• Title/Summary/Keyword: multiple interactive

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Radome Slope Estimation using Mode Parameter Renewal Method of IMM Algorithm (IMM 알고리듬의 모드 계수 갱신 방법을 통한 레이돔 굴절률 추정)

  • Kim, Young-Mo;Back, Ju-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.5
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    • pp.763-770
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    • 2017
  • A radome mounted on the front of an aircraft can cause refraction errors for various reasons that occur during maneuver in seeking and tracking a target. This refraction error means that the microwave seeker is detecting apparent target. An Interactive Multiple Model (IMM) algorithm is applied to estimate radome slope mounted on an aircraft in 3D space. However, even though the parameter of uncertain system model such as radome slope can be estimated, the estimated performance can not be guaranteed when it exceeds the range of the predicted value. In this paper, we propose a method to update the predicted value by using the radome slope as the mode parameter of the IMM algorithm, and confirm the radome slope estimation performance of the proposed method.

The Effects of Sloshing on the Responses of an LNG Carrier Moored in a Side-by-side Configuration with an Offshore Plant (해양플랜트에 병렬 계류된 LNG 운반선의 거동에 슬로싱이 미치는 영향)

  • Lee, Seung-Jae
    • Journal of Ocean Engineering and Technology
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    • v.24 no.5
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    • pp.16-21
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    • 2010
  • During the loading/offloading operation of a liquefied natural gas carrier (LNGC) that is moored in a side-by-side configuration with an offshore plant, sloshing that occurs due to the partially filled LNG tank and the interactive effect between the two floating bodies are important factors that affect safety and operability. Therefore, a time-domain software program, called CHARM3D, was developed to consider the interactions between sloshing and the motion of a floating body, as well as the interactions between multiple bodies using the potential-viscous hybrid method. For the simulation of a floating body in the time domain, hydrodynamic coefficients and wave forces were calculated in the frequency domain using the 3D radiation/diffraction panel program based on potential theory. The calculated values were used for the simulation of a floating body in the time domain by convolution integrals. The liquid sloshing in the inner tanks is solved by the 3D-FDM Navier-Stokes solver that includes the consideration of free-surface non-linearity through the SURF scheme. The computed sloshing forces and moments were fed into the time integration of the ship's motion, and the updated motion was, in turn, used as the excitation force for liquid sloshing, which is repeated for the ensuing time steps. For comparison, a sloshing motion coupled analysis program based on linear potential theory in the frequency domain was developed. The computer programs that were developed were applied to the side-by-side offloading operation between the offshore plant and the LNGC. The frequency-domain results reproduced the coupling effects qualitatively, but, in general, the peaks were over-predicted compared to experimental and time-domain results. The interactive effects between the sloshing liquid and the motion of the vessel can be intensified further in the case of multiple floating bodies.

Real-Time Simulation of Single and Multiple Scattering of Light (빛의 단일 산란과 다중 산란의 실시간 시뮬레이션 기법)

  • Ki, Hyun-Woo;Lyu, Ji-Hye;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.21-32
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    • 2007
  • It is significant to simulate scattering of light within media for realistic image synthesis; however, this requires costly computation. This paper introduces a practical image-space approximation technique for interactive subsurface scattering. We use a general two-pass approach, which creates transmitted irradiance samples onto shadow maps and computes illumination using the shadow maps. We estimate single scattering efficiently using a method similar to common shadow mapping with adaptive deterministic sampling. A hierarchical technique is applied to evaluate multiple scattering, based on a diffusion theory. We further accelerate rendering speed by tabulating complex functions and utilizing level of detail. We demonstrate that our technique produces high-quality images of animated scenes with blurred shadow at hundreds frames per second on graphics hardware. It can be integrated into existing interactive systems easily.

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Dynamic Bandwidth Management scheme for Interactive Video Service Based on MPEG Video (대화형 비디오 서비스를 위한 MPEG 비디오 기반의 동적 대역폭 관리 기법)

  • Lee, Seung-Yun;Yu, Hwang-Bin
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.2
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    • pp.367-376
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    • 1999
  • A variable bit-rate based video services have much limitation for bandwidth management, since its trarfic has a some variances in frame level. In particular, the bandwidth management for video which has characteristics of VBR traffic such a MPEG video could be more complicated. Also, it is difficult to manage the bandwidth effectively for proving a VCR function from VOD service, since we don't know the traffic variance exactly at that time. In this paper, we proposed the dynamic bandwidth allocation a scheme based on VBR traffic based stored video such as MPEG for interactive video service. This scheme can maximize the given total bandwidth through the prefetch based variable length bandwidth allocation scheme and dynamic bandwidth management scheme for multiple streams. Also, our scheme can be used for a MPEG-based bandwidth allocation scheme, and provides the method that can maximize the utilization of network resource for multiple stream by using a dynamic bandwidth management.

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The Effects of Interactive Instrument Playing Program on Social Interaction of Adults With Autism Spectrum Disorder (상호적 악기 연주 프로그램이 자폐범주성장애 성인의 사회적 상호작용 기능 향상에 미치는 효과)

  • Cho, Soo Jin
    • Journal of Music and Human Behavior
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    • v.13 no.1
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    • pp.89-110
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    • 2016
  • This study examined the effect of an interactive instrument playing program on the social interaction of adults with autism spectrum disorder (ASD). A single subject design with multiple baselines across participants was applied, and three adults with severe ASD in their late 20s living at a group home participated in this study. Participants received a total of 25 group sessions. During the intervention, participants engaged in structured instrument playing in which initiation and response to socially interactive behaviors were musically cued, and target behaviors were reinforced in the musical environment. At pre- and posttest, the frequency of initiation of and responding to social interaction behaviors were recorded and analyzed. The results of this study showed that the frequency of both initiation of, and response to, social interaction increased for all participants during the intervention phase, compared to the baseline phase. This result demonstrates that interactive instrument playing increased social behaviors of adults with ASD. It also shows that musically delivered social information can facilitate adults with ASD understanding the intention of social partners in social contexts and motivate this population to engage in social interaction.

A Moderating Effect of Use of Interaction Privacy Controls on the Relationship between Privacy Concerns and Self-disclosure

  • Kim, Gimun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.235-241
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    • 2020
  • Many studies have tried to explain the privacy paradox but reported conflicting results; Some of them found connection between privacy concerns and information disclosure, while others did not. This study examines the role of interaction privacy controls (mainly friend lists and privacy settings) as a moderating variable that has the potential to affect the relationship in the SNS context. The reason for this is that most users use interactive privacy controls to create their own social environment before conducting SNS activities, so the relationship between privacy concerns and information disclosure may vary depending on the degree of use of interactive privacy controls. The study collected data using survey method, analyzed the moderating effect of use of interaction privacy controls using hierarchical multiple regression analysis, and as a result, found that effect. Therefore, the degree of use of interactive privacy controls may be an important contingent variable that needs to be considered in a study examining the privacy paradox in SNS context.

Caching Framework for Multimedia (멀티미디어를 위한 캐슁 기술)

  • Kim, Baek-Hyeon;U, Yo-Seop;Kim, Ik-Su
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.507-514
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    • 2001
  • In VOD(Video-on-Demand) system, the real-time interactive service is one of the most important factor to determine the degree of QoS(Quality of Service). In this paper, we propose the head-end system consisted of switching agent and head-end node, which needs to receive the only video stream for multiple users which have requested the same video, to serve the unlimited interactive service which has no service delay and block. The unlimited VCR services can be served by storing the video stream with buffer at client and head-end node. And the proposed algorithm presents the method to enhance the efficiency by buffer, offer the true interactive VOD services to users because all of service requested by clients are processed immediately. In this paper, we implemented the VOD system which has the VCR functions without service delay and block. Simulation results indicate that the proposed algorithm has better performance in the number of service request and time interval.

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Motion Patches (모션 패치)

  • Choi, Myung-Geol;Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.119-127
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    • 2006
  • Real-time animation of human figures in virtual environments is an important problem in the context of computer games and virtual environments. Recently, the use of large collections of captured motion data have added increased realism in character animation. However, assuming that the virtual environment is large and complex, the effort of capturing motion data in a physical environment and adapting them to an extended virtual environment is the bottleneck for achieving interactive character animation and control. We present a new technique for allowing our animated characters to navigate through a large virtual environment, which is constructed using a small set of building blocks. The building blocks can be tiled or aligned with a repeating pattern to create a large environment. We annotate each block with a motion patch, which informs what motions are available for animated characters within the block. We demonstrate the versatility and flexibility of our approach through examples in which multiple characters are animated and controlled at interactive rates in large, complex virtual environments.

Real-time Interactive Control of Magnetic Resonance Imaging System Using High-speed Digital Signal Processors (고속 DSP를 이용한 실시간 자기공명영상시스템 제어)

  • 안창범;김휴정;이흥규
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.40 no.5
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    • pp.341-349
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    • 2003
  • A real time interactive controller (spectrometer) for magnetic resonance imaging (MRI) system has been developed using high speed digital signal processors (DSP). The controller generates radio frequency (rf) waveforms and audio frequency gradient waveforms and controls multiple receivers for data acquisition. By employing DSPs having high computational power (e.g., TMS320C670l) real time generation of complicated gradient waveforms and interactive control of selection planes are possible, which are important features in real-time imaging of moving organs, e.g., cardiac imaging. The spectrometer was successfully implemented at a 1.5 Tesla whole body MRI system for clinical application. Performance of the spectrometer is verified by various experiments including high- speed imaging such as fast spin echo (FSE) and echo planar imaging (EPI). These high-speed imaging techniques reduce measurement time, however, usually intensify artifact if there is any systematic phase error or jitter in the synchronization between the transmitter, receiver, and gradients.

A Study on the Development of Educational Software for Web-based Visual Effects Interactive Environment (Web 기반 VE(Visual Effects) 인터랙티브 환경 교육용 소프트웨어 개발에 관한 연구)

  • Na, Wonshik
    • Journal of Convergence for Information Technology
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    • v.7 no.5
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    • pp.89-93
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    • 2017
  • As the cost of installing and maintaining software on large organizations such as recent companies and schools has increased, software installation and maintenance costs are low, system management is easy, demand for ease of use software solutions has increased. In the reality that special education for service center engineers is required along with the release of various products, training of the software and solution industry is regarded as important. Building Web-based user and system interactive environment, strengthened usability and educational ability effect suitable for engineer level. In the future, research that is familiar with specific software, not successfully combining multiple frameworks, rather than developers, will be increasingly important for research that can achieve optimal performance.