• Title/Summary/Keyword: sync

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3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Effects of the Pattern of Energy Supply on the Efficiency of Nitrogen Utilization for Microbial Protein Synthesis in the Non-Lactating Cows Consuming Grass Silage

  • Kim, K.H.;Lee, S.S.;Jeon, B.T.;Kang, C.W.
    • Asian-Australasian Journal of Animal Sciences
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    • v.13 no.7
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    • pp.962-966
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    • 2000
  • Effects of the pattern of energy supply on the efficiency of nitrogen utilization for microbial protein synthesis (MPS) were examined in cows consuming grass silage (7.1 kg DM/d) and supplement of 1 kg sucrose per day given as an intraruminal infusion. Three non-lactating cows received three experimental treatments in a $3{\times}3$ Latin square design with each period lasting 14 days. The treatments were (1) the basal diets of silage alone given in one meal each day at 09:30 h (BASAL), supplemented with (2) 1.0 kg sucrose given a 4-h infusion starting at 09:30 h (SYNC), (3) 1.0 kg sucrose given a continuous infusion for 24 h (CONT). Compared with BASAL, sucrose infusions altered (p<0.05) the pattern of variation in ruminal pH and the concentration of ammonia at 4 h after feeding but none of the sucrose treatments resulted in any changes in the ruminal concentration of VFA. All sucrose treatments increased (p<0.05) MPS relative to BASAL by 14% and 33% for SYNC and CONT, respectively, and that for CONT was greater (p<0.05) than for SYNC. It is concluded that synchronization of energy and nitrogen over the shorter term has no further advantage of the efficiency for MPS relative to CONT.

USN Secure Communication Design Using Chaotic System Feedback Synchronization (혼돈계의 피드백 동기화를 이용한 USN 보안통신 설계)

  • Yim, Geo-Su
    • The Journal of the Korea institute of electronic communication sciences
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    • v.13 no.5
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    • pp.1011-1016
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    • 2018
  • Ubiquitous services for the convenience and safety of human beings along with the development of society are being realized through RFID technology and sensor network, and its application range of fields is also broaden. However, since the USN contains all the information of individuals and things, all of its private spaces can be attacked by external attacks; so, that the problem of security continues to arise. We designed a one-way chaotic feedback synchronization method as a secure communication method to fit the USN composed of one sync node and n number of sensor nodes. We designed the method by which the sensor node is synchronized in one direction of the sync node. This method solves the problem that all sensor nodes need to be resynchronized when the sync node is changed, which is shown in bidirectional synchronization. This is a security method that can be effectively applied to 1:n communication such as USN.

Deep Learning Based Group Synchronization for Networked Immersive Interactions (네트워크 환경에서의 몰입형 상호작용을 위한 딥러닝 기반 그룹 동기화 기법)

  • Lee, Joong-Jae
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.373-380
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    • 2022
  • This paper presents a deep learning based group synchronization that supports networked immersive interactions between remote users. The goal of group synchronization is to enable all participants to synchronously interact with others for increasing user presence Most previous methods focus on NTP-based clock synchronization to enhance time accuracy. Moving average filters are used to control media playout time on the synchronization server. As an example, the exponentially weighted moving average(EWMA) would be able to track and estimate accurate playout time if the changes in input data are not significant. However it needs more time to be stable for any given change over time due to codec and system loads or fluctuations in network status. To tackle this problem, this work proposes the Deep Group Synchronization(DeepGroupSync), a group synchronization based on deep learning that models important features from the data. This model consists of two Gated Recurrent Unit(GRU) layers and one fully-connected layer, which predicts an optimal playout time by utilizing the sequential playout delays. The experiments are conducted with an existing method that uses the EWMA and the proposed method that uses the DeepGroupSync. The results show that the proposed method are more robust against unpredictable or rapid network condition changes than the existing method.

Effect of User Experience of Smart Learning App on Intention to Continuous Use (스마트러닝 학습앱의 사용자경험이 지속사용의도에 미치는 영향)

  • Park, Joong-Hee;Han, Kwang-Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.8
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    • pp.416-434
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    • 2022
  • This study, for learners using online and offline tools, understood the structural relationship of user experience of smart learning app on continuous use intention through the technology acceptance model, and classified the learning type characteristics. In addition, based on the experience of using the smart learning app, we explored ways to improve the design of the user experience design for learning tools and contents. For this purpose, the usage perception of 84 middle and high school students of the developed smart learning learning app was investigated after using it for 2 months, and the data were analyzed using the PLS structural equation technique. The main results of this study are as follows. First, system and content user experience had a significant effect on perceived usability and perceived ease of use, and the effect on continued use intention through attitude was significant. Second, there was a significant difference in the effect of system user experience on perceived usefulness in multi-group comparative analysis and gender group. In the preferred learning group, it was the path from perceived ease of use and perceived usefulness to attitude and intention to continue using that showed a significant path difference. Third, as a result of classifying the most commonly used learning types by the multidimensional scale method, the types separated into low dimensions were found to be four types: offline sync type, online sync type, ubiquitous learning type, and self-direct learning type.

Functions and Driving Mechanisms for Face Robot Buddy (얼굴로봇 Buddy의 기능 및 구동 메커니즘)

  • Oh, Kyung-Geune;Jang, Myong-Soo;Kim, Seung-Jong;Park, Shin-Suk
    • The Journal of Korea Robotics Society
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    • v.3 no.4
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    • pp.270-277
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    • 2008
  • The development of a face robot basically targets very natural human-robot interaction (HRI), especially emotional interaction. So does a face robot introduced in this paper, named Buddy. Since Buddy was developed for a mobile service robot, it doesn't have a living-being like face such as human's or animal's, but a typically robot-like face with hard skin, which maybe suitable for mass production. Besides, its structure and mechanism should be simple and its production cost also should be low enough. This paper introduces the mechanisms and functions of mobile face robot named Buddy which can take on natural and precise facial expressions and make dynamic gestures driven by one laptop PC. Buddy also can perform lip-sync, eye-contact, face-tracking for lifelike interaction. By adopting a customized emotional reaction decision model, Buddy can create own personality, emotion and motive using various sensor data input. Based on this model, Buddy can interact probably with users and perform real-time learning using personality factors. The interaction performance of Buddy is successfully demonstrated by experiments and simulations.

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A SES Alarmed Link Encryption Synchronization Method Having Optimized Threshold Value for High-Speed Video Data Encryption

  • Kim, Hyeong-Rag;Lee, Hoon-Jae;Kim, Ki-Hwan;Jung, Ju-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.9
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    • pp.57-64
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    • 2017
  • CCSDS Standard is widely used in the international space telecommunication area. But standard recommendation of CCSDS is not restrictive, so, we can select an appropriate encryption protocol among the layer. For synchronization, encryption sync is attached in the beginning of the encrypted data. In the exceptional environmental condition, although the receiver can not decrypt the normal data, the sender have no conception of that situation. In this paper, we propose a two-stage SES alarmed link encryption synchronization method having optimized threshold value necessary to decide whether the receiver has a correct decryption or not. first, through the experiment of mutual relations between error rate and encryption synchronization detection error, we can predict worst communication environment for the selected encryption synchronization pattern. second, through the experiment for finding what number of consecutive frame synchronization error is an appropriate reference value and analysis of that experiment, we suggest an optimized threshold value for resynchronization request. lastly, through the output images we can predict the probability error that should be guaranteed by channel coder.