• Title/Summary/Keyword: virtual tools

Search Result 368, Processing Time 0.031 seconds

Implementation of Face Animation For MPEG-4 SNHC

  • Lee, Ju-Sang;Yoo, Ji-Sang;Ahn, Chie-Teuk
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1999.06a
    • /
    • pp.141-144
    • /
    • 1999
  • MPEG-4 SNHC FBA(face and body animation) group is going to standardize the MPEG-4 system for low-bit rate communication with the implementation and animation of human body and face on virtual environment. In the first version of MPEG-4 standard, only the face object will be implemented and animated by using FDP (face definition parameter) and FAP(facial animation parameter), which are the abstract parameters of human face for low-bit rate coding. In this paper, MPEG-4 SNHC face object and it's animation were implemented based on the computer graphics tools such as VRML and OpenGL.

Design On Secure Messenger Mechanism Using Elliptic Curve Cryptography and IPSec

  • Choi Gwang-Mi;Park Su-Young;Kim Hyeong-Gyun
    • Journal of information and communication convergence engineering
    • /
    • v.2 no.3
    • /
    • pp.182-186
    • /
    • 2004
  • When most of existing instant messengers log on server, they transmit to sever in encoding password to RC5. but RC5 don't be secured because it has been known many of password cracking tools. Also, messengers don't have any protection on the transmitted information with communicating two hosts since loging on, endangering the privacy of the user. As a counter measure, messengers need to provide security service including message encryption. In this paper, we designed a key exchange method of password representing fast, effective and high security degree, using ECC(Elliptic Curve Cryptography) that being known the very stronger than another public key cryptography with same key size. To effectively improve data transmission and its security using IPSec protocol between users, tunnel mode is introduced. Tunnel mode transmits Host-to-Host data through virtual pipelines on the Internet.

Dynamic Model of PEM Fuel Cell Using Real-time Simulation Techniques

  • Jung, Jee-Hoon;Ahmed, Shehab
    • Journal of Power Electronics
    • /
    • v.10 no.6
    • /
    • pp.739-748
    • /
    • 2010
  • The increased integration of fuel cells with power electronics, critical loads, and control systems has prompted recent interest in accurate electrical terminal models of the polymer electrolyte membrane (PEM) fuel cell. Advancement in computing technologies, particularly parallel computation techniques and various real-time simulation tools have allowed the prototyping of novel apparatus to be investigated in a virtual system under a wide range of realistic conditions repeatedly, safely, and economically. This paper builds upon both advancements and provides a means of optimized model construction boosting computation speeds for a fuel cell model on a real-time simulator which can be used in a power hardware-in-the-loop (PHIL) application. Significant improvement in computation time has been achieved. The effectiveness of the proposed model developed on Opal RT's RT-Lab Matlab/Simulink based real-time engineering simulator is verified using experimental results from a Ballard Nexa fuel cell system.

Finite Element Analysis of the Unconstrained Cylindrical Bending Process Considering Continuous Contact Treatment (연속 접촉 처리를 고려한 실린더 벤딩 성형 공정의 유한요소해석)

  • Kim T. J.;Yang D. Y.
    • Transactions of Materials Processing
    • /
    • v.14 no.6 s.78
    • /
    • pp.547-552
    • /
    • 2005
  • In general, the sheet metal and die are described by finite elements for the simulation of the metal forming processes. Because the characteristics as continuum of the sheet metal are represented with triangles and rectangles, the errors occur inevitably in finite element analysis. Many contact schemes to describe the deformation modes exactly have been introduced in order to decrease these errors. In this study, a scheme for continuous contact treatment is proposed in order to consider the realistic behavior of contact phenomena during the forming process. The discrete mesh causes stepwise propagation of contact nodes of the sheet even though the contact region of the real forming process is altered very smoothly. It gives rise to convergence problem in case that the process, for example bending process, is sensitive to the contact between the sheet and the tools. The analysis of the unconstrained cylindrical bending process without blank holder is also presented in order to investigate the effect of the proposed algorithm.

A Tools for Specification of Real-time Property centric Java Virtual Machine Components (실시간 속성 중심의 자바가상머신 명세도구의 설계 및 구현)

  • Ko, Jong-Won;Song, Young-Jae
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2004.05a
    • /
    • pp.257-260
    • /
    • 2004
  • 임베디드 시스템에 탑재될 자바가상머신을 기능별 모듈로 컴포넌트화 하여 이식될 플랫폼의 요구사항에 맞추어 재구성한다면 컴포넌트 기술의 장점인 소프트웨어의 재사용과 재구성을 통한 빠르고 신뢰성있는 자바가상머신 개발이 가능하다. 이러한 자바가상머신 컴포넌트 재구성을 위한 컴포넌트 모델의 정의 및 명세를 위한 지원도구가 필요하며, 명세도구의 지원 하에 보다 시각적인 컴포넌트 구성 및 각 명세요소 정의를 바탕으로 한 자바가상머신 컴포넌트의 재구성에 요구되는 여러 제약조건이나 각 컴포넌트 간의 관계정의 등이 명세 되어질 수 있다. 또한 임베디드 시스템이 가지는 실시간 속성에 대해서 정의하여 이를 명세도구를 통해서 속성명세 및 설계 시에 예측성을 지원하기 위한 WCET 계산이나 우선순위 정의 등을 명세할 수 있다. 따라서, 본 논문에서는 명세방법을 제안하고 실시간 속성 중심의 자바가상머신 컴포넌트 명세도구를 설계하고 구현하였으며, 기존에 제안된 내장형 실시간 컴포넌트 개발 도구와 비교하였다.

  • PDF

A Case Study of Short Animation Production Using Third Party Program in University Animation Curriculum

  • Choi, Chul Young
    • International Journal of Internet, Broadcasting and Communication
    • /
    • v.13 no.4
    • /
    • pp.97-102
    • /
    • 2021
  • The development of CG technology throughout the 2000s brought about a significant growth in the animation market. This phenomenon led to an increase in the number of people required by related industries, which led to an increase in the number of related majors in universities. CG application technologies are becoming more common with the advent of YouTube and virtual YouTubers, but high technology is still required for students to get a job. This situation is not easy to include both technological and creative skills in the college animation curriculum. In order to increase students' creativity, we need a lot of production experience, which requires a lot of knowledge and time if we only use tools like Maya and 3D Max. In this paper, We tried to devote more time to storytelling by minimizing the technical process required for production and proceeding with repetitive or difficult processes for content creation using third-party programs. And through the 12-week class, the experimental production process was applied to the process from planning to completion of animation works that students would submit to the advertisement contest.

A Molecular Modeling Education System based on Collaborative Virtual Reality (협업 가상현실 기반의 분자모델링 교육 시스템)

  • Kim, Jung-Ho;Lee, Jun;Kim, Hyung-Seok;Kim, Jee-In
    • Journal of the Korea Computer Graphics Society
    • /
    • v.14 no.4
    • /
    • pp.35-39
    • /
    • 2008
  • A computer supported collaborative system provides with a shared virtual workspace over the Internet where its remote users cooperate in order to achieve their goals by overcoming problems caused by distance and time. VRMMS (Virtual Reality Molecular Modeling System) [1] is a VR based collaborative system where biologists can remotely participate in and exercise molecular modeling tasks such as viewing three dimensional structures of molecular models, confirming results of molecular simulations and providing with feedbacks for the next simulations. Biologists can utilize VRMMS in executing molecular simulations. However, first-time users and beginners need to spend some time for studying and practicing in order to skillfully manipulate molecular models and the system. The best way to resolve the problem is to have a face-to-face session of teaching and learning VRMMS. However, it is not practically recommended in the sense that the users are remotely located. It follows that the learning time could last longer than desired. In this paper, we propose to use Second Life [2] combining with VRMMS for removing the problem. It can be used in building a shared workplace over the Internet where molecular simulations using VRMMS can be exercised, taught, learned and practiced. Through the web, users can collaborate with each other using VRMMS. Their avatars and tools of molecular simulations can be remotely utilized in order to provide with senses of 'being there' to the remote users. The users can discuss, teach and learn over the Internet. The shared workspaces for discussion and education are designed and implemented in Second Life. Since the activities in Second Life and VRMMS are designed to realistic, the system is expected to help users in improving their learning and experimental performances.

  • PDF

A Study on virtual character from the viewpoint of E-branding (E-branding관점에서 본 감정이입 가상 캐릭터의 연구)

  • 이지희
    • Archives of design research
    • /
    • v.17 no.3
    • /
    • pp.81-90
    • /
    • 2004
  • The reason of the appearance of Internet is regarded as a milestone since we have shared information globally in a mutual way. The important thing on this point is what contents we choose for ourselves. The Internet could be meaningless unless we use it in a certain way, which ultimately means that the Internet has to deliver something valuable to us humans. Therefore, we have looked at how we can deliver and share humanity and emotion through the Internet, also how we can instill vital power into our real life, through the Internet. Fortunately, the current study must essentially be ongoing due to its nature with perhaps a multidisciplinary team brainstorming ideas. The reason for that is that not only could we find new business models for companies, but also find out new ways to appease the human mind in the modern age. In addition, as consumers needs become more specialized and diversified, companies are expected to face up to fierce competition with the help of innovative ideas. The ever-intensifying competition requires companies to cultivate new strategic tools in order to have new, powerful and sustainable comparative advantages. The goal of this research will be to explore ways of finding a new approach. Specifically, this research is about how to use the EVC(empathetic virtual character), which, this researcher believes, can deliver emotional benefits so as to make e-branding successful. According to reports, it has been proven that this new concept including the EVC can result in tremendous success. So the goal of this research is to explore the current situation and to anticipate the future concerning virtual characters.

  • PDF

Tracking of cryptocurrency moved through blockchain Bridge (블록체인 브릿지를 통해 이동한 가상자산의 추적 및 검증)

  • Donghyun Ha;Taeshik Shon
    • Journal of Platform Technology
    • /
    • v.11 no.3
    • /
    • pp.32-44
    • /
    • 2023
  • A blockchain bridge (hereinafter referred to as "bridge") is a service that enables the transfer of assets between blockchains. A bridge accepts virtual assets from users and delivers the same virtual assets to users on other blockchains. Users use bridges because they cannot transfer assets to other blockchains in the usual way because each blockchain environment is independent. Therefore, the movement of assets through bridges is not traceable in the usual way. If a malicious actor moves funds through a bridge, existing asset tracking tools are limited in their ability to trace it. Therefore, this paper proposes a method to obtain information on bridge usage by identifying the structure of the bridge and analyzing the event logs of bridge requests. First, to understand the structure of bridges, we analyzed bridges operating on Ethereum Virtual Machine(EVM) based blockchains. Based on the analysis, we applied the method to arbitrary bridge events. Furthermore, we created an automated tool that continuously collects and stores bridge usage information so that it can be used for actual tracking. We also validated the automated tool and tracking method based on an asset transfer scenario. By extracting the usage information through the tool after using the bridge, we were able to check important information for tracking, such as the sending blockchain, the receiving blockchain, the receiving wallet address, and the type and quantity of tokens transferred. This showed that it is possible to overcome the limitations of tracking asset movements using blockchain bridges.

  • PDF

Upper Body Surface Change Analysis using 3-D Body Scanner (3차원 인체 측정기를 이용한 체표변화 분석)

  • Lee Jeongran;Ashdoon Susan P.
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.29 no.12 s.148
    • /
    • pp.1595-1607
    • /
    • 2005
  • Three-dimensional(3-D) body scanners used to capture anthropometric measurements are now becoming a common research tool far apparel. This study had two goals, to test the accuracy and reliability of 3-D measurements of dynamic postures, and !o analyze the change in upper body surface measurements between the standard anthropometric position and various dynamic positions. A comparison of body surface measurements using two different measuring methods, 3-D scan measurements using virtual tools on the computer screen and traditional manual measurements for a standard anthropometric posture and for a posture with shoulder flexion were $-2\~20mm$. Girth items showed some disagreement of values between the two methods. None of the measurements were significantly different except f3r the neckbase girth for any of the measuring methods or postures. Scan measurements of the upper body items showed significant linear surface change in the dynamic postures. Shoulder length, interscye front and back, and biacromion length were the items most affected in the dynamic postures. Changes of linear body surface were very similar for the two measuring methods within the same posture. The repeatability of data taken from the 3-D scans using virtual tools showed satisfactory results. Three times repeated scan measurements f3r the scapula protraction and scapula elevation posture were proven to be statistically the same for all measurement items. Measurements from automatic measuring software that measured the 3-D scan with no manual intervention were compared with the measurements using virtual tools. Many measurements from the automatic program were larger and showed quite different values.