gestures. Assuming that one main user shows up for accurate hand detection, the proposed gesture recognition method has been proved its efficiency and accuracy in many real-time demos.

Energy Efficient Data Dissemination Scheme for Mobile Sink Groups in WSNs (무선 센서 네트워크에서 이동 싱크 그룹을 위한 에너지 효율적인 데이터 전달 프로토콜)

  • Mo, Hee-Sook;Kim, Sang-Ha
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.6A
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    • pp.617-625
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    • 2011
  • In wireless sensor networks, data dissemination protocols have been proposed for mobile sink groups that are characterized by geographically staying closely and collective movement. They usually exploit flooding technology for mobility supporting and data delivery guarantee. However, it causes the excessive energy consumption of all sensor nodes in the group region due to data delivery participation. Moreover, the costs of the flooding would become higher in proportional to the group region. In this paper, we propose an energy efficient data dissemination scheme that resolves these problems. The virtual infrastructure called a 'pipe' is used as a rendezvous area. A source delivers data to the pipe, from which member sinks in the group retrieve it directly. Simulation results showed that this solution has better performance than existing protocols in terms of energy consumption as it reduces the number of regional flooding and eliminates unnecessary data flooding.

Physical Modeling for Enhancement of the Functionality of Construction Graphical Simulation System (건설 그래픽 시뮬레이션 시스템의 기능 개선을 위한 물리적 모델링)

  • Kim, Yeong-Hwan;Jung, Pyung-Ki;Seo, Jong-Won
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.1 s.29
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    • pp.80-88
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    • 2006
  • Construction graphical simulations usually do not reflect physical properties of construction equipment and material because there are restricted to the geometric model. The complete description of construction operations is difficult for graphical simulation without a physical modeling. The object of this research is to enhance the functionality of restricted simulation system to geometric model. And research is conducted to overcome the limitation of current construction graphical simulation system through the connection geometric model and physical model with the physical properties of construction equipment and material such as crane's cable oscillation. The motion equations for the oscillation of crane cable as a result of the trolley's movement and the boom's rotation were derived. The equations were solved through numerical analysis and the results were simulated visually. The realistic description with physical modeling of construction operations will contribute for ensuring preliminary against risks and improving constructability as well as the application of various fields.

The complexity of opt-in procedures in mobile shopping: Moderating effects of visual attention using the eyetracker (모바일 쇼핑에서 옵트인의 절차적 복잡성 연구: 아이트래커(eyetracker) 기반 시각적 주의의 조절효과)

  • Kim, Sang-Hu;Kim, Yerang;Yang, Byunghwa
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.127-135
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    • 2017
  • Consumers tend to feel concern about disclosure of personal information and, at the same time, to avoid inconvenience of procedural complexity caused by the privacy protections. The purpose of current paper is to investigate relationships between opt-in procedural complexity and shopping behavior using smart phones, moderating by the amount of visual attentions using eyetrackers. Therefore, we created a virtual mobile Web-site in which the complexity of opt-in procedures in our experiment is manipulated and measured. Also, we measured the dwell-time of area of interest using SMI-RED 250 instrument for tracking the real eye movement. Results indicated that the levels of procedural complexity are related to repurchase, indicating a moderating effect of the amount of visual attentions. Finally, we discussed several theoretical and practical implications of management for mobile commerce.

The Analysis of Eulsukdo Shoreline Change Using Multi-temporal Aerial Photo And DSAS Program (다시기 항공사진과 DSAS 기법을 이용한 을숙도 해안선 변화 분석)

  • Lee, Jae One;Kim, Yong Suk;Park, Sung Bae;Park, Chi Young
    • Journal of Korean Society for Geospatial Information Science
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    • v.21 no.1
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    • pp.11-18
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    • 2013
  • Eulsukdo located in the Nakdong Estuary plays important role in ecosystem and coastal wetland. There have been various changes in Eulsukdo up to now. Recently, we expect a great change of the western part of shoreline in Eulsukdo due to the floodgate construction but there is few databases. In this study, shorelines were digitized after we had produced the ortho-images by using aerial photos taken for 30 years(8 times). SCE, NSM and EPR were analysed by DSAS 4.2 program using vector data. In addition, the changes of shoreline were analysed in October 2011 from before Eulsukdo water gate construction to now by adding field surveying with VRS. The amount of years shoreline change is -0.34m/yr in 2009(before water gate construction) and -0.50m/yr in 2011(during the water gate construction), and the change trend shows an accumulation aspect.

Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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Estimation of Uncertain Past and Future Locations of Moving objects (이동 객체의 불확실한 과거 및 미래의 위치 추정)

  • 안윤애;류근호
    • Journal of KIISE:Databases
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    • v.29 no.6
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    • pp.441-452
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    • 2002
  • If continuous moving objects are managed by conventional database, it is not possible for them to store all position information changed over time in the database. Therefore, a time period of regular rate is determined and position information of moving objects are discretely stored in the system for every time period. However, if continuous moving objects are managed as discrete model, we will have problems which cannot properly answer to the query about uncertain past or future position information. To solve this problem, in this paper, we propose the method and algorithm which use the history information stored in the same database, to estimate the past or future location of moving objects. The cubic spline interpolation is used to estimate the past location and the mean movement value of the history information is used to predict the future location of moving objects. Finally, from the location estimation experimentation of using virtual trajectory and location sample, we proved that the proposed cubic spline function has less error than the linear function.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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Virtual Contamination Lane Image and Video Generation Method for the Performance Evaluation of the Lane Departure Warning System (차선 이탈 경고 시스템의 성능 검증을 위한 가상의 오염 차선 이미지 및 비디오 생성 방법)

  • Kwak, Jae-Ho;Kim, Whoi-Yul
    • Transactions of the Korean Society of Automotive Engineers
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    • v.24 no.6
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    • pp.627-634
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    • 2016
  • In this paper, an augmented video generation method to evaluate the performance of lane departure warning system is proposed. In our system, the input is a video which have road scene with general clean lane, and the content of output video is the same but the lane is synthesized with contamination image. In order to synthesize the contamination lane image, two approaches were used. One is example-based image synthesis, and the other is background-based image synthesis. Example-based image synthesis is generated in the assumption of the situation that contamination is applied to the lane, and background-based image synthesis is for the situation that the lane is erased due to aging. In this paper, a new contamination pattern generation method using Gaussian function is also proposed in order to produce contamination with various shape and size. The contamination lane video can be generated by shifting synthesized image as lane movement amount obtained empirically. Our experiment showed that the similarity between the generated contamination lane image and real lane image is over 90 %. Futhermore, we can verify the reliability of the video generated from the proposed method through the analysis of the change of lane recognition rate. In other words, the recognition rate based on the video generated from the proposed method is very similar to that of the real contamination lane video.