• Title/Summary/Keyword: Screen Vector

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First Detection of 350 Micron Polarization from 3C 279

  • Lee, Sang-Sung;Kang, Sincheol;Byun, Do-Young;Chapman, Nicholas;Novak, Giles;Trippe, Sascha;Algaba, Juan-Carlos;Kino, Motoki
    • The Bulletin of The Korean Astronomical Society
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    • v.40 no.2
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    • pp.36.2-36.2
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    • 2015
  • We report the first detection of linearly polarized emission at an observing wavelength of 350 mum from the radio-loud active galactic nucleus 3C 279. We conducted polarization observations for 3C 279 using the SHARP polarimeter in the Caltech Submillimeter Observatory on 2014 March 13 and 14. For the first time, we detected the linear polarization with the degree of polarization of $13.3%{\pm}3.4%$ (3.9sigma) and the electric vector position angle (EVPA) of $34.^{\circ}7{\pm}5.^{\circ}6$. We also observed 3C 279 simultaneously at 13, 7, and 3.5 mm in dual polarization with the Korean very long baseline interferometry (VLBI) Network on 2014 March 6 (single dish) and imaged in milliarcsecond (mas) scales at 13, 7, 3.5, and 2.3 mm on March 22 (VLBI). We found that the degree of linear polarization increases from 10% to 13% at 13 mm to 350 mum and the EVPAs at all observing frequencies are parallel within < $10^{\circ}$ to the direction of the jet at mas scale, implying that the integrated magnetic fields are perpendicular to the jet in the innermost regions. We also found that the Faraday rotation measures RM are in a range of $-6.5{\times}102{\sim}-2.7{\times}103$ rad m-2 between 13 and 3.5 mm, and are scaled as a function of wavelength:| {RM}| ${\backslash}propto$ {lambda }-2.2. These results indicate that the millimeter and sub-millimeter polarization emission are generated in the compact jet within 1 mas scale and affected by a Faraday screen in or in the close proximity of the jet.

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Three-Dimensional Object Recognition System Using Shape from Stereo Algorithm (스테레오 기법을 적용한 3차원 물체인식 시스템)

  • Heo, Yun-Seok;Hong, Bong-Hwa
    • The Journal of Information Technology
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    • v.7 no.4
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    • pp.1-8
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    • 2004
  • The depth information of 3D image lost by projecting 3D-object to 2D-screen for earning image. If depth information is restored and is used to recognize 3D-object, we can make the more effective recognition system. We often use shape from stereo algorithm in order to restore this information. In this paper, we suggest 3-D object recognition system in which the 3-D Hough transform domain is employed to represent the 3-D objects. In this system, we use the moving vector of object to reduce matching time and In second matching step, the unknown input image is compared with the reference images, which is made with octree codes. Octree codes are used in volume-based representation of a three dimensional object. The result of simulation show that the proposed 3-D object recognition system provides satisfactory performance.

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Fast Game Encoder Based on Scene Descriptor for Gaming-on-Demand Service (주문형 게임 서비스를 위한 장면 기술자 기반 고속 게임 부호화기)

  • Jeon, Chan-Woong;Jo, Hyun-Ho;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.849-857
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    • 2011
  • Gaming on demand(GOD) makes people enjoy games by encoding and transmitting game screen at a server side, and decoding the video at a client side. In this paper, we propose a fast game video encoder for multiple users over network with low-powered devices. In the proposed system, the computational complexity of game encoders is reduced by using scene descriptors, which consists of an object motion vector, global motion, and scene change. With additional information from game engines, the proposed encoder does not need to perform various complexity processes such as motion estimation and ratedistortion optimization. The motion estimation and rate-distortion optimization skipped by scene descriptors. We found that the proposed method improved 192 % in terms of FPS, compared with x264 software. With partial assembly code, we also improved coding speed by 86 % in terms of FPS. We found that the proposed fast encoder could encode over 60 FPS for real-time GOD applications.

Real Time Gaze Discrimination for Human Computer Interaction (휴먼 컴퓨터 인터페이스를 위한 실시간 시선 식별)

  • Park Ho sik;Bae Cheol soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.30 no.3C
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    • pp.125-132
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    • 2005
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using generalized regression neural networks (GRNNs). With GRNNs, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Futhermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10% improvement in classification error. The angular gaze accuracy is about 5°horizontally and 8°vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

Real Time Gaze Discrimination for Computer Interface (컴퓨터 인터페이스를 위한 실시간 시선 식별)

  • Hwang, Suen-Ki;Kim, Moon-Hwan
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.3 no.1
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    • pp.38-46
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    • 2010
  • This paper describes a computer vision system based on active IR illumination for real-time gaze discrimination system. Unlike most of the existing gaze discrimination techniques, which often require assuming a static head to work well and require a cumbersome calibration process for each person, our gaze discrimination system can perform robust and accurate gaze estimation without calibration and under rather significant head movement. This is made possible by a new gaze calibration procedure that identifies the mapping from pupil parameters to screen coordinates using generalized regression neural networks (GRNNs). With GRNNs, the mapping does not have to be an analytical function and head movement is explicitly accounted for by the gaze mapping function. Furthermore, the mapping function can generalize to other individuals not used in the training. To further improve the gaze estimation accuracy, we employ a reclassification scheme that deals with the classes that tend to be misclassified. This leads to a 10% improvement in classification error. The angular gaze accuracy is about $5^{\circ}$horizontally and $8^{\circ}$vertically. The effectiveness of our gaze tracker is demonstrated by experiments that involve gaze-contingent interactive graphic display.

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An Implementation of an ENC Representation System which meets S-52 presentation specification and S-57 transfer standards (S-52 표현사양 및 S-57 교환표준을 만족하는 전자해도 표현 시스템 구현)

  • 이희용;서상현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.4 no.2
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    • pp.469-478
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    • 2000
  • On the advent of digital era, ECDIS has emerged as a new navigation aid that should result in significant benefits to safe navigation. More than simply a graphics display, ECDIS is a new concept navigation system capable of providing integrated information of geographical and texual data. As an official vector data for ECDIS, ENC consists of spatial and feature data to describe objects in form of points, lines and areas. IHO published International Standards for ENC, such as S-52(Specification for Chart Content and Display Aspects of ECDIS) and S-57(IHO Transfer Standard for Digital Hydrographic Data). This paper deals with the implementation of an ENC representation system which meets S-52 presentation specification and S-57 transfer standards by analyzing S-57 data structures and converting them to an appropriate internal data structures and representing them onto screen adopting S-52 presentation specification.

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Interaction Technique in Smoke Simulations using Mouth-Wind on Mobile Devices (모바일 디바이스에서 사용자의 입 바람을 이용한 연기 시뮬레이션의 상호작용 방법)

  • Kim, Jong-Hyun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.4
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    • pp.21-27
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    • 2018
  • In this paper, we propose a real-time interaction method using user's mouth wind in mobile device. In mobile and virtual reality, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. In this study, we propose an interface technology that can interact with real time using user's mouth wind. The direction of the wind is determined by using the angle and the position between the user and the mobile device, and the size of the wind is calculated by using the magnitude of user's mouth wind. To show the superiority of the proposed technique, we show the result of visualizing the flow of the vector field in real time by integrating the mouth-wind interface into the Navier-Stokes equations. We show the results of the paper on mobile devices, but can be applied in the Agumented reality(AR) and Virtual reality(VR) fields requiring interface technology.

Analysis of Data Transmission Rate and Power Consumption in Zigbee Based Electrocardiography (지그비 기반 심전계의 데이터 전송률과 소비 전력 분석)

  • Kim, Nam-Jin;Hong, Joo-Hyun;Lee, Tae-Soo
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.96-104
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    • 2006
  • In this study, data transmission ratio and power consumption issues of Zigbee based sensor module and personal digital assistant(PDA) were addressed to develop ECG telemetry device. PDA processes the data transmitted through serial port using non-blocking method. The transmission rate was dependent on the packet structure. It was 300 ECG samples/sec, when each packet was composed of 2 ECG data and 3-axial acceleration vector. Using two AAA batteries in series, operating time of the wireless sensor module was above 28 hours in average. Power consumption of PDA was dependent on screen ON/OFF condition and serial port usage. In this application, operating time of PDA was 5 hours in average. In conclusion, there was no problem in the power consumption of wireless sensor module and transmission rate, when the developed device was used as 24 hour Holter device. But, PDA has the problem of power consumption, which should be solved.

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An Implementation of an ENC Representation System which meets S-52 presentation specification and S-57 transfer standards (S-52 표현사양 및 S-57 교환표준을 만족하는 전자해도 표현 시스템 구현)

  • 서상현;이희용
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 1999.11a
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    • pp.146-150
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    • 1999
  • On the advent of digital era, ECDIS has emerged as a new navigation aid that should result in significant benefits to safe navigation. More than simply a graphics display, ECDIS is a new concept navigation system capable of providing integrated information of geographical and texual data. As an official vector data for ECDIS, ENC consists of spatial and feature data to describe objects in form of points, lines and areas. IHO published International Standards for ENC, such as S-52(Specification for Chart Content and Display Aspects of ECDIS and S-57(IHO Transfer Standard for Digital Hydrographic Data). This paper deals with the implementation of an EUC representation system which meets S-52 presentation specification and S-57 transfer standards by analyzing S-57 data structures and converting then to an appropriate internal data structures and representing them onto screen adopting S-52 presentation specification.

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A Method of Hand Recognition for Virtual Hand Control of Virtual Reality Game Environment (가상 현실 게임 환경에서의 가상 손 제어를 위한 사용자 손 인식 방법)

  • Kim, Boo-Nyon;Kim, Jong-Ho;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.49-56
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    • 2010
  • In this paper, we propose a control method of virtual hand by the recognition of a user's hand in the virtual reality game environment. We display virtual hand on the game screen after getting the information of the user's hand movement and the direction thru input images by camera. We can utilize the movement of a user's hand as an input interface for virtual hand to select and move the object. As a hand recognition method based on the vision technology, the proposed method transforms input image from RGB color space to HSV color space, then segments the hand area using double threshold of H, S value and connected component analysis. Next, The center of gravity of the hand area can be calculated by 0 and 1 moment implementation of the segmented area. Since the center of gravity is positioned onto the center of the hand, the further apart pixels from the center of the gravity among the pixels in the segmented image can be recognized as fingertips. Finally, the axis of the hand is obtained as the vector of the center of gravity and the fingertips. In order to increase recognition stability and performance the method using a history buffer and a bounding box is also shown. The experiments on various input images show that our hand recognition method provides high level of accuracy and relatively fast stable results.