• Title/Summary/Keyword: 3D방송

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A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

An Implementation of Smart Flowerpot made with 3D Printer and NodeMCU (3D 프린터와 NodeMCU를 사용한 스마트 화분의 구현)

  • Na, Chaebin;Choi, YeonWoong;Kim, SeKwang;Seo, JangGui;Hwang, Kitae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.5
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    • pp.231-237
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    • 2017
  • This paper presents an implementation of a smart flowerpot which can adjust humidity and illumination automatically after monitoring the temperature, humidity, and illumination. We made a container of the flowerpot with a 3D printer and embedded a NodeMCU micro controller in it. We attached a temperature sensor, a humidity sensor, an illumination sensor, and a water pump to the NodeMCU. We developed a control program that adjusts humidity and illumination and ran it on the NodeMCU. Also we developed an Android application and set up an MQTT server. Using the MQTT server, the NodeMCU and the Android application can exchange messages which keep sensor values and commands. Using the Android application. the user can send the proper temperature, humidity, and illumination to the smart flowerpot and monitor the sensor values.

Realization of Plasmonic Adaptive Coupler using Curved Multimode Interference Waveguide (곡면형 다중모드 간섭 도파로를 사용한 플라즈마 적응 결합기의 구현)

  • Ho, Kwang-Chun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.165-170
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    • 2016
  • Nano-scale power splitter based on curved plasmonic waveguides are designed by utilizing the multimode interference (MMI) coupler. To analyze easily the adaptive properties of plasmonic curverd multimode interference coupler(PC-MMIC), the curved form transforms equivalently into a planar form by using conformal transformation method. Also, effective dielectric method and longitudinal modal transmission-line theory are used for simulating the light propagation and optimizing the structural parameters at 3-D guiding geometry. The designed $2{\times}2$ PC-MMIC does not work well for quasi-TM mode case due to the bending structure, and it does not exist 3dB coupling property, in which the power splitting ratio is 50%:50%, for quasi-TE mode case. Further, the coupling efficiency is better when the signal is incident at channel with large curvature radius than small curvature radius.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

An Efficient Application Virtualization Method for a Real Time Broadcasting System of Virtual 3D Contents (가상 3D 콘텐츠의 실시간 방송 시스템을 위한 효율적인 어플리케이션 가상화 기법)

  • Jang, Sumin;Kim, Wonyoung;Yoo, Jaesoo
    • The Journal of the Korea Contents Association
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    • v.13 no.9
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    • pp.1-9
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    • 2013
  • In recent, the cloud computing makes it possible to provide the on-demand provision of software, hardware, and data as a service in various IT fields. This paper uses the cloud computing techniques for the real time broadcasting service of virtual 3D contents. However, the existing related solutions have many problems that the load of the server is rapidly increased or the cost of the server is very high when the number of service users is increased. Therefore, we propose a new application virtualization method to solve these problems. It promises their stable operations in multi-user services because the proposed method does not execute the rendering commands of the application at the host server but delivers and executes them to clients via the Internet. Our performance experiments show that our proposed method outperforms the existing methods.

Effects of Tilting and Bending on Embroidered Dipole Array Antenna (자수된 다이폴 어레이 안테나에 미치는 기울임과 굽힘의 영향)

  • Ki, Hyeon-Cheol
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.2
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    • pp.21-26
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    • 2022
  • In this paper, we investigated the effect of tilting and bending of an 2.45GHz ISM band embroidered dipole array antenna due to the human body movement. The antenna characteristics showed larger variations in tilting on the X-axis than the Y-axis. The antenna gain varied by 0.25[dB] when the antenna tilted by 3.5°. As tilting angle increased the operating frequency(fo) showed decreasing tendency and the return loss(S11) showed increasing tendency. The antenna characteristics also showed more variation in bending on the X-axis than the Y-axis. As bending the antenna the antenna characteristics affected much more in bending on the X-axis than the Y-axis. The antenna gain varied by 3.73[dB] as the curvature(1/R_rad) increased by 0.04[mm-1]. As it bended more the operating frequency(fo) showed decreasing and then increasing tendency and the return loss(S11) showed increasing tendency.

A Study on the Use of RDW Data in Virtual Environment (가상환경에서 방향전환보행 데이터 활용 연구)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.629-637
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    • 2022
  • This study is an experiment on the use of RDW(Redirected Walking) technology, which helps users to hardly feel the difference of user movement in the limited physical space and the extended virtual space when the user moves while wearing the HMD in the real world. The RDW function installed in 3D space realization software such as Unity3D is used to induce the user's redirection by slightly distorting the virtual space according to the user's point of view. However, if the RDW distortion rate is used excessively, dissonance is highly likely to occur. In particular, it is easy to make errors that cause cybersickness of users. It is important to obtain the RDW data value in the virtual environment so that the user does not feel fatigue and cybersickness even after wearing the HMD for a long time. In this experiment, it was tested whether the user's RDW was safely implemented, and item and obstacle arrangement data were obtained through this experiment. The RDW data obtained as a result of the experiment were used for item placement and obstacle placement in the virtual space.

Developing a first-person horror game using Unreal Engine and an action camera perspective (언리얼엔진과 액션 카메라 시점을 활용한 1인칭 공포 게임 개발)

  • Nam-Young Kim;Young-Min Joo;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.1
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    • pp.75-81
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    • 2024
  • This paper focuses on developing a first-person 3D game to provide extreme fear to players through realistic camera direction utilizing the features of action cameras. As a new camera production technique, we introduce perspective distortion using a wide-angle lens and camera shake when moving to provide higher immersion than existing games. The theme of the game is horror room escape, and the player starts with a firearm, but in order to overcome the concern that the game's difficulty is low due to the use of firearms, the player is asked to control the use of firearms by imposing burdens such as chasing monsters and reducing the number of magazines. The significance of this paper is that we developed a new type of 3D game that maximizes the fear effect of players through realistic production.

4D event extraction from subtitles and scenario information (자막과 시나리오 정보로부터 4D 이벤트 추출)

  • Lee, Jin-Kyu;Jang, In-Seon;Kang, Hang-Bong
    • Annual Conference of KIPS
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    • 2013.11a
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    • pp.1510-1512
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    • 2013
  • 3D 영화 산업 발전과 함께 4D 영화에 관한 수요가 증가했지만, 4D 영화 제작은 복잡한 시스템과 오랜 제작 시간을 요구한다. 본 논문에서는 기존의 4D 영화 제작 방식의 문제점을 해결하기 위해 자막과 시나리오 정보를 이용한 4D 이벤트 추출 방법을 제안한다. 자막과 시나리오의 문장으로 부터 4D 이벤트와 관련된 특징을 추출하고 4D 사전과 비교하여 4D 이벤트를 분류한다. 또한, 자막과 시나리오 각각의 4D 이벤트 추출 성능을 비교한다.

A Study on Implementation of 3D Player based on MPEG-4 Using Java Language (Java언어를 이용한 MPEG-4기반 3차원 플레이어의 구현에 관한 연구)

  • Park Young-Kyung;Kim Yong-Ho;Jung Jong-Jin;Kim Joong-Kyu;Ahn Sang-Woo;Choi Jin-Soo;Kim Jin-Woong;Ahn Chie-Teuk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.1B
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    • pp.117-124
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    • 2004
  • With MPEG-4 3D mesh coding(3DMC), the problem of the need of a wide bandwidth can be solved to store and transmit 3D information because of its high compression rate. And to realize the 3D information service with broadcasting or internet, one needs to transmit not only the 3D contents but also the 3D player. Therefore, in this paper we implement a 3D player based on MPEG-4 using a java language. A well-known java language employed in this paper provides the player with a wider range of applications, for example, when the O/S or the platform are different, due to its properties of scalability and universality. The implemented player which has functions (translation, rotation, etc) that can manipulate contents decodes the 3D contents and displays them. In addition, the player has a network function that receives a 3D content from the server. This paper explains the architecture and characteristics of the player and shows its simulation results.