• Title/Summary/Keyword: 실시간 조건

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Person Perception in Cyber-space: Focused on Comparisons with Face-to-face Communication and Gender differences (가상공간에서의 대인지각: 면대면 조건과의 비교 및 성차를 중심으로)

  • Taeyun Jung;Jong-Dae Kim
    • Korean Journal of Culture and Social Issue
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    • v.10 no.1
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    • pp.1-30
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    • 2004
  • Study 1 composed of three experiments examined differences in person perception between computer-mediated (or CMC) and face-to-face (or FTF) communications. In Experiment 1, each of 17 groups of 4-5 discussed a donation entrance system through CMC and a week later a college-based university system through FTF communication mode for half an hour. Then members of a given group rated each other along with self-ratings on five personality traits. Results indicated that in FTF than CMC condition, ratings of others were more positive and also self-peer agreement and meta-accuracy were larger in spite of no large difference in inter-judge agreement between two communication modes. In Experiment 2, 17 groups of 4 in each of the CMC and FTF condition discussed a college-based university system for an hour. Then group members rated each other on another five trait dimensions. Although ratings of others were more positive in FTF than CMC condition, there no systematic differences in two types of agreement and meta-accuracy between the two communication modes. In Experiment 3, 17 groups of 4 in each of the CMC and FTF condition discussed a donation entrance system for an hour and then group members rated each other on five trait dimensions different from those used in Experiment 1 and 2. The findings replicated Experiment 1. Study 2 examined gender differences in person perception in CMC. Fifteen dyads for each of the man-man, man-woman, and man-woman conditions communicated for an half hour in CMC and then rated each other along with self ratings on 25 personality trait dimensions. Results indicated that participants rated their partners more negatively for extorversion, agreeableness and culture factors, which was due mainly to woman's negative evaluations for their male partners. Also, self-peer agreement was the largest in the man-man communication condition. These findings were discussed in relation to differences between CMC and FTF communication modes.

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ANN-Based Real-Time Damage Detection Technique Using Acceleration Signals in Beam-Type Structures (보 구조물의 가속도 신호를 이용한 인공신경망 기반 실시간 손상검색기법)

  • Park, Jae-Hyung;Lee, Yong-Hwan;Kim, Jeong-Tae
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.20 no.3
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    • pp.229-237
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    • 2007
  • In this study, an artificial neural network (ANN)-based damage detection algorithm using acceleration signals is developed for real-time alarming locations of damage in beam-type structures. A new ANN-algorithm using output-only acceleration responses is designed tot damage detection in real time. The cross-covariance of two acceleration-signals measured at two different locations is selected as the feature representing the structural condition. Neural networks are trained lot potential loading Patterns and damage scenarios of the target structure for which its actual loadings are unknown. The feasibility and practicality of the proposed method are evaluated from laboratory-model tests on free-free beams for which accelerations were measured before and after several damage cases.

Real-Time Implementation of the Relative Position Estimation Algorithm Using the Aerial Image Sequence (항공영상에서 상대 위치 추정 알고리듬의 실시간 구현)

  • Park, Jae-Hong;Kim, Gwan-Seok;Kim, In-Cheol;Park, Rae-Hong;Lee, Sang-Uk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.39 no.3
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    • pp.66-77
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    • 2002
  • This paper deals with an implementation of the navigation parameter extraction technique using the TMS320C80 multimedia video processor (MVP). Especially, this Paper focuses on the relative position estimation algorithm which plays an important role in real-time operation of the overall system. Based on the relative position estimation algorithm using the images obtained at two locations, we develop a fast algorithm that can reduce large amount of computation time and fit into fixed-point processors. Then, the algorithm is reconfigured for parallel processing using the 4 parallel processors in the MVP. As a result, we shall demonstrate that the navigation parameter extraction system employing the MVP can operate at full-frame rate, satisfying real-time requirement of the overall system.

Fabrication of Real-Time Hologram for the Implementation of 3-D Moving Picture (3차원 동영상을 구현하기 위한 실시간 홀로그램의 제작)

  • 배장근;박세준;김수중
    • Journal of the Korean Institute of Telematics and Electronics T
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    • v.36T no.1
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    • pp.25-31
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    • 1999
  • A real-time holography system using LCD with CCD camera is proposed. In this system, the rainbow hologram is used since it can be reconstructed by white light source. And to record on CCD camera, a kind of in-line holography method is used to widen the width of the fringe pattern. The interference fringe pattern by proposed system is detected with CCD camera and transferred to the LCD. A 3-dimensional image is reconstructed when the white light source illuminates the LCD. If the position of the input image is changed, that of the reconstructed image is also changed. So it can represent 3-dimensional moving images at real-time. In this paper, to confirm the usefulness of the proposed method, the reconstructed image by holographic film is compared to the same reconstructed image by LCD. In the recording process, the optimal ratio of the reference and object beam intensity is also investigated.

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Designing of Network based Tiny Ubiquitous Networked Systems (네트워크 기반의 소형 유비쿼터스 시스템의 개발)

  • Hwang, Kwang-Il;Eom, Doo-Seop
    • Journal of KIISE:Computing Practices and Letters
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    • v.13 no.3
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    • pp.141-152
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    • 2007
  • In this paper, we present a network-oriented lightweight real-time system, which is composed of an event-driven operating system called the Embedded Lightweight Operating System (ELOS) and a generic multi hop ad hoc routing protocol suite. In the ELOS, a conditional preemptive FCFS scheduling method with a guaranteed time slot is designed for efficient real-time processing. For more elaborate configurations, we reinforce fault tolerance by supplementing semi-auto configuration using wireless agent nodes. The developed hardware platform is also introduced, which is a scalable prototype constructed using off-the-shelf components. In addition, in order to evaluate the performance of the proposed system, we developed a ubiquitous network test-bed on which several experiments with respect to various environments are conducted. The results show that the ELOS is considerably favorable for tiny ubiquitous networked systems with real-time constraints.

Real-time Rendering of Realistic Grasses Using Fractal and Shader-Instancing (프랙탈과 셰이더 인스턴싱 기법을 이용한 자연스러운 잔디의 실시간 렌더링)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.298-307
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    • 2010
  • The grass is one of important components that cover the wide surfaces in the application such as game or real time simulation. Actually, it not easy to render effectively numerous grasses that grow over the wide terrain. To solve the difficulty, we must find a solution to the two contradictions in terms : quality and calculation cost. As a solution to the above-mentioned task, in this paper, we propose an efficient method to represent the natural grasses by introducing fractal theory and instancing technique. Although the existing grass representation methods make use of a simple rule of applying a basic grass model repeatedly in rendering process, on the contrary we take advantage of the basic property of fractal's self-similarity and we devise a natural representation method suited to the given environment by introducing two important growth factors such as nature of terrain and quantity of light, and finally we apply a GPU-based shader instancing technique to rendering numerous grass models in real-time.

A Novel Efficient Up-Link Scheduler for IEEE 802.16m (IEEE802.16m을 위한 효율적인 상향링크 스케줄러 연구)

  • Cho, Da-Young;Oh, Hyuk-Jun;Hong, Sung-Woong;Oh, Il-Hyuk;Ko, Kyung-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37A no.11
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    • pp.979-985
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    • 2012
  • The design of an efficient scheduler is a key design factor in IEEE 802.16m systems, in order to support services with various QoS smoothly. Although conventional studies of schedules have been suggested, those had problems that are not able to satisfy the delay condition and make the through-put declined, because they only focused on a specific action scenario rather than reflecting practical action scenarios which have real-time and non-real-time traffics variously. In this paper, an efficient uplink scheduling algorithm is proposed for IEEE 802.16m system by introducing the concepts of Virtual Time(VT) and Virtual Finish Time(VFT) based priority determination, and separate buffers for each QoS class in the mobile terminal. Simulation results showed that the proposed scheme had satisfied the delay requirement of real-time services even with improved throughput performance compared to conventional methods.

Real-time Implementation of a Tone Sender/Receiver on a High Performance DSP (고성능 DSP를 이용한 톤 송수신기의 실시간 구현)

  • 최용수;함정표;조성범;강태익;윤정현
    • The Journal of the Acoustical Society of Korea
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    • v.22 no.4
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    • pp.276-285
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    • 2003
  • In this paper, we present real-time implementation of a R2MFC/DTMF (R2 Multi Frequency Combinations/Dual Tone Multiple Frequency) tone receiver/sender using a high performance DSP (Digital Signal Processor) and apply it to a carrier class VoIP (Voice over Internet Protocol) gateway system. The Receiver utilizes the Goertzel filter and the sender adopts the harmonic resonant filter. We describe, in detail, the techniques of multi-channel real-time implementation on a Texas Instruments TMS320C62x DSP such as effective PCM (Pulse Code Modulation) in/out by means of DMA (Direct Memory Access) and McBSP (Multi Channel Buffered Serial Port) and message communication via HPI (Host Port Interface), etc. From experimental results, we confirmed that the optimized code provided 780 channel capacity at 250㎒ C6202, and the our R2MFC/DTMF receiver/sender met ITU-T (International Telecommunication Union-Telecommunication) specifications.

A VLSI Architecture for the Real-Time 2-D Digital Signal Processing (실시간 2차원 디지털 신호처리를 위한 VLSI 구조)

  • 권희훈
    • Information and Communications Magazine
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    • v.9 no.9
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    • pp.72-85
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    • 1992
  • The throughput requirement for many digital signal processing is such that multiple processing units are essential for real-time implementation. Advances in VLSI technology make it feasible to design and implement computer systems consisting of a large number of function units. The research on a very high throughput VLSI architecture for digital signal processing applications requires the development of an algorithm, decomposition scheme which can minimize data communication requirements as well as minimize computational complexity. The objectives of the research are to investigate computationally efficient algorithms for solution of the class of problems which can be modeled as DLSI systems or adaptive system, and develop VLSI architectures and associated multiprocessor systems which can be used to implement these algorithms in real-time. A new VLSI architecture for real-time 2-D digital signal processing applications is proposed in this research. This VLSI architecture extends the concept of having a single processing units in a chip. Because this VLSI architecture has the advantage that the complexity and the number of computations per input does not increase as the size of the input data in increased, it can process very large 2-D date in near real-time.

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Interactive Animation of Articulated Bodies using a Procedural Method (절차적 방법을 이용한 다관절체의 대화형 동작생성)

  • Bae, Hui-Jeong;Baek, Nak-Hun;Lee, Jong-Won;Yu, Gwan-U
    • Journal of KIISE:Computer Systems and Theory
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    • v.28 no.12
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    • pp.620-631
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    • 2001
  • In interactive environments including computer games and virtual reality applications, we have increased need for interactive control of articulated body motions. Recently, physically based methods including constrained dynamics techniques are introduced to this area, in order to produce more realistic animation sequences. However, they are hard to achieve real-time control of articulated bodies, due to their heavy computations. In this paper, we present a procedural method for interactive animation of articulated bodies. In our method, each object of the constrained body is first moved according to their physical properties and external forces, without considering any constraints. Then, the locations of objects are adjusted to satisfy given constraints. Through adapting this two-stage approach, we have avoided the solving of large linear systems of equations, to finally achieve the interactive animation of articulated bodies. We also present a few example sequences of animations, which are interactively generated on PC platforms. This method can be easily applied to character animations in virtual environments.

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