• Title/Summary/Keyword: 위치추적시스템

Search Result 1,295, Processing Time 0.03 seconds

Build-Up a Kinematic Wave Routing System for the Catchment-Stream Complex (사면 및 하도 복합유출장의 단기 유출해석 시스템 개발)

  • Ha, Sung Ryong
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.14 no.4
    • /
    • pp.875-886
    • /
    • 1994
  • This study is to develop an advanced storm runoff analysis program which takes geomorphological characteristics of watershed into consideration in determining model parameters. Basic concept of storm runoff modelling is based upon the kinematic wave theory. And numerical solution is obtained by the characteristic curve method. The storm runoff analysis program developed by this study is composed of multiple equivalent roughness sub-basins, each of which has two equivalent catchments on both side of a stream. Because it is based upon the stream-order of the Strahler system, the equivalent catchment-stream network reflects the stochastic geomorphological characteristics in the model parameter. Applicability and reliability of the storm runoff analysis program is evidenced by model calibration and verification process utilizing geographical and hydrological data of the Bocheong-river area which is a representative watershed of IHP projects in Korea. This study will hopefully contribute to hydrological calculation essentially required to understand water quality effect caused by regional development.

  • PDF

Preliminary Framework of System and Authoring Tool for a 'Sil-Gam' Book (실감책을 위한 시스템 및 저작 도구 기본 프레임워크)

  • Park, Sun-Young;Lee, Jun-Hun;Kim, Hyun-Gon;Kim, Yeong-Mi;Choi, Kwon-Young;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.99-104
    • /
    • 2009
  • 최근 멀티미디어 기술과 가상/증강현실 기술의 발전으로 사용자에게 몰입감 있는 콘텐츠를 제공하는 여러 시스템들이 제안되고 있다. 또한 기존의 시각과 음향효과만으로 이루어진 시스템의 한계를 넘어서 실제와 같은 느낌을 전달할 수 있는 햅틱기술을 적용하여 보다 몰입감있는 체험형 실감책들이 고안되고 있다. 본 논문은 과학교과서를 중심으로 과학적 이론을 보다 효과적으로 가르치고 배우기 위해 필요한 다양한 촉감(Haptic)을 분류하고, 이를 실감책에 적용하여 책이 담고 있는 주요 내용 또는 삽화와 관련된 다양한 멀티미디어 콘텐츠를 가상/증강환경에서 시청각정보와 함께 촉각콘텐츠를 독자에게 제공함으로써 보고, 듣고 만질 수 있는 적극적인 촉감 상호작용이 가능한 실감책 ('Sil-Gam' Book) 시스템의 기본 프레임워크를 제시한다. 제시된 실감책은 크게 세 부분으로 구성된다. 첫째, 실감책을 읽고 있는 사용자의 손가락의 위치, 시선과 같은 사용자의 움직임을 추적하고 책의 크기, 페이지 등을 인식하는 센서가 부착된 센싱 부; 둘째, 장비에 따라 적용 가능한 촉감 속성, 물체의 움직임에 따라 적용할 수 있는 촉감 속성등 다양한 촉감콘텐츠의 속성을 저작하고 편집하는 소프트웨어 부; 마지막으로 사용자에게 저작된 실감 콘텐츠를 사용자가 쉽고 직관적으로 체험하게 하기 위한 디스플레이부로 구성된다. 여기서 디스플레이 부는 세부적으로 시청각 콘텐츠를 전달하는 시청각 디스플레이 부와 역촉감 콘텐츠를 전달하는 역촉감 디스플레이부로 구성된다. 본 논문에서는 또한 실감책 촉감 저작도구를 사용하여 제시할 수 있는 다양한 촉감을 중고등학교 교육과정에서 배우는 과학 이론에 적용하여 과학 실험시 경험할 수 있는 다양한 역/촉감을 전달하는 몇 가지 시나리오를 예시하였다.

  • PDF

Comparison Researches for Installation of the Module Angles and Array Spacing on Photovoltaic Power System (태양광 발전시스템에서 모듈 설치 각도와 어레이 간격의 비교 연구)

  • Choi, Dong-Jin
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
    • /
    • v.23 no.1
    • /
    • pp.162-168
    • /
    • 2009
  • This thesis is based on the research and experiment of the optimal efficiency generation of electric power. The research and experiment were conducted to search the optimal generation of electric power from a specific amount of solar energy from Photovoltaic Power System with a solar position tracker were used. The changes in the array angles and spacing of the PV Module were also taken into account as well. Here are the findings and the conclusions. First of all, based on experiment using the various anglers, the efficiency generation of electric power increased to a maximum of approximately $12{\sim}17$[%] more at the PV module inclination angle of 30[$^{\circ}$] than at the inclination angles of 20[$^{\circ}$] and 40[$^{\circ}$]. As a result, we have found that installing the PV module inclination at the angle of 30[$^{\circ}$] brought about the most efficient conversion effect of the Photovoltaic Power System. But, when the solar cell is installed on a roof or rooftop where snow builds up, it is the most appropriate to install the solar energy at an 35[$^{\circ}$] angle so that snow slides down and not build up on the module.

Real-time Interactive Performing Arts using Particle System (파티클 시스템을 이용한 실시간 인터랙티브 퍼포먼스 :Rhythmic Gesture(마리오네트의 꿈)사례를 중심으로)

  • Yoo, Mi-Ohk;Park, Kyoung-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.9
    • /
    • pp.117-125
    • /
    • 2010
  • Development of digital media and computer graphics related research had changed the overall stream of cultural art and our daily life, as well as its development also had an effect on a fresh and exciting area of cultural arts such as the new media art, interactive art and real-time performing. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. In this paper, we used emotional expression techniques that they lead audiences on the process of natural communication by combining the particle system of computer graphics with performance based screen art. Namely, by capturing the creation and location speed of particle which is synchronized between the sound, behavior and particles, performance based screen art as the form of the experimental structure in which is combined with scientific technology and art is therefore proposed.

Survey for Patient Satisfaction Rate & Patient Leading System Development through RFID and OCS Worklist Program Connection (RFID와 Worklist 중심의 OCS 프로그램 접목을 통한 환자유도시스템 개발과 환자만족도 조사)

  • Ji, Yeon-Sang;Dong, Kyung-Rae;Kim, Chang-Bok
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.5
    • /
    • pp.197-205
    • /
    • 2009
  • With the introduction of the computer, convenience at work may have increased but flexibility decreased along with a tendency for humans to become secondary to computers with regards to work schedules. As it exists, from entering the department of radiology to completion of imaging requires a great deal of time and difficulties in understanding the imaging process adds to patient dissatisfaction. Since clinics use RFID bars to track patient locations at comprehensive medical testing centers, departments of radiology may apply RFID and Worklist at the core of the OCS system in order to increase work efficiency and improve work flow. As a result of developing an RFID and Worklist centered OCS program, there was a vast improvement in patient satisfaction and work flow. Theses results are the basis of an RFID system that in the future may be connected to PACS and other systems with an intergrated Worklist. There is a need to realize a plan the can offer ubiquity to hospital work.

Motion Plane Estimation for Real-Time Hand Motion Recognition (실시간 손동작 인식을 위한 동작 평면 추정)

  • Jeong, Seung-Dae;Jang, Kyung-Ho;Jung, Soon-Ki
    • The KIPS Transactions:PartB
    • /
    • v.16B no.5
    • /
    • pp.347-358
    • /
    • 2009
  • In this thesis, we develop a vision based hand motion recognition system using a camera with two rotational motors. Existing systems were implemented using a range camera or multiple cameras and have a limited working area. In contrast, we use an uncalibrated camera and get more wide working area by pan-tilt motion. Given an image sequence provided by the pan-tilt camera, color and pattern information are integrated into a tracking system in order to find the 2D position and direction of the hand. With these pose information, we estimate 3D motion plane on which the gesture motion trajectory from approximately forms. The 3D trajectory of the moving finger tip is projected into the motion plane, so that the resolving power of the linear gesture patterns is enhanced. We have tested the proposed approach in terms of the accuracy of trace angle and the dimension of the working volume.

The Robust Augmented Reality System in The Rapid change of Brightness Using The Histogram Specification and Kalman Filter (히스토그램 명세화와 칼만 필터를 이용한 급격한 밝기 변화에 강건한 증강현실 시스템)

  • Kim, Kee-Baek;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
    • /
    • v.48 no.2
    • /
    • pp.1-10
    • /
    • 2011
  • In this paper, we propose the algorithm for the AR(Augmented Reality) system, which is robust to the brightness change of light. In the proposed method, the histogram specification is achieved using the sample histogram, obtained from the frames in which the target objects could be detected successful. And When the object key-points couldn't be detected by the displacement of camera positions, the positions of non-detected key-points ware estimated using the linear KF(Kalman Filter). When the proposed algorithm is applied in the AR systems, the object key-points can be detected three times as much as the existing others. In addition, to prove the more efficiency of the proposed algorithm, we implemented the AR game, and could know that the performance is the more advanced than the others. The proposed algorithm can be used for the AR environments, which high efficiency is required such as the AR game, or the implementation of AR systems which are robust to the change of lights, etc.

An Implementation of QR Code based On-line Mobile Augmented Reality System (QR코드 기반의 온라인 모바일 증강현실 시스템의 구현)

  • Park, Min-Woo;Park, Jung-Pil;Jung, Soon-Ki
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.8
    • /
    • pp.1004-1016
    • /
    • 2012
  • This paper proposes a mobile augmented reality system to provide detail information of the products using QR code included in them. In the proposed system, we perform the estimation of the camera pose using both of marker-based and markerless-based methods. If the camera can see the QR code, we perform the estimation of the camera pose using the set of rectangles in the QR code. However, if the QR code is out of sight, we perform the estimation of the camera pose based homography between consecutive frames. Moreover, the content of the augmented reality in the proposed system is made by using meta-data. Therefore, the user can make contents of various scenario using only meta-data file without modification of our system. Especially, our system maintains the contents as newly updated state by the on-line server. Thus, it can reduce the unnecessary update of the program.

Design of The Autopilot System of vessel using Fuzzy Algorithm (퍼지제어 알고리즘을 이용한 선박의 자율운항 시스템 설계)

  • 이민수;추연규;이광석;김현덕;박연식
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2003.10a
    • /
    • pp.801-804
    • /
    • 2003
  • The autopilot system of vessel is proposed to take service safety sorority, to elevate service efficiency, to decrease labor and to improve working environment. Ultimate purpose of it is to minimize the number of crew by guaranteeing economical efficiency of shipping service. Recently, the research is being achieving to compensate various nonlinear parameters of vessel and apply it is course keeping control, track keeping control, roll-rudder stabilization, dynamic ship positioning and automatic mooring control etc. using optimizing control technique. Relation between rudder angle controlled by steering machine of vessel and ship-heading angle, and load condition of ship are nonlinear, which affect various parameters of shipping service. The speed and direction of waves, velocity and quantity of wind, which also cause the non-linearity of it. Therefore the autopilot system of ship requires the robust control algorithm can overcome various non-linearity. On this paper, we design the autopilot system of ship, which overcome nonlinear parameters and disturbance of it using Fuzzy Algorithm, evaluate the proposed algorithm and its excellence through simulation

  • PDF

Design of Avatar-based Game System for Immersion Improvement in Entertainment Space (엔터테인먼트 공간에서 몰입감 증대를 위한 아바타 기반 게임 시스템 설계)

  • Park, Myun-Jin;Park, Chang-Bum;Paik, Doo-Won;Kim, Kyu-Jung
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.25-34
    • /
    • 2010
  • The entertainment has been quite affected by the development of scientific technology, so that the kind of contents and the type of enjoyment entertained to the people has been versatile and changed. As this trend goes on, the expectation level of the entertainment becomes gradually increased for the people's point of view. The proposed system can be designated as a physically recognizable 3D dancing game in which the avatar resembling the participant dances as tracking the face of the game participant. By the result of the survey, it can conclude that the proposed game system would be expected as a new and fascinating game rather than the currently available games due to the fact that it will give more interests and self-involvement since augmented experience in entertainment is provided.