• Title/Summary/Keyword: 3D방송

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Low-complexity Local Illuminance Compensation for Bi-prediction mode (양방향 예측 모드를 위한 저복잡도 LIC 방법 연구)

  • Choi, Han Sol;Byeon, Joo Hyung;Bang, Gun;Sim, Dong Gyu
    • Journal of Broadcast Engineering
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    • v.24 no.3
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    • pp.463-471
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    • 2019
  • This paper proposes a method for reducing the complexity of LIC (Local Illuminance Compensation) for bi-directional inter prediction. The LIC performs local illumination compensation using neighboring reconstruction samples of the current block and the reference block to improve the accuracy of the inter prediction. Since the weight and offset required for local illumination compensation are calculated at both sides of the encoder and decoder using the reconstructed samples, there is an advantage that the coding efficiency is improved without signaling any information. Since the weight and the offset are obtained in the encoding prediction step and the decoding step, encoder and decoder complexity are increased. This paper proposes two methods for low complexity LIC. The first method is a method of applying illumination compensation with offset only in bi-directional prediction, and the second is a method of applying LIC after weighted average step of reference block obtained by bidirectional prediction. To evaluate the performance of the proposed method, BD-rate is compared with BMS-2.0.1 using B, C, and D classes of MPEG standard experimental image under RA (Random Access) condition. Experimental results show that the proposed method reduces the average of 0.29%, 0.23%, 0.04% for Y, U, and V in terms of BD-rate performance compared to BMS-2.0.1 and encoding/decoding time is almost same. Although the BD-rate was lost, the calculation complexity of the LIC was greatly reduced as the multiplication operation was removed and the addition operation was halved in the LIC parameter derivation process.

A Study on Smart Soil Resistance Measuring Device for Safety Characterized Ground Design in Converged Information Technology (ICT 융합 환경에서의 안전 특성화 접지 설계를 위한 스마트 대지 저항 측정 기술에 관한 연구)

  • Kim, Hong-Yong;Shin, Seung-Jung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.203-209
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    • 2019
  • In this work, a new land-specific resistance measuring device (GM) and a measuring probe (Grounding Rod) are connected to the WENNER quadrant as power-line communication (PLC). In groups of two (P1,P2) probes, five to ten probes are installed in series on the ground at intervals of 1m, 2m, 4m, 8m, and 16m, respectively. If the PLC signal from the GMD is detected by the receiver of the Probe 1 (P1) for measurement, the minute voltage and current for measurement flow from the PSD (power supply) attached to the probe to the ground, and then, through the soil between P1 and P2, enters the Probe 1 (P2). The resistance value is then measured by the principle of voltage drop due to ground resistance. Measure the earth resistance every T seconds up to 1 trillion and store the measured data on the Arduino Server mounted on the main equipment. Stored measurement data can be derived from formulas by Ohm's Law and from inherent resistance (here,). Data obtained in real time will be linked to CDGES programs installed on Main PC, enabling data analysis and real-time monitoring of the ground environment on land. In addition, a three-dimensional display is possible with 3D graph support by identifying seasonal characteristics such as temperature and humidity of land (soils). The limitations of the study will require specific application measures of Test Bed for commercial access to a model that has been developed and operated experimentally.

A Performance Comparison of CCA and RMMA Algorithm for Blind Adaptive Equalization (블라인드 적응 등화를 위한 CCA와 RMMA 알고리즘의 성능 비교)

  • Lim, Seung-Gag
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.51-56
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    • 2019
  • This paper related with the performance comparison of CCA and RMMA blind adaptive equalization in order to reduce the intersymbol interference which is occurred in channel when transmitting the 16-QAM signal, high spectrum efficiencies of nonconstant modulus characteristic. The CCA possible to improve the misadustment and initial convergence by compacting the every signal constellation of 16 by using the sliced symbol of the decision device output, namely statistical symbol, but incresing the computational cost. The RMMA possible to minimize the fast convergence speed and misadjustment and channel tracking capability without increasing the computational cost by obtain the error signal after transform to 4 constant modulus signal based on the region of signal constellation located. In this paper, these algorithm were implemented in the same channel, and the blind adaptive equalization performance were compared using the equalizer output signal constellation, residual isi, MSE, SER. As a result of simulation, the RMMA has better performance in output signal constellation, residual isi and MSE compared to the CCA, but has slow convergence speed about 1.3 times. And the SER performance presenting the robustness to the noise signal, the CCA has more beeter in less SNR, but the RMMA has better in greater than 6dB in SNR.

A Study on the Development of H2 Fuel Cell Education Platform: Meta-Fuelcell (연료전지 교육 플랫폼 Meta-Fuelcell 개발에 관한 연구)

  • Duong, Thuy Trang;Gwak, Kyung-Min;Shin, Hyun-Jun;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.5
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    • pp.29-35
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    • 2022
  • This paper proposes a fuel cell education framework installed on a Metaverse environment, which is to reduce the burden of education costs and improve the effect of education or learning. This Meta-Fuel cell platform utilizes the Unity 3D Web and enables not only theoretical education but also hands-on training. The platform was designed and developed to accommodate a variety of unit education contents, such as ppt documents, videos, etc. The platform, therdore, integrates ppt and video demonstrations for theoretical education, as well as software content "STACK-Up" for hands-on training. Theoretical education section provides specialized liberal arts knowledge on hydrogen, including renewable energy, hydrogen economy, and fuel cells. The software "STACK-Up" provides a hands-on practice on assembling the stack parts. Stack is the very core component of fuel cells. The Meta-Fuelcell platform improves the limitations of face-to-face education. It provides educators with the opportunities of non-face-to-face education without restrictions such as educational place, time, and occupancy. On the other hand, learners can choose educational themes, order, etc. It provides educators and learners with interesting experiences to be active in the metaverse space. This platform is being applied experimentally to a education project which is to develop advanced manpower in the fuel cell industry. Its improvement is in progress.

Rendering Quality Improvement Method based on Depth and Inverse Warping (깊이정보와 역변환 기반의 포인트 클라우드 렌더링 품질 향상 방법)

  • Lee, Heejea;Yun, Junyoung;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.714-724
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    • 2021
  • The point cloud content is immersive content recorded by acquiring points and colors corresponding to the real environment and objects having three-dimensional location information. When a point cloud content consisting of three-dimensional points having position and color information is enlarged and rendered, the gap between the points widens and an empty hole occurs. In this paper, we propose a method for improving the quality of point cloud contents through inverse transformation-based interpolation using depth information for holes by finding holes that occur due to the gap between points when expanding the point cloud. The points on the back are rendered between the holes created by the gap between the points, acting as a hindrance to applying the interpolation method. To solve this, remove the points corresponding to the back side of the point cloud. Next, a depth map at the point in time when an empty hole is generated is extracted. Finally, inverse transform is performed to extract pixels from the original data. As a result of rendering content by the proposed method, the rendering quality improved by 1.2 dB in terms of average PSNR compared to the conventional method of increasing the size to fill the blank area.

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.

Design and Implementation of Real-time Digital Twin in Heterogeneous Robots using OPC UA (OPC UA를 활용한 이기종 로봇의 실시간 디지털 트윈 설계 및 구현)

  • Jeehyeong Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.189-196
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    • 2023
  • As the manufacturing paradigm shifts, various collaborative robots are creating new markets. Demand for collaborative robots is increasing in all industries for the purpose of easy operation, productivity improvement, and replacement of manpower who do simple tasks compared to existing industrial robots. However, accidents frequently occur during work caused by collaborative robots in industrial sites, threatening the safety of workers. In order to construct an industrial site through robots in a human-centered environment, the safety of workers must be guaranteed, and there is a need to develop a collaborative robot guard system that provides reliable communication without the possibility of dispatch. It is necessary to double prevent accidents that occur within the working radius of cobots and reduce the risk of safety accidents through sensors and computer vision. We build a system based on OPC UA, an international protocol for communication with various industrial equipment, and propose a collaborative robot guard system through image analysis using ultrasonic sensors and CNN (Convolution Neural Network). The proposed system evaluates the possibility of robot control in an unsafe situation for a worker.

A Study on the Use of Contrast Agent and the Improvement of Body Part Classification Performance through Deep Learning-Based CT Scan Reconstruction (딥러닝 기반 CT 스캔 재구성을 통한 조영제 사용 및 신체 부위 분류 성능 향상 연구)

  • Seongwon Na;Yousun Ko;Kyung Won Kim
    • Journal of Broadcast Engineering
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    • v.28 no.3
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    • pp.293-301
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    • 2023
  • Unstandardized medical data collection and management are still being conducted manually, and studies are being conducted to classify CT data using deep learning to solve this problem. However, most studies are developing models based only on the axial plane, which is a basic CT slice. Because CT images depict only human structures unlike general images, reconstructing CT scans alone can provide richer physical features. This study seeks to find ways to achieve higher performance through various methods of converting CT scan to 2D as well as axial planes. The training used 1042 CT scans from five body parts and collected 179 test sets and 448 with external datasets for model evaluation. To develop a deep learning model, we used InceptionResNetV2 pre-trained with ImageNet as a backbone and re-trained the entire layer of the model. As a result of the experiment, the reconstruction data model achieved 99.33% in body part classification, 1.12% higher than the axial model, and the axial model was higher only in brain and neck in contrast classification. In conclusion, it was possible to achieve more accurate performance when learning with data that shows better anatomical features than when trained with axial slice alone.

An Atlas Generation Method with Tiny Blocks Removal for Efficient 3DoF+ Video Coding (효율적인 3DoF+ 비디오 부호화를 위한 작은 블록 제거를 통한 아틀라스 생성 기법)

  • Lim, Sung-Gyun;Kim, Hyun-Ho;Kim, Jae-Gon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.665-671
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    • 2020
  • MPEG-I is actively working on standardization on the coding of immersive video which provides up to 6 degree of freedom (6DoF) in terms of viewpoint. 3DoF+ video, which provides motion parallax to omnidirectional view of 360 video, renders a view at any desired viewpoint using multiple view videos acquisitioned in a limited 3D space covered with upper body motion at a fixed position. The MPEG-I visual group is developing a test model called TMIV (Test Model for Immersive Video) in the process of development of the standard for 3DoF+ video coding. In the TMIV, the redundancy between a set of input view videos is removed, and several atlases are generated by packing patches including the remaining texture and depth regions into frames as compact as possible, and coded. This paper presents an atlas generation method that removes small-sized blocks in the atlas for more efficient 3DoF+ video coding. The proposed method shows a performance improvement of BD-rate bit savings of 0.7% and 1.4%, respectively, in natural and graphic sequences compared to TMIV.

Development of a Haptic Modeling and Editing (촉감 모델링 및 편집 툴 개발)

  • Seo, Yong-Won;Lee, Beom-Chan;Cha, Jong-Eun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.373-378
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    • 2007
  • 최근 들어 햅틱 분야는 디지털 콘텐츠를 만질 수 있게 촉감을 제공함으로써 의학, 교육, 군사, 엔터테인먼트, 방송 분야 등에서 널리 연구되고 있다. 그러나 햅틱 분야가 사용자에게 시청각 정보와 더불어 추가적인 촉감을 제공함으로써 보다 실감 있고 자연스러운 상호작용을 제공하는 등 여러 가지 장점을 가진 것에 비해 아직은 일반 사용자들에게 생소한 분야다. 그 이유 중 하나로 촉감 상호작용이 가능한 콘텐츠의 부재를 들 수 있다. 또한 최근에 가상환경(Virtual Environment, VR)에 관심이 증가 되고, 가상환경에 햅틱이라는 기술을 접목시키는 시도가 많이 일어나고 있어서, 촉감 모델링에 대한 욕구 또한 증대 되고 있다. 일반적으로 촉감 모델링은 Material properties를 가지고 있는 그래픽 모델들로 구성이 된다. 그래픽 모델링은 일반적인 모델링툴 (MAYA, 3D MAX, 기타 등)으로 할 수 있다. 하지만 촉감 관련된 촉감 모델들은 콘텐츠를 제작한 이후에 일일이 수작업으로 넣어 주어야 한다. 그래픽 모델링에서는 사용자가 직접 눈으로 확인 하면서 작업을 이루어 지기 때문에 직관적으로 이루어질 수 있다. 이와 비슷하게 촉감 모델링은 직관적인 모델링을 하기 위해서 사용자가 직접 촉감을 느껴 보면서 진행이 되어야 한다. 또한 그래픽 모델링과 촉감 모델링이 동시에 진행이 되지 않기 때문에 촉감 콘텐츠를 만드는데 시간이 많이 걸리게 되고 직관적이지 못하는 단점이 있다. 더 나아가서 이런 촉감 모델링을 포함한 모델링 높은 생산성을 위해서 신속히 이루어져야 한다. 이런 이유들 때문에 촉감 모델링을 위한 새로운 인터페이스가 필요하다. 본 논문에서는 촉감 상호작용이 가능한 촉감 콘텐츠를 직관적으로 생성하고 조작할 수 있게 하는 촉감 모델러를 기술한다. 촉감 모델러에서 사용자는 3 자유도 촉감 장치를 사용하여 3 차원의 콘텐츠 (정적 이거나 동적이거나 Deformation이 가능한 2D, 2.5D, 3D Scene)를 실시간으로 만져보면서 생성, 조작할 수 있는 촉감 사용자 인터페이스 (Haptic User Interface, HUI)를 통해서 콘텐츠의 표면 촉감 특성을 직관적으로 편집할 수 있다. 촉감 사용자인터페이스는 마우스로 조작하는 기존의 2 차원 그래픽 사용자 인터페이스를 포함하여 3 차원으로 사용자 인터페이스도 추가되어 있고 그 형태는 촉감 장치로 조작할 수 있는 버튼, 라디오버튼, 슬라이더, 조이스틱의 구성요소로 이루어져있다. 사용자는 각각의 구성요소를 조작하여 콘텐츠의 표면 촉감 특성 값을 바꾸고 촉감 사용자 인터페이스의 한 부분을 만져 그 촉감을 실시간으로 느껴봄으로써 직관적으로 특성 값을 정할 수 있다. 또한, XML 기반의 파일포맷을 제공함으로써 생성된 콘텐츠를 저장할 수 있고 저장된 콘텐츠를 불러오거나 다른 콘텐츠에 추가할 수 있다. 이러한 시스템은 햅틱이라는 분야를 잘 모르는 사람들도 직관적으로 촉감 모델링을 하는데 큰 도움을 줄 수 있을 것이다.

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