• Title/Summary/Keyword: Play time information

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Analysis of Heart Rate Variability Signals in Time-Domain and Frequency-Domain (Heart Rate Variability 신호의 시간 및 주파수 영역 분석)

  • Kil, Jung-Su;Kwon, Ho-Yeol
    • Journal of Industrial Technology
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    • v.22 no.B
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    • pp.163-167
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    • 2002
  • Autonomic nervous system play an important role of keeping our health as balancing homeostasis. But the abnormality of these abilities makes our presence be feeble. To obtain these information of body which helps for us to decide whether one is healthy or not, based on the study of Heart Rate Variability. In this paper, we presented HRV model and its processing steps to extract some information of human body. After that, some experimental results are presented in time-domain and frequency-domain.

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A Study on Data Recording and Play Method between Tactical Situations to Ensure Data Integrity with Data Link Processor Based on Multiple Data Links (다중데이터링크 기반에서 데이터링크 처리기와의 데이터 무결성 보장을 위한 전술상황전시기 간 데이터 기록 및 재생 방법 연구)

  • Lee, Hyunju;Jung, Eunmi;Lee, Sungwoo;Yeom, Jaegeol;Kim, Sangjun;Park, Jihyeon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.2
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    • pp.13-25
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    • 2017
  • Recently, the high performance of tactical situation display console and tactical data links are used to integrate the operational situations in accordance with information age and NCW (Network Centric Warfare). The tendency to maximize the efficiency of task execution has been developed by sharing information and the state of the battle quickly through complex and diverse information exchange. Tactical data link is a communication system that shares the platform with core components of weapons systems and battlefield situation between the command and control systems to perform a Network Centric Warfare and provides a wide range of tactical data required for decision-making and implementation.It provides the tactical information such as tactical information such as operational information, the identification of the peer, and the target location in real time or near real time in the battlefield situation, and it is operated for the exchange of mass tactical information between the intellectuals by providing common situation recognition and cooperation with joint operations. In this study, still image management, audio file management, tactical screen recording and playback using the storage and playback, NITF (National Imagery Transmission Format) message received from the displayer integrates the tactical situation in three dimensions according to multiple data link operation to suggest ways to ensure data integrity between the data link processor during the entire operation time.

Augmenting Quasi-Tree Search Algorithm for Maximum Homogenous Information Flow with Single Source/Multiple Sinks

  • Fujita, Koichi;Watanabe, Hitoshi
    • Proceedings of the IEEK Conference
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    • 2002.07a
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    • pp.462-465
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    • 2002
  • This paper presents a basic theory of information flow from single sending point to multiple receiving points, where new theories of algebraic system called "Hybrid Vector Space" and flow vector space play important roles. Based on the theory, a new algorithm for finding maximum homogenous information flow is proposed, where homogenous information flow means the flow of the same contents of information delivered to multiple clients at a time. Effective multi-routing algorithms fur tree-shape delivery rout search are presented.

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A Scheme of Frame-rate Control Buffer Management for High-Quality Real-time Video Conference (고품질 실시간 영상회의 시스템을 위한 프레임율 제어 버퍼관리 기법)

  • Kim, Sang-Hyong;Yoo, Woo-Jong;Yoo, Kwan-Jong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1593-1596
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    • 2015
  • 실시간 영상회의 시스템은 네트워크 및 버퍼링의 지연으로 사용자 정보의 전달이 시스템 간에 효율적으로 이루어지지 않고 있어 실시간성이 완벽하게 보장되지 않고 있는 것이 현실이다. 하지만, 네트워크 인프라의 보강과 지터 지연에 대한 연구는 활발하지만, 버퍼링에 대한 연구는 미흡한 상태이다. 본 논문에서는 버퍼링 지연에 따른 문제 해결을 위한 FRCB(Frame-Rate Control Buffer) 관리 기법을 제안하고자 한다. FRCB는 버퍼의 Overflow와 Underflow를 방지하기 위한 FTH(Fist-play THreshold)와 STH(Slow-play THreshold)로 구성되며, CPU 부하가 높은 상황에서도 좋은 성능을 보여 고품질의 실시간 영상회의에 적합함을 보였다.

Using play-back image sequence to detect a vehicle cutting in a line automatically (역방향 영상재생을 이용한 끼어들기 차량 자동추적)

  • Rheu, Jee-Hyung;Kim, Young-Mo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.2
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    • pp.95-101
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    • 2014
  • This paper explains effective tracking method for a vehicle cutting in a line on the road automatically. The method employs KLT based on optical flow using play-back image sequence. Main contribution of this paper is play-back image sequence that is in order image frames for rewind direction from a reference point in time. The moment when recognizing camera can read a license plate very well can usually be the reference point in time. The biggest images of object traced can usually be obtained at this moment also. When optic flow is applied, the bigger image of the object traced can be obtained, the more feature points can be obtained. More many feature points bring good result of tracking object. After the recognizing cameras read a license plate on the vehicle suspected of cut-in-line violation, and then the system extracts the play-back image sequence from the tracking cameras for watching wide range. This paper compares using play-back image sequence as normal method for tracking to using play-forward image sequence as suggested method on the results of the experiment and also shows the suggested algorithm has a good performance that can be applied to the unmanned system for watching cut-in-line violation.

Strategy for Providing Optimal VMS Travel Time Information Using Bi-Level Programming (Bi-Level 프로그래밍 기법을 이용한 최적의 VMS 통행시간 정보제공 전략)

  • Baik, Nam Cheol;Kim, Byung Kwan;Lee, Sang Hyup
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.26 no.4D
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    • pp.559-564
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    • 2006
  • The purpose of this study is to minimize negative effect of VMS travel time information service by sensitivity analysis, which forecasts the change in link traffic volume. As a result, strategies for providing travel information that can change driving patterns for minimizing travel time were found. The framework for analysis is recently expanded with the application of game theory. According to the experiment, the algorithm generated for travel time information service reduces total travel time and yields travel patterns that is very close to the system optimization. Also, this study found that the route the travel time service information is provided about could play the important role.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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Evaluating Vehicle Emission Reduction (CO, VOC and NOx) Using Real-time Traffic Information (실시간교통정보 이용에 따른 차량의 CO, VOC, NOx 저감효과 평가)

  • Kim, Jun-Hyung;Um, Jung-Sup
    • Journal of Environmental Impact Assessment
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    • v.20 no.2
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    • pp.217-226
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    • 2011
  • This paper was inspired by the fact that Real-time Traffic Information Service could play a key role in reducing incomplete combustion time remarkably since it can provide traffic jam information in real-time basis. Emission characteristics of experimental engines were studied with variable travel distances and speed of car in terms of traffic information provided. 12 Km distance road of Susung district in Daegu is taken as an experimental area to examine this new approach. The emission was tested while the driving was done at 8 AM, 3 PM, 6 PM which represents various traffic conditions. The reduced emission has been measured for a travel distance running at different loads (conventional shortest route and Real-time Traffic Information) and various loads (CO, VOC and NOx) are all inventoried and calculated in terms of existing emission factors. The emission has been shown to reduce linearly with travel distance : carbon monoxide (20.56%), VOC (29.21%), NOx(8.86%).

Group Synchronization Method Using Adaptive Synchronization Delay Time for Media Streaming (미디어 스트리밍을 위한 적응적 동기 지연시간을 이용한 그룹 동기화 기법)

  • Kwon, Dongwoo;Ok, Kisu;Kim, Hyeonwoo;Ju, Hongtaek
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.3
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    • pp.506-515
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    • 2015
  • In this paper, we propose a group playback synchronization method using adaptive synchronization delay time by the bit rate of media to synchronize a play position of streaming media between mobile smart devices. This method consists of streaming server-side and client-side synchronization algorithms based on synchronization delay time which includes connection time, control packet transmission time, streaming data buffering time, and synchronization processing time. We implement the Android media player application with synchronization support using the proposed algorithms and present the result of performance evaluation.

Polarization in the Gaming Industry: The dystopian model

  • Hwang, Jin Ha;Yoon, Young Doo
    • The Magazine of Kiice
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    • v.17 no.1
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    • pp.57-63
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    • 2016
  • What will the gaming industry look like in the future? Where is it heading? Most producers, developers, and gamers have been pondering such questions since the very beginning of video games. This paper asserts that the current trend in video games to emphasize rationalization will, in time, bring about an extreme polarization within the game industry. Each year the barriers to entry are becoming lower and the size of the game market is growing, which will bring about an emphasis on who has the power to be recognized in the industry. This paper argues that such trends will, in turn, lead to a power play in which the winner will always be the player with the most monetary power. In time, this prolonged power play is expected to bring about what this discussion refers to as a dystopian model within the game industry.