• Title/Summary/Keyword: 깊이지각

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Correction of Depth Perception in Virtual Environment Using Spatial Compnents and Perceptual Clues (공간 구성요소 및 지각단서를 활용한 가상환경 내 깊이지각 보정)

  • Chae, Byung-Hoon;Lee, In-Soo;Chae, U-Ri;Lee, Joo-Yeoun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.205-219
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    • 2019
  • As the education and training is such a virtual environment is applied to various fields, its usability is endless. However, there is an underestimation of the depth of perception in the training environment. In order to solve this problem, we tried to solve the problem by applying the top-down correction method. However, it is difficult to classify the result as a learning effect or perception change. In this study, it was confirmed that the proportion of spatial components of urine had a significant effect on the depth perception, and it was confirmed that the size perception were corrected together. In this study, we propose a correction method using spatial component and depth perception to improve the accuracy of depth perception.

Stereoscopic Depth from 3D Contents with Various Disparity (화면 시차로부터 지각되는 3D 컨텐츠의 입체시 깊이)

  • Kham, Keetaek
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.76-86
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    • 2016
  • This study was investigated whether the perceived depth was changed depending on the measurement methods. In the method of direct comparison, virtual object with one of the various binocular disparities was presented in the frontal space with LEDs which were used for depth estimation for a binocular stimulus, while in the method of indirect comparison, visual object was presented in the frontal space but the LEDs were placed rightward at the angle of 45 degree from the mid-sagittal line. In these experimental setup, the depth of binocular stimulus was directly matched that of LED in direct comparison condition. In indirect comparison condition, however, observer estimated the depth of binocular stimulus, turned one's head rightward to the array of LEDs and turned on the LED which was supposed to be the same depth as binocular stimulus. Additionally, it was investigated whether the perceived depth was different depending on observer's stereo acuity. The results showed that perceived depths measured in the direct comparison were more similar to the depth predicted from geometry than those in the indirect comparison, and that the perceived depths from observers with high stereo acuity were similar to the predicted depth from geometry those from observers with low stereo acuity. These results indicated that stereoscopic depths of the binocular stimuli would vivid and compelling when binocular stimuli was simultaneously presented with real objects in the same visual space, like a mixed reality.

The effect of inter-pupilary distance and accommodative convergence on binocular fusion and fixational depth (동공간 거리와 조절성 수렴이 양안 융합과 응시 깊이에 미치는 효과)

  • 반지은;감기택;정찬섭;손정영
    • Korean Journal of Cognitive Science
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    • v.14 no.1
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    • pp.17-28
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    • 2003
  • In order to provide natural images with a specified depth through three-dimensional display system, the stereo images should be similar to those projected from real environment as much as possible. Even when two persons see an identical scene, the binocular Parallax between two images of an object varies as a function of one's inter-pupilary distance (IPD). In this study, we investigated whether individual differences, such as IPD and accommodative vergence, would affect the perception of three dimensional scene provided by stereo-images. Results showed that a person's IPD is correlated with the limit of screen and binocular parallax for single vision, and affects the perceived depth of an object on fixation. More specifically, with longer IPD the limit of screen and binocular parallax for single vision is decreased, and the perceived depth is reduced. These results suggest that the screen and binocular parallax of an object should be calibrated with regard to users IPD to provide natural stereo-images with a specified depth and to Prevent double vision.

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Relative Depth-Map Generation of Natural Scenes using Monocular Cues (단안단서를 이용한 자연영상의 상대적 깊이지도 생성)

  • Han Jong-Won;Jo Jin-Su;Lee Yill-Byung
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.06b
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    • pp.367-369
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    • 2006
  • 사람은 일반적으로 깊이를 지각하는데 두 눈으로 들어오는 영상의 시차(binocular disparity)를 이용하며 6-15m 정도의 범위 내에서는 매우 뛰어난 깊이 판별 능력을 보인다. 그러나 사람은 하나의 눈만으로도 깊이를 지각하는데 별 어려움을 느끼지 못한다. 이것은 공간의 깊이 지각 단서로 양안단서안이 아니라 다양한 단안단서(monocular Cue)들이 함께 사용되기 때문이다. 본 논문에서는 사람이 공간 깊이정보 파악에 사용하는 것으로 알려진 여러 단안 단서들 중 영상의 채도(saturation) 정보와 디포커스(defocus) 정보, 기하학적 깊이(geometric depth) 정보에 기반을 둔 단안 영상에서의 상대적 깊이지도의 생성방법을 제안한다.

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Relative Depth-Map Generation from Monocular Image using a Valid Vanishing Point (유효한 소실점을 이용한 단안영상의 상대적 깊이지도 생성)

  • Han, Jong-Won;Jo, Jin-Su;Lee, Yill-Byoung
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.539-543
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    • 2006
  • 사람은 실내나 인공구조물을 가진 실외 환경에서 깊이를 지각하는데 소실점이라는 강력한 깊이 지각 단서를 활용한다. 소실점은 관찰자로부터 가장 먼 거리의 지점에 대응된다. 인간은 단안영상이 가지는 기하학적 성분을 이용해서 소실점을 추정하고, 소실점의 위치와 관찰자의 시점을 기준으로 상대적 깊이지각을 할 수 있다. 본 논문에서는 하나의 소실점을 가진 2차원 단안영상에서 유효한 소실점을 추정하고, 입력영상에 대한 소실점의 위치 관계를 이용한 상대적 깊이지도의 생성 방법을 제안한다.

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Interaction of Binocular Disparity and Pulfrich Effect in the Perception of Rotation Direction and Depth of a Transparent Rotating Cylinder (회전방향과 깊이 지각에서의 양안부등과 Pulfrich 효과의 상호작용)

  • Li Hyung-Chul O.
    • Korean Journal of Cognitive Science
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    • v.16 no.4
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    • pp.243-254
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    • 2005
  • Pulfrich effect implies the possibility that motion information is processed by the system that processes depth information, and this possibility by supported by various neurophysiological studies. Although Pulfrich effect is processed by the system that processes binocular disparity, the representative depth information, there has not been a psychophysical research to determine the characteristics of the interaction between Pulfrich effect and binorular disparity using a stimulus containing the two information sources. Present research examined the characteristics of the interacation between Pulfrich effect and binocular disparity by nenuring the depth and rotation direction of a rotating cylinder comprised of random dots under two different conditions: 1) consistent rendition where the Pulfrich effect and binocular disparity depth the depth and rotation direction of the cylinder in a consistent manner 2) inconsistent rendition where they did not. , The perceived depth of the cylinder in the consistent condition was larger than that in disparity/Pulfrich effect only condition. Interestingly, the perceived rotation direction of the cylinder in the inconsistent condition was modulated by the relative strength of the disparity and the Pulfrich effect. These results imply that binocular disparity and Pulfrich effect are processed by a common neurophysiological methanism.

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Transformation of Stereoscopic Images for 3D Perception Improvement (입체영상의 3D 증강을 위한 입체영상 변환)

  • Gil, Jong-In;Kim, Manbae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.325-327
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    • 2012
  • 최근 국내외 디지털 가전 업체들은 다양한 3D 기술을 앞세워 가정 내에서도 편하게 즐길 수 잇도록 다양한 3DTV를 출시하고 있다. 이러한 3DTV에서 입체영상을 시청하기 위해서는 입체콘텐츠가 제작되어 전송되어야 한다[1]. 이러한 입체 콘텐츠는 RGB 영상과 깊이맵을 이용하여 생성할 수 있는데, 이때 깊이맵은 사용자의 용도에 따라 다양한 형태로 변환될 수 있다. 최근엔 이러한 깊이맵과 3D 영상의 컬러를 변환하여 지각 깊이감을 개선하는 영상처리 기술에 대한 관심이 높아지고 있다. 이에 따라, 본 논문에서는 기존의 컬러 변환을 통한 2D 영상의 지각 깊이감 개선을 입체영상에 적용하여, 3D 지각 입체감을 동시에 향상시키는 방법을 제안한다. 이를 위해 대조 변환 및 배경 다크닝 방법을 제안하고, 실험을 통해 제안 방법이 상기 목적을 얻을 수 있는 것을 검증하였다.

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Measurement of the Perceptual Distortion of 3D Depth/Shape in Realistic Broadcasting (실감 방송에서의 3D 깊이/모양 지각감 왜곡의 측정)

  • Li, Hyung-Chul O.
    • Journal of Broadcast Engineering
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    • v.14 no.2
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    • pp.210-218
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    • 2009
  • The 3D shape as well as the depth of an object presented on a 3D display is perceptually distorted depending on viewing distance. It is quite undesirable that different observers perceive different depth and shape from an object displayed on a 3D monitor. To resolve the problem of perceptual distortion of 3D depth and shape, the degree of the distortion should be measured appropriately. As a basis for resolving these problems, the present research suggests an instrument for measuring the degree of the perceptual distortion of 3D depth and shape.

Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences (스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이)

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.19 no.1
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    • pp.44-55
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    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

Role of Viewing Parameters in Minimizing Depth Perception Problem (조망변수 조율을 통한 3 차원 상호작용에서의 깊이 지각 문제 분석)

  • Lee, Dong-Wook;Park, Jin-Ah
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.608-612
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    • 2006
  • 3 차원 공간상에서의 상호작용이란 특정 공간내의 오브젝트를 그 위치와 좌표축에 따라 조작하는 행위를 말한다. 이러한 3 차원 공간상의 상호작용을 행할 때 발생하는 가장 큰 문제중의 하나는 사용자가 현재 조작하고 있는 커서 또는 포인터의 깊이적 위치를 알기 힘들다는 점이며 흔히 깊이 지각문제(Depth Perception Problem)으로 불리 운다. 본 논문은 깊이 지각문제를 발생시키는 기본적인 요소중의 하나를 가상환경을 표현하기 위해 인공적으로 생성된 조망 절두체라고 고려하고 이에 대해서 논의한다. 이를 위하여 3 차원 입력 장치(SensAble PHANToM(R) OmniTM)를 이용한 간단한 위치지정 작업을 다양한 FOV(Field of View)와 VD(Viewing Direction)의 환경에서 피실험자들에게 수행하게 하였다. 결과적으로, 작업환경내의 FOV 변화는 작업수행의 정확도에 영향을 끼쳤으며, VD 의 경우, 사용자가 실제로 작업환경을 보는 것과 유사한 VD 환경이 효율성의 측면에서 보다 더 높은 작업수행 결과를 보였다.

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