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公开(公告)号:KR1020160066292A
公开(公告)日:2016-06-10
申请号:KR1020140170486
申请日:2014-12-02
Applicant: 한국전자통신연구원
Abstract: 본발명은댁내 3차원데이터구성과사물인터넷기기정보를결합하여구축된데이터를기반으로사물인터넷기기를제어하는시스템및 방법에관한것으로서, 상기시스템은댁 내에설치되어, 실내장면을촬영하여다시점이미지를생성하고, 사물인터넷기기를지칭하는사용자제스처를촬영하여사용자제스처이미지를생성하는깊이카메라; 상기다시점이미지를처리하여댁 내사물인터넷기기의위치에대한 3차원공간을구성하고, 상기사용자제스처이미지를처리하여광선벡터를생성하는사물인터넷기기제어기; 상기사물인터넷기기로부터 3차원공간과광선벡터를수신및 저장하고, 상기광선벡터를클러스터링하여실린더를구성하고, 구성된실린더와상기 3차원공간정보를이용하여충돌검사를한 후, 사물인터넷기기식별자를생성하는데이터웨어하우스서버; 및상기데이터웨어하우스서버로부터상기사물인터넷기기식별자를수신하고, 수신한사물인터넷기기식별자에해당하는사물인터넷기기를제어하기위한제어화면을사용자단말로전송하는사물인터넷기기관리서버를포함한다.
Abstract translation: 本发明涉及一种基于通过组合室内三维数据结构和互联网设备信息构成的数据来控制物联网设备的系统和方法。 该系统包括:深度摄像机,其安装在房屋中以通过拍摄室内场景来生成多视角图像,并且通过拍摄涉及物联网设备的用户手势来生成用户手势图像; 处理多视点图像以配置用于室内互联网设备的位置的三维空间的物联网设备控制器,并且通过处理用户手势图像来生成射线矢量; 接收并存储来自互联网设备的三维空间和射线矢量的数据仓库服务器通过聚集射线矢量构成圆筒,并且在通过使用构成的圆筒和三维空间进行碰撞测试之后, 二维空间信息,生成物联网设备标识符; 以及从数据仓库服务器接收互联网设备标识符的物联网设备管理服务器,并且发送用于控制对应于所接收的互联网设备的互联网设备的控制屏幕 标识符到用户终端。
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公开(公告)号:KR1020130134849A
公开(公告)日:2013-12-10
申请号:KR1020120058683
申请日:2012-05-31
Applicant: 한국전자통신연구원
CPC classification number: H04N21/27 , H04N21/4433
Abstract: The present invention relates to a method capable of playing AV content by forming a virtual AV device by combining a video renderer, an audio renderer, and a media server supporting local device middleware. In forming the virtual AV device, a device to play video content and a device to play audio content are designated separately when playing AV content, and a user can play AV content by forming various virtual AV devices. Also, media servers, video renderers, and audio renders supporting a previous local device middleware can be used without changing them to support this kind of services. [Reference numerals] (100) Virtual device ensenble (VDE);(102) Resource corporation server (RCS);(104) LDM control point (LDMCP);(106) LDM media server;(108) LDM video renderer;(110) LDM audio renderer;(AA) VDE-RCS protocol;(BB) VDE-LDMCP protocol;(CC) AV stream;(DD) LDM protocol;(EE) Video stream;(FF) Audio stream
Abstract translation: 本发明涉及一种能够通过组合视频呈现器,音频渲染器和支持本地设备中间件的媒体服务器来形成虚拟AV设备来播放AV内容的方法。 在形成虚拟AV设备时,播放视频内容的设备和播放音频内容的设备在播放AV内容时被分别指定,并且用户可以通过形成各种虚拟AV设备来播放AV内容。 此外,可以使用支持以前的本地设备中间件的媒体服务器,视频渲染器和音频呈现,而不改变它们以支持这种服务。 (100)虚拟设备连接(VDE);(102)资源公司服务器(RCS);(104)LDM控制点(LDMCP);(106)LDM媒体服务器;(108)LDM视频呈现器 )LDM音频渲染器;(AA)VDE-RCS协议;(BB)VDE-LDMCP协议;(CC)AV流;(DD)LDM协议;(EE)视频流;(FF)音频流
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公开(公告)号:KR1020130109904A
公开(公告)日:2013-10-08
申请号:KR1020120072271
申请日:2012-07-03
Applicant: 한국전자통신연구원
IPC: G06Q50/10
Abstract: PURPOSE: A multi-screen based multi-dimensional game service method and a device thereof are provided to offer a game in a home network without the high specification hardware of a user terminal. CONSTITUTION: A home server (110) connected to a home network (120) executes multi-dimensional game rendering, encoding, and streaming function for a multi-screen service. A home server (110) shares data by using view points of other users and provides a streaming service after applying the resolution of a user terminal (130) to the data. [Reference numerals] (120) Home network; (AA) Desktop PC; (BB) Notebook; (CC) Smartpad; (DD) Smartphone
Abstract translation: 目的:提供一种基于多屏幕的多维度游戏服务方法及其装置,用于在没有用户终端的高规格硬件的家庭网络中提供游戏。 构成:连接到家庭网络(120)的家庭服务器(110)执行用于多屏幕服务的多维游戏呈现,编码和流传输功能。 家庭服务器(110)通过使用其他用户的观点共享数据,并且在将用户终端(130)的分辨率应用于数据之后提供流服务。 (附图标记)(120)家庭网络; (AA)台式电脑; (BB)笔记本; (CC)Smartpad; (DD)智能手机
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公开(公告)号:KR101284794B1
公开(公告)日:2013-07-10
申请号:KR1020090128416
申请日:2009-12-21
Applicant: 한국전자통신연구원
IPC: G06T15/00
CPC classification number: G06T15/50 , G06F2217/32 , G06T2210/16
Abstract: 본 발명은 직조 형태에 따른 섬유재질 렌더링 장치 및 그 방법에 관한 것으로, 컴퓨터 그래픽스에서 가상 섬유재질을 직조형태에 따라 다양한 수학적 양방향 반사분포 모델을 적용하여 사실적인 섬유재질을 렌더링 할 수 있도록 하는 것이다. 본 발명에 따르면, 기존 섬유 또는 옷감의 미세구조에 대한 상세한 기하 모델링을 필요하지 않으므로 복잡한 모델링 비용과 렌더링 시간을 단축할 수 있으며, 시점이 섬유객체에서 근접한 위치에 멀어져 실제 직조형태가 시각적으로 상세하게 감지되지 않는 상태에서 섬유재질의 질감을 표현하는데 효과적이다.
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公开(公告)号:KR1020120105835A
公开(公告)日:2012-09-26
申请号:KR1020110023511
申请日:2011-03-16
Applicant: 한국전자통신연구원
IPC: G06Q50/10
CPC classification number: A63F13/52
Abstract: PURPOSE: A game server supporting an online game for plural users and an operating method are provided to support an online game regardless of a user terminal specification by performing the execution and management of plural users in a game server and transmitting a game execution result screen to each user terminal. CONSTITUTION: A game execution unit(23) provides a game list to user terminal requesting an online game. The game execution unit executes a game selected by a user based on key information inputted from the user terminal. When game selection information is inputted by the user, a buffer managing unit(25) places a game screen composed of standard setting values of a corresponding game server in an empty space of a frame buffer. [Reference numerals] (20) Game server; (21) Control unit; (22) User managing unit; (23) Game execution unit; (24) Game screen processing unit; (25) Buffer managing unit; (26) DB; (27) User DB; (28) Game DB; (29) Communication unit
Abstract translation: 目的:提供支持多个用户的在线游戏的游戏服务器和操作方法,以通过在游戏服务器中执行和管理多个用户来支持在线游戏,无论用户终端规格如何,并将游戏执行结果屏幕发送到 每个用户终端。 构成:游戏执行单元(23)向请求在线游戏的用户终端提供游戏列表。 游戏执行单元基于从用户终端输入的键信息执行用户选择的游戏。 当用户输入游戏选择信息时,缓冲器管理单元(25)将由相应游戏服务器的标准设置值组成的游戏屏幕放置在帧缓冲器的空白空间中。 (附图标记)(20)游戏服务器; (21)控制单元; (22)用户管理单元; (23)游戏执行单位; (24)游戏画面处理单元; (25)缓冲管理单元; (26)DB; (27)用户DB; (28)游戏DB; (29)通讯单元
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公开(公告)号:KR1020120075527A
公开(公告)日:2012-07-09
申请号:KR1020100116225
申请日:2010-11-22
Applicant: 한국전자통신연구원
IPC: G06Q50/10
CPC classification number: G06N3/004 , A63F2300/535 , A63F2300/6054 , A63F2300/636 , H04N7/181
Abstract: PURPOSE: An agent based game service apparatus and method thereof are provided to enable an agent to execute a game instead of a user by creating the agent of an NPC(Non Player Character) type based on data inputted by a terminal apparatus of the user. CONSTITUTION: An input data management unit(101) collects data inputted from a terminal apparatus of a user. A data mining unit(102) creates mining data by analyzing a pattern of the inputted data. A game agent processing unit(103) creates a game agent for playing game instead of the user by using the mining data. An agent based game service apparatus updates the state information of the game agent according to the progress of the game.
Abstract translation: 目的:提供一种基于代理的游戏服务装置及其方法,用于通过基于由用户的终端装置输入的数据,通过创建NPC(非播放器字符)类型的代理来使代理人执行游戏而不是用户。 构成:输入数据管理单元(101)收集从用户终端装置输入的数据。 数据挖掘单元(102)通过分析输入数据的模式来创建挖掘数据。 游戏代理处理单元(103)通过使用挖掘数据来创建用于玩游戏而不是用户的游戏代理。 基于代理的游戏服务装置根据游戏的进度更新游戏代理的状态信息。
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公开(公告)号:KR1020110071767A
公开(公告)日:2011-06-29
申请号:KR1020090128416
申请日:2009-12-21
Applicant: 한국전자통신연구원
IPC: G06T15/00
CPC classification number: G06T15/50 , G06F2217/32 , G06T2210/16
Abstract: PURPOSE: A fibrous material rendering device depending on a weaving shape and a method thereof are provided to offer a rendering model considering the gap of a surface and a shadow by thread which generates due to the weaving of cloth. CONSTITUTION: An input unit(10) receives the weaving shape of a fiber object and the attribute information of a surface material. A database(30) stores information about correlation among the weaving shape, material attribute, and BRDF(Bidirectional Reflectance Distribution Function) of the fiber object. Based on search condition information, a controller(20) refers to the stored rule data of the database. The controller performs the rendering of a fiber material.
Abstract translation: 目的:提供一种根据织造形状的纤维材料再现装置及其方法,以提供一种考虑到由织物编织而产生的表面和阴影的间隙的渲染模型。 构成:输入单元(10)接收光纤对象的编织形状和表面材料的属性信息。 数据库(30)存储关于纤维物体的编织形状,材料属性和BRDF(双向反射率分布函数)之间的相关性的信息。 基于搜索条件信息,控制器(20)参考存储的数据库的规则数据。 控制器执行纤维材料的渲染。
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公开(公告)号:KR1020100062822A
公开(公告)日:2010-06-10
申请号:KR1020090026293
申请日:2009-03-27
Applicant: 한국전자통신연구원
IPC: H04H60/07 , H04H60/02 , H04N21/81 , H04N21/854
CPC classification number: H04H60/07 , H04N21/8146 , H04N21/854
Abstract: PURPOSE: A collaborative image production management device is provided to remarkably reduce the bottleneck phenomenon through algorithm parallelization and data parallelization using various hardware resources and personalized parallel computing environment. CONSTITUTION: A call connection interface(120) calls a node which is selected by an administrator among a plurality of nodes(101-106). A data storage/processor(140) stores data processed at the called node to a resource database(130). The data storage/processor shares each data processed in the nodes with the nodes. According to the request of an administrator, a resource fetching part(150) displays the saved data to the display part(170). By using the saved data, a final result generator(160) generates a final product.
Abstract translation: 目的:提供协同图像生产管理设备,通过使用各种硬件资源和个性化并行计算环境的算法并行化和数据并行化来显着降低瓶颈现象。 构成:呼叫连接接口(120)呼叫管理员在多个节点(101-106)中选择的节点。 数据存储/处理器(140)将在被叫节点处理的数据存储到资源数据库(130)。 数据存储/处理器共享具有节点的节点处理的每个数据。 根据管理员的要求,资源获取部分(150)将保存的数据显示到显示部分(170)。 通过使用保存的数据,最终结果生成器(160)生成最终产品。
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公开(公告)号:KR100791411B1
公开(公告)日:2008-01-07
申请号:KR1020060124007
申请日:2006-12-07
Applicant: 한국전자통신연구원
CPC classification number: G06T1/20 , G06T15/06 , G06T15/50 , G06T15/80 , G06T17/005 , G06T2210/21
Abstract: A graphics processing apparatus and a method thereof are provided to reduce a data bottleneck phenomenon considerably due to data transmission between a central processing unit and a graphics processing apparatus by implementing a calculating unit such as collision processing, physical calculation and shading, etc., in the graphics processing apparatus. An acceleration hierarchical structure management unit(61) hierarchically configures a three-dimensional graphics screen image including a plurality of objects and accelerates a computer graphics-related algorithm and rendering. A collision checking unit(63) checks whether two objects have been crossed with respect to collision check targets extracted by the acceleration hierarchical structure management unit(61), and calculates crossings of two objects, whether the two objects have collided, collision points, and a transmission depth if the two objects have been crossed. A shading processing unit(63) shades the color of the point where collision has occurred by using the calculation information. A differential equation calculating unit(64) performs a differential equation and integration on the calculated information in a physical-based simulation, calculates positions of new objects, and updates them.
Abstract translation: 提供了一种图形处理装置及其方法,用于通过在碰撞处理,物理计算和阴影等中实施诸如碰撞处理,物理计算和阴影等的计算单元,从而在中央处理单元和图形处理装置之间的数据传输中显着地减少数据瓶颈现象 图形处理装置。 加速度分层结构管理单元(61)分层配置包括多个对象的三维图形屏幕图像,并加速计算机图形相关算法和渲染。 冲突检查部(63)检查加速度分层结构管理部(61)提取的碰撞检查对象是否已经交叉了两个物体,并且计算出两个物体的交叉点,两个物体是否碰撞,碰撞点,以及 如果两个物体已经穿过,则传输深度。 阴影处理单元(63)通过使用计算信息来遮蔽碰撞发生的点的颜色。 微分方程计算单元(64)在基于物理的仿真中对所计算的信息执行微分方程和积分,计算新对象的位置并更新它们。
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公开(公告)号:KR100772511B1
公开(公告)日:2007-11-01
申请号:KR1020060030953
申请日:2006-04-05
Applicant: 한국전자통신연구원
IPC: G08G1/0968 , G01C21/34
Abstract: 본 발명에 의한 교통 예측을 기반으로 하는 최단 경로 검색 방법 및 그 장치는 도로 교통망 데이터를 기초로 제1그래프(Directed graph)를 생성하고 상기 제1그래프에 대응되는 선형 듀얼 그래프(Linear Dual Graph)를 생성하는 단계; 현재의 교통 상황 변화에 따라 장래의 교통 속도를 예측하는 단계; 상기 선형 듀얼 그래프에서 각 에지의 비용함수를 상기 예측된 교통 속도와 교통 토폴로지를 기초로 생성하는 단계; 및 상기 비용 함수를 기초로 최단 경로를 구하는 단계;를 포함하는 것을 특징으로 하며, 교통예측을 위해 실시간 교통정보와 누적평균속도를 이용한 예측 모델 두 가지 즉, 교통속도의 변이가 허용할만한 경우에 적용 가능한 누적속도패턴을 이용한 속도예측과, 교통혼잡이나 돌발상황에 사용 가능한 칼만 필터에 의한 예측방법을 적용함으로써 도로상의 위상정보와 결합되어 신뢰할만한 최단경로 탐색을 수행할 수 있어서 가까운 미래 속도에 대해서 운전자에게 신뢰할만한 정보를 제공할 수 있고, 더 나아가 텔레매틱스의 질적인 수준을 향상시킬 수 있다.
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