• Title/Summary/Keyword: multimedia programming

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Hand Tracking Based Projection Mapping System and Applications (손 위치 트래킹 기반의 프로젝션 매핑 시스템 및 응용)

  • Lee, Cheongun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.4
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    • pp.1-9
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    • 2016
  • In this paper we present a projection mapping system onto human's moving hand by a projector as information delivery media and Kinect to recognize hand motion. Most traditional projection mapping techniques project a variety of images onto stationary objects, however, our system provides new user experience by projecting images onto the center of the moving palm. We explain development process of the system, and production of content as applications on our system. We propose hardware organization and development process of open software architecture based on object oriented programming approach. For stable image projection, we describe a device calibration method between the projector and Kinect in three dimensional space, and a denoising technique to minimize artifacts from Kinect coordinates vibration and unstable hand tremor.

A Study on the Implementation of the System of Content-based Retrieval of Music Data (내용 기반 음원 검출 시스템 구현에 관한 연구)

  • Hur, Tai-Kwan;Cho, Hwang-Won;Nam, Gi-Pyo;Lee, Jae-Hyun;Lee, Seok-Pil;Park, Sung-Joo;Park, Kang-Ryoung
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1581-1592
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    • 2009
  • Recently, we can hear various kinds of music in everywhere and anytime. If a user wants to find the music which was heard before in a street or cafe, but he does not know the title of the music, it is difficult to find it. That is the limitation of previous retrieval system of music data. To overcome these problems, we research a method of content-based retrieval of music data based on the recorded humming, the part of recorded music and the played musical instrument. In this paper, we investigated previous content-based retrieval methods of papers, systems and patents. Based on that, we research a method of content-based retrieval of music data. That is, in case of using the recorded humming and music for query, we extract the frequency information from the recorded humming/music and the stored music data by using FFT. We use a MIDI file in case of query by the played musical instrument. And by using dynamic programming matching, the error caused by the disparity of length between the input source with the stored music data could be reduced.

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Development of the High Efficient 2-axis Step Motion Control System using NI PXI-7352 (NI PXI-7352를 활용한 PC 기반의 고성능 2축 스텝 모션 제어시스템 개발)

  • Lee, Un-Seon;Park, Man-Gon
    • Journal of Korea Multimedia Society
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    • v.13 no.2
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    • pp.179-184
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    • 2010
  • The automatic control and motion control technology including the sensor network technology are important in the ubiquitous environment to make human life easy. In the industrial site and living environment, the demand for the motion control technology and position control technology which are faster and more precise is increasing. Especially, demand for the PC based motion control system is mounting in order to keep up with the improved GUI environment and ever-changing industrial site. This research is focused to develop the Highly Efficient 2-axis Step Motion Control System which can be variously applied in the industrial site on the basis of the LabVIEW - graphic code programming language - with user interface, using the NI PXI-7352 controller and the NI step motor in which it provides the high reliability and the precise motion control.

Design and Implementation of A Weakness Analyzer for Mobile Applications (모바일 애플리케이션을 위한 취약점 분석기의 설계 및 구현)

  • Mun, Il-Yong;Oh, Se-Man
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1335-1347
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    • 2011
  • The dissemination and use of mobile applications have been rapidly expanding these days. And in such a situation, the security of mobile applications has emerged as a new issue. Although the safety of general software such as desktop and enterprise software is systematically achieved from the development phase to the verification phase through secure coding, there have been not sufficient studies on the safety of mobile applications yet. This paper deals with deriving weakness enumeration specialized in mobile applications and implementing a tool that can automatically analyze the derived weakness. Deriving the weakness enumeration can be achieved based on CWE(Common Weakness Enumeration) and CERT(Computer Emergency Response Team) relating to the event-driven method that is generally used in developing mobile applications. The analysis tool uses the dynamic tests to check whether there are specified vulnerabilities in the source code of mobile applications. Moreover, the derived vulnerability could be used as a guidebook for programmers to develop mobile applications.

Android App. Implementation Teaching using App. Inventor for Elementary school students (초등학생을 대상으로 앱 인벤터를 활용한 안드로이드용 앱 제작교육)

  • Rim, Hwakyung
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1495-1507
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    • 2013
  • Smart device appeared as IT technology develops and it caused the proliferation of digital contents. It is because that App technology supports to install and use the contents in the smart device easily. App is developed by the creativity and the programming skill and the commercial value is generated in the process of development. In this paper, we taught how to develop APP to elementary school students by Android App Inventor program and observed the changes of their thinking through reflection-note which describes thinking of them. This research was carried out for 28 elementary school students, 5th and 6th grade. We found the attitude that students try to solve problem actively with the high interest. They enjoy showing developed App to others easily and quickly, which is the characteristic of smart devices. We also found a phenomenon that the students consider commercial value.

Still image comunications on the internet using the wavelet image compression technique (웨이블릿 영상 압축 기법을 이용한 인터넷에서의 정지영상 서비스)

  • 신무균;정제창;김민구
    • Journal of Broadcast Engineering
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    • v.4 no.1
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    • pp.12-21
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    • 1999
  • Without a question. the most significant new medium for transmitting information is the Internet. Unfortunately. the multimedia elements that enrich our titles are extremely bulky. While the Internet hype is available in unlimited supply. Internet bandwidth and functionality of web browser are not making the net quite hospitable to multimedia data formats. In this thesis. for smoother and better communications over the net. a study is done on still image compression techniques. based on wavelet transform which is selected on MPEG-4 as a still image compression standard and a strong candidate for the JPEG-2000 standard. For Internet service. the study of plug-in programming and ActiveX control is implemented to enrich the functionality of web browser. As a result. the proposed still image service gives better image quality than current standard JPEG and does not yield to the common blocking artifacts.

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Acceleration of Feature-Based Image Morphing Using GPU (GPU를 이용한 특징 기반 영상모핑의 가속화)

  • Kim, Eun-Ji;Yoon, Seung-Hyun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.20 no.2
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    • pp.13-24
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    • 2014
  • In this study, a graphics-processing-unit (GPU)-based acceleration technique is proposed for the feature-based image morphing. This technique uses the depth-buffer of the graphics hardware to calculate efficiently the shortest distance between a pixel and the control lines. The pairs of control lines between the source image and the destination image are determined by user's input, and the distance function of each control line is rendered using two rectangles and two cones. The distance between each pixel and its nearest control line is stored in the depth buffer through the graphics pipeline, and this is used to conduct the morphing operation efficiently. The pixel-unit morphing operation is parallelized using the compute unified device architecture (CUDA) to reduce the morphing time. We demonstrate the efficiency of the proposed technique using several experimental results.

An Automatic Address Allocation Mechanism based on the Signal Strength for the PLC-based Home Network (전력선 홈 네트워크를 위한 신호 세기 기반의 자동 주소 할당 기술)

  • Hwang, Min-Tae;Choi, Sung-Soo;Lee, Won-Tae
    • Journal of Korea Multimedia Society
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    • v.11 no.8
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    • pp.1072-1081
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    • 2008
  • We can categorize the network address allocation mechanism into two types. One is to assign a unique network address using the address allocation server and the other is to make a random address by itself and process the DAD(Duplicate Address Detection) procedure. In this paper we suggest a new address allocation mechanism based on the signal strength for the PLC-based home network. As the combined mechanism of two types this mechanism allocates a unique address for the new node from one of the existing nodes with the simple equation and with the priority based on the signal strength from the new node to the existing nodes. We can use this mechanism for the self-healing function when the packet from the source node may not be delivered to the destination node directly. We developed the simulator for our mechanism using the C# programming and verified the network address assigned uniquely based on the signal strength.

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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Acceleration techniques for GPGPU-based Maximum Intensity Projection (GPGPU 환경에서 최대휘소투영 렌더링의 고속화 방법)

  • Kye, Hee-Won;Kim, Jun-Ho
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.981-991
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    • 2011
  • MIP(Maximum Intensity Projection) is a volume rendering technique which is essential for the medical imaging system. MIP rendering based on the ray casting method produces high quality images but takes a long time. Our aim is improvement of the rendering speed using GPGPU(General-purpose computing on Graphic Process Unit) technique. In this paper, we present the ray casting algorithm based on CUDA(an acronym for Compute Unified Device Architecture) which is a programming language for GPGPU and we suggest new acceleration methods for CUDA. In detail, we propose the block based space leaping which skips unnecessary regions of volume data for CUDA, the bisection method which is a fast method to find a block edge, and the initial value estimation method which improves the probability of space leaping. Due to the proposed methods, we noticeably improve the rendering speed without image quality degradation.