• Title/Summary/Keyword: 모션 제어

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An Effective Control of Network Traffic using RTCP for Transmitting Video Streaming Data (비디오 스트리밍 데이타 전송시 RTCP를 이용한 효율적인 네트워크 트래픽 제어)

  • Park, Dae-Hoon;Hur, Hye-Sun;Hong, Youn-Sik
    • Journal of KIISE:Computing Practices and Letters
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    • v.8 no.3
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    • pp.328-335
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    • 2002
  • When we want to transfer video streaming data through computer networks, we will have to be allocated a larger bandwidth compared to a general application. In general, it causes a serious network overload inevitably due to the limited bandwidth. In this paper, in order to resolve the problem, we haute taken a method for transmitting video streaming data using RTP and RTCP. With RR(Receiver Report) packet in RTCP we will test it to check whether the traffic in a network has occurred or not. If it happened, we haute tried to reduce the overall network traffic by dynamically changing the quantization factor of the Motion JPEG that is one of the encoding styles in JMF. When the ratio of the average of transmission for each session to the average of overall transmission is greater than 7%, we should adjust the amount of data to be transmitted for each session to reach the session mean values. The experimental results show that the proposed method taken here reduces the overload effectively and therefore improves the efficiency for transmitting video streaming data.

Guest Movement Detection and Analysis System for Integrated Event Venue Operation Management (통합적 행사장 운영을 위한 관람객 동선감지 분석 시스템)

  • Kwon, Hee-Gu;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.15-23
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    • 2022
  • The operation method of offline venues such as local festivals usually has problems such as the absence of real-time events and booth information, wasting time in the process of purchasing and receiving goods, and stagnating the movement of guests. This study increases the convenience of guests and managers by integrating all contents in the venue in the form of booth, thereby increasing the uniformity of event information and the efficiency of booth operation. In addition, a system was designed to minimize movement problems and improve performance by detecting the movement of guests within the venue and increasing the efficiency of arranging booths based on location data. It has been developed as a low-cost system that measures wireless packets with portable wireless LAN APs and control units. This has advantages in the operation of the venue, which consists of the installation and dismantling of variable booths in a short period of time. It is expected that the integrated operation of the venue will be utilized by linking the movement data of guests to activate visits and increase sales through data-based promotions.

Tele-operation System of Unmaned Fire Truck for Real-time Fire Suppression (실시간 화재진압을 위한 원격조종 무인소방 시스템)

  • Kang, Byoung Hun;Lee, Seung-Chol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.6
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    • pp.1-6
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    • 2022
  • In this research, we suggest a real-time tele-driving system for unmanned fire truck control using the LTE communication system. The operator located in the safe area could drive the unmaned fire truck by implementing the secure tele-operation in case of the emergencies and disaster situation. A prototype of the unmaned fire truck was developed with a fire canon, a high pressure pump, a ball valve and a horse reel. The effect of time delay and FPS was quantified depending on the image sizes and the effective system for realtime tele-operation was suggested. To verify the suggested system, the test was performed between an operator and an unmanned fire truck which is approximately 30km apart. In this research, the immersion tele-driving system is suggested for real-time fire suppression with a 120ms time delay using LTE communication.

Following media development, a Study about the convergence of comics and multimedia (매체발달에 따른 만화의 멀티미디어와의 융합에 관한 연구)

  • Kim, Bo-Hyun;Hong, Nan-Ji
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.119-127
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    • 2012
  • In this study, it was witnessed that a variety of tests are implemented in a type of convergence of multimedia such as photos, sounds, and videos as well as letters and drawings, components of existing traditional comics as comics are digitalized and are converted to various devices. Therefore, we studied the concept of multimedia comics as a basis of this study by judging that new barometer to comics lies in convergence with such multimedia. After recognizing components of multimedia comics which are currently emerging, we categorized them into three types depending on how to use these elements. First, convergence type webtoon has a very similar format with existing vertical scrolling webtoon and has characteristics that background & effects sounds are added to emphasize the features of webtoon, or photos or videos are inserted in part, and there is no function to control these elements; Second, motion comic, a medium format between comic and animation has a characteristic that sound, video, paging are auto-played like watching animation but it keeps the format of comics within one frame; Third, interactive comic has a characteristic that effects sound, motion, and story are made by active participation of viewers. As a result of analyzing comics which having above multimedia characteristics, its implications are as followings: First, multimedia elements should be used depending on genre, age, and media; Second, high level of control technology considering the features of comic-viewers is needed. In other words, in continuously evolving media environments, comic contents being proper to targets and use purposes of viewers should be developed. For this, multimedia elements of comics should be used in order that comic-viewers can have active & interactive communication with contents.

Development and Preliminary Performance Analysis of a fast and high precision Tracking Mount for 1m Satellite Laser Ranging (1m급 인공위성 레이저추적 시스템용 고속·고정밀 추적마운트 개발 및 예비 성능분석)

  • Choi, Man-Soo;Lim, Hyung-Chul;Lee, Sang-Jung
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.44 no.11
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    • pp.1006-1015
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    • 2016
  • This paper presents preliminary design and performance analysis of a fast and high precision Tracking Mount for 1m Satellite Laser Ranging(SLR) which is development by Korea Astronomy and Space science Institute(KASI). SLR is considered to be the most accurate technique currently available for the precise orbit determination of Earth satellites. The SLR technique measures the time of flight between pulses emitted from laser transmitter and pulses returned from satellites with laser retro-reflector array. It provides millimeter level precision of range measurements between SLR stations and satellites. A fast and high precision Tracking Mount for SLR which is proposed in this research should be capable of day and nighttime laser tracking about the satellites with laser reflectors from 200 km to 36,000 km altitude(geosynchronous orbit). In order to meet this requirement, we performed mechanical design and structural analysis for Tracking Mount. Also we designed the motion control system and conducted pre-performance analysis to obtain good performance results for a fast and high precision Tracking Mount.

A Study on Production Pipeline for Third Person Virtual Reality Contents Based on Hand Interface (손 인터페이스 기반 3인칭 가상현실 콘텐츠 제작 공정에 관한 연구)

  • Jeon, Changyu;Kim, Mingyu;Lee, Jiwon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.9-17
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    • 2017
  • This study proposes a third-person virtual reality content production pipeline to provide users with a new experience and presence in a new virtual reality environment. For this purpose, we first create third-person virtual reality content, which includes a story, fun factors, and game characteristic. It consists of a tutorial scene in which a user can pre-learn the proposed interface suitable for a third person different from existing virtual reality content and a content scene that achieves its purpose by using game factors based on the background story. Next, we design an interface suitable for the third-person virtual reality content. This study proposes an interface in which users can interact with a virtual environment or object by using their hand. The proposed interface consists of three steps: character movement, virtual object selection with multiple selection, and 3D menu control using virtual space. Finally, through the survey experiment, third-person virtual reality content produced based on the proposed interface was confirmed to be easily controlled while ensuring high satisfaction.

An Experimental Research on the Usability of Indirect Control using Finger Gesture Interaction in Three Dimensional Space (3차원 공간에서 손가락 제스쳐 인터랙션을 이용한 간접제어의 사용성에 관한 실험연구)

  • Ham, Kyung Sun;Lee, Dahye;Hong, Hee Jung;Park, Sungjae;Kim, Jinwoo
    • The Journal of the Korea Contents Association
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    • v.14 no.11
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    • pp.519-532
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    • 2014
  • The emerging technologies for the natural computer interaction can give manufacturers new opportunities of product innovation. This paper is the study on a method of human communication about a finger gestures interaction. As technological advance has been so rapid over the last few decades, the utilizing products or services will be soon popular. The purpose of this experiment are as follows; What is the usefulness of gesture interaction? What is the cognitive impact on gesture interaction users. The finger gestures interaction consist of poking, picking and grasping. By measuring each usability in 2D and 3D space, this study shows the effect of finger gestures interaction. The 2D and 3D experimental tool is developed by using LeapMotion technology. As a results, the experiments involved 48 subjects shows that there is no difference in usability between the gestures in 2D space but in 3D space, the meaningful difference has been found. In addition, all gestures express good usability in 2D space rather than 3D space. Especially, there are the attractive interest that using uni-finger is better than multi-fingers.

The Prediction System of Emotional Reaction to Gaits Using MAX SCRIPT (맥스 스크립트를 이용한 감성적 걸음걸이 예측 시스템)

  • Jeong, Jae-Wook
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.1-6
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    • 2011
  • A perceptual reaction to human being's gaits has "regularity" that possibly obtains sympathy among people. This thesis is in the vein of the study that performs the research on the quantificational extraction of the regularity, reconstitute the result, and apply it to controlling behavior. The purpose of this thesis lies in assuring the validity of the future research by demonstrating the following hypothesis: when the physical numerical values of the gait "A" whose perceptual reaction is "a" and those of the gait "B" whose perceptual reaction is "b" are arbitrarily blended, the perceptual reaction to this blended gait also corresponds to the blend of "a" and "b", "a/b". I blended the samples of two types of gaits in the form of Bipeds using the EAM made by 3D Studio Max Script. Blending outcomes were obtained successfully for four times out of the six tries in total. It implies that without utilizing other methods such as Motion Capturing, the basic Bipeds data itself has an enough capability to generate various gaits of Bipeds. Although the present research targets only the Bipeds samples equipped with the 1Cycle moving condition of arms and legs, I acknowledge that a tool that makes blending possible under various moving conditions is necessary for a completed system.

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