• Title/Summary/Keyword: unity 3D

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Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

Unity3D-Based Flood Simulation Visualization Web System for Efficient Disaster Management (효과적인 재난관리를 위한 Unity3D 기반 홍수 시뮬레이션 가시화 웹시스템)

  • GANG, Su-Myung;RYU, Dong-Ha;CHOI, Yeong-Cheol;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.20 no.1
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    • pp.98-112
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    • 2017
  • Recently, various research has been conducted on the use of a game engine instead of a commercial geographic information system (GIS) engine for the development of 3D GIS. The advantage of the 3D game engine is that it allows developers to develop various modules according to their abilities. In particular, in the area of disasters, a wide range of alternatives for prevention as well as prediction can be presented when new analyses are attempted by combining geographic information and disaster-related information. Furthermore, 3D analysis can be an important factor in analyzing the phenomena occurring in the real 3D world because of the nature of disasters. Therefore, in this study, we tried to develop a visualization module for flood disaster information through a 3D game engine by considering the solutions for cost and manpower problems and the degree of freedom of development. Raw flood data was mapped onto spatial information and interpolation was performed for the natural display of the mapped flood information. Furthermore, we developed a module that intuitively shows dangerous areas to users by generating cumulative information in order to display multidimensional information based on this information. The results of this study are expected to enable various flood information analyses as well as quick response and countermeasures to floods.

VR AR-based campus map using Drone 'SNUT MAP' (드론을 이용한 가상 현실 및 증강 현실 기반 3D 캠퍼스 지도 'SNUT MAP')

  • Kim, Subin;Kim, Eunju;Lee, Eunbi;Kim, Dongho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.370-372
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    • 2020
  • 가상 현실을 이용한 다양한 응용기술이 등장함에 따라, 그를 이용한 서비스와 상용 애플리케이션이 개발되고 있다. VR, AR 사용자가 증가하고, 주위에서도 쉽게 이러한 기술을 접할 수 있게 되었다. 이에 본 논문은 2D로 표현되는 기존의 지도 사용을 어려워하는 사람들의 문제점을 해결하기 위하여 VA과 AR-based 3D를 통합할 수 있는 지도를 연구하고 'SNUT MAP'을 개발하였다. 'SNUT MAP'을 개발하는 데 Unity 3D와 Dronedeploy, Blender, Vuforia, AR+GPS location, Google maps API를 사용하였다.

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Design of an Adaptive Backstepping Controller for Doubly-Fed Induction Machine Drives

  • Dehkordi, Behzad Mirzaeian;Payam, Amir Farrokh;Hashemnia, Mohammad Naser;Sul, Seung-Ki
    • Journal of Power Electronics
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    • v.9 no.3
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    • pp.343-353
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    • 2009
  • In this paper, a nonlinear controller is proposed for Doubly-Fed Induction Machine (DFIM) drives. The nonlinear controller is designed based on an adaptive backstepping control technique, using a fifth order model of an induction machine in the synchronous d & q axis rotating reference frame, whose d axis coincides with the space voltage vector of the main AC supply, and using the rotor current and stator flux components as state variables. The nonlinear controller can perfectly track the torque reference signal measured in the stator terminals under the condition of unity power factor regulation, in spite of the stator and rotor resistance variations. In order to make the drive system capable of operating in the motoring and generating modes below and above the synchronous speed, two level Space-Vector PWM (SV-PWM) back-to-back voltage source inverters are employed in the rotor circuit. It is confirmed through computer simulation results that the proposed control approach is effective and valid.

DC Ripple-Voltage Suppression in three Phase BUCK DIODE Rectifiers with Unity Power Factor (단위 역률을 갖는 3상 BUCK 다이오드 정류기에서의 DC 리플-전압 저감)

  • Lee, D.Y.;Song, J.H.;Choi, J.Y.;Choy, I.;Kim, G.B.;Hyun, D.S.
    • Proceedings of the KIEE Conference
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    • 1999.07f
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    • pp.2653-2655
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    • 1999
  • A technique to suppress the low frequency ripple voltage of the DC output voltage in three-phase buck diode rectifiers is presented. A pulse frequency modulation method is employed to regulate the output voltage of the rectifier and guarantee zero-current switching of the switch over the wide operating range. The pulse frequency control method used in this paper shows generally good performance such as low THD of the input line current and unity power factor. In addition, the pulse frequency method can be effectively used to suppress the low frequency voltage ripple appeared in the dc output voltage. The proposed technique illustrates its validity and effectiveness through the respective simulations and experiments.

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A 1.5V-25MHz symmetric feedback current enhancement continuous-time current-mode CMOS filter (1.5V-25MHz 대칭적 귀환전류 증가형 연속시간 전류 구동 CMOS 필터)

  • 장진영;윤광섭
    • Proceedings of the IEEK Conference
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    • 1998.06a
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    • pp.514-517
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    • 1998
  • This paper proposed a symmetric feedback current enhancement circuit with 1.5V power supply to design a 3$^{rd}$ order butterworth low pass filter. The proposed filter designed on 0.8.mu.m CMOS n-well double poly/double metal process simulated in HSPICE composed of the 3dB frequency enhancement circuit and the unity-gain frequency enhancement circuit. The simulation result on the design filter shows the badnwith of 25MHz, phase of 92.6 .deg. and power consumption of 0.3mW..

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Design of A 3V CMOS Lowpass Filter Using the Improved Continuous-Time Fully-Differential Current-Mode Integrator (개선된 연속시간 Fully-Differential 전류모드 적분기를 이용한 3V CMOS 저역필터 설계)

  • 최규훈;방준호;조성익
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.22 no.4
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    • pp.685-695
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    • 1997
  • In this paper, a new CMOS continuous-time fully-differential current-mode integrator is proposed as a basic building block of the low-voltage high frequency current-mode active filter. The proposed integrator is composed of the CMOS complementary circuit which can extend transconductance of an integrator. Therefore, the unity gain frequency which is determined by a small-signal transconductance and a MOSFET gate capacitance can be expanded by the complementary transconductance of the proposed integrator. And also the magnitude of pole and zero are increased. The unity gain frequency of the proposed integrator is increased about two times larger than that of the conventional continuous-time fully-differential integrator with NMOS-gm. These results are verified by the small signal analysis and the SPICE simulation. As an application circuit of the proposed fully-differential current-mode integrator, the three-pole Chebyshev lowpass filter is designed using 0.8.$\mu$m CMOS processing parameters. SPICE simulation predicts a 3-dB bandwidth of 148MHz and power dissipation of 4.3mW/pole for the three-pole filter with 3-V power supply.

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A 3D FPS Game based on Virtual Reality (가상현실 기반의 3D FPS 게임)

  • Woo, Young Woon;Baek, Soon Ho;Cha, Young Ho;Kim, Geun Ho;Heo, Jong Hoon;Kim, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.205-206
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    • 2016
  • 본 논문에서는 가상현실을 이용해 청소체험을 3D 게임에 접목하여 재미와 교육을 함께 접목한 전 연령층을 대상으로 한 체감형 게임 콘텐츠를 개발하였다. 이 가상현실 3D 게임은 제한시간동안 맵에서 돌아다니는 몬스터 처치, 오염물질 정화를 하면서 점수를 획득 할 수 있다. 사용자는 전용 컨트롤러를 스마트폰과 블루투스 페어링을 하고 구글 카드보드를 장착하여 1인칭시점을 통해 게임을 조작할 수 있다. 이 가상현실 3D 게임 개발과 같이 향후 가상현실은 여행/군사/의료 등 다양한 분야에 적용이 되어, 사용자들은 보다 현실적인 체험을 할 수 있다.

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Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Design of 3D Oculus VR Action Game using Silhouette Outline

  • Kim, Ho-Ryel;Han, Chang-Min;An, Syoungog;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.59-65
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    • 2020
  • Lately the VR (Virtual Reality) game genre is becoming increasingly more popular and it has been cementing its place in the market as its own independent game genre. The key advantage of VR is that it lowers the barrier between player and the virtual world, thus creating an immersive experience. The suggested method develops a game that allows the player to experience what it is like to be visually impaired using the unique characteristics of VR. A distinctive feature of this game is that the character is provided only a limited range of sight, which is created using silhouette outlines. This restrictive visual field is then grafted onto VR and the player can indirectly experience blindness in a highly immersive manner. The silhouette outline along with the particle system is created using Oculus Rift, a headset highly used in VR game development, and Unity 3D game engine. We will also explain in detail regarding the removal of borders between the objects.