• Title/Summary/Keyword: 인터랙티브 기술

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Spatio-Temporal Prediction Filter Design in Interactive Panorama Video Service (인터랙티브 파노라마 비디오 서비스에서 시공간 비디오 스트림 예측 필터 설계)

  • Cho, Yongwoo;Seok, Joomyoung;Suh, Doug Young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.406-409
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    • 2011
  • 최근 방송과 통신의 융합으로 방송 통신 융합형 서비스가 활발해지고 있고, 사용자의 요구사항이 높아지고 있는 가운데 무선 채널을 이용한 인터랙티브 비디오 스트리밍 서비스는 가장 큰 서비스로 자리 잡고 있다. 인터랙티브 비디오 서비스중 하나인 파노라마 비디오는 기존의 고정적인 시청환경을 사용자가 능동적으로 선택할 수 있다는 측면에서 발전의 가능성이 큰 분야 중 하나이다. 하지만 넓은 시점을 가진 파노라마 비디오는 높은 대역폭이 요구된다는 단점이 있다. 이에 본 논문은 사용자가 파노라마 비디오 서비스를 받을 때 시청 시점을 변경시키면서 사용되는 비트율을 시공간적 필터를 사용하여 줄일 수 있는 방법을 제안한다. 이를 이용하여 고 대역폭 사용이 불가피한 파노라마 비디오 스트리밍 서비스의 요구 대역폭을 줄임으로서 인터렉티브 비디오의 스트리밍 서비스분야에서 효율적인 대역폭 사용을 위한 기술로 사용될 수 있음을 확인 할 수 있다.

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An Interactive Learning using Wearable Wireless RFID Glove (무선 RFID 장갑을 이용한 인터랙티브 학습)

  • Jung, Kyung-Kwon;Hyun, Kyo-Hwan;Lee, Hyun-Kwan;Eom, Ki-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.721-724
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    • 2007
  • Radio Frequency IDentification (RFID) is increasingly popular technology with many application. The majority of applications of RFID deployed in supply-chain management. In this paper, we present a wireless RFID glove in interactive learning method. Objects tagged with a small passive RFID tag, can be sensed at short ranges by using wireless RFID glove. We describe the wireless RFID glove prototype, and present some interactive learning programs and games.

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Face recognition of Intra-red Images for Interactive TV Control System (인터랙티브 TV 컨트롤 시스템을 위한 근적외선 영상의 얼굴 인식)

  • Won, Chul-Ho;Lee, Sang-Heon;Lee, Tae-Gyoun
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.11-17
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    • 2010
  • In this parer, face recognition method which can be applied to ITCS (interactive TV control system) is proposed. We extracted ULBP(uniform local binary pattern) histogram feature from infra-red images, and we detected left-right eyes and face region by using SVM classifier. Then, We implemented face recognition system which is using Gabor transform and ULBP histogram feature and applied to personal verification for ITCS.

A Hybrid Approach for Interactive Storytelling Engine Design (하이브리드 방식의 인터랙티브 스토리텔링 엔진 설계)

  • Shin, Jun-Sup;Chang, Juno
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.11a
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    • pp.941-942
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    • 2009
  • 스토리텔링 엔진은 이야기 생성을 위한 서술 구조를 만드는 인터랙티브 스토리텔링 시스템의 핵심이다. 지금까지 스토리텔링 엔진에 대한 많은 연구가 있었지만, 본 논문에서는 기존의 스토리텔링 엔진 모델에 웹 검색 기술을 이용한 모듈을 추가하여 하이브리드 방식으로 이야기를 생성하는 스토리텔링 엔진 모델을 제안한다.

Test on Characteristics of Delta Conversion UPS System (델타변환 무정전전원장치 시스템의 특성 시험)

  • Ji Jun-Keun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.6 no.6
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    • pp.491-496
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    • 2005
  • In this paper, test on characteristics of 3-phase line-interactive UPS system, known as delta conversion UPS system, is studied. Delta conversion UPS system is new line-interactive UPS system using two series-parallel PWM converters instead of using series inductor in conventional single conversion line-interactive UPS system. It is known that the characteristics of input and output in delta conversion UPS system is much improved by controlling source current of AC lines directly. Here the results on load test, normal/backup mode test, and normal/bypass mode test, which are very important in the test on characteristics of UPS system, is presented. And finally overall evaluation on delta conversion UPS system is given.

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A Study on the Interactive Lighting Methods by LED Light Module & Sensor (LED 광원 모듈과 센서를 통한 인터랙티브 라이팅 기법에 관한 연구)

  • Chung, Kang-Wha
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.18 no.3
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    • pp.1-6
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    • 2004
  • Recently the examples of a designing a building-lighting to which LED, a solid state Lighting, is applied are increasing in number, but the development of lighting apparatus and the techniques applied to a designing lighting apparatus frequently don't fit to a new source of light. This essay refers to the matters relevant to the techniques for designing a lighting, which are controlled with a digital technology, and the effectiveness of a "Interactive-lighting technique" which has a ductility by a sensor with developing a digital source of light module and applying it to a real designing a building-lighting . In the negative aspect that a digital technology can standardize a space for a lighting, a "Interactive-lighting Technique", which detects an analogic change of nature through a sensor and produces it, can become a new alternative one.

Using Interaction for an Experiential Story 'The Three Little Pigs and Wolf' - for ipad - (인터랙션을 활용한 체험형 동화 '아기 돼지 삼형제와 늑대' - ipad를 중심으로 -)

  • Kim, Hyunhee
    • Design Convergence Study
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    • v.14 no.3
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    • pp.1-15
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    • 2015
  • Storytelling which is part of human nature, has changed over millions of years. The development of technology and media has shaped Storytelling into various forms and shapes, and due to the recent spread of smart devices, the influence of interactive storytelling has grown significantly. The technology which allows diverse and natural input of users, have transformed the listener to user and has allowed the user to 'experience' the story rather than 'hear' it. In line with the trend in the development of these technologies, this study seeks to design and implement an interactive tale for children on an ipad platform. Focusing on the interaction aspect, this story is designed mainly for 3-7 years olds, which contains various multimedia elements and interaction elements that use built in technology such as multi-touch technology and microphone technology to allow user input that aline with the context of story. Focusing on children's experience and empathy with the characters of the story, 'Three Little Pigs and the Wolf' contains 22 steps and was published in the itunes Store.

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
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    • v.10 no.9
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    • pp.117-125
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    • 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.

Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.