• Title/Summary/Keyword: Simulated shooting system

Search Result 7, Processing Time 0.016 seconds

Laser Pattern Based Simulated Shooting System and Its Implementation (레이저 패턴 기반의 모의사격 시스템 및 구현)

  • Jeong, Hyun Chan;Jung, Sung-Hwan
    • Journal of Korea Multimedia Society
    • /
    • v.21 no.10
    • /
    • pp.1171-1181
    • /
    • 2018
  • Most simulated shooting systems are TDM based method and dot type laser has been used. The proposed laser pattern based simulated shooting system is a new approach. It can distinguish shooters by calculating the angle of bar shaped laser pattern by each shooter. Unlike the existing TDM method, it is possible to distinguish shooters and lanes by patterns so that there is no time division restriction like TDM method. It is also possible to recognize overlapped impact points of laser patterns launched by multiple shooters. After the laser pattern based simulated shooting system was implemented, general shot and overlapped shot were tested for each lane. Through experiments, we confirmed the possibility of continuous shooting. In addition, it is possible to separate the pattern by each lane, and 100% recognition result was obtained even if impact points overlapped.

Extracting the Point of Impact from Simulated Shooting Target based on Image Processing (영상처리 기반 모의 사격 표적지 탄착점 추출)

  • Lee, Tae-Guk;Lim, Chang-Gyoon;Kim, Kang-Chul;Kim, Young-Min
    • Journal of Internet Computing and Services
    • /
    • v.11 no.1
    • /
    • pp.117-128
    • /
    • 2010
  • There are many researches related to a simulated shooting training system for replacing the real military and police shooting training. In this paper, we propose the point of impact from a simulated shooting target based on image processing instead of using a sensor based approach. The point of impact is extracted by analyzing the image extracted from the camera on the muzzle of a gun. The final shooting result is calculated by mapping the target and the coordinates of the point of impact. The recognition system is divided into recognizing the projection zone, extracting the point of impact on the projection zone, and calculating the shooting result from the point of impact. We find the vertices of the projection zone after converting the captured image to the binary image and extract the point of impact in it. We present the extracting process step by step and provide experiments to validate the results. The experiments show that exact vertices of the projection area and the point of impact are found and a conversion result for the final result is shown on the interface.

A Study on Design and Interpretation of Pattern Laser Coordinate Tracking Method for Curved Screen Using Multiple Cameras (다중카메라를 이용한 곡면 스크린의 패턴 레이저 좌표 추적 방법 설계와 해석 연구)

  • Jo, Jinpyo;Kim, Jeongho;Jeong, Yongbae
    • Journal of Platform Technology
    • /
    • v.9 no.4
    • /
    • pp.60-70
    • /
    • 2021
  • This paper proposes a method capable of stably tracking the coordinates of a patterned laser image in a curved screen shooting system using two or more channels of multiple cameras. This method can track and acquire target points very effectively when applied to a multi-screen shooting method that can replace the HMD shooting method. Images of curved screens with severe deformation obtained from individual cameras are corrected through image normalization, image binarization, and noise removal. This corrected image is created and applied as an Euclidean space map that is easy to track the firing point based on the matching point. As a result of the experiment, the image coordinates of the pattern laser were stably extracted in the curved screen shooting system, and the error of the target point position of the real-world coordinate position and the broadband Euclidean map was minimized. The reliability of the proposed method was confirmed through the experiment.

Computational Analysis of Air Flow in a Spinner for Drying LCD Glass Panel (LCD 기판 세정건조용 스피너 설계를 위한 내부유동 해석)

  • Kwak Ho Sang;Lee Sang Woo;Lee Sanghyun;Kim Yong Bum
    • 한국전산유체공학회:학술대회논문집
    • /
    • 2002.10a
    • /
    • pp.114-119
    • /
    • 2002
  • A numerical model is employed for design of a spinner device to dry the 5-th generation LCD glass panel. The turbulent flow in a spinner is driven by rotation of a large disk and suction by the exhaust system connected to vacuum chamber, which is simulated by using the FLUENT package. Based on numerical simulation, the required capacity of exhaust system is assessed. The effects of the presence of cover on the flow characteristics are examined. A computational trouble shooting is attempted to resolve the problem of panel rising which occurred in real experiments.

  • PDF

A Study on the Multi-Laser Image Tracking Method using the Latest Approach Angle (최근접 각도를 이용한 복수 레이저 영상 추적 방법 연구)

  • Jo, Jin-Pyo;Ko, Ho-Jeong;Kim, Jeong-Ho
    • Journal of Internet of Things and Convergence
    • /
    • v.6 no.2
    • /
    • pp.37-43
    • /
    • 2020
  • The paper proposed the method of calculating the latest approach angle that can reliably recognize multiple laser images even with the change in separation distance between screen and laser launch device. This method recognizes the angle of the laser pattern angle by using the distance of the laser pattern angle, and the angle extraction of the laser detects the laser image from the acquired image using the labeling algorithm, and performs the huff conversion to extract the angle of the straight line. The distance of the reference angle and angle of the laser image extracted using Euclidean distance among similarity scales is calculated, and the furnace is recognized using the calculated distance result value. Experiments with changing the separation distance to "200 cm to 400 cm" showed 100% recognition of individual strands at all separation distances. The experiment confirmed the reliability of the proposed method.

Numerical Simulation of Water Table Drawdown due to Groundwater Pumping in a Contaminated Aquifer System at a Shooting Test Site, Pocheon, Korea

  • Kihm, Jung-Hwi;Hwang, Gisub
    • Economic and Environmental Geology
    • /
    • v.54 no.2
    • /
    • pp.247-257
    • /
    • 2021
  • The study area has been contaminated with explosive materials and heavy metals for several decades. For the design of the pump and treat remediation method, groundwater flow before and during groundwater pumping in a contaminated aquifer system was simulated, calibrated, and predicted using a generalized multidimensional hydrological numerical model. A three-dimensional geologic formation model representing the geology, hydrogeology, and topography of the aquifer system was established. A steady-state numerical simulation with model calibration was performed to obtain initial steady-state spatial distributions of groundwater flow and groundwater table in the aquifer system before groundwater pumping, and its results were illustrated and analyzed. A series of transient-state numerical simulations were then performed during groundwater pumping with the four different pumping rates at a potential location of the pumping well. Its results are illustrated and analyzed to provide primary reference data for the pump and treat remediation method. The results of both steady-state and transient-state numerical simulations show that the spatial distribution and properties of the geologic media and the topography have significant effects on the groundwater flow and thus depression zone.

Hierarchy Structure of Situation based on Event for Effective Game Development (효율적인 게임 개발을 위한 사건 기반의 상황 계층 구조)

  • Park, Jung-Yong
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.4
    • /
    • pp.483-491
    • /
    • 2007
  • This paper proposes a Situation Simulation Framework for implementing computer game and describes the possibility of analyzing game with unfolding situation. In last few years game systems have been evolving from the performance of physical engine, network traffic in the on line game to the representation of rendering physical phenomena. In computer game, a situation hierarchy structure which allows the designer for simulating high-level specifications of game structure. Logically simulated environment is created by defining situations and events based on hierarchy structure of the situation. We classify events into explicit event is occurred by user and implicit event is occurred by system. Our study defines the existence of objects is the most prevalent factor applied to any event in game world. The advantages of this approach are able to allow for providing the conceptual design for simulation game and analyzing the situation in the game world. And this method allows us to decrease the complexity of system design and abstraction modeling for the simulation game. Specially, the introduction of the definition of events allows us to approach game design in a structural manner rather than by their classification. The proposed method was implemented in the "Shooting BaDuk" among games.

  • PDF