• Title/Summary/Keyword: 3D content

Search Result 3,470, Processing Time 0.031 seconds

A Study on the Present Condition and Prospect of Architectural Cultural Heritage Content Applied to 3D Digital Technology (3차원 디지털기술 적용 건축문화재 콘텐츠 현황분석 및 전망에 관한 연구)

  • Jung, Sung Ju;Lee, Tae Hee
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.2
    • /
    • pp.188-198
    • /
    • 2021
  • Digital data was collected using modern three-dimensional digital technology. Current content-specific technologies were investigated through domestic and foreign cases so that three-dimensional digital technology could be applied to the utilization of various contents. First, the use of three-dimensional digital technology of architectural cultural assets has been changing from the restoration of cultural assets. Second, some of the contents produced were found to be underutilized. Third, the type of content has been changing in experience and exhibition, but the online approach was small. Fourth, digital restoration using domestic IT technology has been used as a technology to restore overseas cultural heritage. The fifth analysis of the relationship between the content types and 3D digital technologies shows the use of currently limited technologies. This study analyzed the status of digital architecture and the application of three-dimensional digital technologies to lay the foundation for the active development and utilization of content. Subsequent studies on various layers and digital technologies will be needed to revitalize digital architectural cultural assets in the future.

A Study on the Implementation of a Portable Hologram Recording System for Optical Education

  • Cheolyoung, Go;Juyoung, Hong;Kwangpyo, Hong;Eunyeop, Shin;Leehwan, Hwang;Soonchul, Kwon;Seunghyun, Lee
    • International Journal of Advanced Culture Technology
    • /
    • v.10 no.4
    • /
    • pp.478-486
    • /
    • 2022
  • Holography is a human-friendly technology that can express 3D stereoscopic information without eye fatigue. You can experience the mysterious features of light directly and indirectly, and you can also experience the principles of 3D imaging, which makes it a very good curriculum. As such, although holography is very effective in teaching students optics and 3D imaging technology, it has not yet been systematically established. The reason is the cost burden such as expensive equipment and laboratories, and the lack of easily accessible educational equipment. We implemented a portable holographic recording system to solve this problem. In addition, since silver halides, which use harmful chemicals, are not used in the process of developing the recording medium, and photopolymers are used, it is possible to educate not only the general public but also young students. In order to improve the completeness of the recorded result, the mechanism part, light source, and recording medium part of the production system were newly constructed to complement all the existing problems. The proposed system will make holography easily accessible to many people in a variety of fields, not just education. Through the interesting experience of various features and principles of light and the production of holograms with high satisfaction, we hope to popularize them in various fields such as education.

A Design and Development of a Wireless-Wireless-linked Mobile Game Content (무무선 연동 모바일 게임 콘텐트의 설계 및 개발)

  • Ko Il Seok;Lee Jang Beom;Cho Dong Uk
    • The KIPS Transactions:PartD
    • /
    • v.12D no.3 s.99
    • /
    • pp.455-460
    • /
    • 2005
  • An improvement of a mobile game content production and a service technology are bringing an explosive increase of a mobile game market. Currently serviced mobile games are using a WAP method and a download method. Because of technical problems, we couldn't develop the mobile game content which sequentially linked WAP->download and download->WAP. In this study, we design and develop the mobile game content which sequentially linked WAP->download and download->WAP. In the proposed method, we can linked the stage and the ranking information as sharing a data on real time that it is impossible in the previous mobile game content.

Advanced Treatment of Swine Wastewater by Botryococcus braunii in a Tubular Bioreactor (Tubular Bioreactor에서 Botryococcus braunii를 이용한 축산폐수의 고도처리)

  • 이석준;김희식;윤병대;오희목
    • Microbiology and Biotechnology Letters
    • /
    • v.27 no.2
    • /
    • pp.153-158
    • /
    • 1999
  • This study was conducted to investigate the production of lipid, and removal of nitrogen and phosphorus from swine wastewater by Botryococcus braunii UTEX 572 in a tubular bioreactor. The rate of dry cell weight increase of B. braunii was highest at 20.1mg/l/din a modified Chu 13 medium at $25^{\circ}C$. Under the above conditions, the rate of lipid content increase was also highest at 6.1mg/l/d. The lipid content of B. braunii on a dry weight basis ranged from 30.5 to 34.1% with an average value of 32.3%. When B. braunii was cultured in a secondary-treated swine wastewater diluted to 50% with tap water, the rate of dry cell weight increase was 18.6mg/l/d and the rate of lipid content increase was 6.0mg/l/d. The lipid content ranged from 30.3 to 34.2%. No significant difference was observed between lipid content and growth conditions. The removal rates of nitrogen and phosphorus in swine wastewater were 43.9% and 41.7%, respectively, after 14 days of incubation.

  • PDF

Effects of the Xe content on the electro-optical properties in the mercury-free Flat Fluorescent Lamp

  • Chung, Kyu-Yong;Lee, Sang-Mok;Jeong, Yoon-Chul;Sohn, Sang-Ho
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2007.08b
    • /
    • pp.1577-1579
    • /
    • 2007
  • Xe content is one of important factors related to characteristics of the mercury-free flat fluorescent lamp. The electro-optical properties of lamp were investigated for wide range of Xe content in Xe-Ne mixing gas. The maximum luminance of $9,289\;cd/m^2$ and efficacy of 3 lm/W was obtained with Xe 90 %.

  • PDF

Occurrence and Distribution of Cellular Slime Molds in Mt. Nam (남산에서 세포성 점균의 출현과 분포)

  • 강경미;홍영빈;이재봉;장남기
    • The Korean Journal of Ecology
    • /
    • v.21 no.5_3
    • /
    • pp.687-694
    • /
    • 1998
  • In this study, the occurrence and distribution of dictyostelid cellular slime molds was investigted from soils of typical forests in Mt. Nam and the effect of soil environmental factor on cellular slime molds was investigated. The fourteen species including two undescribed species were isolated as follows: Dictyostelium brefeldianum, Polysphondylium pallidum, P. violaceum, P. pseudo-candidum in Quercus mongolica-Sorbus alnifolia forests, D. purpureum, D. mucoroides var. stoloniferum, D. dimigraformum, D. brefeldiamum, P. pallidum, P. tenuissimum, P. violoceum, P. candidum, P. pseudo-candidum in Pinus densiflora forests, D. polycephahum, D. capitatum, d. brefeldianun, P. candidum in Robinia pseudo-acacia forests, D. purpureum, D. aureostipes var, aureostipes, D. polycephalum in Quercus acutissima forests, D. minutum, D. implicatum. in the site disturbed by human. The dominant species were P. pallidum, D. brefeldiamum, P. pseudo-candidum and D. dimigraformum were the undescribed species in Korea. Environmental factors such as soil pH, water content, organic content, total nitrogen and total phosphorus made a little effect on total species number, the number of clones.

  • PDF

Effects of Vitamin D Supplementation on Bone Mineral Density in Growing Rats (식이 내 비타민 D 강화가 성장기 흰쥐의 골밀도에 미치는 영향)

  • Choi Mi-Ja;Kang Yu-Jung
    • Journal of the East Asian Society of Dietary Life
    • /
    • v.16 no.3
    • /
    • pp.292-298
    • /
    • 2006
  • Modification of the diet during childhood and adolescence may be an effective strategy for maximizing the peak bone mass. Many supplementation studies have suggested a positive effect of the increased vitamin D intake on the bone mineral status in the elderly. However to date all studies have been conducted on old men and postmenopausal women. The aim of this study was to examine the effects of vitamin D supplementation on the bone mineral density and bone mineral content in growing rats. Twenty Sprague-Dawley female rats were divided into two groups; Control, and vitamin D supplementation. The bone mineral density(BMD) and bone mineral content(BMC) were measured using PIXImus in the spine and femur. Vitamin D supplementation did not affect the level of weight gain, mean food intake and food efficiency ratio. In addition, vitamin D supplementation had no added effect on the spine and femur BMD, and BMC. There were no significant differences in the spine BMD/weight and BMC/weight between the groups, but the spine BMD/weight and BMC/weight was 11 % higher in the vitamin D supplementation group. The femur BMD/weight and femur BMC/weight were significantly higher in the vitamin D supplementation group 9 weeks after the experiment. These results provide evidence of the beneficial effects of vitamin D supplementation on the BMD during the growth period.

  • PDF

Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.12
    • /
    • pp.2865-2874
    • /
    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

Comparison of 2D and 3D visual effects (2D와 3D 영상 효과 비교)

  • Chung, Dong Hun
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.3
    • /
    • pp.141-149
    • /
    • 2010
  • The success of movie 'Avatar' make people be interested in 3D stereoscopic movie, and government and 3D industry acknowledge that it is another opportunity to develop 3D market since 1920s. However, despite much interest little research to evaluate the effect of 3D stereoscopic exists. The present research aimed to disclose 3D effect compared to 2D by assumption of the importance of 3D stereoscopic and little evaluation to that as well. When audience are exposed to 3D stereoscopic, many outcomes are supposed to be differentiated from when to 2D. From this hypothesis, this paper examined mood, attitude, and presence as dependent variables. Using polarized stereoscopic projection display, 30 participants watched 2D and another 30 watched 3D stereoscopic movie which were the same content. On conclusion, the two groups were not significantly different and this involved much insight.

Substantive Analysis of Composite Factors Causing Viewer's Discomfort for Stereoscopic 3D Video Contents (시청 불편감을 유발하는 스테레오스코픽 3D 비디오 콘텐츠의 복합적 요인들의 실증적 분석)

  • Kim, Dong Wook;Kim, Woo Youl;Seo, Young Ho
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.8 no.3
    • /
    • pp.97-124
    • /
    • 2012
  • This paper analyzes qualitatively the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he (she) feels discomfort during watching a stereo 3D contents. Also we extract the data for the factors in the 3D contents to obtain their quantitative values and the amounts of the temporal changes. Those two sets of data are used to analyze the contents to find the factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity changes, story of the contents, situation or environments of a scene, movement and the position of the camera, color and luminance information as well as disparities themselves. We analyse the various strong and weak factors and their composites to find how much discomfort each factor or composite causes. We also show the situations and their related factors that causes less discomfort than the amount of their disparities.