• Title/Summary/Keyword: 가상의

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Design and Implementation of 3D Studio Max Plug-In in Collaborative Systems (협력시스템에서 3D 스튜디오 맥스 플러그인 설계 및 개발)

  • Kwon, Tai-Sook;Lee, Sung-Young
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.5
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    • pp.498-509
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    • 2001
  • Collaborative systems allow users, who may be far removed from each other geographically, to do collaborative work such as 3D animation, computer game, and industrial design in a single virtual space. This paper describes our experience to develop a collaborative system framework that aims at expanding the some functions of a stand-alone visual modeling tool, called 3D Studio Max, into those of the distributed collaborative working environments. The paper mainly deals with design and implementation of a 3D shared-object Plug-In with respect to the 3D Studio Max Plug-In Software Development Kit in the distributed collaborative system developed by the authors. There are two major functions of the proposed scheme; one is to write 3D object-information to the shared memory after extracting it from the 3D Studio Max, the other is to create 3D objects after retrieving them from the shared memory. Also, the proposed scheme provides a simple way of storing 3D objects that have variable size, by means of shared memory which located in between the collaborative system clients and 3D studio Max. One of the remarkable virtures of the Plug-In is to reduce a considerable amount of shared object data which in consequence can mitigate the network overhead. This can be achieved by the fact that the system is able to extract a minimum amount of 3D objects that are required to transmit. Also, using the proposed scheme, user can facilitate 3D Studio Max into distributed collaborative working environments. This, in consequence give many benefits such as saving time as well as eliminating space constraints in the course of 3D modeling when we are under industrial design process.

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Field Test and Performance Verification of On-board Oriented Train Control System (차상중심 열차제어시스템의 현장시험을 통한 성능검증)

  • Baek, Jong-Hyen
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.8
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    • pp.5513-5521
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    • 2015
  • There is an operational efficiency problem about wayside equipment applied to the domestic low-density branch as the equipment has been installed and operated similarly in the mainline. On-board oriented train control system, which has been developed for train safety and operation efficiency, ensures safe train operation without expensive ground control signal devices. Such system consists of on-board control system, wayside control system, and local control system. In this paper, the details of tests such as suitability test, communication test, and interface test are described by installing the on-board control system and wayside control system in field. Installation tests include checking power, voltage, cable connection, LED status, etc. Field applicability of the developed system is also verified through the dynamic operation tests with diverse scenarios, which are performed on the virtual line similar to the real environment including switch machine and level crossing gate. Dynamic operation tests were conducted for total 7 scenarios, and several tests were repeated for each scenario. The elapsed time for each operation was computed by analyzing main process log, and we could check that each operation was accomplished within several seconds. Furthermore, the developed system was verified through field test with an accredited institute, and testing certificates were issued.

A Remote Control System for Home Appliance using Low Speed Network (저속 네트워크 기반의 가전기기를 위한 원격 제어 시스템)

  • 김용호;이종환;유동희;김경석
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.6
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    • pp.699-711
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    • 2003
  • Home networking and Internet control technologies must satisfy three requirements with a view to being applied to home for raising the qualify of human life. Firstly, the cost of adding home networking ability to the traditional appliance must be minimized. Secondly, the mutual accessibility between home network and Internet must be guaranteed in the various Internet service environment of home. Finally, communication must be possible between the home network and the Internet that use different communications protocols. This paper proposes the ARCS (Appliance Remote Control System) that controls appliances based on LnCP (Living network Control Protocol) via the Internet. LnCP is the most cost-effective network and control protocol for home network. ARCS guarantees the accessibility from the Internet to home network and provides users with the virtual interface designed for controlling appliances using the Internet application program. In addition, this paper proposes AICS (Appliance Internet Control Specification). AICS, is based on LnCP, defines the message structure and control commands for the Internet control communication. ARCS and home gateway are developed to meet AICS.

Uniform Posture Map Algorithm to Generate Natural Motion Transitions in Real-time (자연스러운 실시간 동작 전이 생성을 위한 균등 자세 지도 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
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    • v.7 no.6
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    • pp.549-558
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    • 2001
  • It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.

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Array Bounds Check Elimination using Ineguality Graph in Java Just-in-Time Compiler (대소관계 그래프를 이용한 Just-in-Time 컴파일 환경에서의 배열 경계 검사 제거)

  • Choi Sun-il;Moon Soo-mook
    • Journal of KIISE:Software and Applications
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    • v.32 no.12
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    • pp.1283-1291
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    • 2005
  • One of the problems in boosting Java performance using a Just-in-Time (JIT) compiler is removing redundant array bound checks. In conventional static compilers, many powerful algorithms have been developed, yet they are not directly applicable to JIT compilation where the compilation time is part of the whole running time. In the current JIT compilers, we tan use either a naive algorithm that is not powerful enough or an aggressive algorithm which requires the transformation into a static single assignment (SSA) form of programs (and back to the original form after optimization), thus causing too much overhead not appropriate for JIT compilation This paper proposes a new algorithm based on an inequality graph which can eliminate array bounds check codes aggressively without resorting to the SSA form. When we actually perform this type of optimization, there are many constraints in code motion caused by the precise exception rule in Java specification, which would cause the algorithm to miss many opportunities for eliminating away bound checks. We also propose a new method to overcome these constraints.

A Study of 3D Modeling of Compressed Urban LiDAR Data Using VRML (VRML을 이용한 도심지역 LiDAR 압축자료의 3차원 표현)

  • Jang, Young-Woon;Choi, Yun-Woong;Cho, Gi-Sung
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.2
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    • pp.3-8
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    • 2011
  • Recently, the demand for enterprise for service map providing and portal site services of a 3D virtual city model for public users has been expanding. Also, accuracy of the data, transfer rate and the update for the update for the lapse of time emerge are considered as more impertant factors, by providing 3D information with the web or mobile devices. With the latest technology, we have seen various 3D data through the web. With the VRML progressing actively, because it can provide a virtual display of the world and all aspects of interaction with web. It offers installation of simple plug-in without extra cost on the web. LiDAR system can obtain spatial data easily and accurately, as supprted by numerous researches and applications. However, in general, LiDAR data is obtained in the form of an irregular point cloud. So, in case of using data without converting, high processor is needed for presenting 2D forms from point data composed of 3D data and the data increase. This study expresses urban LiDAR data in 3D, 2D raster data that was applied by compressing algorithm that was used for solving the problems of large storage space and processing. For expressing 3D, algorithm that converts compressed LiDAR data into code Suited to VRML was made. Finally, urban area was expressed in 3D with expressing ground and feature separately.

The Systematization of Waste Landfill Site Selection Process utilizing GIS (GIS를 활용한 쓰레기 매립지 입지 선정과정의 체계화 연구)

  • Han, Ji Youn
    • Journal of Korean Society for Geospatial Information Science
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    • v.22 no.3
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    • pp.21-30
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    • 2014
  • Waste landfill site which is the facility usually rejected by communities is generally perceived as one of the serious social problems. It causes serious conflicts between interested parties from the beginning of the site selection process and produces various difficulties throughout the installation process. This study suggests the systematization and standardization of the landfill site selection process to reduce those problems and to objectify the process. The study process and results are as follows. First, the landfill site selection process was divided into 4 general phases rather than more specific fragmented phases and the requirements for each phase were suggested accordingly. This can make the process clearly organized and bring the standardization of the process by increasing the applicability of each phase for various situations. Second, the utilization of GIS(Geographic Information System) and PAPRIKA (Potentially All Pairwise RanKings of all possible Alternatives) among the various MCDA(Multi-Criteria Decision Analysis) methods was suggested as the objective and scientific method. Third, the hypothetical case study on the landfill site selection process of Cheongju city was conducted based on the information above and the results show the practicability and objectivity of the newly defined landfill site selection process in this study.

Benefit Analysis of Quality Incresement Based on Meat Quality Testing of Breeding Pig (돈육 육질 검정에 따른 품질 증가의 편익 분석에 관한 연구)

  • Lee, Sang-Ho;Nam, Ki-Chang;Kang, Hyun-Sung;Kim, Sung-Hoon;Choi, Je-Gwan;Choi, Tae-Jeong;Seo, Kang-Seok
    • Journal of Animal Science and Technology
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    • v.55 no.3
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    • pp.179-184
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    • 2013
  • Willingness-to-pay (WTP) for pork produced by quality test was determined using a contingent valuation method. Three model studies including a dichotomous-choice and two double dichotomous-choice types were conducted. The respondents in this study appropriately understood the contingent valuation and the suggested price was significant as a characteristic variable. The results imply that there is lower chance to select pork produced by the quality test, as the price difference is greater between conventional and quality-tested pork. WTPs in double and single contingent valuation models were 735 and 547 won/100 g, respectively. WTP was increased with increasing the educational level of respondents. The average WTPs analyzed by convariate were 1,015 won/100 g for double contingent valuation and 580 won/100 g for single contingent valuation. Considering the minimum price of WTP of pork produced by quality test (547.4 won/100 g), the total economic value was estimated to be 5,173,600 million won and per capita customer value was 106,000 won. Therefore, providing an institutional strategy for pork quality test will be beneficial for the consumers.

Analysis of Relationship between Objective Performance Measurement and 3D Visual Discomfort in Depth Map Upsampling (깊이맵 업샘플링 방법의 객관적 성능 측정과 3D 시각적 피로도의 관계 분석)

  • Gil, Jong In;Mahmoudpour, Saeed;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.31-43
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    • 2014
  • A depth map is an important component for stereoscopic image generation. Since the depth map acquired from a depth camera has a low resolution, upsamling a low-resolution depth map to a high-resolution one has been studied past decades. Upsampling methods are evaluated by objective evaluation tools such as PSNR, Sharpness Degree, Blur Metric. As well, the subjective quality is compared using virtual views generated by DIBR (depth image based rendering). However, works on the analysis of the relation between depth map upsampling and stereoscopic images are relatively few. In this paper, we investigate the relationship between subjective evaluation of stereoscopic images and objective performance of upsampling methods using cross correlation and linear regression. Experimental results demonstrate that the correlation of edge PSNR and visual fatigue is the highest and the blur metric has lowest correlation. Further, from the linear regression, we found relative weights of objective measurements. Further we introduce a formulae that can estimate 3D performance of conventional or new upsampling methods.

A refinement of customer satisfactory factors in multimedia contentware evaluation process - focused on company website design - (멀티미디어 컨텐트웨어 상품에 대한 소비자 감성 평가 요소(문화성 인자)추출에 관한 연구 - 기업 웹사이트를 중심으로 -)

  • 이종호;김명석;이현이;김태균
    • Archives of design research
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    • v.11 no.1
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    • pp.291-302
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    • 1998
  • This paper covers the development process of multimedia evaluation system, especially focused on customer satisfactory factors while customers navigating net-based Interactive multimedia system. Customers usually experience new level of interaction cased by newly developed web-based technology In ordinary multimedia system. However, if it gives customers satisfactory experience is a matter of question. To find out the relationship between customer satisfaction and interactivity factors exposed by multimedia system, a model has been developed which describes the structure of web-based multimedia system and its relation to customer satisfactory factors. Five different experiments, including 'semantic differential', 'focus group interview', and 'expert review', has been conducted and four customer satisfactory factors were identified. Those are 'customery value', 'structural perfectness', 'visual perfectness', and 'contemporaneity'. With these factors and newly delveoped evaluation system, 7 different web-site has been evaluated and analyzed at the end of this report.

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