• Title/Summary/Keyword: 용입체

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Real Time 3D Audio System using Fixed Point DSP(TMS320C5416) Processor (TMS320C5416을 이용한 3D 입체 음향 시스템의 실시간 구현)

  • Lim, Tae-Sung;Lee, Kyo-Sik;Ryu, Dae-Hyun;Lee, Seung-Hee
    • Annual Conference of KIPS
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    • 2001.04a
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    • pp.453-456
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    • 2001
  • 21세기에 새로운 분야로 대두되고 있는 가상현실은 많은 사람들의 흥미를 끌고 있다. 상상 속에서나 가능하던 일들을 현실감과 입체감을 통해 실제처럼 느낄 수 있게 해준다는 것이 가상현실의 가장 큰 매력일 것이다. 가상현실을 요하는 멀티미디어 기기들의 활발한 시장진출로 3D 효과를 가진 오디오/비디오의 하드웨어 구현이 불가피하다. 본 연구에서는 휴대용 기기들에서 실시간 3D 입체음향 효과를 얻을 수 있도록 하드웨어를 구성하였다. 기존의 입체음향 기술에서 사용되는 콘볼루션 방법은 계산량이 많기 때문에 실시간 구현이 어렵다. 그러나 제안된 방식은 FFT를 사용하여 주파수 영역에서 처리함으로써 계산량을 줄여 하나의 프로세서로도 실시간 처리가 가능하도록 하였다. 저가/저전력/소형화조건을 요구하는 휴대용 기기에서 3D 입체 음향 효과를 얻을 수 있는 것이다. DSP는 TI(Texas Instruments)사의 16비트 고정소수점(fixed-point) 프로세서인 TMS320C5416을 사용한다. 구현된 3D 입체음향 칩은 입체음향을 필요로 하는 휴대용 MP3 Player, 가전용 오디오/비디오 등에 응용될 수 있다.

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Stereoscopic Contents Production Workflow Based on Nonlinear Editing (비선형 편집기반의 입체영상 제작 흐름에 관한 연구)

  • Kim, Chul-Hyun;Paik, Joon-Ki
    • Journal of Broadcast Engineering
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    • v.15 no.3
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    • pp.391-406
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    • 2010
  • Digital cinema based on digital master distribution increases with stereoscopic film as the center. DCI specification V1.0 announced at 2004, it considerates stereoscopic film screening. And now, the Society of Motion Picture and Television Engineers is establishing a task force to define the standards of a stereoscopic contents viewed in the home. Today, most Hollywood commercial stereoscopic film features animation using computer graphic. However, considering film making characteristic, stereoscopic digital cinema is required shooting in real world and editing, screening. This paper presents possibility of stereoscopic examination at NLE in the stereoscopic workflow. And we will propose new stereoscopic digital cinema workflow to apply the stereoscopic examination. Based on experimental results, the 3D ready television using 120Hz has some obstacles for contents editing, but most domestic stereoscopic monitor using circular polarization is possible for successful editing.

The Usability of Mobile Baduk-Game on the Cube (휴대폰기반 사용성을 고려한 6 면바둑게임)

  • Sung, Jae-Kyung;Kim, Yong-Guk
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.24-29
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    • 2006
  • 본 연구에서는 기존의 바둑게임을 모바일에 적합한 6면체 표면에서 가능한 게임으로 사용성을 고려하여 구현 하였다. 모바일 버튼의 단순 조작만으로 가능한 게임이다. 바둑이 모바일용으로 대중화 되지 못한 원인인 제한된 스크린에서 가독성의 한계와 게임 소요 시간을 짧게 개선하여 모바일에 적합하도록 하였다. 기존의 평면바둑판을 가로세로 5줄로 주사위형 6면으로 입체화 하였다. 화면 인터페이스는 바둑판의 6면 중 3면이 동시에 보이는 입체도와 6면을 펼친 전개도가 있다. 입체도는 모바일 버튼 조작에 의한 6면을 상하좌우 회전이 가능하도록 하였다. 입체도와 전개도는 동시에 보는 것을 기본으로 하나 사용자 선택에 의해 두 그림의 크기 위치 등이 다양하게 하였다. 바둑돌의 착점방식은 모바일 버튼 조작에 의해 커서의 이동으로 가능하다. 게임은 네트워크를 이용한 사람과 사람이 가능하도록 약식으로 구현하였다. 게임의 내용은 6면의 입체적 상황을 고려하면서 작전을 세워야 하므로 기존의 평면바둑에 비해 좀더 고난도의 사고와 전략을 요구하는 게임이다. 시간성, 이동성, 평면에서 입체공간으로의 발상의 전환 등, 모바일 특성을 고려하여 바둑게임을 구현하고자 한다.

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생활속의 인쇄-출판용 발포인쇄

  • Yun, Jae-Ho
    • 프린팅코리아
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    • s.15
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    • pp.184-185
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    • 2003
  • 주로 출판계에서 발포인쇄라고 하는 것은 실제로 발포를 시키는 것이 아니라 에폭시잉크, UV잉크, 반짝이 원료 등을 혼합해 책표지 등에 스크린인쇄를 하는 것을 말한다. 출판용 발포인쇄는 손으로 만졌을 때의 오목 볼록한 느낌을 전해주는 효과와 함게 반짝이 원료나 향기 원료 등을 첨가해 특수한 효과를 내기도 한다. 특히 입체감이 살아있어 아동용이나 어린이용 도서에 많이 이용된다.

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Study of perception of the visual depth caused by the color correction (입체영상 제작에서 색 보정 결과가 입체감 인지에 미치는 영향 연구)

  • Han, Myung-Hee;Kim, Chee-Yong
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.177-184
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    • 2010
  • These days, as digital producing technique has been developed, 3D imaging technique is used in high-tech computer and T.V. Also study for 3D producing technique is actively in progress. Moreover, as James Cameron's movie, 'Avatar' released in 2009 was a box office hit, the issue about 3D image came to the fore again. At this point, I decided to study the effect of the visual depth caused by the color correction during the post-production stage. The purpose of this study is to offer information about processing effective images through data about the effect of the visual depth that applies the color correction during the post-production stage. Basically, I supposed that color and contract would have effects on depth of 3D image. As a result, I could find out the changes of visual depth, space perception and sense of depth throughout the experiment. Applying this result,, I produced the 15 minutes of 3D advertisement movie and I found out that the color correction during the post-production stage was very effective for 3D depth. The left image and the right image by beam splitter based rig and parallel rig were used for this study. Also I adjusted the strong contrast by the color correction during the post-production stage after correcting convergence and visual depth during editing. As a result, I could produce images which had strong sense of space and sense of depth.

A Study of 3D Stereoscopic TV Animation Production: A Case Study of Pororo, the Little Penguin (3D TV 입체 애니메이션 제작에 대한 연구: <뽀롱 뽀롱 뽀로로> 4 시즌 테스트 제작사례분석을 중심으로)

  • Choi, Sung-Kyu;Oh, Jun-Heon
    • Cartoon and Animation Studies
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    • s.28
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    • pp.101-124
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    • 2012
  • Success of brought a large revolution in the world of cinema and the media market. They have predicted new industrial possibility for 3D Stereoscopic image and trends started to support for producing in the field of various media platform. We can see our domestic technology creates higher added value in the sphere of hard-wear for the market of worldwide home TV electronics. But in reality we are short of effective and organized pipeline of producing and we should analyse cases more for Stereoscopic 3D animations. Therefore in this paper, we present case study on animation made into Stereoscopic 3D animation to build up suitable Stereoscopic 3D TV animations pipeline. We differentiate from any other Stereoscopic content by applying artistic elements and technological elements, especially human factor and 3D Sweetening to elevate the level of 3D Stereoscopic effect for main audience, children. We propose how to strengthen the competitiveness of Korean animation for world animation market.

Design of Water Surface Hovering Drone for Underwater Stereo Photography (수중 입체촬영을 위한 수면호버링 드론 설계)

  • Kim, Hyeong-Gyun;Kim, Yong-Ho
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.7-12
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    • 2019
  • In order to shoot underwater, the photographer must be equipped with shooting equipment and enter into the water. Since the photographer directly enters the water, safety accidents occur frequently due to various obstacles or deep water in the water. The proposed underwater stereo photography technique can solve the safety accident problem caused by the entry of the photographer into the water by using the drone for underwater photographing. In addition, this technique has the advantage of obtaining underwater images at low cost. In this study, the angle of the proposed cam for stereoscopic photography was analyzed and the condition that the proper stereoscopic image can be viewed was defined as the distance from the floor of 18cm to the floor distance of 41.4cm. This provision is proposed to be used to adjust the height of the shooting area descended by the elevation chain of the water surface hovering drones.

The Correlation of Oral Stereognosis, Cognition, Instrumental Activities of Daily Living, and Quality of Life in the Elderly : A Pilot Study (노인의 구강 입체인지와 인지, 수단적 일상생활, 삶의 질과의 관계 : 예비연구)

  • Park, Eun-Jung;Jung, Min-Ye
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.189-196
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    • 2020
  • The study seeks to conduct an oral stereognosis assessment of the elderly, identify characteristics and confirm the association with cognition, Instrumental Activities of Daily Living(IADL), Quality of Life(QOL). Oral stereognosis(OS) was evaluated on 20 senior citizens aged 75 or older living in Gyeonggi-do. Cognition was used as MoCA-K(Montreal Cognitive Assessment-Korean), IADL as K-IADL(Korean Instrumental Activities of Daily Living), and QOL as GQOL(Geriatric Quality of Life scale). OS decreases accuracy with age, unaffected by the level of education. Shapes with clear edges and broad sides were found to be easy to recognize. OS is related to cognition, IADL and QOL. Through this study, the OS of the elderly could predict the functional level and QOL, including cognition. Therefore, it can be used as a basic research for the physical and mental health management of the elderly through oral lectures, and the development of oral stereognosis tools for the elderly through large scale subjects should be made.

An Analysis of Elementary Mathematics Textbooks on Three-Dimensional Figures (입체도형에 관한 초등학교 수학 교과서 분석)

  • Pang, Jeong-Suk;Hwang, Hyun-Mi
    • Journal of the Korean School Mathematics Society
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    • v.13 no.4
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    • pp.549-568
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    • 2010
  • This paper analyzed the topics dealing with three-dimensional figures in most recently revised mathematics textbooks on the basis of the national mathematics curriculum announced in 2007. First, the overall content was analyzed with regard to how textbooks were aligned to the curriculum as well as how the main elements including the definitions of specific solid figures were introduced and developed in different units across grades. Second, the instructional methods of three-dimensional figures were analyzed, which specifically revealed the lack of inquiry phase before introducing cones and pyramids. Third, the instructional methods to foster students' spatial sense with solid figures were analyzed, which showed the increased focus on the prediction and representation of figures. It is expected that the issues and suggestions from this study are informative revising curricular materials and applying them to the classroom.

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A Study on the 3-D Stereoscopic Video Techniques Using Motion Typography (모션 타이포그래피를 이용한 3차원 입체영상 제작방법에 관한 연구)

  • Lee, Jun-Sang;Park, Sung-Dae;Kim, Chee-Yong;Han, Soo-Whan
    • Journal of Korea Multimedia Society
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    • v.14 no.8
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    • pp.1070-1081
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    • 2011
  • Among visual communications methods through new media, the typography becomes a key role in information transfer areas with the development of motion graphics. Recently, the researches on stereoscopic image productions have been carried out actively to increase the reality of created images, and the various new approaches for the production of stereoscopic images have been investigated. However, it is obvious that the researches using motion typography have not been studied sufficiently. Thus in this study, the stereoscopic images for moving typography are suggested and produced by using three experimental studies -- the experiments using text movement, camera movement, and finally, editing and composition. In the experiments, from the stereoscopic motion typography produced by our proposed methods, the various visual effects have been obtained, and the visual communication with high reality has been achieved.