• Title/Summary/Keyword: service rendering

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Implementation of a Person Tracking Based Multi-channel Audio Panning System for Multi-view Broadcasting Services (다시점 방송 서비스를 위한 사용자 위치추적 기반 다채널 오디오 패닝 시스템 구현)

  • Kim, Yong-Guk;Yang, Jong-Yeol;Lee, Young-Han;Kim, Hong-Kook
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.150-157
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    • 2009
  • In this paper, we propose a person tracking based multi-channel audio panning system for multi-view broadcasting services. Multi-view broadcasting is to render the video sequences that are captured from a set of cameras based on different viewpoints, and multi-channel audio panning techniques are necessary for audio rendering in these services. In order to apply such a realistic audio technique to this multi-view broadcasting service, person tracking techniques which are to estimate the position of users are also necessary. For these reasons, proposed methods are composed of two parts. The first part is a person tracking method by using ultrasonic satellites and receiver. We could obtain user's coordinates of high resolution and short duration about 10 mm and 150 ms. The second part is MPEG Surround parameter-based multi-channel audio panning method. It is a method to obtain panned multi-channel audio by controlling the MPEG Surround spatial parameters. A MUSHRA test is conducted to objectively evaluate the perceptual quality and measure localization performance using a dummy head. From the experiments, it is shown that the proposed method provides better perceptual quality and localization performance than the conventional parameter-based audio panning method. In addition, we implement the prototype of person tracking based multi-view broadcasting system by integrating proposed methods with multi-view display system.

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A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.

Brief review of the field test and application of a superconducting fault current limiter

  • Hyun, Ok-Bae
    • Progress in Superconductivity and Cryogenics
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    • v.19 no.4
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    • pp.1-11
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    • 2017
  • This article reviews the recent activities of field testing and application of superconducting fault current limiters (SFCL) based on high-temperature superconductors (HTS). The review particularly focuses on the trends in the field tests in terms of the technical aspects and commercial activities of the SFCLs. Stimulated by the discovery of HTS, numerous research and development activities have been conducted worldwide for SFCLs operating from distribution voltages to transmission voltages. Different types of SFCLs have been developed and field-tested. Consequently, more than 20 field tests and applications have been performed on real grids worldwide while supplying electric power to the customers. These field tests have not only provided the track records of the operation experiences including the problems and maintenance during operation, but also proved their current limiting capabilities against real faults, rendering this new technology highly viable. Through these activities, the following trends in the status of field testing and application are observed. Resistive-type SFCLs with HTS-coated conductors were dominantly used in the most recent field tests. This implies that the resistive type is technically more mature than the other types. Bus-bar coupling and transformer feeders were the major application locations. It is of importance that most of the field applications were conducted as R&D projects. A relevant change from the R&D stage to the application stage is shown as recently deployed SFCLs are expected to be under long-term operation and commercial service. Here, we review the installation of these SFCLs by substation. This review also discusses the recent activities for their commercial applications.

Design and Implementation of Interactive Multi-view Visual Contents Authoring System (대화형 복수시점 영상콘텐츠 저작시스템 설계 및 구현)

  • Lee, In-Jae;Choi, Jin-Soo;Ki, Myung-Seok;Jeong, Se-Yoon;Moon, Kyung-Ae;Hong, Jin-Woo
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.458-470
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    • 2006
  • This paper describes issues and consideration on authoring of interactive multi-view visual content based on MPEG-4. The issues include types of multi-view visual content; scene composition for rendering; functionalities for user-interaction; and multi-view visual content file format. The MPEG-4 standard, which aims to provide an object based audiovisual coding tool, has been developed to address the emerging needs from communications, interactive broadcasting as well as from mixed service models resulting from technological convergence. Due to the feature of object based coding, the use of MPEG-4 can resolve the format diversity problem of multi-view visual contents while providing high interactivity to users. Throughout this paper, we will present which issues need to be determined and how they can be realized by means of MPEG-4 Systems.

Development of CAPS marker for identifying a Formosan lily (Lilium formosanum) (흰나리(Lilium formosanum Wallace) 식별을 위한 CAPS 마커의 개발)

  • Chung, Sung Jin;Lee, Ka Youn;Yoon, A Ra;Jang, Ji Young;Kim, Jin Kug;Lee, Geung-Joo
    • Korean Journal of Agricultural Science
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    • v.41 no.2
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    • pp.101-106
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    • 2014
  • This study was conducted to identify lily species native to Korea from formosan lily (Lilium formosanum) belonging to Longiflorum section. Due to flowering time, flower color and orientation, long shelf life and resistant to diseases, the native lily species can be valuable genetic resources for interspecific hybrids. One of the chloroplast genes, matK, was used to clone and sequence to explore any base changes. The matK was successfully amplified into 1,539 bp (94% of the gene) and phylogenetic tree demonstrated 6 clades for those 11 lily species used in this study. There were one or two base substitutions among 10 lilies native to Korea, while formosan lily native to Taiwan exhibited 6 base substitutions in matK gene, rendering it genetically distant. A restriction enzyme NruI recognized one of the six base changes, and digested the matK gene of 10 native lily species only, but not in formosan lily. The confirmed cleavage characteristic of the target region in matK gene was designed into a CAPS (cleaved amplified polymorphic sequences) marker which will be available to estimate compatibility of interspecific hybridization and to trace the pedigree when those native lilies are crossed with the formosan lily.

A Study on Development of an On-line 3D Game Engine (온라인 3D 게임엔진 개발에 관한 연구)

  • Lee, Hun-Joo;Park, Tae-Joon;Kim, Hyun-Bin
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.42-55
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    • 2003
  • Domestic game companies are competitive in developing on-line 2D game contents. However, they have difficulties in maintaining the competitive edge in the area of on-line 3D game technologies owing to the limited funds and technologies. The 3D on-line game engine technologies we have intended to propose in this research are highly expected to be the key technologies ensuring the competitive edge over other countries. For this, we propose a full 3D online game engine that reflects the cutting edge technologies trend in the computer gaming industry. Our game engine is integrated with rendering and animation core technologies to visualize the game world, and provides stable network service through the Internet using server technologies.

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Effect of Photoperiod, Temperature and True-leaf Stage in Bolting Rate of Chicory (Cichorium intybus L. var. sativus)

  • Lim, Jung-Dae;Seo, Jeong-Sik;Lee, Hyeon-Yong;Kim, Jong-Dai;Lee, Jin-Ha;Yu, Chang-Yeon
    • Plant Resources
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    • v.7 no.1
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    • pp.29-35
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    • 2004
  • Root chicory (Cichorium intybus L. var. sativus) is potential alternative medicinal and sugar crop which accumulates a high amount of linear polyfructan, inulin in its roots. A problem in root production is that over-wintered stock plants often flower. Once the plant becomes reproductive, stem elongation and root growth slows and floral buds arise from every node, rendering the plants useless for propagation. The objectives of this research was to examine the effectiveness of manipulating environmental factors containing photoperiod, temperature and number of leaf states. The experiment was performed in growth chamber to create two photoperiods (8 h, and 16 h) with three temperature regimes (5$^{\circ}C$/3$^{\circ}C$, 1$0^{\circ}C$/8$^{\circ}C$ and 15$^{\circ}C$/13$^{\circ}C$ day/night temperature) for a total of six treatments on three type of true-leaf stage of plant. Data of bolting rate, shoot and root length, shoot and fresh weight was invetigated in each treatments. This is the first report on changes in bolting rate and shoots and roots production during a whole growing season and differences in the effect of cold and photoperiod treatment depending on the true-leaf stage of plant.

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Factors Influencing the Intention to Participate in Digital Cultural Tourism on the Metaverse Platform (메타버스 플랫폼에서의 문화관광 활동 참여 의도에 영향을 미치는 요인에 관한 연구)

  • Jiaping Zang;Eunjin Kim
    • Journal of Intelligence and Information Systems
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    • v.29 no.3
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    • pp.341-359
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    • 2023
  • The metaverse applies various technological means such as digital twin modeling, 3D rendering, and holographic imaging, which can provide an immersive tourism service experience. However, since the development of the metaverse is still in its infancy, there is relatively little research on digital tourism from the perspective of the metaverse. This research empirically studies the factors that promote the participation behavior of users on the metaverse platform for digital cultural tourism. Our results show that users' internal motivations for learning and entertainment and the functions provided by metaverse, which are sensory stimulation and social interaction lead to the intention to participate in cultural tourism on metaverse with the mediating effects of immersion experience and perceived pleasure.

Practical applicable model for estimating the carbonation depth in fly-ash based concrete structures by utilizing adaptive neuro-fuzzy inference system

  • Aman Kumar;Harish Chandra Arora;Nishant Raj Kapoor;Denise-Penelope N. Kontoni;Krishna Kumar;Hashem Jahangir;Bharat Bhushan
    • Computers and Concrete
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    • v.32 no.2
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    • pp.119-138
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    • 2023
  • Concrete carbonation is a prevalent phenomenon that leads to steel reinforcement corrosion in reinforced concrete (RC) structures, thereby decreasing their service life as well as durability. The process of carbonation results in a lower pH level of concrete, resulting in an acidic environment with a pH value below 12. This acidic environment initiates and accelerates the corrosion of steel reinforcement in concrete, rendering it more susceptible to damage and ultimately weakening the overall structural integrity of the RC system. Lower pH values might cause damage to the protective coating of steel, also known as the passive film, thus speeding up the process of corrosion. It is essential to estimate the carbonation factor to reduce the deterioration in concrete structures. A lot of work has gone into developing a carbonation model that is precise and efficient that takes both internal and external factors into account. This study presents an ML-based adaptive-neuro fuzzy inference system (ANFIS) approach to predict the carbonation depth of fly ash (FA)-based concrete structures. Cement content, FA, water-cement ratio, relative humidity, duration, and CO2 level have been used as input parameters to develop the ANFIS model. Six performance indices have been used for finding the accuracy of the developed model and two analytical models. The outcome of the ANFIS model has also been compared with the other models used in this study. The prediction results show that the ANFIS model outperforms analytical models with R-value, MAE, RMSE, and Nash-Sutcliffe efficiency index values of 0.9951, 0.7255 mm, 1.2346 mm, and 0.9957, respectively. Surface plots and sensitivity analysis have also been performed to identify the repercussion of individual features on the carbonation depth of FA-based concrete structures. The developed ANFIS-based model is simple, easy to use, and cost-effective with good accuracy as compared to existing models.

Design and Implementation of 3D Geospatial Open Platform Based on HTML5/WebGL Technology (HTML5/WebGL 기반 3D 공간정보 오픈플랫폼 소프트웨어 설계 및 구현)

  • Kim, Min Soo;Jang, In Sung
    • Spatial Information Research
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    • v.23 no.6
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    • pp.57-66
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    • 2015
  • Recently, the utilization of geospatial open platforms has been constantly increased and the interest in 3D geospatial data such as terrain, building and shopping mall has been increased significantly. In particular, rather than simplified 3D geospatial data, interest in high-precision 3D geospatial data which similarly represents the real world objects has increased significantly. In order to satisfy the demand for such the high-precision 3D geospatial data, various kinds of 3D geospatial open platforms has been developed and has provided services on the web. However, most of the 3D geospatial open platforms have been used plug-in module in order to ensure a fast 3D rendering performance on the web, despite the many problems such as difficulty of the installation, no supporting of cross browser/operating system and security issues. In addition, recently, the existing 3D geospatial open platforms based on plug-in module are facing a serious problem, by declaring the NPAPI service interruption in Chrome and Firefox browsers. In this study, we presents the design and implementation of a new 3D geospatial open platform based on HTML5/WebGL technology without the use of plug-ins. Such the new 3D geospatial open platform based on HTML5/WebGL may support cross browsers such as IE, Chrome, Firefox, Safari and cross OS platforms such as Windows, Linux, Mac and mobile OS platforms.