• Title/Summary/Keyword: 3D방송

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A Practical Study on Data Analysis Framework for Teaching 3D Printing in Elementary School

  • Kim, Woo Yeol
    • International Journal of Internet, Broadcasting and Communication
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    • v.8 no.1
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    • pp.73-82
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    • 2016
  • The computational thinking refers to the ability to solve the complex and a variety of problems by utilizing a computer in core of the software education. It create a model through data collection and analysis and realize that the computer can understand to solve problems. Recently, the educational application of 3D printer appears in importance, which is one method to improve the computing thinking. In this paper, we propose the data analysis framework to stretch the computing thinking of learner that can incorporate 3D printing technology to the current elementary school curriculum and apply in a case study.

Fast key-frame extraction for 3D reconstruction from a handheld video

  • Choi, Jongho;Kwon, Soonchul;Son, Kwangchul;Yoo, Jisang
    • International journal of advanced smart convergence
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    • v.5 no.4
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    • pp.1-9
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    • 2016
  • In order to reconstruct a 3D model in video sequences, to select key frames that are easy to estimate a geometric model is essential. This paper proposes a method to easily extract informative frames from a handheld video. The method combines selection criteria based on appropriate-baseline determination between frames, frame jumping for fast searching in the video, geometric robust information criterion (GRIC) scores for the frame-to-frame homography and fundamental matrix, and blurry-frame removal. Through experiments with videos taken in indoor space, the proposed method shows creating a more robust 3D point cloud than existing methods, even in the presence of motion blur and degenerate motions.

Change of Total Convergence on Visual Function Case after 3D Images

  • Kim, Jung Ho;Yun, Deok-Young;Son, Kwang Chul;Lee, Seung Hyun;Kwon, Soon Chul
    • International Journal of Internet, Broadcasting and Communication
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    • v.7 no.1
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    • pp.57-61
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    • 2015
  • The level of change in distant PTC, near PTC, distant NTC, and near NTC was measured divided by before and after viewing 3D images. The 50 examinees were categorized into Low/ Middle/ High groups according to the level of change by test subject. Among all the entries, the exophoria group showed the highest change distribution, and in the distant and near NTC entries showed statistically significant differences in variation.

A Study on Stereoscopical Motion Graphic Production using Tracking Data from 3D Camera (3D카메라 트레킹데이터를 활용한 입체적 모션그래픽 제작방법 연구)

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.232-233
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    • 2015
  • 디지털 미디어의 발전으로 인해 모션그래픽의 구성요소들은 다양한 방식으로 제작되고 있다. 모션그래픽을 활용한 영상콘텐츠 제작기법은 새로운 이미지를 어떻게 제작하느냐에 따라 보다 창의적이고 효율적인 영상으로 표현되기도 한다. 모션그래픽의 활용도는 웹, 게임, 및 영화 방송 등 다양한 콘텐츠의 시각적 정보전달의 의미를 가지고 있다. 모션그래픽의 새롭고 실험적인 작업은 어떠한 제작방식에 따라 그 결과는 아주 다르게 나타난다. 또한 영상제작에 대한 프로세스는 새로운 뉴미디어의 기술의 결합으로 영상콘텐츠의 창의적인 작품으로 된다. 따라서 본 논문은 모션그래픽의 제작방식에서 실사카메라의 움직임을 가상카메라로 트래킹하여 입체적인 모션그래픽을 구현하는 제작방법을 제시한다.

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Real-Time Visual Production using Unity 3D

  • Lee, Dong-Min;Shin, Seung-Jung
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.138-146
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    • 2018
  • Generally, the animation and image production process consists of three stages: Pre-Production, Main-Production, and Post-Production. Real-time video production is also made based on this configuration. On the premise of the increase of productivity by reducing the production time effectively in the main production stage that takes the most time, this study aims to summarize the process of producing videos, focusing on the concrete main production stage. To do this, we propose a method for creating a real-time image from the point of view of the general user using Unity 3D, one of the game engines. Also, this study utilizes the Cinemachine feature provided by Unity 3D, which is suitable for the implementation of the proposed module structure.

A Study of Artificial Intelligence Generated 3D Engine Animation Workflow

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.286-292
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    • 2023
  • This article is set against the backdrop of the rapid development of the metaverse and artificial intelligence technologies, and aims to explore the possibility and potential impact of integrating AI technology into the traditional 3D animation production process. Through an in-depth analysis of the differences when merging traditional production processes with AI technology, it aims to summarize a new innovative workflow for 3D animation production. This new process takes full advantage of the efficiency and intelligent features of AI technology, significantly improving the efficiency of animation production and enhancing the overall quality of the animations. Furthermore, the paper delves into the creative methods and developmental implications of artificial intelligence technology in real-time rendering engines for 3D animation. It highlights the importance of these technologies in driving innovation and optimizing workflows in the field of animation production, showcasing how they provide new perspectives and possibilities for the future development of the animation industry.

Research On Solutions To Slicing Errors In FDM 3D Printing Of Thin-walled Structures

  • QINGYUAN ZHANG;Byung-Chun Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.176-181
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    • 2024
  • The desktop-level 3D printing machines makes it easier for independent designers to produce collectible models. Desktop 3D printers that use FDM (Fused Deposition Modeling) technology usually use a minimum nozzle diameter of 0.4mm. When using FDM printers to make Gunpla models, Thin slice structures are prone to slicing errors, which lead to deformation of printed objects and reduction in structural strength. This paper aims to analyze the printing model that produces errors, control a single variable among the three variables of slice layer height, slice wall thickness and filament type for comparative testing, and find a way to avoid gaps. To provide assistance for using FDM printers to build models containing thin-walled structures.

Adaptive Block-based Depth-map Coding Method (적응적 블록기반 깊이정보 맵 부호화 방법)

  • Kim, Kyung-Yong;Park, Gwang-Hoon;Suh, Doug-Young
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.601-615
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    • 2009
  • This paper proposes an efficient depth-map coding method for generating virtual-view images in 3D-Video. Virtual-view images can be generated by the view-interpolation based on the depth-map of the image. A conventional video coding method such as H.264 has been used. However, a conventional video coding method does not consider the image characteristics of the depth-map. Therefore, this paper proposes an adaptive depth-map coding method that can select between the H.264/AVC coding scheme and the proposed gray-coded bit plane-based coding scheme in a unit of block. This improves the coding efficiency of the depth-map data. Simulation results show that the proposed method, in comparison with the H.264/AVC coding scheme, improves the average BD-rate savings by 7.43% and the average BD-PSNR gains by 0.5dB. It also improves the subjective picture quality of synthesized virtual-view images using decoded depth-maps.

A Study on the Digital Craft Convergence Cases Using 3D Printing Technology (3D Printing 기술을 활용한 Digital Craft 융합적 사례 연구)

  • Jang, Jisu;Chung, Jeanhun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.105-110
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    • 2022
  • In line with the trend of the 4th Industrial Revolution, we tried to study the scalability of the craft sector in the art field in the wake of the convergence of new fields through the combination of different fields. To this end, a craft case using 3D printing technology was analyzed based on the theoretical background of the definition and value of digital craft. As a result of the study, craft works using 3D printing technology could be divided into four forms according to the fusion expression method. First, the mixed type was most characterized by harmonious production without significantly deviating from the traditional craft type. Second, the component type was produced in the form in which the characteristics of digital technology, which has advantages of certain shapes and detailed work, were best exhibited. Third, the structural type became a work with analog sensibility by adding traditional craft techniques based on the results output from a 3D printer. Finally, the connection type was the work that showed the greatest glimpse of originality and uniqueness among the analysis cases of this study. As digital technology is positively widely used, future studies will also deal with effective work directions.

Changes in Platform and Advertising Market in terms of the advent of 3D TV (3DTV 도입에 따른 플랫폼 시장 및 광고시장의 변화)

  • Cha, Young-Ran;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.119-132
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    • 2012
  • This study is to consider the major policy issues related to 3DTV in terms of the platform projects, not the terminal and equipment manufacture. It reviews what problems the 3D policy in terms of the platform projects has posed so far, and discusses the issues that may appear when the 3D TV is commercialized in the broadcasting market. The major issues dealt in the study include the frequency policy of the terrestrial platform, the additional services activation of the pay platform players, the retransmission policy of terrestrial broadcasting, and the advertising market policy.