• Title/Summary/Keyword: 이펙트

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DFT-Based Channel Estimation with Channel Response Mirroring for MIMO OFDM Systems (MIMO OFDM 시스템을 위한 채널 응답 미러링을 이용한 DFT기반 채널 추정 기법)

  • Lee, JongHyup;Kang, Sungjin;Noh, Wooyoung;Oh, Jimyung
    • Journal of the Korea Institute of Military Science and Technology
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    • v.24 no.6
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    • pp.655-663
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    • 2021
  • In this paper, DFT-Based channel estimation with channel response mirroring is proposed and analyzed. In General, pilot symbols for channel estimation in MIMO(Multi-Input Multi-Output) OFDM(Orthogonal Frequency-Division Multiplexing) Systems have a diamond shape in the time-frequency plane. An interpolation technique to estimate the channel response of sub-carriers between reference symbols is needed. Various interpolation techniques such as linear interpolation, low-pass filtering interpolation, cubic interpolation and DFT interpolation are employed to estimate the non-pilot sub-carriers. In this paper, we investigate the conventional DFT-based channel estimation for noise reduction and channel response interpolation. The conventional method has performance degradation by distortion called "edge effect" or "border effect". In order to mitigate the distortion, we propose an improved DFT-based channel estimation with channel response mirroring. This technique can efficiently mitigate the distortion caused by the DFT of channel response discontinuity. Simulation results show that the proposed method has better performance than the conventional DFT-based channel estimation in terms of MSE.

The Role of Animation Technical Director of Disney's 3D Feature Animation (디즈니 극장용 3D 애니메이션에서 애니메이션 테크니컬 디렉터의 역할)

  • Paik, Jiwon;Kim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.37
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    • pp.491-508
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    • 2014
  • As number of making 3D feature animation films is increasing, 3D production pipeline become more complicated and more artists are needed than before. Major studios in foreign countries, in burden of producing high quality films with limited amount of budget and time, have been handling such difficulties by hiring technical directors in each department such as animation, rigging, cloth hair, and effect. Technical director is new occupation which appears after trend of producing animation is changed from 2D to 3D. Importance of technical director is increasing in respect to studios' needs which are related to complication in production time, manpower, budget, and production pipeline. This research is based on the researcher's work experience as an animation TD at Walt Diseny Animation Studio and Sony Pictures Imageworks, interview with working professionals, and related books and thesis. It focuses on the role of animation technical director in Disney's 3D feature animation film from two perspectives, 'Designing Production Pipeline' and 'Analyzing Problem of Shot'. Animation technical directors design and test production pipeline so that they can detect and solve problems that may arise in production process as early as possible. They not only analyze numerous problems of characters or shots limited to animation department but also in other departments such as modeling, mapping, character rigging, cloth, hair, lighting, rendering, software development in order to support artists to complete their shots according to the production schedule. In accordance with recent trend of increasing number of 3D feature animation film production in South Korea and collaboration with foreign studios outside of South Korea, it is vital to train animation technical directors who can develop production pipeline, analyze various problems of shots and characters to escalate efficiency in production.

Development of the Power Monitoring System for the Planetary Geared Motor using Hall Effect Sensor (홀 이펙트 센서를 이용한 유성기어 감속기모터의 동력 모니터링 시스템 개발)

  • Jang, In-Hun;Sim, Kwee-Bo;Oh, Se-Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.14 no.7
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    • pp.914-919
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    • 2004
  • When the motor is rotating, the torque and rpm are varying as the loads or the driving status connecting through reduction units are changing. On the contrary, one can monitor the changes of the loads or the driving status in the manner of measuring motor torque and rpm. There is a torque measuring method using the strain gauge and bridge circuit. But, because this is the contact method, it has the life time which is dependent on rotating velocity and used time. So this system demands on replacement of some Parts or whole system itself for maintenance. And this system is also relatively big and expensive, requiring preceding annoying process. In this paper, we are going to suppose non-contact method to measure torque and rpm using the Hall effects sensor For this we have made the planetary geared reduction motor with Hall sensors and with the monitoring system. The monitoring system displays the sensing data(torque, rpm) and calculated data( power) and also has the network capability with Bluetooth protocol. Our solution is much more inexpensive ;md simple method to measure torque and rpm than before.

Development of Oriental Melon Harvesting Robot in Greenhouse Cultivation (시설재배 참외 수확 로봇 개발)

  • Ha, Yu Shin;Kim, Tae Wook
    • Journal of Bio-Environment Control
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    • v.23 no.2
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    • pp.123-130
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    • 2014
  • Oriental melon (Cucumis melo var. makuwa) should be cultivated on the soil and be harvested. It is difficult to find because it is covered with leaves, and furthermore, it is very hard to grip it due to its climbing stems. This study developed and tested oriental melon harvesting robots such as an end-effector, manipulator and identification device. The end effector is divided into a gripper for harvest and a cutter for stems. In addition, it was designed to control the gripping and cutting forces so that the gripper could move four fingers at the same time and the cutter could move back and forth. The manipulator was designed to realize a 4-axis manipulator structure to combine orthogonal coordinate-type and shuttle-type manipulators with L-R type model to rotate based on the central axis. With regard to the identification device, oriental melon was identified using the primary identification global view camera device and secondary identification local view camera device and selected in the prediction of the sugar content or maturity. As a result of the performance test using this device, the average harvest time was 18.2 sec/ea, average pick-up rate was 91.4%, average damage rate was 8.2% and average sorting rate was 72.6%.

A Study on Enhancing Efficiency for Feeling-of-Hit in Games (게임의 타격감에 대한 효율 향상 연구)

  • Moon, Sung-Jun;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.3-14
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    • 2012
  • As one of elements to be able to endow more exciting and higher degree of completion for game, the feeling of hit is realized by image, sound and body-sensing (vibration) effects. When the feeling of hit is realized by game developer, most proper effects will be chosen with regard to genre, system and standpoint of world for the game. In general, most of choices for the effects are performed by the experience of game developer or referring the other games. Nevertheless the related studies are not significant in comparison with the importance for the feeling of hit, and the fundamental studies are mostly not accomplished. This paper introduces a study on efficiency and important factors for the feeling of hit by analyzing the properties and degrees of feeling for all effects to represent the feeling of hit through experiments. For this, a software simulator was implemented to test all effects and therewith the final results are presented through questionnaires for the feeling of hit sent to gamers. Our results are expected to be used to accomplish higher degree of completion for mobile games or web games with limited resources.

Production Technology for Multi-face Convergence Performance (Multi-face Convergence 공연을 위한 제작 기술)

  • You, Mi;Son, Tae-Woong;Kim, Sang-Il
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.475-486
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    • 2020
  • This paper is a thesis on media art technology for high-tech performances and exhibitions. After creating an interactive stroke in VR, it is projected in real time through a media facade technique. Among our traditional dramas emphasizing linear movements, movements were extracted from the Bongsan mask dance, and the movements of the lines were used in a media art performance called 'Multi-face Convergence'. When motion data enters the virtual space, geometry consisting of faces is created in the VR space. The created strokes can be set with various brush types, and when performing, a stroke with a red fire effect that matches a dynamic movement was used. It was made to be able to harmonize with the dancers performing the Bongsan mask dance. The medium called VR has characteristics that are not suitable for melting into a performance, but in this performance, it has overcome its limitations by using a technique called media façade. We propose the world's first performance technique that combines interactive strokes with traditional dance performances.

Development of Tacho Generator for Application of Anti-aircraft Weapon System (대공무기체계 적용을 위한 타코제너레이터 개발)

  • Byun, Kisik;Park, Jun Young;Cho, Sung-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.10
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    • pp.174-180
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    • 2020
  • This paper presents the development of a tacho generator that is applicable to a DC motor for anti-aircraft weapon systems. In general, devices such as tacho generators and resolvers are used as feedback devices for controlling DC motors. A tacho generator with a wide operating temperature range was developed, which has robust characteristics against shock loads and vibrations according to the operational characteristics of anti-aircraft weapon systems. The target specifications were set based on the requirements of the tacho generator currently in operation. A rotor coupled to the shaft of the motor and a stator coupled to the housing of the motor were then designed and manufactured. The inductance was 31.0 mH, the terminal resistance was 147.7 ohms, and the rotational measurement factor was satisfactory under both normal operation and operating conditions after the maximum speed for the standard of 9.500 ± 0.475 V/krpm. In addition, the environmental suitability of the applied equipment was confirmed through the rate of change in unit temperature, and it was found that the temperature characteristics were all within 0.03 %/℃.

Production of Realistic Explosion Effects through Four Types of Solutions (4가지 솔루션을 통한 사실적인 폭발효과 제작)

  • Kim, Dong Sik;Hwang, Min Sik;Lee, Hyun Seok;Kim, Yong Hee;Yun, Tae Soo
    • Smart Media Journal
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    • v.4 no.4
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    • pp.120-129
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    • 2015
  • Explosion effect on CG (Computer Graphic) a visual effect on which a higher degree of technological difficulty is required with a variety of effect elements such as Fire, Smoke, Flame, Dust, Debris, etc. integrated on it. As skills for CG software have been advanced, solutions loaded with functions of various fluid simulation have been developed. So more realistic special effects came to be available. However, in Korea, it depends just on CG program functions. Besides, enough R&D's concerned have not been followed up. Accordingly, this study is aimed at offering a production method that may effectively implement more realistic explosion effects under experimentations. To begin with, the study derives problems through a precedent study of the implementation of existing explosion effects. Then to solve them, experimental studies are performed depending on four solutions. There are accesses to the four solutions: first, Numerous Turbulent Flow, a method to allow an attribute of turbulent air in the stage of fluid simulation; second, Cache Retiming Solution produced in script; third, Multiple Volume Container based on cached data; and fourth, RGB Lighting Pipeline, a method to enhance the completion of the result from the stage of composition. Characteristics of effects applied in each stage and consecutive connections of them proved the effective implementation of more realistic explosion effects. This study may not only suppose the production method for efficient explosion effects differentiated from the previous ones but also be utilized as basic data for relevant researches.

Design Factor Analysis of End-Effector for Oriental Melon Harvesting Robot in Greenhouse Cultivation (시설재배 참외 수확 로봇용 엔드이펙터의 설계 요인 분석)

  • Ha, Yu Shin;Kim, Tae Wook
    • Journal of Bio-Environment Control
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    • v.22 no.3
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    • pp.284-290
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    • 2013
  • This study analyzed the geometric, compressive, cutting and friction properties of oriental melons in order to design a gripper capable of soft handling and a cutter for cutting oriental melon vine among the end effector of oriental melon as a preliminary step for developing the end effector of the robot capable of harvesting oriental melons in protected cultivation. As a result, the average length, diameter at the midpoint, weight, volume and roundness of the oriental melons were 108 mm, 70 mm, 188 g, 333 mL and 3.8 mm. Nonlinear regression analysis was performed on the equation $W=L^a{\times}D_2^b$ with variation of the length (L) and diameter (D2) of the weight (W) of the oriental melons. As a result, it was shown that there was a correlation between a of 2.0279 and b of -0.9998 as a constant value. The average diameter of the oriental melon vine was 3.8 mm, and most vines were distributed within a radius of 5 mm from the center. The average yield value, compressive strength and hardness of the oriental melons were $36.5N/cm^2$, $185.7N/cm^2$ and $636.7N/cm^2$, respectively. The average cutting force and shear strength of the oriental melon vines were $2.87{\times}10^{-2}\;N$ and $5.60N/cm^2$, respectively. The maximum friction coefficient of the oriental melons was rubber of 0.609, followed by aluminium of 0.393, stainless steel of 0.177 and teflon of 0.079. It was considered possible to apply it to the size of the gripper and cutter, turning radius, dynamics of drive motor and selection of materials and their quality in light of the position error and safety factor according to the movement when designing end effector based on the analyzed data.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.