• Title/Summary/Keyword: Virtual Screen

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Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.473-483
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    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

A theoretical Study on the Motive of Movement in Animation (애니메이션의 Movement 동인(動因)에 대한 이론적 고찰)

  • Lee Sang-Won
    • Journal of Science of Art and Design
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    • v.3
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    • pp.62-86
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    • 2001
  • This study is based on theoretical background about movements of visual communication highlighted in digital age. Such movements are variously expressed in animation with the advancement of media, and their expression has great effect on visual art. Artists' concern and endeavor about movement expression techniques have been continued by impressionism, expressionism, futurism, cubism closely related with the birth of movie from late 19th century to early 20th century. At that time, stationary 2D space in plane screen couldn't express movement or time directly. Later, artists and designers have attempted to approach illusions in pictures or 4 dimension and movements by 2D or 3D computer graphics. The visual image in present digital age is to see, to hear, to feel by timing, so it is necessary for the most efficient way of message communication. And then, it is the time to start new, scientific, and creative study about production techniques of animation and expression of movements, since domestic animation productions are rapidly changed from cell to digital. The aim of this study is to clarify the motive of movement by theoretical inquiry of animation. Various aspects of animation as synthetic art have been examined by mathematical, scientific, and philosophical viewpoint. The results will be useful to the expression of motions for maximization of emotional effect in animation production or basic data of virtual simulation about certain situation. Therefore, such study should be managed as multidisciplinary research in the rapidly changing visual culture paradigm. namely, animation includes much more imaginative & creative power than simple function or techniques, so it has to be recognized as special synthetic art(visual art) constructing an area, the formative art with philosophical viewpoint and scientific principles.

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Haptic Rendering Technology for Touchable Video (만질 수 있는 비디오를 위한 햅틱 렌더링 기술)

  • Lee, Hwan-Mun;Kim, Ki-Kwon;Sung, Mee-Young
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.691-701
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    • 2010
  • We propose a haptic rendering technology for touchable video. Our touchable video technique allows users for feeling the sense of touch while probing directly on 2D objects in video scenes or manipulating 3D objects brought out from video scenes using haptic devices. In our technique, a server sends video and haptic data as well as the information of 3D model objects. The clients receive video and haptic data from the server and render 3D models. A video scene is divided into small grids, and each cell has its tactile information which corresponds to a specific combination of four attributes: stiffness, damping, static friction, and dynamic friction. Users can feel the sense of touch when they touch directly cells of a scene using a haptic device. Users can also examine objects by touching or manipulating them after bringing out the corresponding 3D objects from the screen. Our touchable video technique proposed in this paper can lead us to feel maximum satisfaction the haptic-audio-vidual effects directly on the video scenes of movies or home-shopping video contents.

SNS Integrated Management API and Its Application (SNS 통합관리 API와 응용)

  • Jin, Jae-Hwan;Park, Jong-Moon;Lee, Myung-Joon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.3
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    • pp.499-510
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    • 2012
  • An SNS(Social Network Service) is an online service that supports an effective way to share information over virtual communities. Recently, as SNSs such as Twitter, Facebook, and Me2day are getting bigger, the purposes of using popular SNSs are expanded to broadcastings, politics, marketings and so on. In this paper, we propose an API to integrate and manage open APIs for various SNSs, presenting a library as an implementation of the proposed API. Also, utilizing the developed library, a smartphone application is provided which supports integrated management of popular SNSs and personal schedules. Using the library, developers can reduce costs when they need to implement specific functions for managing various SNSs. With the developed application, we can read and write to/from the related SNSs on same screen, automatically reminding our schedule and sharing the schedule with friends over the SNSs.

Musical Instrument Conversion based Music Ensemble Application Development for Smartphone (스마트폰을 위한 악기 변환 기반의 음악 합주 애플리케이션 개발)

  • Jang, Won;Cho, Hyo-Jin;Shin, Seong-Hyeon;Park, Hochong
    • Journal of Broadcast Engineering
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    • v.22 no.2
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    • pp.173-181
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    • 2017
  • In this paper, we propose a musical instrument conversion based music ensemble application for smartphone. If we try to create ensemble music using virtual instruments provided by the conventional smartphone application, we should know how to play each instrument. In addition, it is impossible to play the instrument in a natural way if the smartphone screen cannot show the entire part of the instrument. To solve this problem, in this paper, we propose a smartphone application that records music sound by playing an acoustic guitar, converts it to other instruments' sound, applies effect to the converted sound, and creates a final ensemble music after mixing all sounds. Using the proposed application, the user can create ensemble music only by playing the acoustic guitar.

Pharmacophore Design for Anti-inflammatory Agent Targeting Interleukin-2 Inducible Tyrosine Kinase (Itk)

  • Chandrasekaran, Meganathan;Sakkiah, Sugunadevi;Thangapandian, Sundarapandian;Namadevan, Sundaraganesan;Kim, Hyong-Ha;Kim, Yong-Seong;Lee, Keun-Woo
    • Bulletin of the Korean Chemical Society
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    • v.31 no.11
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    • pp.3333-3340
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    • 2010
  • A three dimensional pharmacophore model was generated for the molecules which are responsible for anti-inflammatory activities targeting Interleukin-2 inducible tyrosine kinase (Itk). 16 structurally diverse molecules were selected as training set to generate the hypotheses using Discovery Studio v2.1. The best hypothesis, Hypo1, comprises two hydrogen bond acceptor (HBA), one hydrophobic aromatic (HA), one ring aromatic (RA) and shows high cost difference (63.71), high correlation coefficient (0.97) as well as low RMS deviation (0.81). Hypo1 has been further validated toward a test set, decoy set and Fischer's randomization method. Furthermore, Hypo1 was used to screen NCI and Maybridge databases. Finally, 2 hit molecules were identified as potential leads against Itk, which may be useful for future drug development.

The Method for Estimating Stereoscopic Object Position with Horizontal-Moving Camera (수평이동방식 입체카메라의 입체영상의 결상 위치 추정 방법)

  • Lim, Young-Tae;Kim, Nam;Kwon, Ki-Chul
    • Korean Journal of Optics and Photonics
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    • v.17 no.6
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    • pp.532-536
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    • 2006
  • The position of stereoscopic objects is an important parameter to induce three-dimensional effects such as convergence control and image distortions. There are three kinds of stereoscopic cameras : Parallel, Toed-in, and Horizontal-Moving cameras. In this paper we proposed the method for estimating stereoscopic object position with a horizontal-moving camera. In the previous methods, viewing angle ratios are used to estimate the object positions. Our method based on the horizontal movements of the camera to estimate the positions. Using geometrical models of shooting and display we experimented with two methods. Results of experiments showed the distance of stereoscopic objects on virtual screen related to horizontal movement.

Multilevel Precision-Based Rational Design of Chemical Inhibitors Targeting the Hydrophobic Cleft of Toxoplasma gondii Apical Membrane Antigen 1 (AMA1)

  • Vetrivel, Umashankar;Muralikumar, Shalini;Mahalakshmi, B;K, Lily Therese;HN, Madhavan;Alameen, Mohamed;Thirumudi, Indhuja
    • Genomics & Informatics
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    • v.14 no.2
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    • pp.53-61
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    • 2016
  • Toxoplasma gondii is an intracellular Apicomplexan parasite and a causative agent of toxoplasmosis in human. It causes encephalitis, uveitis, chorioretinitis, and congenital infection. T. gondii invades the host cell by forming a moving junction (MJ) complex. This complex formation is initiated by intermolecular interactions between the two secretory parasitic proteins-namely, apical membrane antigen 1 (AMA1) and rhoptry neck protein 2 (RON2) and is critically essential for the host invasion process. By this study, we propose two potential leads, NSC95522 and NSC179676 that can efficiently target the AMA1 hydrophobic cleft, which is a hotspot for targeting MJ complex formation. The proposed leads are the result of an exhaustive conformational search-based virtual screen with multilevel precision scoring of the docking affinities. These two compounds surpassed all the precision levels of docking and also the stringent post docking and cumulative molecular dynamics evaluations. Moreover, the backbone flexibility of hotspot residues in the hydrophobic cleft, which has been previously reported to be essential for accommodative binding of RON2 to AMA1, was also highly perturbed by these compounds. Furthermore, binding free energy calculations of these two compounds also revealed a significant affinity to AMA1. Machine learning approaches also predicted these two compounds to possess more relevant activities. Hence, these two leads, NSC95522 and NSC179676, may prove to be potential inhibitors targeting AMA1-RON2 complex formation towards combating toxoplasmosis.

A Study on Expressed in Animations - Focused on Incredible - (애니메이션에서 표현되는 공간에 관한 연구 - 인크레더블을 중심으로 -)

  • Jun, Jeon-Sook;Son, Young-Bum
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.273-282
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    • 2006
  • The earlier animations aimed to express the characters realistically by making the illustrations look like moving and alive. Since then, animations have been influenced by development of media technology, men's changed mentality and evolvement of diverse social phenomena, while influencing them, too. Among them, the computer which emerged first in 1946 has sewed to more diversify the tools for realistic expressions of animations, and further, enhance the intellectual power of expression media only to expand the new visual expressions and thereby, usher in a multi-media video information environment. Moreover, this technology or computer has urged every discipline to disintegrate its conventional order for the post-modernism characterized by polysemous, diversified, obscure and sometimes, mutually contradicting elements, and as a result, animations had to find a new breakthrough in the conventional reality (cognitive and reflective reality). Thus, animations have been real enough to be perceived impromptu and emotionally, faster than the logical cognitive process beyond the simple technological barrier or the screen image processing. With such backgrounds in mind and by defining such a reality as 'sensuous reality', this study aimed to apply Gilles Deleuze's, reality of space to animation films and interpret it.

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Extended Reality-based Simultaneous Multi Presence for Remote Cooperative Work

  • Lee, Jun;Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.23-30
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    • 2021
  • In this paper, we propose an extended reality-based simultaneous multi presence system in a process of remote cooperative work. The proposed system generates a ring-shaped invisible screen which surrounds a user, and it provides position and manipulation of remote workspace and personal workspace. With the proposed system, the user easily navigates the several workspace for the remote collaboration or he/she selects a specific space for immersion. The proposed system also provides manipulation of personal workspace for the user during the remote cooperative work. We conducted a user study to prove effectiveness of the proposed system. According to the results, the proposed system increased understanding spatial information and usage of time during the remote cooperative work.