• Title/Summary/Keyword: 360 degree

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A design of the phase shifter using tunable shorted terminated combline filters (종단 가변 Comb-line 필터를 사용한 위상 변위기 설계)

  • 김영태;류한철;곽민환;문승언;이수재;강병권;김선형;박준석
    • Proceedings of the Korea Electromagnetic Engineering Society Conference
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    • 2002.11a
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    • pp.161-164
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    • 2002
  • In this paper, a design technique is introduced for designing a 360-degree linear analog phase shifter at 1.8㎓. Using tunable short-circuit terminated comb-line filters as reactive loads, the circuit gives a very small insertion loss(less than 0.1㏈) and an almost linear phase shifter over the filter bandwidth for the full 360-degree range. We were showed large phase variation with small capacitance variation in the quadrature hybrid coupler using tunable shorted terminated combline filters.

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Gear Train Development for CNC Wire Bending Machine (CNC 와이어 벤딩기 구동장치 개발)

  • Cho, Hyun-Deog;Choi, Sung-Jong
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.7 no.4
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    • pp.50-55
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    • 2008
  • CNC wire bending machines are used in industries to make a type variety of wire products such as long links. The machines have a long arm device to rotate in order to remove forming errors by flexibility of wire. Generally, the machines which constructed servo motors in the arm have the rotating range of the arm under 360 degree because the servo motors connect with fixed control devices on frame by many cables. The rotating angle under 360 degree limits working speed and forming geometry. Therefore this study developed a gear train to drive a parts in arm and to be independent on arm rotation movement. The developed gear train can transfer four movements to four components in arm and is consists parallel of four pairs of satellite gear trains. This study constructed the CNC wire bending machine with the developed gear train and verified that the gear train could drive internal components independently on arm rotation.

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Performance Analysis on View Synthesis of 360 Video for Omnidirectional 6DoF

  • Kim, Hyun-Ho;Lee, Ye-Jin;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.22-24
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    • 2018
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of omnidirectional 6DoF, which is defined as a case of degree of freedom providing 6DoF in a restricted area, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints called virtual omnidirectional viewpoints. This paper presents the performance analysis on view synthesis, which is done as the exploration experiment (EE) in MPEG-I, from a set of 360 videos providing omnidirectional 6DoF in various ways with different distances, directions, and number of input views. In addition, we compared the subjective quality between synthesized images with one input view and two input views.

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A Decision Support Model for Intelligent Facility Management through the Digital Transformation

  • Lee, Junsoo;Kim, Kang Hyun;Cha, Seung Hyun;Koo, Choongwan
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.485-492
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    • 2020
  • Information on the energy consumption of buildings that can be obtained through conventional methods is limited. Therefore, this study aims to develop a model that can support decision making about building facility management through digital transformation technologies. Through the IoT sensor, the building's energy data and indoor air quality data are collected, and the monitored data is visualized through the ELK Stack and produced as a dashboard. In addition, the target building is photographed with a 360-degree camera and maps using a tool to create a 360-degree tour. Using such digital transformation technologies, users of buildings can obtain various information in real time without visiting buildings directly. This can lead to changes in actions or actions for building management, supporting facility management decisions, and consequently reducing building energy consumption.

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Implementing 360-degree VR Video Streaming System Prototype for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360 도 비디오 스트리밍 시스템 프로토타입 구현)

  • Ryu, Yeongil;Choi, YiHyun;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1241-1244
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    • 2022
  • 최근 K-Pop 을 위시한 예술공연 콘텐츠에 몰입형 미디어를 접목한 온택트 (Ontact) 미디어 스트리밍 서비스가 주목받고 있는 가운데, 본 논문은 일반적으로 사용되는 2D 디스플레이 또는 HMD (Head-Mounted Display) 기반 VR (Virtual Reality, VR) 서비스에서 탈피하여, 대형 가상현실 공연장을 위한 360 도 VR 비디오 스트리밍 시스템을 제안한다. 제안된 시스템은 Phase 1, 2, 3 의 연구개발 단계를 밟아 6DoF (Degrees of Freedom) 시점 자유도를 지원하는 360 도 VR 비디오 스트리밍 시스템을 개발하는 것을 최종목표로 하고 있으며, 현재는 Phase 1: 대형 가상현실 공연장을 위한 3DoF 360 도 VR 비디오 스트리밍 시스템 프로토타입의 개발까지 완료되었다. 구현된 스트리밍 시스템 프로토타입은 서브픽처 기반 Viewport-dependent 스트리밍 기술이 적용되어 있으며, 기존 방식과 비교하였을 때 약 80%의 비트율 감소, 약 543%의 영상 디코딩 속도 향상을 확인하였다. 또한, 단순 구현 및 성능평가에서 그치지 않고, 실제 미국 UCSB 에 위치한 대형 가상현실 공연장 AlloSphere 에서의 시범방송을 수행하여, 향후 Phase 2, 3 연구단계를 위한 연구적 기반을 마련하였다.

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Basic Survey on the Knowledge, Performance, Confidence, and Attitude for CPR Education Proposal for Inactive Nurse

  • Park, Jung-Ha
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.187-195
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    • 2022
  • Since most of the first witnesses of cardiac arrest in clinical settings are nurses, the ability to perform CPR is important. The purpose of this study is to provide basic data for developing education that strengthens CPR performance in the future by examining inactive nurses' CPR knowledge, attitude, performance confidence, device discomfort, continued use intention, and educational achievement. The final subjects of this study were 88 inactive nurses residing in B city. The study period was from June 23, 2020 to December 24, 2020. The collected data were analyzed by descriptive statistics and Pearson correlation using SPSS WIN 24.0 program. After obtaining the subject's consent for the study, an inactive nurse who understood the purpose of the study and voluntarily consented to the study participated. To investigate the perception of experience, the subjects watched 360-degree virtual reality contents about CPR in the hospital using HMD. The data of this study were analyzed using SPSS WIN 22.0.program. As a result of this 360-degree study on CPR in the hospital, the average score for the inactive nurses on CPR knowledge was 12.70±3.43, the average score for performance confidence was 6.04±2.45, and the average score for attitude was 4.63±0.80. As a result of experience recognition of 360-degree virtual reality contents for CPR in hospitals, the average score for device discomfort was 4.01±0.94, the average score for continued use intention was 2.07±0.85, and the average score for educational achievement was 2.11±0.79. As a result of correlation analysis, educational achievement and continued use intention were significantly positively correlated (r=.77, p<.001). Based on the results of this study, in order to strengthen the CPR performance capability of inactive nurses in emergency situations, it is necessary to increase CPR knowledge and confidence in performing CPR, and to cultivate a positive attitude toward performing CPR. In addition, it is necessary to implement CPR simulation education based on patient cases by applying content that considers educational achievement and continuous use intention.

Development of an Interactive Virtual Reality Service based on 360 degree VR Image (360도 파노라마 영상 기반 대화형 가상현실 서비스 구축)

  • Kang, Byoung-Gil;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.463-470
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    • 2017
  • Currently, virtual reality contents using VR images are spotlighted since they can be easily created and utilized. But because VR images are in a state of lack of interaction, there are limitations in their applications and usability.In order to overcome this problem, we propose a new method in which 360 degree panorama image and game engine are utilized to develop a high resolution of interactive VR service in real time. In particular, since the background image, which is represented by a form of panorama image, is pre-generated through a heavy rendering computation, it can be used to provide a immersive VR service with a relatively small amount of computation in run time on a low performance device. In order to show the effectiveness of our proposed method, an interactive game of a virtual zoo environment was implemented and illustrated showing that it can improve user interaction and immersion experience in a pretty good way.

A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

Parallax Distortion Detection and Correction Method for Video Stitching by using LDPM Image Assessment (LDPM 영상 평가를 활용한 동영상 스티칭의 시차 왜곡 검출 및 정정 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.685-697
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    • 2020
  • Immersive media videos, such as panorama and 360-degree videos, must provide a sense of realism as if the user visited the space in the video, so they should be able to represent the reality of the real world. However, in panorama and 360-degree videos, objects appear to overlap or disappear due to parallax between cameras, and such parallax distortion may interfere with immersion of the user's content. Accordingly, although many video stitching algorithms have been proposed to overcome parallax distortion, parallax distortion still occurs due to the low performance of the Object detection module and limitations of the Seam generation method. Therefore, this paper analyzes the limitations of the existing video stitching technology and proposes a method for detecting and correcting parallax distortion of video stitching using the LDPM (Local Differential Pixel Mean) image evaluation method that overcomes the limitations of the video stitching technique.