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A study on intelligent services using 3D modeling (3차원 모델링을 적용한 지능형 서비스에 관한 연구)

  • Eunji Kim;Lee ByongKwon
    • Journal of Digital Policy
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    • v.2 no.2
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    • pp.1-6
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    • 2023
  • This thesis was developed so that users can access tourism services more easily by utilizing Unity based on the metaverse. The core function and environment of the program were created using Unity, a game production tool, to create a virtual space. In the virtual space, it is implemented so that the tourist service can be used from various angles and positions through NPCs to which control and camera viewpoints are applied. This project is a content that allows you to visit tourist attractions in a virtual world without going to the site by using virtual reality technology. The background and goal of the project is to make it into a game form using a UI frame and fuse it into a simple game form to add fun elements to enable virtual reality tourist experience applying game for tourist attraction publicity.

Comparison of DTC between two-level and three-level inverters for LV propulsion electric motor in ship (선박 추진용 저압 전동기에 대한 2레벨 및 3레벨 인버터의 직접토크제어 비교)

  • Ki-Tak RYU;Jong-Phil KIM;Yun-Hyung LEE
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.60 no.1
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    • pp.71-79
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    • 2024
  • In compliance with environmental regulations at sea and the introduction of unmanned autonomous ships, electric propulsion ships are garnering significant attention. Induction machines used as propulsion electric motor (PEM) have maintenance advantages, but speed control is very complicated and difficult. One of the most commonly used techniques for speed control is DTC (direct torque control). DTC is simple in the reference frame transformation and the stator flux calculation. Meanwhile, two-level and three-level voltage source inverters (VSI) are predominantly used. The three-level VSI has more flexibility in voltage space vector selection compared to the two-level VSI. In this paper, speed is controlled using the DTC method based on the specifications of the PEM. The speed controller employs a PI controller with anti-windup functionality. In addition, the characteristics of the two-level VSI and three-level VSI are compared under identical conditions. It was confirmed through simulation that proper control of speed and torque has been achieved. In particular, the torque ripple was small and control was possible with a low DC voltage at low speed in the three-level VSI. The study confirmed that the application of DTC, using a three-level VSI, contributes to enhancing the system's response performance.

Video Analysis System for Action and Emotion Detection by Object with Hierarchical Clustering based Re-ID (계층적 군집화 기반 Re-ID를 활용한 객체별 행동 및 표정 검출용 영상 분석 시스템)

  • Lee, Sang-Hyun;Yang, Seong-Hun;Oh, Seung-Jin;Kang, Jinbeom
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.89-106
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    • 2022
  • Recently, the amount of video data collected from smartphones, CCTVs, black boxes, and high-definition cameras has increased rapidly. According to the increasing video data, the requirements for analysis and utilization are increasing. Due to the lack of skilled manpower to analyze videos in many industries, machine learning and artificial intelligence are actively used to assist manpower. In this situation, the demand for various computer vision technologies such as object detection and tracking, action detection, emotion detection, and Re-ID also increased rapidly. However, the object detection and tracking technology has many difficulties that degrade performance, such as re-appearance after the object's departure from the video recording location, and occlusion. Accordingly, action and emotion detection models based on object detection and tracking models also have difficulties in extracting data for each object. In addition, deep learning architectures consist of various models suffer from performance degradation due to bottlenects and lack of optimization. In this study, we propose an video analysis system consists of YOLOv5 based DeepSORT object tracking model, SlowFast based action recognition model, Torchreid based Re-ID model, and AWS Rekognition which is emotion recognition service. Proposed model uses single-linkage hierarchical clustering based Re-ID and some processing method which maximize hardware throughput. It has higher accuracy than the performance of the re-identification model using simple metrics, near real-time processing performance, and prevents tracking failure due to object departure and re-emergence, occlusion, etc. By continuously linking the action and facial emotion detection results of each object to the same object, it is possible to efficiently analyze videos. The re-identification model extracts a feature vector from the bounding box of object image detected by the object tracking model for each frame, and applies the single-linkage hierarchical clustering from the past frame using the extracted feature vectors to identify the same object that failed to track. Through the above process, it is possible to re-track the same object that has failed to tracking in the case of re-appearance or occlusion after leaving the video location. As a result, action and facial emotion detection results of the newly recognized object due to the tracking fails can be linked to those of the object that appeared in the past. On the other hand, as a way to improve processing performance, we introduce Bounding Box Queue by Object and Feature Queue method that can reduce RAM memory requirements while maximizing GPU memory throughput. Also we introduce the IoF(Intersection over Face) algorithm that allows facial emotion recognized through AWS Rekognition to be linked with object tracking information. The academic significance of this study is that the two-stage re-identification model can have real-time performance even in a high-cost environment that performs action and facial emotion detection according to processing techniques without reducing the accuracy by using simple metrics to achieve real-time performance. The practical implication of this study is that in various industrial fields that require action and facial emotion detection but have many difficulties due to the fails in object tracking can analyze videos effectively through proposed model. Proposed model which has high accuracy of retrace and processing performance can be used in various fields such as intelligent monitoring, observation services and behavioral or psychological analysis services where the integration of tracking information and extracted metadata creates greate industrial and business value. In the future, in order to measure the object tracking performance more precisely, there is a need to conduct an experiment using the MOT Challenge dataset, which is data used by many international conferences. We will investigate the problem that the IoF algorithm cannot solve to develop an additional complementary algorithm. In addition, we plan to conduct additional research to apply this model to various fields' dataset related to intelligent video analysis.

Analyzing animation techniques used in webtoons and their potential issues (웹툰 연출의 애니메이션 기법활용과 문제점 분석)

  • Kim, Yu-mi
    • Cartoon and Animation Studies
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    • s.46
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    • pp.85-106
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    • 2017
  • With the media's shift into the digital era in the 2000s, comic book publishers attempted a transition into the new medium by establishing a distribution structure using internet networks. But that effort shied from escaping the parallel-page reading structure of traditional comics. On the other hand, webtoons are showing divers changes by redesigning the structure of traditional sequential art media; they tend to separate and allot spaces according to the vertical scroll reading method of the internet browser and include animations, sound effects and background music. This trend is also in accordance with the preferences of modern readers. Modern society has complicated social structures with the development of various media; the public is therefore exposed to different stimuli and shows characteristics of differentiated perceptions. In other words, webtoons display more relevant and entertaining characteristics by inserting sounds and using moving texts and characters in specific frames, while traditional comics require an appreciation of withdrawal and immersion like other published media. Motions in webtoons are partially applied for dramatic tension or to create an effective expression of action. For example, hand-drawn animation is adopted to express motions by dividing motion images into many layers. Sounds are also utilized, such as background music with episode-related lyrics, melodies, ambient sounds and motion-related sound effects. In addition, webtoons provide readers with new amusement by giving tactile stimuli via the vibration of a smart phone. As stated above, the vertical direction, time-based nature of animation motions and tactile stimuli used in webtoons are differentiated from published comics. However, webtoons' utilization of innovative techniques hasn't yet reached its full potential. In addition to the fact that the software used for webtoon effects is operationally complex, this is a transitional phenomenon since there is still a lack of technical understanding of animation and sound application amongst the general public. For example, a sound might be programmed to play when a specific frame scrolls into view on the monitor, but the frame may be scrolled faster or slower than the author intended; in this case, sound can end before or after a reader sees the whole image. The motion of each frame is also programmed to start in a similar fashion. Therefore, a reader's scroll speed is related to the motion's speed. For this reason, motions might miss the intended timing and be unnatural because they are played out of context. Also, finished sound effects can disturb the concentration of readers. These problems come from a shortage of continuity; to solve these, naturally activated consecutive sounds or animations, like the simple rotation of joints when a character moves, is required.

Jangdo(Small Ornamental Knives) manufacturing process and restoration research using Odong Inlay application (오동상감(烏銅象嵌)기법을 활용한 장도(粧刀)의 제작기술 및 복원연구)

  • Yun, Yong Hyun;Cho, Nam Chul;Jeong, Yeong Sang;Jang, Chu Nam
    • Korean Journal of Heritage: History & Science
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    • v.49 no.2
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    • pp.172-189
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    • 2016
  • In this research, literature research on the Odong material, mixture ratio, casting method and casting facility was conducted on contemporary documents, such as Cheongong Geamul. Also, a long sword was produced using the Odong inlay technique. The sword reproduction steps were as follows; Odong alloying, silver soldering alloying, Odong plate and Silver plate production, hilt and sheath production, metal frame and decorative elements, such as a Dugup (metal frame), production, Odong inlay assembly and final assembly. For the Odong alloy production, the mixture ratio of the true Odong, which has copper and gold ratio of 20:1, was used. This is traditional ratio for high quality product according to $17^{th}$ century metallurgy instruction manual. The silver soldering alloy was produced with silver and brass(Cu 7 : Zn 3) ratio of 5:1 for inlay purpose and 5:2 ratio for simple welding purpose. The true Odong alloy laminated with silver plate was used to produce hilt and sheath. The alloy went through annealing and forging steps to make it into 0.6 mm thick plate and its backing layer, which is a silver plate, had the matching thickness. After the two plates were adhered, the laminated plate went through annealing, forging, engraving, silver inlaying, shaping, silver welding, finishing and polishing steps. During the Odong colouring process, its red surface turns black by induced corrosion and different hues can be achieved depending on its quality. To accomplish the silver inlay Odong techniques, a Hanji saturated with thirty day old urine is wrapped around a hilt and sheath material, then it is left at warm room temperature for two to three hours. The Odong's surface will turn black when silver inlay remains unchanged. Various scientific analysis were conducted to study composition of recreated Odong panel, silver soldering, silver plate and the colouring agent on Odong's surface. The recreated Odong had average out at Cu 95.57 wt% Au 4.16wt% and Cu 98.04 wt% Au 1.95wt%, when documented ratio in the old record is Cu 95wt% and Au 5wt%. The recreated Odong was prone to surface breakage during manufacturing process unlike material made with composition ratio written in the old record. On the silver plate of the silver and Odong laminate, 100wt% Ag was detected and between the two layers Cu, Ag and Au were detected. This proves that the adhesion between the two layers was successfully achieved. The silver soldering had varied composition of Ag depending on the location. This shows uneven composition of the silver welding. A large quantities of S, that was not initially present, was detected on the surface of the black Odong. This indicates that presence of S has influence on Odong colour. Additional study on the chromaticity, additional chemical compounds and its restoration are needed for the further understanding of the origin of Odong colour. The result of Odong alloy testing and recreation, Odong silver inlay long sword production, scientific analysis of the Odong black colouring agent will form an important foundation of knowledge for conservation of Odong artifact.

An Analysis of Big Video Data with Cloud Computing in Ubiquitous City (클라우드 컴퓨팅을 이용한 유시티 비디오 빅데이터 분석)

  • Lee, Hak Geon;Yun, Chang Ho;Park, Jong Won;Lee, Yong Woo
    • Journal of Internet Computing and Services
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    • v.15 no.3
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    • pp.45-52
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    • 2014
  • The Ubiquitous-City (U-City) is a smart or intelligent city to satisfy human beings' desire to enjoy IT services with any device, anytime, anywhere. It is a future city model based on Internet of everything or things (IoE or IoT). It includes a lot of video cameras which are networked together. The networked video cameras support a lot of U-City services as one of the main input data together with sensors. They generate huge amount of video information, real big data for the U-City all the time. It is usually required that the U-City manipulates the big data in real-time. And it is not easy at all. Also, many times, it is required that the accumulated video data are analyzed to detect an event or find a figure among them. It requires a lot of computational power and usually takes a lot of time. Currently we can find researches which try to reduce the processing time of the big video data. Cloud computing can be a good solution to address this matter. There are many cloud computing methodologies which can be used to address the matter. MapReduce is an interesting and attractive methodology for it. It has many advantages and is getting popularity in many areas. Video cameras evolve day by day so that the resolution improves sharply. It leads to the exponential growth of the produced data by the networked video cameras. We are coping with real big data when we have to deal with video image data which are produced by the good quality video cameras. A video surveillance system was not useful until we find the cloud computing. But it is now being widely spread in U-Cities since we find some useful methodologies. Video data are unstructured data thus it is not easy to find a good research result of analyzing the data with MapReduce. This paper presents an analyzing system for the video surveillance system, which is a cloud-computing based video data management system. It is easy to deploy, flexible and reliable. It consists of the video manager, the video monitors, the storage for the video images, the storage client and streaming IN component. The "video monitor" for the video images consists of "video translater" and "protocol manager". The "storage" contains MapReduce analyzer. All components were designed according to the functional requirement of video surveillance system. The "streaming IN" component receives the video data from the networked video cameras and delivers them to the "storage client". It also manages the bottleneck of the network to smooth the data stream. The "storage client" receives the video data from the "streaming IN" component and stores them to the storage. It also helps other components to access the storage. The "video monitor" component transfers the video data by smoothly streaming and manages the protocol. The "video translator" sub-component enables users to manage the resolution, the codec and the frame rate of the video image. The "protocol" sub-component manages the Real Time Streaming Protocol (RTSP) and Real Time Messaging Protocol (RTMP). We use Hadoop Distributed File System(HDFS) for the storage of cloud computing. Hadoop stores the data in HDFS and provides the platform that can process data with simple MapReduce programming model. We suggest our own methodology to analyze the video images using MapReduce in this paper. That is, the workflow of video analysis is presented and detailed explanation is given in this paper. The performance evaluation was experiment and we found that our proposed system worked well. The performance evaluation results are presented in this paper with analysis. With our cluster system, we used compressed $1920{\times}1080(FHD)$ resolution video data, H.264 codec and HDFS as video storage. We measured the processing time according to the number of frame per mapper. Tracing the optimal splitting size of input data and the processing time according to the number of node, we found the linearity of the system performance.

Seismic Design of Columns in Inverted V-braced Steel Frames Considering Brace Buckling (가새좌굴을 고려한 역 V형 가새골조의 기둥부재 내진설계법)

  • Cho, Chun-Hee;Kim, Jung-Jae;Lee, Cheol-Ho
    • Journal of Korean Society of Steel Construction
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    • v.22 no.1
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    • pp.1-12
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    • 2010
  • According to the capacity design concept which forms the basis of the current steel seismic codes, the braces in concentrically braced frames (CBFs) should dissipate seismic energy through cyclic tension yielding and cyclic compression buckling while the beams and the columns should remain elastic. Brace buckling in inverted V-braced frames induces unbalanced vertical forces which, in turn, impose the additional beam moments and column axial forces. However, due to difficulty in predicting the location of buckling stories, the most conservative approach implied in the design code is to estimate the column axial forces by adding all the unbalanced vertical forces in the upper stories. One alternative approach, less conservative and recommended by the current code, is to estimate the column axial forces based on the amplified seismic load expected at the mechanism-level response. Both are either too conservative or lacking technical foundation. In this paper, three combination rules for a rational estimation of the column axial forces were proposed. The idea central to the three methods is to detect the stories of high buckling potential based on pushover analysis and dynamic behavior. The unbalanced vertical forces in the stories detected as high buckling potential are summed in a linear manner while those in other stories are combined by following the SRSS(square root of sum of squares) rule. The accuracy and design advantage of the three methods were validated by comparing extensive inelastic dynamic analysis results. The mode-shape based method(MSBM), which is both simple and accurate, is recommended as the method of choice for practicing engineers among the three.

Proposal for the Hourglass-based Public Adoption-Linked National R&D Project Performance Evaluation Framework (Hourglass 기반 공공도입연계형 국가연구개발사업 성과평가 프레임워크 제안: 빅데이터 기반 인공지능 도시계획 기술개발 사업 사례를 바탕으로)

  • SeungHa Lee;Daehwan Kim;Kwang Sik Jeong;Keon Chul Park
    • Journal of Internet Computing and Services
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    • v.24 no.6
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    • pp.31-39
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    • 2023
  • The purpose of this study is to propose a scientific performance evaluation framework for measuring and managing the overall outcome of complex types of projects that are linked to public demand-based commercialization, such as information system projects and public procurement, in integrated national R&D projects. In the case of integrated national R&D projects that involve multiple research institutes to form a single final product, and in the case of demand-based demonstration and commercialization of the project results, the existing evaluation system that evaluates performance based on the short-term outputs of the detailed tasks comprising the R&D project has limitations in evaluating the mid- and long-term effects and practicality of the integrated research products. (Moreover, as the paradigm of national R&D projects is changing to a mission-oriented one that emphasizes efficiency, there is a need to change the performance evaluation of national R&D projects to focus on the effectiveness and practicality of the results.) In this study, we propose a performance evaluation framework from a structural perspective to evaluate the completeness of each national R&D project from a practical perspective, such as its effectiveness, beyond simple short-term output, by utilizing the Hourglass model. In particular, it presents an integrated performance evaluation framework that links the top-down and bottom-up approaches leading to Tool-System-Service-Effect according to the structure of R&D projects. By applying the proposed detailed evaluation indicators and performance evaluation frame to actual national R&D projects, the validity of the indicators and the effectiveness of the proposed performance evaluation frame were verified, and these results are expected to provide academic, policy, and industrial implications for the performance evaluation system of national R&D projects that emphasize efficiency in the future.

Adaptive Search Range Decision for Accelerating GPU-based Integer-pel Motion Estimation in HEVC Encoders (HEVC 부호화기에서 GPU 기반 정수화소 움직임 추정을 고속화하기 위한 적응적인 탐색영역 결정 방법)

  • Kim, Sangmin;Lee, Dongkyu;Sim, Dong-Gyu;Oh, Seoung-Jun
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.699-712
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    • 2014
  • In this paper, we propose a new Adaptive Search Range (ASR) decision algorithm for accelerating GPU-based Integer-pel Motion Estimation (IME) of High Efficiency Video Coding (HEVC). For deciding the ASR, we classify a frame into two models using Motion Vector Differences (MVDs) then adaptively decide the search ranges of each model. In order to apply the proposed algorithm to the GPU-based ME process, starting points of the ME are decided using only temporal Motion Vectors (MVs). The CPU decides the ASR as well as the starting points and transfers them to the GPU. Then, the GPU performs the integer-pel ME. The proposed algorithm reduces the total encoding time by 37.9% with BD-rate increase of 1.1% and yields 951.2 times faster ME against the CPU-based anchor. In addition, the proposed algorithm achieves the time reduction of 57.5% in the ME running time with the negligible coding loss of 0.6%, compared with the simple GPU-based ME without ASR decision.

Ambient Vibration Testing and System Identification for Tall Buildings (고층건물의 자연 진동실험 및 시스템판별)

  • Cho, Soon-Ho
    • Journal of the Earthquake Engineering Society of Korea
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    • v.16 no.3
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    • pp.23-33
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    • 2012
  • Dynamic response measurements from natural excitation were carried out for three 18-story office buildings to determine their inherent properties. The beam-column frame system was adopted as a typical structural form, but a core wall was added to resist the lateral force more effectively, resulting in a mixed configuration. To extract modal parameters such as natural frequencies, mode shapes and damping ratios from a series of vibration records at each floor, the most advanced operational system identification methods based on frequency- and time-domain like FDD, pLSCF and SSI were applied. Extracted frequencies and mode shapes from the different identification methods showed a greater consistency for three buildings, however the three lower frequencies extracted were 1.2 to 1.7 times as stiff as those obtained using the initial FE models. Comparing the extracted fundamental periods with those estimated from the code equations and FE analysis, the FE analysis results showed the most flexible behavior, and the most simple equation that considers the building height as the only parameter correlated fairly well with test results. It is recognized that such a discrepancy arises from the fact that the present tests exclude the stiffness decreasing factors like concrete cracking, while the FE models ignore the stiffness increasing factors, such as the contribution of non-structural elements and the actual material properties used.