• Title/Summary/Keyword: Realistic technology

Search Result 1,313, Processing Time 0.028 seconds

Improvement and Comparative Study of Control Theory-based AQM Methods for Networks with Realistic Traffic

  • Bigdeli, N.;Haeri, M.;Pakravan, M.R.
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.767-771
    • /
    • 2004
  • In this paper the performance of some control theory-based Active Queue Management (AQM) methods are improved and investigated through simulation. The simulation scenario is considered to be closely realistic, in which the traffic is mainly due to http sessions. The results show the best performance of PID controller with respect to the others in good queue regulation as well as high link utilization and low delay metrics.

  • PDF

Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1997.06a
    • /
    • pp.89-94
    • /
    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

  • PDF

A Study on Metaverse Service Development for Industrial Wastes Management (산업폐기물 관리 메타버스 서비스 구현에 관한 연구)

  • Wan-Jin Ko;Hyun-Ju Oh;Ji-Young Park
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2023.11a
    • /
    • pp.728-730
    • /
    • 2023
  • 산업폐기물 처리 및 관리는 제조 산업 관련한 공통된 이슈 중 하나이며, 폐기물의 적시 처리는 환경오염, 화재 등 사고 예방에 효과적이며, 특히 인체유해물질 발생 전 처리는 필수이다. 메타버스 공간內 공동 폐기물처리장을 마련함으로써 별도의 물리적/현실에서 공동 폐기물 처리장을 별도로 구축할 필요성이 없으며, 동일한 효과성을 발휘할 수 있는 콘텐츠 서비스로 제조 뿐 아니라 다양한 산업 내에서 활용성 역시 매우 높다. 이러한 산업폐기물 관리 서비스 3종을 구현하고 실증 방안을 제시하고자한다.

Realistic Audio Teleconferencing using Binaural and Auralization Techniques

  • Kang, Seong-Hoon;Kim, Sung-Han
    • ETRI Journal
    • /
    • v.18 no.1
    • /
    • pp.41-51
    • /
    • 1996
  • The goal of telecommunication may be to enable the participants in distant places to communicate with each other in an environment as if they were in the same room. This paper introduces the reason why realistic audio display is useful in telecommunication, reviews some approaches to its implementation, and proposes an audio teleconference model which realizes a two-way telecommunication with realistic sensations using binaural and auralization techniques.

  • PDF

On the Realistic Audio Teleconferencing using Auralization Technique

  • Kang, Seong-Hoon
    • The Journal of the Acoustical Society of Korea
    • /
    • v.15 no.1E
    • /
    • pp.77-83
    • /
    • 1996
  • The goal of telecommunication may be to enable the participants in distant places to communicate with each other in an environment as if they were in the same room. This paper introduces the reason why realistic audio display is useful in telecommunication, reviews some approaches to its implementation, and proposes an audio teleconference model which realizes a two-way telecommunication with realistic sensations using binaural and auralization techniques.

  • PDF

A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
    • /
    • v.30 no.1
    • /
    • pp.21-32
    • /
    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

Transfer Learning based Parameterized 3D Mesh Deformation with 2D Stylized Cartoon Character

  • Sanghyun Byun;Bumsoo Kim;Wonseop Shin;Yonghoon Jung;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.17 no.11
    • /
    • pp.3121-3144
    • /
    • 2023
  • As interest in the metaverse has grown, there has been a demand for avatars that can represent individual users. Consequently, research has been conducted to reduce the time and cost required for the current 3D human modeling process. However, the recent automatic generation of 3D humans has been focused on creating avatars with a realistic human form. Furthermore, the existing methods have limitations in generating avatars with imbalanced or unrealistic body shapes, and their utilization is limited due to the absence of datasets. Therefore, this paper proposes a new framework for automatically transforming and creating stylized 3D avatars. Our research presents a definitional approach and methodology for creating non-realistic character avatars, in contrast to previous studies that focused on creating realistic humans. We define a new shape representation parameter and use a deep learning-based method to extract character body information and perform automatic template mesh transformation, thereby obtaining non-realistic or unbalanced human meshes. We present the resulting outputs visually, conducting user evaluations to demonstrate the effectiveness of our proposed method. Our approach provides an automatic mesh transformation method tailored to the growing demand for avatars of various body types and extends the existing method to the 3D cartoon stylized avatar domain.

Gesture recognition by Using 3D skeleton model (3D Skeleton Model을 이용한 제스처 인식)

  • Ahn, Yang-Keun;Kwon, Ji-In
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.1030-1031
    • /
    • 2014
  • 본 논문에서는 3D Skeleton Model로 획득된 관절 정보를 이용하여 제스처를 인식 할 수 있는 방법을 제안한다. 사람마다 각기 다른 신체 비율을 가지지만 각 관절 또는 신체의 구조는 같다는 사실을 바탕으로 관절의 각도를 기반으로 제스처를 인식하는 방법에 대해 제안한다.

Head tracking system Implementation by using depth camera (뎁스 카메라를 이용한 머리 추적 시스템 구현)

  • Ahn, Yang-Keun;Kwon, Ji-In
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2014.04a
    • /
    • pp.1032-1033
    • /
    • 2014
  • 본 논문에서는 뎁스 카메라를 이용하여 사용자 수에 상관없이 사용자의 머리를 추적하는 방법에 대해 제안한다. 제안된 방법은 색상 정보를 제외한 뎁스 정보만을 이용하여 머리를 추적하고, 각각의 사용자에 따라 뎁스 이미지 형태가 다르게 나오는 머리를 실험적 데이터를 통하여 추적한다. 제안된 방법은 카메라의 종류에 상관없이 머리를 추적이 가능하다.

A Study on the Implementation of High-Speed Hybrid MAC for Smart Grid Application (스마트 그리드 응용에 적합한 고속Hybrid MAC 구현에 관한 연구)

  • Kwon, Tai-Gil;Kim, Yong-Sung;Cho, Jin-Woong;Hong, Dae-Ki
    • Journal of the Semiconductor & Display Technology
    • /
    • v.13 no.1
    • /
    • pp.73-81
    • /
    • 2014
  • In this paper, high-speed Hybrid MAC (Medium Access Control layer) implementation suitable for smart grid applications is researched. MB-OFDM (Multi-Band Orthogonal Frequency Division Multiplexing) is considered for high-speed communication method in smart grid application. In this paper, the MAC adopts the distributed network managing method. Also, the MB-OFDM merit of high-speed transfer rate of up to 480Mbps must be supported. Hence, this paper presents an efficient hardware-software integration (co-design) method in order to realize a high- speed transmission, and a realizing method of distribution network. Finally, MAC performance and reliability based on MB-OFDM PHY (PHYsical layer) are confirmed through simulation and emulation.