• 제목/요약/키워드: 가상영상

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The Uncanny of Familiar, yet Foreign Gestures Focused on the Works of Brothers Quay (몸짓의 언캐니 연구 - 퀘이 형제의 작품을 중심으로 -)

  • Ko, Min-Jung
    • Cartoon and Animation Studies
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    • s.33
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    • pp.55-78
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    • 2013
  • The issues on the representation of digital images, the uncanny is not considered aesthetically but must be overcome. It seems that the future of visual media using digital images, depends on the development and advancement of the digital technology. However, the Brothers Quay regarded as unique and experimental animators, focus their attention towards the past rather than the future. They trace back to the origin of the media, reproducing, manipulating, and representing gestures in oder to restore the shock and thrill delivered in film and animation. The Brothers Quay explore the uncanny of gestures through the mechanism of medium. They work in a wide range of genres, from animation, live action to dance film. The creaking spasms, which create the feeling that the movement does not belong to this world, and the strange gestures, reveals the flicker of the still projection and make audiences recognize gestures in the true meaning of the word. While they animate live actors and dead objects like automata, the hidden desires are revealed over screen. In this paper, focusing on the works of Brothers Quay, I tried to explore the uncanny of gesture based on Freud's and Jentsch' theory of uncanny.

Haptic Collaboration System over High Resolution Tiled-display with QoE (QoE 지원 Tiled-display 기반 촉감 협업 시스템)

  • Son, Seok-Ho;Lee, Seok-Hee;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.65-71
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    • 2008
  • This paper proposes a structure of haptic collaboration system over high resolution tiled-display, and proposes a QoE (quality of experience) increase scheme in integrated system. Both haptic system and tiled-display system have requirements of computational power. A haptic device is unstable if haptic rendering rate is less than 1kHz, A requirement of tiled-display systeme is frame rate of display. It requires update of 30 frame fer sec. If we use these systems independently, we can satisfy each requirements. However, if we integrate two systems, performance of entire system significantly decreases because of lack of resources, and QoE of users also decrease. In this paper, therefore, we propose a QoE guaranty scheme which selectively allocates cpu resource between display update and haptic rendering. In order to increase QoE, we set a priority for visual and haptic in order to allocate more resource on visual or haptic. If a user sensitive about touch, then proposed scheme increases haptic rendering rate by allocating more resource. Otherwise a user more sensitive about visual than haptic, proposed scheme decreases haptic rendering rate and increases tiled-display update rate. Therefore, by selectively allocating limited cpu resource, proposed scheme guaranties QoE of both haptic and visual.

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A proposal for the relevant use of computer graphics in film (영화에서 적절한 컴퓨터 그래픽 기법의 활용을 위한 제안)

  • 김인철
    • Archives of design research
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    • v.11 no.2
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    • pp.5-14
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    • 1998
  • The hopes for making vivid images of mankind made 'film' that reflects easy communications. Film have made satisfactions to imagination of man by varied experimental expressions from the beginning. Many of directors and producers were eager to make film to be with relevant views. At last film has making to do with the digital tool, so called 'Computer Graphics' . Making images through computers have changed more better with the developing skills of softwares. NASA has developed Aero-Simulations first, it have called computer graphics for the first time in history. The computer graphics can make images with very varieties that had not exprerienced before and we won't expect the upcomming skills of it. Special Effects(SFX) through the films began the genre of Science Fiction in the era of ideology and space competetions and producer George Lucas made the firm named ILMOndustrial Light & Magic) to making picture of SFX. At last 'Abyss', 'Terminator II', 'Toy Story' and 'Forrest Gump' have made to us with many splendid arangements by the computers. Especially, we can concluded that the relevant expressions as in 'Forrest Gump' is the unexpected charming and human images with wonder. In Korean films are less varied, relevant and reasonable than that of American films, in this study I hope to develope more natural Korean computer graphic in near future.

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Realtime Video Visualization based on 3D GIS (3차원 GIS 기반 실시간 비디오 시각화 기술)

  • Yoon, Chang-Rak;Kim, Hak-Cheol;Kim, Kyung-Ok;Hwang, Chi-Jung
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.63-70
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    • 2009
  • 3D GIS(Geographic Information System) processes, analyzes and presents various real-world 3D phenomena by building 3D spatial information of real-world terrain, facilities, etc., and working with visualization technique such as VR(Virtual Reality). It can be applied to such areas as urban management system, traffic information system, environment management system, disaster management system, ocean management system, etc,. In this paper, we propose video visualization technology based on 3D geographic information to provide effectively real-time information in 3D geographic information system and also present methods for establishing 3D building information data. The proposed video visualization system can provide real-time video information based on 3D geographic information by projecting real-time video stream from network video camera onto 3D geographic objects and applying texture-mapping of video frames onto terrain, facilities, etc.. In this paper, we developed sem i-automatic DBM(Digital Building Model) building technique using both aerial im age and LiDAR data for 3D Projective Texture Mapping. 3D geographic information system currently provide static visualization information and the proposed method can replace previous static visualization information with real video information. The proposed method can be used in location-based decision-making system by providing real-time visualization information, and moreover, it can be used to provide intelligent context-aware service based on geographic information.

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A Study on Mitigation of Psychological Instability of Soldiers by Direct Exposure to the SMR Wave (감각운동 리듬(SMR파)파 직접노출에 의한 심리적 불안상태 해소에 관한 연구)

  • Kim, Kyoung-Lae;Kim, Koo-Bum;Cho, Seok-Su;Park, Jung Soon;Kim, Hyung Jun;Yeo, Sun Gu;Min, Byeong Chan
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.103-108
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    • 2019
  • Although the Korean Armistice Agreement resulted in complete cessation of the hostilities of the Korean War, it also initiated a rule that obligates Korean men to compulsorily participate in military service. However, psychological factors such as anxiety, stress, and negative perception among the young participants joining the military lead to inefficiency in training and performance. Several types of media production companies have been tasked to deal with this problem. However, their tools have not adequately addressed the root causes of the psychological distress. Stress rates are still high among the youth. This paper offers a method of reducing anxiety and psychological stress among those joining the military. It also aims to help improve concentration and cope with the pessimism of military life. The study measured the increase in concentration as well as the changing rate of anxiety and psychological stress in the participants of two experimental groups. A significant result with t = 2.487, p = 0.042, and 95% confidence levels was revealed by analyzing the data pertaining to the experimental group that was directly exposed to the sensorimotor rhythm (SMR) wave implying that this brain wave alleviated feelings of anxiety and psychological stress. The method proposed in this paper can thus be applied to mitigate stress in soldiers and help them with their personal and military lives. Further interdisciplinary experiments examining the associations between the electrocardiogram and electroencephalogram are required.

Reliability of Standardized Patients as Raters in Objective Structured Clinical Examination (객관 구조화 절차 기술 평가에서 채점자로서의 표준화환자의 신뢰도)

  • Son, Hee-Jeong;Moon, Joong-Bum;Lee, Hyang-Ah;Roh, Hye-Rin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.318-326
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    • 2011
  • The purpose of this study is to investigate whether standardized patient(SP) can be used as a reliable examiner in Objective Structured Clinical Examination(OSCE). 4 SPs and 4 faculties who have more than 2 years experience of OSCE scoring were selected. For 1 assignment 2 members of faculty and 2 SPs were designated as raters. SPs were educated for assessing 2 technical skills, male Foley catheter insertion and wound dressing, for 8 hours (4 hours / day, each topic). The definition, method, cautions and complications for each of procedural skills were covered in the education. Theoretical lectures, video learning, faculty demonstration and practical training on mannequins were employed. The 8 raters were standardized for an hour with simulated OSCE scoring using previous videos on the day before the OSCE. Each assessment was composed of 14 checklists and 1 global rate. The allotted time for each assignment was 5minutes and for evaluation time 2 minutes per student. The evaluation from the faculty and SPs were compared and analyzed with the GENOVA program. The overall generalizability coefficient (G coefficient) was 0.839 from two cases of OASTS. The reliability of the raters was high, 0.946. The inter-rater agreement between faculty group and SP group was 0.949 for checklist and 0.908 for global rating. Therefore SPs can play a role of raters in OSCE for procedural skills, if they are given the appropriate training.

An Implementation of 3D Graphic Accelerator for Phong Shading (퐁 음영법을 위한 3차원 그래픽 가속기의 구현)

  • Lee, Hyung;Park, Youn-Ok;Park, Jong-Won
    • Journal of Korea Multimedia Society
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    • v.3 no.5
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    • pp.526-534
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    • 2000
  • There have been many researches on the 3D graphic accelerator for high speed by needs of CAD/CAM,3D modeling, virtual reality or medical image. In this paper, an SIMD processor architecture for 3D graphic accelerator is proposed in order to improve the processing time of the 3D graphics, and a parallel Phong shading algorithm is presented to estimate performance of the proposed architecture. The proposed SIMD processor architecture for 3D graphic accelerator consists of PCI local bus interface, 16 Processing Elements (PE's), and Park's multi-access memory system (NAMS) that has 17 memory modules. A serial algorithm for Phong shading is modified for the architecture and the main key is to divide a polygon into $4\times{4}$ squares. And, for processing a square, 4 PE's are regarded as a PE Grou logically. Since MAMS can support block access type with interval 1, it is possible that 4 PE Groups process a square at a time. In consequence, 16 pixels are processed simultaneously. The proposed SIMD processor architecture is simulated by CADENCE Verilog-XL that is a package for the hardware simulation. With the same simulated results as that of the serial algorithm, the speed enhancement by the parallel algorithm to the serial one is 5.68.

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Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

가스장 이온원 시스템에서 마이크로 채널 플레이트의 잡음 제거 방법

  • Han, Cheol-Su;Park, In-Yong;Jo, Bok-Rae;Park, Chang-Jun;An, Sang-Jeong
    • Proceedings of the Korean Vacuum Society Conference
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    • 2014.02a
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    • pp.422.2-422.2
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    • 2014
  • 가스장 이온원(GFIS: Gas Field Ionization Source)은 전자현미경보다 분해능이 향상된 이온현미경의 광원으로 사용하기 위하여 연구되고 있고, 큰 각전류 밀도, 작은 크기의 가상 이온원 그리고 좁은 에너지 퍼짐을 특징으로 한다. 여러 가지 장점을 가지고 있는 GFIS을 개발하기 위해서는 GFIS에서 발생된 이온빔의 형상을 관찰 것이 매우 중요하며, 이러한 관찰을 위한 시스템에는 주로 마이크로 채널 플레이트 (MCP: Micro Channel Plate)가 사용된다. MCP는 채널내부에 입사한 입자의 에너지에 의해서 생성된 이차전자를 수 천 배에서 수 백 만 배 이상 증폭시켜 형광판에 조사하고 발광시키는 방법으로 작은 신호를 영상으로 관찰 할 수 있도록 한다. MCP의 큰 증폭비는 작은 크기의 신호를 큰 신호로 증폭하여 관찰하는데 용이하여, GFIS 방법으로 생성된 이온빔(이온빔 전류 값은 pA 수준)을 관찰하기에 적합하다. 그러나 MCP를 이용하여도 증폭된 이온빔의 세기가 매우 작기때문에 생성된 이온빔 형상을 정확하게 관찰하기 위해서는 MCP의 형광판을 촬영하는 카메라 노출시간을 길게하여 데이터 수집 시간을 늘려야 하는 문제가 있다. 본 발표에서는 이온빔 형상 관찰에 소요되는 시간을 단축하기 위하여 MCP의 잡음이 GFIS의 이온빔 이미지 관찰에 미치는 영향을 분석하고 이를 제거 방법을 소개한다. 본 연구에서는 GFIS 방출 이온빔의 이미지에 포함된 MCP 잡음 특성을 장(전계)이온현미경 (Field Ion Microscope)실험을 통하여 분석하였고, 디지털 이미지 처리 방법을 이용하여 방출 이온빔 이미지에서 MCP 잡음을 제거하여 방출 이온빔 이미지만 추출할 수 있었다. 본 연구에서 제안한 방법을 GFIS 방출 이온빔 관찰시스템에 적용함으로써 기존 방법에 비해 노출시간을 단축하여 방출 이온빔을 관찰 할 수 있었으며, 노이즈 제거 효과로 향상된 이온빔 형상을 얻을 수 있었다. 본 연구결과의 관찰시간 단축과 향상된 이온빔 형상 획득은 이온현미경 개발에 필수적인 단원자 이온빔을 보다 효율적으로 개발할 수 있으며 디지털 이미지 처리로 GFIS 이온빔 생성을 자동화하는데 응용할 수 있다. 더불어 기존방법에 비해 이미지 획득을 위한 MCP의 노출시간을 단축할 수 있으므로 실험장비 수명 단축 방지 및 관리에 큰 장점이 있다.

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Manufacture of 3-Dimensional Image and Virtual Dissection Program of the Human Brain (사람 뇌의 3차원 영상과 가상해부 풀그림 만들기)

  • Chung, M.S.;Lee, J.M.;Park, S.K.;Kim, M.K.
    • Proceedings of the KOSOMBE Conference
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    • v.1998 no.11
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    • pp.57-59
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    • 1998
  • For medical students and doctors, knowledge of the three-dimensional (3D) structure of brain is very important in diagnosis and treatment of brain diseases. Two-dimensional (2D) tools (ex: anatomy book) or traditional 3D tools (ex: plastic model) are not sufficient to understand the complex structures of the brain. However, it is not always guaranteed to dissect the brain of cadaver when it is necessary. To overcome this problem, the virtual dissection programs of the brain have been developed. However, most programs include only 2D images that do not permit free dissection and free rotation. Many programs are made of radiographs that are not as realistic as sectioned cadaver because radiographs do not reveal true color and have limited resolution. It is also necessary to make the virtual dissection programs of each race and ethnic group. We attempted to make a virtual dissection program using a 3D image of the brain from a Korean cadaver. The purpose of this study is to present an educational tool for those interested in the anatomy of the brain. The procedures to make this program were as follows. A brain extracted from a 58-years old male Korean cadaver was embedded with gelatin solution, and serially sectioned into 1.4 mm-thickness using a meat slicer. 130 sectioned specimens were inputted to the computer using a scanner ($420\times456$ resolution, true color), and the 2D images were aligned on the alignment program composed using IDL language. Outlines of the brain components (cerebrum, cerebellum, brain stem, lentiform nucleus, caudate nucleus, thalamus, optic nerve, fornix, cerebral artery, and ventricle) were manually drawn from the 2D images on the CorelDRAW program. Multimedia data, including text and voice comments, were inputted to help the user to learn about the brain components. 3D images of the brain were reconstructed through the volume-based rendering of the 2D images. Using the 3D image of the brain as the main feature, virtual dissection program was composed using IDL language. Various dissection functions, such as dissecting 3D image of the brain at free angle to show its plane, presenting multimedia data of brain components, and rotating 3D image of the whole brain or selected brain components at free angle were established. This virtual dissection program is expected to become more advanced, and to be used widely through Internet or CD-title as an educational tool for medical students and doctors.

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