• Title/Summary/Keyword: 360 degree viewing

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Omni-directional Tabletop Display Using Holographic Diffusion Screen

  • Fujii, Daiki;Sakamoto, Kunio;Nomura, Shusaku;Hirotomi, Tetsuya;Shiwaku, Kuninori;Hirakawa, Masahito
    • 한국정보디스플레이학회:학술대회논문집
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    • 2009.10a
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    • pp.1308-1311
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    • 2009
  • The authors describe a 360 degree viewing display that can be viewed from any direction. To generate all-around 360 degree viewing window, we developed a sp ecial diffusion screen with one viewing aperture using holographic optical elements.

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Integral-floating Display with 360 Degree Horizontal Viewing Angle

  • Erdenebat, Munkh-Uchral;Baasantseren, Ganbat;Kim, Nam;Kwon, Ki-Chul;Byeon, Jina;Yoo, Kwan-Hee;Park, Jae-Hyeung
    • Journal of the Optical Society of Korea
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    • v.16 no.4
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    • pp.365-371
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    • 2012
  • A three-dimensional integral-floating display with 360 degree horizontal viewing angle is proposed. A lens array integrates two-dimensional elemental images projected by a digital micro-mirror device, reconstructing three-dimensional images. The three-dimensional images are then relayed to a mirror via double floating lenses. The mirror rotates in synchronization with the digital micro-mirror device to direct the relayed three-dimensional images to corresponding horizontal directions. By combining integral imaging and the rotating mirror scheme, the proposed method displays full-parallax three-dimensional images with 360 degree horizontal viewing angle.

Quality of Experience Experiment Method and Statistical Analysis for 360-degree Video with Sensory Effect

  • Jin, Hoe-Yong;Kim, Sang-Kyun
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1063-1072
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    • 2020
  • This paper proposes an experimental method for measuring the quality of experience to measure the influence of the participants' immersion, satisfaction, and presence according to the application of sensory effects to 360-degree video. Participants of the experiment watch 360-degree videos using HMD and receive sensory effects using scent diffusing devices and wind devices. Subsequently, a questionnaire was conducted on the degree of immersion, satisfaction, and present feelings for the video you watched. By analyzing the correlation of the survey results, we found that the provision of sensory effects satisfies the 360-degree video viewing, and the experimental method was appropriate. In addition, using the P.910 method, a result was derived that was not suitable for measuring the quality of the immersion and presence of 360-degree video according to the provision of sensory effects.

Development of Moving Objects Recognition and Tracking System on 360 Degree Panorama (360도 영상에서 이동 물체 감지 및 추적 시스템의 개발)

  • Ko, Kwang-Man;Joo, Su-Chong
    • Journal of Korea Multimedia Society
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    • v.21 no.2
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    • pp.289-299
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    • 2018
  • The 360 degree panoramas are picture of a wide range of images on one screen, so we can see a fairly wide range at a time. In particular, cylinderical panoramas are the most widely used spherical image, and its left and right viewing angles reach 360 degree, so you can observe front, rear, left, and right at once. Using 360 degree panorama, all directions can be monitored at the same time, so all directions can be effectively monitored compared to other methods. In this paper, we develop a system to recognize and track the movement of moving objects on a 360 degree panorama, and then present and verify the experimental results. For this goals, first, we developed a system to recognize moving objects in 360 degree panorama using DoF(Difference of Frame) algorithm. Second, based on the TLD algorithm, we developed an application that can track a specific single moving object in a 360 degree panorama and presented the experimental results.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Angle of View Polarization Characterization of Liquid Crystal Displays and Their Components

  • Boher, Pierre;Bignon, Thibault;Leroux, Thierry
    • Journal of Information Display
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    • v.8 no.4
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    • pp.10-14
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    • 2007
  • LCD performance is generally evaluated in terms of luminance and color versus viewing angle. In the present paper, we show that this type of display can be favorably characterized in terms of polarization. We show that ELDIM EZContrast instrument which is routinely used for viewing angle measurements can be upgrade for measuring the polarization state of the light at each incidence and azimuth angle. More precisely, the degree of polarization of light, its ellipticity and polarization direction can be measured at each incidence angle between 0 and $88^{\circ}$ and for all the azimuth angles (from 0 to $360^{\circ}$). Important differences between the displays can be detected and related to their internal structures when luminance and color profiles are quite similar. The same setup can also be used to characterize optical components of the LCDs.

A Study on the Benefits and Issues of 360-degree VR Performance Videos (360도 VR공연영상의 효과와 문제점 연구)

Large-view-volume Multi-view Ball-lens Display using Optical Module Array (광학 모듈 어레이를 이용한 넓은 시야 부피의 다시점 볼 렌즈 디스플레이)

  • Gunhee Lee;Daerak Heo;Jeonghyuk Park;Minwoo Jung;Joonku Hahn
    • Journal of Broadcast Engineering
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    • v.28 no.1
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    • pp.79-89
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    • 2023
  • A multi-view display is regarded as the most practical technology to provide a three-dimensional effect to a viewer because it can provide an appropriate viewpoint according to the observer's position. But, most multi-view displays with flat shapes have a disadvantage in that a viewer watches 3D images only within a limited front viewing angle. In this paper, we proposed a spherical display using a ball lens with spherical symmetry that provides perfect parallax by extending the viewing zone to 360 degrees. In the proposed system, each projection lens is designed to be packaged into a small modular array, and the module array is arranged in a spherical shape around a ball lens to provide vertical and horizontal parallax. Through the applied optical module, the image is formed in the center of the ball lens, and 3D contents are clearly imaged with the size of about 0.65 times the diameter of the ball lens when the viewer watches them within the viewing window. Therefore, the feasibility of a 360-degree full parallax display that overcomes the spherical aberration of a ball lens and provides a wide field of view is confirmed experimentally.

Object VR-based 2.5D Virtual Textile Wearing System : Viewpoint Vector Estimation and Textile Texture Mapping (오브젝트 VR 기반 2.5D 가상 직물 착의 시스템 : 시점 벡터 추정 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.19-26
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    • 2008
  • This paper is related to a new technology allowing a user to have a 360 degree viewpoint of the virtual wearing object, and to an object VR(Virtual Reality)-based 2D virtual textile wearing system using viewpoint vector estimation and textile texture mapping. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multiview 2D images of clothes model for object VR, and three-dimensionally viewing its virtual wearing appearance at a 360 degree viewpoint of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi -automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

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