• Title/Summary/Keyword: object property

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A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.

Development of I-HTTP for supporting Interactive Learning Object (상호작용적 학습 객체 지원을 위한 I-HTTP 개발)

  • 정영식
    • Journal of the Korea Computer Industry Society
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    • v.4 no.10
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    • pp.713-722
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    • 2003
  • The purpose of this study was to define an interactive learning object of ILO through implementation of learning object content standardization technology for the reuse of interactive tools between learners, and to develop I(Interactive)-HTTP for the ILO to properly communicate with LMS. 1-HTTP developed here was enabled to keep connection status during the entire session by improving the existing HTTP with its stateless connection property. This ceaseless connection made it possible to provide users with the real-time interactivity between learners that happened frequently in the ILO. Also, because the I-HTTP was an expanded version of HTTP, it was possible to conduct general HTML documentation as well as ILO. In particular, the standardized launch process between LMS and ILO was embodied in adding the INIT, GETVAL, SETVAL, COMMBT, FINISH methods in the protocol, and the results from the interactivity between ILO learners were channeled to the database storage to save them through separately defined data models.

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Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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3D Depth Information Extraction Algorithm Based on Motion Estimation in Monocular Video Sequence (단안 영상 시퀸스에서 움직임 추정 기반의 3차원 깊이 정보 추출 알고리즘)

  • Park, Jun-Ho;Jeon, Dae-Seong;Yun, Yeong-U
    • The KIPS Transactions:PartB
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    • v.8B no.5
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    • pp.549-556
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    • 2001
  • The general problems of recovering 3D for 2D imagery require the depth information for each picture element form focus. The manual creation of those 3D models is consuming time and cost expensive. The goal in this paper is to simplify the depth estimation algorithm that extracts the depth information of every region from monocular image sequence with camera translation to implement 3D video in realtime. The paper is based on the property that the motion of every point within image which taken from camera translation depends on the depth information. Full-search motion estimation based on block matching algorithm is exploited at first step and ten, motion vectors are compensated for the effect by camera rotation and zooming. We have introduced the algorithm that estimates motion of object by analysis of monocular motion picture and also calculates the averages of frame depth and relative depth of region to the average depth. Simulation results show that the depth of region belongs to a near object or a distant object is in accord with relative depth that human visual system recognizes.

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6MV Photon Beam Commissioning in Varian 2300C/D with BEAM/EGS4 Monte Carlo Code

  • Kim, Sangroh;Jason W. Sohn;Cho, Byung-Chul;Suh, Tae-Suk;Choe, Bo-Yong;Lee, Hyoung-Koo
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2002.09a
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    • pp.113-115
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    • 2002
  • The Monte Carlo simulation method is a numerical solution to a problem that models objects interacting with other objects or their environment based upon simple object-object or object-environment relationships. In spite of its great accuracy, It was turned away because of long calculation time to simulate a model. But, it is used to simulate a linear accelerator frequently with the advance of computer technology. To simulate linear accelerator in Monte Carlo simulations, there are many parameters needed to input to Monte Carlo code. These data can be supported by a linear accelerator manufacturer. Although the model of a linear accelerator is the same, a different characteristic property can be found. Thus, we performed a commissioning process of 6MV photon beam in Varian 2300C/D model with BEAM/EGS4 Monte Carlo code. The head geometry data were put into BEAM/EGS4 data. The mean energy and energy spread of the electron beam incident on the target were varied to match Monte Carlo simulations to measurements. TLDs (thermoluminescent dosimeter) and radiochromic films were employed to measure the absorbed dose in a water phantom. Beam profile was obtained in 40cm${\times}$40cm field size and Depth dose was in 10cm${\times}$10cm. At first, we compared the depth dose between measurements and Monte Carlo simulations varying the mean energy of an incident electron beam. Then, we compared the beam profile with adjusting the beam radius of the incident electron beam in Monte Carlo simulation. The results were found that the optimal mean energy was 6MV and beam radius of 0.1mm was well matched to measurements.

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GIS-based BIM Object Visualization System Architecture Design using Open source BIM Server Cost-Effectively (오픈 소스 BIM서버를 활용한 비용 효과적인 GIS기반 BIM 객체 가시화 시스템 아키텍처 설계)

  • Kang, Tae Wook;Hong, Chang Hee
    • Spatial Information Research
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    • v.22 no.1
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    • pp.45-53
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    • 2014
  • The purpose of this study is to design the GIS (Geographic Information System)-based BIM (Building Information Modeling) Objects Visualization System (OVS) Architecture by using Open source BIM Server Cost-Effectively. Recently, the studies related to the facility management using GIS and BIM are being researched world-widely. In this studies, it's important to develop the BIM Server to link the heterogeneous system such as GIS and represent GIS-based BIM objects. To implement it, the trends in related studies were reviewed and the open source-based BIM server architecture was analyzed. And then the architecture considering the BIM server was designed to represent the geometry and property of the BIM object which was stored in BIM server. Lastly, the system by using the proposed architecture was developed.

Object - Oriented Design Object Analyzer based on the WWW (웹을 사용한 객체지향 설계정보 분석)

  • Bae, Myung-Nam;Choi, Wan;Yang, Hyun-Teak
    • Journal of KIISE:Software and Applications
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    • v.27 no.7
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    • pp.702-711
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    • 2000
  • This paper proposes a methodology for effectively analyzing a lot of design information written from various design viewpoints in an integrated s/w development environment. It provides a way of extracting the inherent role of the design contents, as well as easily accessing and understanding the other related ones on the web. For this aim, it defines a series of methods 1) to correctly capture relationships between the contents and the other related ones, 2) to translate them into a web object equipped with hypertext links corresponding the relationships, and to navigate all the related contents with the links. The suggested methodology have three advantages. First, it supplies ways to analyze new design contents invented from different points of view. Second, it can help user to easily access the related contents using hypertext links over WWW. Third, it provides an environment capable of effectively sharing and accessing design contents distributed on remote sites, thanks to the platform-independent property of the web.

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Three Dimensional Volume Reconstruction of an Object from X-ray Iamges using Uniform and Simultaneous ART (USART 방법에 의한 X선 영상으로부터의 삼차원 물체의 형상 복원)

  • Roh, Young-Jun;Cho, Hyung-Suck;Kim, Hyeong-Cheol;Kim, Jong-Hyung
    • Journal of Institute of Control, Robotics and Systems
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    • v.8 no.1
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    • pp.21-27
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    • 2002
  • Inspection and shape measurement of three-dimensional objects are widely needed in industries for quality monitoring and control. A number of visual or optical technologies have been successfully applied to measure three-dimensional surfaces. However, those conventional visual or optical methods have inherent shortcomings such as occlusion and variant surface reflection. X-ray vision system can be a good solution to these conventional problems, since we can extract the volume information including both the surface geometry and the inner structure of any objects. In the x-ray system, the surface condition of an object, whether it is lambertian or specular, does not affect the inherent characteristics of its x-ray images. In this paper, we propose a three-dimensional x-ray imaging method to reconstruct a three dimensional structure of an object out of two dimensional x-ray image sets. To achieve this by the proposed method, two or more x-ray images projected from different views are needed. Once these images are acquired, the simultaneous algebraic reconstruction technique(SART) is usually utilized. Since the existing SART algorithms have several shortcomings such as low performance in convergence and different convergence within the reconstruction volume of interest, an advanced SART algorithm named as USART(uniform SART) is proposed to avoid such shortcomings and improve the reconstruction performance. Because, each voxel within the volume is equally weighted to update instantaneous value of its internal density, it can achieve uniform convergence property of the reconstructed volume. The algorithm is simulated on various shapes of objects such as a pyramid, a hemisphere and a BGA model. Based on simulation results the performance of the proposed method is compared with that of the conventional SART method.

A Study on Game Contents Classification Service Method using Image Region Segmentation (칼라 영상 객체 분할을 이용한 게임 콘텐츠 분류 서비스 방안에 관한 연구)

  • Park, Chang Min
    • Journal of Service Research and Studies
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    • v.5 no.2
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    • pp.103-110
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    • 2015
  • Recently, Classification of characters in a 3D FPS game has emerged as a very significant issue. In this study, We propose the game character Classification method using Image Region Segmentation of the extracting meaningful object in a simple operation. In this method, first used a non-linear RGB color model and octree color quantization scheme. The input image represented a less than 20 quantized color and uses a small number of meaningful color histogram. And then, the image divided into small blocks, calculate the degree of similarity between the color histogram intersection and adjacent block in block units. Because, except for the block boundary according to the texture and to extract only the boundaries of the object block. Set a region by these boundary blocks as a game object and can be used for FPS game play. Through experiment, we obtain accuracy of more than 80% for Classification method using each feature. Thus, using this property, characters could be classified effectively and it draws the game more speed and strategic actions as a result.

Local Distribution Based Density Clustering for Speaker Diarization (화자분할을 위한 지역적 특성 기반 밀도 클러스터링)

  • Rho, Jinsang;Shon, Suwon;Kim, Sung Soo;Lee, Jae-Won;Ko, Hanseok
    • The Journal of the Acoustical Society of Korea
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    • v.34 no.4
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    • pp.303-309
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    • 2015
  • Speaker diarization is the task of determining the speakers for unlabeled data, and DBSCAN (Density-Based Spatial Clustering of Applications with Noise) has been widely used in the field of speaker diarization for its simplicity and computational efficiency. One challenging issue, however, is that if different clusters in non-spatial dataset are adjacent to each other, over-clustering may occur which subsequently degrades the performance of DBSCAN. In this paper, we identify the drawbacks of DBSCAN and propose a new density clustering algorithm based on local distribution property around object. Variable density criterions for local density and spreadness of object are used for effective data clustering. We compare the proposed algorithm to DBSCAN in terms of clustering accuracy. Experimental results confirm that the proposed algorithm exhibits higher accuracy than DBSCAN without over-clustering and confirm that the new approach based on local density and object spreadness is efficient.