• Title/Summary/Keyword: virtual model

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Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

Emotion-based Gesture Stylization For Animated SMS (모바일 SMS용 캐릭터 애니메이션을 위한 감정 기반 제스처 스타일화)

  • Byun, Hae-Won;Lee, Jung-Suk
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.802-816
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    • 2010
  • To create gesture from a new text input is an important problem in computer games and virtual reality. Recently, there is increasing interest in gesture stylization to imitate the gestures of celebrities, such as announcer. However, no attempt has been made so far to stylize a gestures using emotion such as happiness and sadness. Previous researches have not focused on real-time algorithm. In this paper, we present a system to automatically make gesture animation from SMS text and stylize the gesture from emotion. A key feature of this system is a real-time algorithm to combine gestures with emotion. Because the system's platform is a mobile phone, we distribute much works on the server and client. Therefore, the system guarantees real-time performance of 15 or more frames per second. At first, we extract words to express feelings and its corresponding gesture from Disney video and model the gesture statistically. And then, we introduce the theory of Laban Movement Analysis to combine gesture and emotion. In order to evaluate our system, we analyze user survey responses.

Computational Investigation of the Effect of UAV Engine Nozzle Configuration on Infrared Signature (무인항공기 노즐 형상 변화에 따른 IR 신호 영향성 연구)

  • Kang, Dong-Woo;Kim, June-Young;Myong, Rho-Shin;Kim, Won-Cheol
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.41 no.10
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    • pp.779-787
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    • 2013
  • The effects of various nozzle configurations on infrared signature are investigated for the purpose of analysing the infrared signature level of aircraft propulsion system. A virtual subsonic aircraft is selected and then a circular convergent nozzle, which meets the mission requirements, is designed. Convergent nozzles of different configurations are designed with different geometric profiles. Using a compressible Navier-Stokes-Fourier CFD code, an analysis of thermal flow field and nozzle surface temperature distribution is conducted. From the information of plume flow field and nozzle surface temperature distribution, IR signature of plume and nozzle surface is calculated through the narrow-band model and the RadThermIR code. Finally, qualitative information for IR signature reduction is obtained through the analysis of the effects of various nozzle configurations on IR signature.

Estimation of Uncertain Past and Future Locations of Moving objects (이동 객체의 불확실한 과거 및 미래의 위치 추정)

  • 안윤애;류근호
    • Journal of KIISE:Databases
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    • v.29 no.6
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    • pp.441-452
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    • 2002
  • If continuous moving objects are managed by conventional database, it is not possible for them to store all position information changed over time in the database. Therefore, a time period of regular rate is determined and position information of moving objects are discretely stored in the system for every time period. However, if continuous moving objects are managed as discrete model, we will have problems which cannot properly answer to the query about uncertain past or future position information. To solve this problem, in this paper, we propose the method and algorithm which use the history information stored in the same database, to estimate the past or future location of moving objects. The cubic spline interpolation is used to estimate the past location and the mean movement value of the history information is used to predict the future location of moving objects. Finally, from the location estimation experimentation of using virtual trajectory and location sample, we proved that the proposed cubic spline function has less error than the linear function.

Comparison of Product and Customer Feature Selection Methods for Content-based Recommendation in Internet Storefronts (인터넷 상점에서의 내용기반 추천을 위한 상품 및 고객의 자질 추출 성능 비교)

  • Ahn Hyung-Jun;Kim Jong-Woo
    • The KIPS Transactions:PartD
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    • v.13D no.2 s.105
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    • pp.279-286
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    • 2006
  • One of the widely used methods for product recommendation in Internet storefronts is matching product features against target customer profiles. When using this method, it's very important to choose a suitable subset of features for recommendation efficiency and performance, which, however, has not been rigorously researched so far. In this paper, we utilize a dataset collected from a virtual shopping experiment in a Korean Internet book shopping mall to compare several popular methods from other disciplines for selecting features for product recommendation: the vector-space model, TFIDF(Term Frequency-Inverse Document Frequency), the mutual information method, and the singular value decomposition(SVD). The application of SVD showed the best performance in the analysis results.

implementation of 3D Reconstruction using Multiple Kinect Cameras (다수의 Kinect 카메라를 이용한 3차원 객체 복원 구현)

  • Shin, Dong Won;Ho, Yo Sung
    • Smart Media Journal
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    • v.3 no.4
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    • pp.22-27
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    • 2014
  • Three-dimensional image reconstruction allows us to represent real objects in the virtual space and observe the objects at arbitrary view points. This technique can be used in various application areas such as education, culture, and art. In this paper, we propose an implementation method of the high-quality three-dimensional object using multiple Kinect cameras released from Microsoft. First, We acquire color and depth images from triple Kinect cameras; Kinect cameras are placed in front of the object as a convergence form. Because original depth image includes some areas where have no depth values, we employ joint bilateral filter to refine these areas. In addition to the depth image problem, there is an color mismatch problem in color images of multiview system. In order to solve it, we exploit an color correction method using three-dimensional geometry. Through the experimental results, we found that three-dimensional object which is used the proposed method is more naturally represented than the original three-dimensional object in terms of the color and shape.

Managing Deadline-constrained Bag-of-Tasks Jobs on Hybrid Clouds with Closest Deadline First Scheduling

  • Wang, Bo;Song, Ying;Sun, Yuzhong;Liu, Jun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.7
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    • pp.2952-2971
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    • 2016
  • Outsourcing jobs to a public cloud is a cost-effective way to address the problem of satisfying the peak resource demand when the local cloud has insufficient resources. In this paper, we studied the management of deadline-constrained bag-of-tasks jobs on hybrid clouds. We presented a binary nonlinear programming (BNP) problem to model the hybrid cloud management which minimizes rent cost from the public cloud while completes the jobs within their respective deadlines. To solve this BNP problem in polynomial time, we proposed a heuristic algorithm. The main idea is assigning the task closest to its deadline to current core until the core cannot finish any task within its deadline. When there is no available core, the algorithm adds an available physical machine (PM) with most capacity or rents a new virtual machine (VM) with highest cost-performance ratio. As there may be a workload imbalance between/among cores on a PM/VM after task assigning, we propose a task reassigning algorithm to balance them. Extensive experimental results show that our heuristic algorithm saves 16.2%-76% rent cost and improves 47.3%-182.8% resource utilizations satisfying deadline constraints, compared with first fit decreasing algorithm, and that our task reassigning algorithm improves the makespan of tasks up to 47.6%.

An Empirical Study on Factors Influencing the Learning Results of Information Technology Using Multimedia (멀티미디어를 이용한 정보기술 교육의 학습 효과에 영향을 미치는 요인에 관한 연구)

  • Kim, Byung-Gon;Kim, Jong-Uk
    • Asia pacific journal of information systems
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    • v.10 no.1
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    • pp.37-59
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    • 2000
  • Recently, the rapid development of information technology has brought enormous changes in education. Consolidation of communications and multimedia technologies are enabling the new educational paradigm such as distance learning and virtual education. Furthermore, many studies in the education engineering field report that teaching using multimedia technologies more enhances students' performance than the traditional instructor-teaching method. However, little research regarding the education using multimedia has been done in the MIS filed. None of multimedia-related studies could be found in the top-ranked MIS journals published in Korea for the last five years, and only a few studies were found even worldwide. In this regard, the purpose of this study is to investigate which features of multimedia software are most important to enhance the teaching results of students, From the previous research, we found out the specific features of the educational multimedia software which are considered to affect the students' performance, and defined the research variables related to those educational software features, And, based on the constructivism and motivation theory of the education engineering field, a theoretical research model and research hypotheses were developed. Perceived usefulness of the class and a student's perceived interests in the class were used as surrogate variables to measure teaching performance. Total 277 students participated separately in one of the two multimedia classes which have continued for three weeks. One was C programming language class and the other was multimedia CD-title development class. Each student listened for the multimedia session of the class using multimedia software and, at the end of the multimedia session, answered the survey questionnaire, The results of the study show that motivation to the class and the contents of education were statistically significant to the students' performance in the class. That implies, not only in the traditional instructor-teaching method but also in the multimedia class, that the contents of education itself and student's motivation to the class are most important to raise instructional results.

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Accuracy Assessment of 3D Reconstruction Using LiDAR Data (LiDAR 자료를 이용한 3차원복원 정확도 평가)

  • Chung, Dong-Ki
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2005.11a
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    • pp.81-104
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    • 2005
  • Accurate 3D models in urban areas are essential for a variety of applications, such as virtual visualization, CIS, and mobile communications. LiDAR(Light Detection and Ranging) is a relatively new technology for directly obtaining 3D points. Because Manual 3D data reconstruction from LiDAR data is very costly and time consuming, many researchs is focused on the automatic extraction of the useful data. In this paper, we classified ground and non-ground points data from LiDAR data by using filtering, and we reconstructed the DTM(Digital Terrain Model) using ground points data, buildings using nonground points data. After the reconstruction, we assessed the accuracy of the DTM and buildings. As a result of, DTM from LiDAR data were 0.16m and 0.59m in high raised apartments areas and low house areas respectively, and buildings were matched with the accuracy of a l/5,000 digital map.

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State-of-the-art 3D GIS: System Development Perspectives

  • Kim, Kyong-Ho;Lee, Ki-Won;Lee, Jong-Hun;Yang, Young-Kyu
    • Proceedings of the KSRS Conference
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    • 1998.09a
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    • pp.153-158
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    • 1998
  • Since the mid-1990′s, researches on 3D GIS have been regarded as one of main issues both in the academic sites and commercial vendors; recently, some prototyped systems or the first versioned software systems of commercial basis are being reported and released. Unlike conventional 2D GIS, which consists in intelligent structured GIS or desktop GIS, every 3D GIS has its own distinguished features according to data structure-supporting capability, GIS-styled functionality, external database accessibility, interfacing extents with 2D GIS, 3D visualization/texture mapping ability, and so forth. In this study, technical aspects related to system development, SERI-Web3D GIS ver. 1.2, are explained. Main features in this revised 3D GIS can be summarized: 2-tier system model(client-server), VGFF(Virtual GIS File Format), internal GIS import, Feature manager(zoning, layering, visualization evironment), Scene manager(manage 3D geographic world), Scene editor, Spatial analyzer(Intersect, Buffering, Network analysis), VRML exporter. While, most other 3D GISes or cartographic mapping systems may be categorized into 3D visualization systems handling terrain height-field processing, 2D GIS extension modules, or 3D geometric feature generation system using orthophoto image: actually, these are eventually considered as several parts of "real 3D GIS". As well as these things, other components, especially web-based 3D GIS, are being implemented in this study: Surface/feature integration, Java/VRML linkage, Mesh/Grid problem, LOD(Level of Detail)/Tiling, Public access security problem, 3-tier architecture extension, Surface handling strategy for VRML.

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