• Title/Summary/Keyword: Reference broadcasting

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Effects of 8-week resistance exercise on gait-related isokinetic muscle function in males by age

  • Jin-Soek, Choi;Hwan-Jong, Jeong;Ki-Hong, Kim;Byung-Kwan, Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.177-183
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    • 2023
  • The purpose of this study was to examine the effects of 8 weeks of resistance exercise on gait-related abilities and the differences in age groups to provide reference materials for application of training by age group. Subjects in their 30s, 40s, and 50s were recruited and subjected to a lower extremity exercise, in which the intensity gradually increased three times a week for eight weeks. The gait-related variables, torque at 0.18 sec, acceleration time, and torque at 30°, were assessed through isokinetic tests before and after the 8-week training. The torque at 0.18 sec showed a significant increase in the 50s group. There was no significant difference in acceleration time according to time and group. The torque at 30° showed a significant increase in the 30s group. In conclusion, 8 weeks resistance training can increase neuromuscular activity in adults in their 50s group, and changes in training variables are needed to increase torque at 30° that affects knee stabilization in adults over 40s group.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.181-186
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    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Smartphone Swapping Policy that Considers the Characteristics of Applications and Memory Situations (앱의 특성과 메모리 상황을 고려하는 스마트폰 스와핑 정책)

  • Hyokyung Bahn;Jisun Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.13-18
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    • 2023
  • As the number of mobile applications increases rapidly, the overhead of swapping in smartphone memory systems keeps increasing. Unlike desktop or server systems, the basic setting of smartphones does not support swapping, so applications are killed when available memory is exhausted. This is because swapping in smartphones incurs excessive storage I/O overhead. In this article, we propose a swapping policy for smartphones, which significantly reduces storage I/Os. The proposed policy categorizes mobile applications based on their functional characteristics, and controls the number of applications to be swapped based on application priorities and memory situations. Measurement experiments with Android reference devices show that the proposed swapping policy dramatically reduces the overhead of swapping in various mobile applications.

Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

Research on Digital Content Development for AR-Based Traditional Craft Education and Training -Focusing on Lacquer Thread Sculpture-

  • HaiBiao-Huang;LingJing-Zheng;Seuc-HO Ryu
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.72-79
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    • 2024
  • This study focuses on combining traditional craft lacquer thread sculpture and augmented reality (AR) technology to develop digital educational content. In this way, we not only make it easier and easier for children to learn and understand the traditional craftsmanship of lacquer thread sculpture, but also finds a new direction for traditional craft education. First, through literature research, the production process of traditional craft lacquer thread sculpture is summarized. Through an in-depth understanding of traditional craft lacquer thread sculpture, it provides a theoretical basis for subsequent AR digital content development to achieve educational goals. Next, we used AR technology to design and produce the digital content of the traditional craft lacquer thread sculpture. This study proposes the application of AR technology and the design and production methods of digital content. It is hoped that the methods and experiences we have proposed will not only provide reference for the development of similar digital content in the future, but also provide new educational methods for the inheritance of traditional crafts.

MPEG-H 3D Audio Decoder Structure and Complexity Analysis (MPEG-H 3D 오디오 표준 복호화기 구조 및 연산량 분석)

  • Moon, Hyeongi;Park, Young-cheol;Lee, Yong Ju;Whang, Young-soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.2
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    • pp.432-443
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    • 2017
  • The primary goal of the MPEG-H 3D Audio standard is to provide immersive audio environments for high-resolution broadcasting services such as UHDTV. This standard incorporates a wide range of technologies such as encoding/decoding technology for multi-channel/object/scene-based signal, rendering technology for providing 3D audio in various playback environments, and post-processing technology. The reference software decoder of this standard is a structure combining several modules and can operate in various modes. Each module is composed of independent executable files and executed sequentially, real time decoding is impossible. In this paper, we make DLL library of the core decoder, format converter, object renderer, and binaural renderer of the standard and integrate them to enable frame-based decoding. In addition, by measuring the computation complexity of each mode of the MPEG-H 3D-Audio decoder, this paper also provides a reference for selecting the appropriate decoding mode for various hardware platforms. As a result of the computational complexity measurement, the low complexity profiles included in Korean broadcasting standard has a computation complexity of 2.8 times to 12.4 times that of the QMF synthesis operation in case of rendering as a channel signals, and it has a computation complexity of 4.1 times to 15.3 times of the QMF synthesis operation in case of rendering as a binaural signals.

An Intra Prediction Method and Fast Intra Prediction Method in Inter Frames using Block Content and Dependency Probabilities on neighboring Block Modes in H.264|AVC (영상 내용 특성과 주위 블록 모드 상관성을 이용한 H.264|AVC 화면 간 프레임에서의 화면 내 예측 부호화 결정 방법과 화면 내 예측 고속화 방법)

  • Na, Tae-Young;Lee, Bum-Shik;Hahm, Sang-Jin;Park, Chang-Seob;Park, Keun-Soo;Kim, Mun-Churl
    • Journal of Broadcast Engineering
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    • v.12 no.6
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    • pp.611-623
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    • 2007
  • The H.264|AVC standard incorporates an intra prediction tool into inter frame coding. However, this leads to excessive amount of increase in encoding time, thus resulting in the difficulty in real-time implementation of software encoders. In this paper, we first propose an early decision on intra prediction coding and a fast intra prediction method using the characteristics of block contents and the context of neighboring block modes for the intra prediction in the inter frame coding of H.264/AVC. Basically, the proposed methods determine a skip condition on whether the $4{\times}4$ intra prediction is to be used in the inter frame coding by considering the content characteristics of each block to be encoded and the context of its neighboring blocks. The performance of our proposed methods is compared with the Joint Model reference software version 11.0 of H.264|AVC. The experimental results show that our proposed methods allow for 41.63% reduction in the total encoding time with negligible amounts of PSNR drops and bitrate increases, compared to the original Joint Model reference software version 11.0.

TPEG based RFID application service for terrestrial-DMB (지상파DMB를 위한 TPEG 기반 RFID 응용서비스)

  • Kim Hyun-Gon;Jeong Yong-Ho;Ahn Chung-Hyun
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.43 no.9 s.351
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    • pp.14-24
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    • 2006
  • The terrestrial-DMB (T-DMB) provides one-way broadcasting service in intial phase and two-way interactive data services through a return channel of mobile communications network are commercialized recently. The possible evolution of the T-DMB will be fully convergence between the T-DMB and other communication services such as telematics, RFID and so on. From this evolution point of view, a framework should be defined for supporting telematics and RFID applications on T-BMB platform. In this paper, we propose an integrated service model that could support RFID application services on the interactive T-DMB. To realize the model, we design a service scenario, a network reference model, functionalities of each entity, a data transmission mechanism messages, and coding rules. The service model could allow users to support the identical RFID application services over the T-DMB network even if T-DMB terminal doesn't have RFID reader capability. In addition, in the case for providing the interactive TTI(Traffic and Travel Information)service, users could utilize the current location based RFID application service using by the TPEG-Location application that forms the basis of user location referencing. The messages structure is designed by following TPEG standardization

A Study on Color Reproduction and Flatness of the LED Light Source in Broadcasting Lighting (방송조명에서 LED광원의 색 재현성과 평탄도 연구)

  • Kim, Young-Jin;Park, Gooman
    • Journal of Broadcast Engineering
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    • v.21 no.4
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    • pp.538-551
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    • 2016
  • At the on-site of broadcasting production, the light source of tungsten halogen has been used as a primary light source for representing video images. Although tungsten halogen light has drawn attention in terms of the color reproducibility which is more similar to the sun light than that of other light sources, meanwhile it had problems in energy efficiency. Recently, the LED light source with high efficiency and long lifetime of the energy source has started getting attention as a substitute light source at the broadcast field. Because of the unique light emission principles, compared with tungsten halogen, LED light source has different characteristics in the quality of the light projected from the light source and color reproduction of the video image through a camera. These characteristics cause the delayed introduction of the LED as the broadcast light source. In this study we measured the quality characteristics of the flatness of the color reproduction and light of the LED light source and will present the experimental data whether it is suitable as the broadcasting light source compared to a reference light source of tungsten halogen. In addition, we suggested the future challenges and standards which are needed to expand usage of LED as a broadcast light source.

Method for Detection and Identification of Satellite Anomaly Based on Pseudorange (의사거리 기반 위성 이상 검출 및 식별 기법)

  • Seo, Ki-Yeol;Park, Sang-Hyun;Jang, Won-Seok;Kim, Young-Ki
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.3
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    • pp.328-333
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    • 2012
  • Current differential GPS (DGPS) system consists of reference station (RS), integrity monitor (IM), and control station (CS). The RS computes the pseudorange corrections (PRC) and generates the RTCM messages for broadcasting. The IM receives the corrections from the RS broadcasting and verifies that the information is within tolerance. The CS performs realtime system status monitoring and control of the functional and performance parameters. The primary function of a DGPS integrity monitor is to verify the correction information and transmit feedback messages to the reference station. However, the current algorithms for integrity monitoring have the limitations of integrity monitor functions for satellite outage or anomalies. Therefore, this paper focuses on the detection and identification methods of satellite anomalies for maritime DGPS RSIM. Based on the function analysis of current DGPS RSIM, it first addresses the limitation of integrity monitoring functions for DGPS RSIM, and then proposes the detection and identification method of satellite anomalies. In addition, it simulates an actual GPS clock anomaly case using a GPS simulator to analyze the limitations of the integrity monitoring function. It presents the brief test results using the proposed methods for detection and identification of satellite anomalies.