• Title/Summary/Keyword: 3D방송

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3D Stereoscopic CGI Production Pipeline -Focus on Making Process of Avatar- (입체영상제작 파이프라인 구축방향 -영화 아바타의 제작과정 분석을 중심으로-)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.159-167
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    • 2010
  • Since success of in the box office, there are not only highly interested in 3D Stereoscopic in Media market but also has been briskly supporting for 3D Stereoscopic producing in variety platforms including film, broadcasting, mobile They expect 3D Stereoscopic will be a new standard format for media of domestic market as well as overseas. However there are required professional production system and grant capital for 3D Stereoscopic production. In case of domestic industry, there are not forged through specialized production system and lack of 3D Stereoscopic producing. They are needed not only Pipeline for 3D Stereoscopic production but also strategic supporting like specialized education and test-bed for 3D Stereoscopic production. It is able to established efficient and specialized system for 3D Stereoscopic production given the pipeline proposal.

Precision comparison of 3D photogrammetry scans according to the number and resolution of images

  • Park, JaeWook;Kim, YunJung;Kim, Lyoung Hui;Kwon, SoonChul;Lee, SeungHyun
    • International journal of advanced smart convergence
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    • v.10 no.2
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    • pp.108-122
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    • 2021
  • With the development of 3D graphics software and the speed of computer hardware, it is an era that can be realistically expressed not only in movie visual effects but also in console games. In the production of such realistic 3D models, 3D scans are increasingly used because they can obtain hyper-realistic results with relatively little effort. Among the various 3D scanning methods, photogrammetry can be used only with a camera. Therefore, no additional hardware is required, so its demand is rapidly increasing. Most 3D artists shoot as many images as possible with a video camera, etc., and then calculate using all of those images. Therefore, the photogrammetry method is recognized as a task that requires a lot of memory and long hardware operation. However, research on how to obtain precise results with 3D photogrammetry scans is insufficient, and a large number of photos is being utilized, which leads to increased production time and data capacity and decreased productivity. In this study, point cloud data generated according to changes in the number and resolution of photographic images were produced, and an experiment was conducted to compare them with original data. Then, the precision was measured using the average distance value and standard deviation of each vertex of the point cloud. By comparing and analyzing the difference in the precision of the 3D photogrammetry scans according to the number and resolution of images, this paper presents a direction for obtaining the most precise and effective results to 3D artists.

Quality Verification of Fixed and Mobile Hybrid 3DTV Services via a Subjective Test of Mixed-resolution Stereoscopic Videos (혼합 해상도 양안식 영상에 대한 주관적 화질평가를 통한 고정 및 이동 융합형 3DTV 서비스의 품질 검증)

  • Lee, Jooyoung;Kim, Sung-Hoon;Jeong, Seyoon;Choi, Jin Soo;Kang, Dong-Wook;Jung, Kyeong-Hoon;Kim, Jinwoong
    • Journal of Broadcast Engineering
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    • v.19 no.2
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    • pp.148-157
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    • 2014
  • Various techniques have been developed for efficient compression of stereoscopic 3D videos. Mixed-resolution based approach is one representative bit-rate saving method based on the characteristics of human visual system that the mixed-resolution stereoscopic videos are perceived close to the higher resolution. However, when the difference between the left and right image resolutions is bigger than a certain threshold level, it causes the perceived quality degradation of the 3D images. Subsequently, several researches tried to find the correlation between the difference in resolution and the level of the perceived quality degradation, but they conducted the experiments just considering the difference in resolution without considering the viewing distances, so thereby different results were retrieved from test to test. In this work, we calculated the optimal viewing distance based on the human visual system, and conducted the subjective tests with the calculated viewing distance. With the results, we demonstrate that the fixed and mobile hybrid 3DTV, which is based on mixed-resolution stereoscopic images, can provide the high quality 3D services.

Design and Implementation of Pneumatic Motion Base for 4D Home Theater

  • Kim, Dohyung;Cho, Seongyeon;Lee, Seokhun;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.4 no.2
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    • pp.131-137
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    • 2015
  • Home Entertainment system is recently being offered by Home Theater & Smart TV with contents service. Also, console game is being played in the media like in TV. The usage of 4D as the main technology in entertainment industry has mostly been limited in Theme Park, Amuse Park, Theater, and contents for Movie and Animation. Some simulation systems for game has been developed but they were made mostly by using electric or hydraulic motion system which cause high power consumption and have a restriction of place for install. The paper is attempted to build Home Entertainment system which makes users feel realistic contents by developing 4D systems for Home Entertainment rather than before. 4D control S/W in which user can insert and edit 4D effects on contents of all areas such as game, movie, and broadcasting is developed. Also, built-in pneumatic cylinder in 4D system which can be easily controlled and managed in home is developed.

Single-balanced Direct Conversion Quadrature Receiver with Self-oscillating LMV

  • Nam-Jin Oh
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.122-128
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    • 2023
  • This paper proposes two kinds of single-balanced direct conversion quadrature receivers using selfoscillating LMVs in which the voltage-controlled oscillator (VCO) itself operates as a mixer while generating an oscillation. The two LMVs are complementary coupled and series coupled to generate the quadrature oscillating signals, respectively. Using a 65 nm CMOS technology, the proposed quadrature receivers are designed and simulated. Oscillating at around 2.4 GHz frequency, the complementary coupled quadrature receiver achieves the phase noise of -28 dBc/Hz at 1KHz offset and -109 dBc/Hz at 1 MHz offset frequency. The other series coupled receiver achieves the phase noise of -31 dBc/Hz at 1KHz offset and -109 dBc/Hz at 1 MHz offset frequency. The simulated voltage conversion gain of the two single-balanced receivers is 37 dB and 45 dB, respectively. The double-sideband noise figure of the two receivers is 5.3 dB at 1 MHz offset. The quadrature receivers consume about 440 μW dc power from a 1.0-V supply.

A Study on Analysis of Curriculum for Maker Education using 3D Printer at Elementary School Classroom

  • Kim, Woo Yeol
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.60-66
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    • 2017
  • The advent of the 4th industrial revolution made the importance of software education to be emphasized, and thus, the Maker Education is attracting attention. This paper analyzes the curriculum to find contents suitable for Maker Education and proposes a workbook design using the results. The curriculum analysis data and workbook examples are expected to contribute to design elementary school curriculum for Maker Education using 3D printer. The workbook-based creative Making activities are, in addition, also expected to improve the computational thinking ability and to provide the insufficient instruction hours of SW education with an expandability.

Surface Parameterization Based on Circular Centering Property

  • Kim, Hyoungseok
    • International Journal of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.54-59
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    • 2019
  • The parametrization of the surface plays an important role in the 3D computer graphics and computer vision. Especially, it is essential in 3D mesh editing that manipulates the position of 3D objects on a computer monitor. Because computer monitors are two-dimensional, while vertices of objects that actually want to change are in a three-dimensional virtual space. In this study, we propose a new type of parametrization method that takes advantage of the special properties of circles that are common to local parameterization. Experimental results show that our parameterization method is more efficient in terms of time and space than the standard parameterization method that was designed by Floater et al.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

Technical Trend and Market Prospects of 3D Display (3차원 입체 디스플레이 기술동향 및 시장전망)

  • Yu, Y.S.
    • Electronics and Telecommunications Trends
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    • v.16 no.6 s.72
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    • pp.75-82
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    • 2001
  • 차원 입체 디스플레이는 시각 정보를 디스플레이에 전달하여, 화면에 표시되는 영상을 시청자로 하여금 3차원적으로 인식하게 하는 디스플레이 장치이다. 이는 현재 상용화가 진행중인 HDTV와 함께 차세대 디스플레이로 주목되었고, 이에 따르는 의료, 광고, 방송, 군사, 영화 등 인접산업으로의 폭넓은 파급효과가 기대되어 일본, 미국, 유럽 등을 중심으로 많은 연구가 진행되어 왔다. 본 고에서는 이러한 3차원 입체 디스플레이의 국내외 기술개발과 시장 동향을 통해, 국내 업계가 관련 원천기술을 확보하고 주력해야 할 분야에 대해 고찰하고자 한다.

Enhanced Fast Luma Adjustment for High Dynamic Range Television Broadcasting (고-휘도 텔레비전 방송을 위한 개선된 빠른 휘도 조절 기법)

  • Oh, Kyung Seok;Kim, Yong-Goo
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.302-315
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    • 2018
  • Highly non-linear electro-optical transfer function of the Perceptual Quantizer was approximated by a truncated Taylor series, resulting in a closed form solution for luma adjustment. This previous solution is fast and quite suitable for the hardware implementation of luma adjustment, but the approximation error becomes relatively large in the range of 600~3,900 cd/m2 linear light. In order to reduce such approximation error, we propose a new linear model, for which a correction is performed on the position and the slope of line based on the scope of approximation. In order to verify the approximation capability of the proposed linear model, a comparative study on the luma adjustment schemes was conducted using various high dynamic range test video sequences. Via the comparative study, we identified a significant performance enhancement over the previous fast luma adjustment scheme, where a 4.65dB of adjusted luma t-PSNR gain was obtained for a test sequence having a large portion of saturated color pixels.