• Title/Summary/Keyword: VirtualBox

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Postal Image Filtering Method based on ROI Image Matching (수취인 주소 영역의 영상매칭에 기반 한 유사 우편물 추출 방법)

  • 정창부;박상철;손화정;김수형
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.793-795
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    • 2004
  • 우편물을 배달순서대로 정렬하는 과정을 순로구분이라고 하는데, 우편물의 처리과정에서 가장 많은 시간이 소요되는 부분이 바로 이 순로구분 과정이다. 우정선진국의 순로구분 자동화 시스템은 바코드를 이용하여 순로구분를 자동으로 처리하고 있지만, 국내의 시스템은 순로구분의 전 단계까지만 수행하고 나머지 과정은 배달원이 자신의 경험에 의해 수작업으로 처리하고 있다. 본 논문에서는 우편물을 자동 검증하는 방법으로 바코드 대신에 우편영상 특징기반의 Virtual ID 사용을 위한 유사한 우편영상 추출방법을 제안한다. 제안 방법은 질의영상과 후보영상간의 유사성을 판별할 때, 각 영상의 수취인 영역에서 추출된 문자열 Bounding Box들의 대응되는 쌍을 결정하고 그 쌍들의 영역이 겹치는 정도를 유사도로 측정하는 방법이다 291개의 우편영상에 대하여 실험한 결과, 289개의 영상이 정상적으로 유사한 우편영상으로 추출되었다. 또한, 유사한 우편영상으로 추출된 영상의 평균개수는 3.78개로 비교적 높게 나왔지만 이는 실험 데이터에 동일 DM 발송 우편물이 연속적으로 위치한 경우가 많았기 때문이다.

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Efficient Native Processing Modules for Interactive DTV Middleware Based on the Small Footprint Set-Top Box

  • Shin, Sang-Myeong;Im, Dong-Gi;Jung, Min-Soo
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1617-1627
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    • 2006
  • The concept of middleware for digital TV receivers is not new one. Using middleware for digital TV development has a number of advantages. It makes it easier for manufacturers to hide differences in the underlying hardware. It also offers a standard platform for application developers. Digital TV middleware enables set-top boxes(STBs) to run video, audio, and applications. The main concern of digital TV middleware is now to reduce its memory usage because most STBs in the market are small footprint. In this paper, we propose several ideas about how to reduce the required memory size on the runtime area of DTV middleware using a new native process technology. Our proposed system has two components; the Efficient Native Process Module, and Enhanced Native Interface APIs for concurrent native modules. With our approach, the required memory reduced from 50% up to 75% compared with the traditional approach. It can be suitable for low end STBs of very low hardware limitation.

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Optical System Design for a Head-up Display Using Aberration Analysis of an Off-axis Two-mirror System

  • Kim, Byung-Hyun;Park, Sung-Chan
    • Journal of the Optical Society of Korea
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    • v.20 no.4
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    • pp.481-487
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    • 2016
  • This study presents a new optical system for a combiner-type head-up display (HUD) with a cylindrical lens as an asymmetrical aberration corrector, instead of a freeform mirror. In the initial design process based on off-axial aberration analysis, we obtain an off-axis two-mirror system corrected for linear astigmatism and spherical aberration by adding a conic secondary mirror to an off-axis paraboloidal mirror. Thus, since the starting optical system for an HUD is corrected for dominant aberrations, it enables us to balance the residual asymmetrical aberrations with a simple optical surface such as a cylinder, not a complex freeform surface. From this design process, an optical system for an HUD having good performance is finally obtained. The size of the virtual image is 10 inches at 2 meters away from a combiner, and the area of the eye box is 130×50 mm2.

Development of a Driving Operation System for Vehicle Simulator (차량 시물레이터의 운전석 시스템 개발)

  • 유성의;박민규;유기성;이민철
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.291-291
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    • 2000
  • A vehicle driving simulator is a virtual reality device which a human being feels as if the one drives a vehicle actually. Driving Operation System acts as an interface between a driver and a driving simulator. This paper suggests the driving operation system for a driving simulator. This system consists of a controller, DC geared motor, MR brake, rotary encoders, steeping motor and bevel gear box. Reaction force and torque on the steering system were made by DC_Motor and MR_Brake. Reaction force and torque on the steering system were compare between real car and a driving simulator. The controller based on the 80C196KC micro processor that manage and transfer signal.

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Development of an Odor Generation Device with Chip Type for Multimedia Application (멀티미디어용 칩타입 향 발생장치 개발)

  • 김성중;양길태;김종윤
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2000.11a
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    • pp.228-230
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    • 2000
  • 본 연구에서는 시청각 위주의 VR 멀티미디어 환경에 후각자극을 제시함으로써 더욱 현장감 있는 상황을 느낄 수 있는 칩타입 향 발생장치를 개발하였다. 셀마다 향과 Heating Coil을 함유하고 있는 IC 타입의 향 Container, DC Motor와 IC Holder를 포함하는 향 Housing, 전체적인 제어를 담당하는 Hardware Controller와 후각정보가 Encoding된 멀티미디어로 구성된다. 멀티미디어 매체 제작시 각 Object에 대한 Bounding Box를 설정하여 해당 영역에서만 향이 발산되도록 하였고 향발생장치를 Virtual Driving Simulator에 적용하여 화면의 영상과 함께 해당 향이 잘 발산되어 더욱 현실감 있는 VR 멀티미디어를 구현하였다.

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A Study on the Effects of Storytelling on Digital Game Development (스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

Three Dimensional Target Volume Reconstruction from Multiple Projection Images (다중투사영상을 이용한 표적체적의 3차원 재구성)

  • 정광호;진호상;이형구;최보영;서태석
    • Progress in Medical Physics
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    • v.14 no.3
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    • pp.167-174
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    • 2003
  • In the radiation treatment planning (RTP) process, especially for stereotactic radiosurgery (SRS), knowing the exact volume and shape and the precise position of a lesion is very important. Sometimes X-ray projection images, such as angiograms, become the best choice for lesion identification. However, while the exact target position can be acquired by bi-projection images, 3D target reconstruction from bi-projection images is considered to be impossible. The aim of this study was to reconstruct the 3D target volume from multiple projection images. It was assumed that we knew the exact target position in advance, and all processes were performed in Target Coordinates, where the origin was the center of the target. We used six projections: two projections were used to make a Reconstruction Box and four projections were for image acquisition. The Reconstruction Box was made up of voxels of 3D matrices. Projection images were transformed into 3D in this virtual box using a geometric back-projection method. The resolution and the accuracy of the reconstructed target volume were dependent on the target size. An algorithm was applied to an ellipsoid model and a horseshoe-shaped model. Projection images were created geometrically using C program language, and reconstruction was also performed using C program language and Matlab ver. 6(The Mathwork Inc., USA). For the ellipsoid model, the reconstructed volume was slightly overestimated, but the target shape and position proved to be correct. For the horseshoe-shaped model, reconstructed volume was somewhat different from the original target model, but there was a considerable improvement in determining the target volume.

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Study Improvement of the Evacuation Performance in a Double-Skin Structure (이중외피 구조 건축물의 피난성능 개선에 관한 연구)

  • Gu, Seon-Hwan;Song, Young-Joo
    • Fire Science and Engineering
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    • v.31 no.1
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    • pp.98-107
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    • 2017
  • This study examined an effective way of measuring the evacuation performance in buildings, which are applied to a double skin facade through an evaluation of the escape safety. Buildings with a double skin facade appeared to have a faster combustion expansion speed for the upper floor if a fire occurs. Moreover, a double skin facade is more difficult to escape safely than a general building construction because of the limited design standards. Accordingly, this study suggested virtual modeling including single emergency stairs and alarm systems considering the risk in each structure of buildings. These results showed that box-type double skin, corridor access type, shaft-box type, and multistory facade systems showed a 26.4%, 29.1%, 23.4%, and 26.3% increase in evacuation performance, respectively, as well as securing the safety of occupants.

Research on the Design of Chinese Online Games in the Application of Cultural Content (문화 콘텐츠를 응용한 중국 온라인(MMORPG)게임 디자인 연구 -돈황벽화를 중심으로-)