• 제목/요약/키워드: multimedia tools

검색결과 303건 처리시간 0.027초

The Implementation of a 3D Game Engine based on DirectX 9

  • Kang, Hyun-Myung;Rhee, Woo-Seop
    • International Journal of Contents
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    • 제4권3호
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    • pp.35-40
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    • 2008
  • Recently, almost games are using the 3D environment. Therefore, it required strongly that well-structured 3D engine or tools for development of some complicate 3D applications efficiently. In this paper, we design and implement a 3D engine (PLay engine) using the DirectX 9 SDK of the Microsoft corporation. The PLay engine has independent module structure, which has object oriented characteristics. and has not only 3D rendering functions but efficient algorithms. Moreover, we implement some tools what has compatibility with our engine for convenience. Therefore, it helps development of a 3D application easily and efficiently. We also describe each module with 2-layer structure, and each tool with compatible module, and make a simple game using PLay engine for testify.

Drowsiness Sensing System by Detecting Eye-blink on Android based Smartphones

  • Vununu, Caleb;Seung, Teak-Young;Moon, Kwang-Seok;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • 한국멀티미디어학회논문지
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    • 제19권5호
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    • pp.797-807
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    • 2016
  • The discussion in this paper aims to introduce an approach to detect drowsiness with Android based smartphones using the OpenCV platform tools. OpenCV for Android actually provides powerful tools for real-time body's parts tracking. We discuss here about the maximization of the accuracy in real-time eye tracking. Then we try to develop an approach for detecting eye blink by analyzing the structure and color variations of human eyes. Finally, we introduce a time variable to capture drowsiness.

A Pattern Summary System Using BLAST for Sequence Analysis

  • Choi, Han-Suk;Kim, Dong-Wook;Ryu, Tae-W.
    • Genomics & Informatics
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    • 제4권4호
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    • pp.173-181
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    • 2006
  • Pattern finding is one of the important tasks in a protein or DNA sequence analysis. Alignment is the widely used technique for finding patterns in sequence analysis. BLAST (Basic Local Alignment Search Tool) is one of the most popularly used tools in bio-informatics to explore available DNA or protein sequence databases. BLAST may generate a huge output for a large sequence data that contains various sequence patterns. However, BLAST does not provide a tool to summarize and analyze the patterns or matched alignments in the BLAST output file. BLAST lacks of general and robust parsing tools to extract the essential information out from its output. This paper presents a pattern summary system which is a powerful and comprehensive tool for discovering pattern structures in huge amount of sequence data in the BLAST. The pattern summary system can identify clusters of patterns, extract the cluster pattern sequences from the subject database of BLAST, and display the clusters graphically to show the distribution of clusters in the subject database.

데이터마이닝을 위한 동적 결정나무 (Dynamic Decision Tree for Data Mining)

  • 최병수;차운옥
    • Communications for Statistical Applications and Methods
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    • 제16권6호
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    • pp.959-969
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    • 2009
  • 결정나무는 데이터마이닝에서 데이터를 분류하는 기법으로 가장 많이 사용되고 있으며, 데이터 탐색 소프트웨어 DAVIS에서는 동적 기능을 사용하여 데이터 시각화를 하는 것이 가능하다. 본 논문에서는 동적 데이터 분석의 기본 원리와 이를 결정나무에 적용하는 방법을 소개하고, 생성되는 동적 결정나무의 효율성과 유용성을 실제 데이터를 사용하여 분석한다.

Singular Value Decomposition 기반 고차원 인덱스 구조 (A High-Dimensional Index Structure Based on Singular Value Decomposition)

  • 김상욱
    • 산업기술연구
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    • 제20권B호
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    • pp.213-218
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    • 2000
  • The nearest neighbor query is an important operation widely used in multimedia databases for finding the object that is most similar to a given query object. Most of techniques for processing nearest neighbor queries employ multidimensional indexes for effective indexing of objects. However, the performance of previous multidimensional indexes, which use N-dimensional rectangles or spheres for representing the capsule of the object cluster, deteriorates seriously as the number of dimensions gets higher. This paper proposes a new index structure based singular value decomposition resolving this problem and the query processing method using it. We also verify the superiority of our approach through performance evaluation by performing extensive experiments.

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건축설계과정에서 BIM 및 3차원 모델러 사용에 따른 아이디어 발상효과에 관한 비교연구 (A Comparative Study on the Effects of BIM and Conventional 3D Modeler on the Idea Generation in Architectural Design Process)

  • 홍승완;이윤길
    • 한국멀티미디어학회논문지
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    • 제17권5호
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    • pp.623-630
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    • 2014
  • While BIM software becomes popular for CAAD and architectural design educations, the affordance of BIM for students' architectural idea developments, called intra-process of communication, is still unknown. Therefore, this study conducted t-test quantitative analysis in order to the scores for feedback, idea productivity, idea development for architectural elements(form, interior space, material, and details), and creative motivation(novelty, appropriateness) using BIM and non-BIM 3D modeler. To achieve the goal, in authentic CAAD class, architecture major students proposed two office designs using those two tools, then they evaluated in which ways those tools influenced their idea developments.

Improving Student's Design Prototyping Skills using Interactive Prototyping Tool

  • Kim, Jongwan;Jeon, Jae-wook;Kim, Ki-yeon
    • Journal of Multimedia Information System
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    • 제8권1호
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    • pp.75-78
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    • 2021
  • This paper will explain the importance of using interactive prototyping tools in the HCI design process. The Future of HCI education project performed by ACM SIGCHI shows that students recognize that prototyping, especially paper prototyping and interactive prototyping, are both very important. Two widely-used prototyping tools in academy, Balsamiq and Oven, will be compared and rated by students according to their preferences. We choose the Balsamiq as our design tool because Oven can be designed on the web but applications cannot be designed directly on Mac or Windows. The Balsamiq tool will help you understand the task process of UI work and highlight the benefits of digital prototyping to test the execution of expected results in a fast fashion compared to high-level prototyping. We also present the outcome of this work through two case studies. In particular, the smart mirror project with voice recognition function shows the effectiveness of the proposed method as an example.

Understanding of the Sung-Rye-Moon Roof Structure and implementation of the traditional Bracket-set Design Modules for BIM tools

  • Park, Soo-Hoon;Ahn, Eun-Young
    • 한국멀티미디어학회논문지
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    • 제14권12호
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    • pp.1613-1620
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    • 2011
  • Roof structure of the traditional buildings in the Northeast Asia region including Korea contains the most complicated and crucial components of the building and therefore the issues such as cost down, productivity and the attempt to combine the traditional building methodology with contemporary building technology turn out to be vital to the survival of the old yet disconnected traditional building industry. One of the distinctive modern building technologies is handling life-cycle building information by constructing virtual buildings using BIM, building information modeling tools. In this paper we follow a procedure to implement some of the design modules to be applied in BIM tools which are platforms for constructing virtual building models. We focus on Gong-po components namely the bracket-sets which are the essential part that connects the middle parts to the top parts (the roof structure) which are considered to be the most elaborate parts of the traditional buildings. The target building to work with in this paper is the Sung-Rye-Moon which has special cultural and social meanings nowadays and we tested our understanding and the design modules such as the bracket-sets by constructing a virtual building model of Sung-Rye-Moon.

멀티미디어를 기반으로 하는 저작도구 툴북에서 객체 자동 변환을 이용한 자동 프리젠테이션 시스템 개발 (Development of Auto Presentation System of Toolbook Using Object Auto Transition on Multimedia Authoring Tool)

  • 양옥렬;정영식;이용주
    • 한국정보처리학회논문지
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    • 제4권5호
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    • pp.1182-1195
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    • 1997
  • 멀티미디어 저작도구를 이용한 응용 프로그램 개발에 있어서, 기존의 저작도구를 멀티미디어 툴북의 경우 객체들이 사건을 기반으로 하는 상태 변환 방식을 사용하므로 프리젠테이션 을 자동으로 가능하게 할 수 있는 기능을 제공하지 못한다. 본 연구에서는 객체의 자동 변환 기법을 통하여 자동 프리젠테이션 기능을 멀티미디어 저작도구가 시스템 DLL(Dynamic Link Library) 형태로 제공하도록 하기 위한 객체 자동 변환기법을 개발하고자 이를 멀티미디어 툴복의 페이지 전환 및 미디어 제어 인터 페이스를 이용하여 오디오 자원의 상태 변환 기능을 추가하여 멀티미디어 저작도구의 기능 확정이 가능하게 하였다.

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2D이미지의 3D 모델화 알고리즘 적용을 통한 인터랙티브 수족관개발 (Implementation of Interactive 3D Aquaium from 2D Images Using 3D Model Conversion Algorithm)

  • 최태준;이희만;김정호;김응수
    • 한국멀티미디어학회논문지
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    • 제18권12호
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    • pp.1562-1568
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    • 2015
  • The 3D contents are getting more attentions in various areas, such as in movies, advertising, games and exhibition contents. There are many authoring tools for making 3D Models and contents. However, those authoring tools take considerable amount of time to learn and to make 3D contents. In this paper, we propose the 3D model conversion algorithm to make 3D models from 2D pictures drawn on the touch screens or papers. The vertex animation method also proposed for the interactive 3D aquarium. The proposed vertex animation algorithm was tested for virtual 3D water creatures and compared with human-made animation. An Interactive 3D aquarium was implemented by using those proposed algorithms. Thus the simplicity and effectiveness of the algorithms can be applied to diverse industries.