• Title/Summary/Keyword: 입체형

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Mode Selection Method to Improve Subjective Visual Quality of Conditional Replenishment Algorithm for Hybrid 3DTV (융합형 3DTV 조건부대체 알고리즘의 주관적 화질 향상을 위한 모드 선택 방법)

  • Kwon, Tae-Ho;Bang, Min-Suk;Kim, Sung-Hoon;Kim, Hui-Yong;Kim, Ki-Doo;Jung, Kyeong-Hoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.193-196
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    • 2015
  • 조건부대체 알고리즘(CRA: Conditional Replenishment Algorithm)은 좌우 영상의 해상도가 서로 다른 융합형 3DTV 서비스 환경에서 입체영상의 화질을 개선하기 위해 제안된 기법이다. 조건부대체 알고리즘에서는 비용함수를 도입하여 quad-tree 구조를 가지는 가변크기의 처리단위 (PU: Processing Unit)의 최적 모드를 결정하는데, 본 논문에서는 관심 PU 의 모드를 결정하는 단계에서 주변 PU 들의 모드를 함께 고려함으로써 모드가 고립되는 현상을 방지하는 방법을 제안한다. 제안 방법을 통해 기존의 CRA 의 결과로 발생 가능한 특정 PU의 두드러짐 현상을 제거할 수 있기 때문에 합성된 입체 영상의 주관적 화질이 향상된다.

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A Study on the Environmentally Friendly Block (환경친화적 블록에 관한 연구)

  • Han, Woon-Woo;Lee, Kee-Se;Ahn, Tae-Bong
    • Journal of the Korean GEO-environmental Society
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    • v.6 no.3
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    • pp.63-72
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    • 2005
  • The characteristics of environmentally friendly block, roughness, erosion, stability and dissolved oxygen(DO) were investigated by hydraulic experiment. It was found that the roughness of A-block was lower than I block and A block was more stable to the variation of flow. So it is expected that A-block will be more effective to the channel flow. It was also found that the erosion of channel bed was very small or rarely occurred and stable in the case of 3-dimensional A-block filled with sand. And 3-dimensional A-blocks assembled with A-blocks were more stable against the flow force than I block because of the united force of A-blocks. When the bed of channel was paved with 3-dimensional A-blocks, DO was increased higher than I block. So it is expected that A-block will be more advantageous to underwater environment than I block.

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A study on the design and applicability of stereoscopic sign for improving the visibility of traffic sign in double-deck tunnel (복층터널 교통표지판 시인성 향상을 위한 입체표지판 설계 및 적용 가능성에 대한 연구)

  • Park, Sang-Heon;Hwang, Ju-Hwan;Han, Sang-Ju;An, Sung-Joo;Kim, Hoon-Jae
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.20 no.6
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    • pp.899-915
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    • 2018
  • In this study, in order to construct an eco-friendly advanced road transportation network, the multi-layer tunnel, which is a small-sized car road, is designed to have a height of less than 60 cm. However, the shape of the tunnel is low and the height of the traffic sign is small. In order to solve these problems, traffic sign characters were designed in three dimensions, and the possibility of applying the design of the three - dimensional sign that can obtain greater visibility than the existing signs at the same distance and the possibility verification through virtual simulation were performed. The three-dimensional sign is horizontally installed on the ceiling of the multi-layer tunnel. To be seen vertically, it is enlarged by a certain ratio by the perspective, and the width and height are enlarged. Respectively. In addition, 3D simulation was performed to verify the visibility of the stereoscopic signs when the driver ran through the stereoscopic sign design specifications. As a result of the design and experimental study, it was confirmed that the stereoscopic sign could be designed through the theoretical formula and that it could provide the driver with a larger traffic sign character because there is no limitation of the facility limit compared to the existing vertical traffic sign. Also, we confirmed that it can be implemented in the side wall by using the stereoscopic sign design principle installed on the ceiling part. It was confirmed that the design of the stereoscopic sign can be designed to be smaller as the distance that the driver visually recognizes the sperm is shorter, the height of the protrusion vertically at the lower part of the stereoscopic sign becomes higher. As a result of 3D simulation running experiment based on the design information of the stereoscopic sign, it was confirmed that the stereoscopic sign is visually the same as the vertical sign at the planned distance. Although the detailed research and institutional improvement of stereoscopic signs have not been made in Korea and abroad, it is evolved into a core technology of new road traffic facilities through various studies through the possibility of designing and applying stereoscopic signs developed through this study Expect.

Synthesis of d- and l-Form of $^{99m}Tc$-HMPAO, and Comparison of Brain Uptake ($^{99m}Tc$-HMPAO의 광학이성체 d-, l-Form의 합성과 뇌섭취율 비교)

  • Kang, Chan-Soon;Chang, Young-Soo;Jeong, Jae-Min;Lee, Dong-Soo;Chung, June-Key;Lee, Kang-Choon;Lee, Myung-Chul
    • The Korean Journal of Nuclear Medicine
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    • v.35 no.1
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    • pp.69-74
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    • 2001
  • Purpose: $^{99m}Tc$-HMPAO is a radiopharmaceutical for imaging cerebral blood flow. HMPAO (RR, SS)-4.8-diaza-3,6,6,9-tetramethylundecan-2,10- dione bisoxime) has three stereoismers such as, meso-. d-, and l-HMPAO. Techentium complexes of meso-HMPAO and d,l-HMPAO are known to have different in vivo brain uptakes. In this study, enantiomers of HMPAO (d-HMPAO and l-HMPAO) were separated from d,l-HMPAO. These enantiomers were labeled with $^{99m}Tc$ and the biodistribution studies were performed in mice. Materials and Methods: An intermediate imine product was produced from 2,3-butanedione monooxime and 2,2-dimethyl-1,3-propanediamine (54% yield) and was reduced into a mixture of three isomers (35% yield). The meso-isomer was separated from d,l-mixture by repeated fractional crystallization (11 % yield). The d- and l-enantiomers were subsequently separated by co-crystallization with optical isomers of tartaric acid (25% and 5% yield. respectively). Each enantiomeric HMPAO was labeled with $^{99m}Tc$ by reacting with $SnCI_2{\cdot}2H_2O\;and\;^{99m}Tc$-pertechnetate. Biodistribution study was performed 1 hr after tail vein injection to ICR mice. Results: Radiochemical purities of each compound were over 80%. In biodistribution study. the brain uptakes of d,l- d- and l-form were 1.34, 1.12 and 1.67% ID/g, respectively. In case of l-lsomer the brain uptake was higher (1.5 fold) than d-isomer. Conclusion: We successfully purified each enantiomeric HMPAO. In biodistribution study of stereoismers of $^{99m}Tc$-HMPAO in mice, l-HMPAO may show better brain image than d,l-HMPAO which was supplied in a commercial kit.

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Phoneme Recognition based on Two-Layered Stereo Vision Neural Network (2층 구조의 입체 시각형 신경망 기반 음소인식)

  • Kim, Sung-Ill;Kim, Nag-Cheol
    • Journal of Korea Multimedia Society
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    • v.5 no.5
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    • pp.523-529
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    • 2002
  • The present study describes neural networks for stereoscopic vision, which are applied to identifying human speech. In speech recognition based on stereoscopic vision neural networks (SVNN), the similarities are first obtained by comparing input vocal signals with standard models. They are then given to a dynamic process in which both competitive and cooperative processes are conducted among neighboring similarities. Through the dynamic processes, only one winner neuron is finally detected. In a comparative study, the two-layered SVNN was 7.7% higher in recognition accuracies than the hidden Markov model (HMM). From the evaluation results, it was noticed that SVNN outperformed the existing HMM recognizer.

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Free-viewpoint Stereoscopic TIP Generation Using Virtual Camera and Depth Map (가상 카메라와 깊이 맵을 활용하는 자유시점 입체 TIP 생성)

  • Lee, Kwang-Hoon;Jo, Cheol-Yong;Choi, Chang-Yeol;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.219-222
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    • 2009
  • 자유시점 비디오는 단순히 수동적으로 비디오를 보는 것이 아니라 원하는 시점을 자유로이 선택하여 보는 능동형 비디오이다. 일반적으로 다양한 위치 및 다양한 각도에 위치하는 다수의 카메라로부터 촬영된 영상을 이용하여 제작하는데, 이 기술은 박물관 투어, 엔터테인먼트 등의 다양한 분야에서 활용된다. 본 논문에서는 자유시점 비디오의 새로운 분야로 한 장의 영상을 가상 카메라와 깊이맵을 이용하여 영상 내부를 네비게이션하는 자유시점 입체 Tour-Into-Picture (TIP)을 제안한다. 오래전부터 TIP가 연구되어 왔는데, 이 분야는 한 장의 사진 내부를 탐험하면서 애니메이션으로 볼 수 있게 하는 기술이다. 제안 방법은 전처리과정으로 전경 마스크, 배경영상, 및 깊이맵을 자동 및 수동 방법으로 구한다. 다음에는 영상 내부를 항해하면서 투영 영상들을 획득한다. 배경영상과 전객객체의 3D 모델링 데이터를 기반으로 가상 카메라의 3차원 공간 이동, yaw, pitch, rolling의 회전, look-around effect, 줌인 등의 다양한 카메라 기능을 활용하여 자유시점 비디오를 구현한다. 또한 깊이정보의 특성 및 구조에 따라 놀라운 시청효과를 전달하는 카메라 기능의 설정 방법을 소개한다. 소프트웨어는 OpenGL 및 MFC Visual C++ 기반으로 구축되었으며, 실험영상으로 조선시대의 작품인 신윤복의 단오풍정을 사용하였고, 입체 애니메이션으로 제작되어 보다 실감있는 콘텐츠를 제공한다.

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