• Title/Summary/Keyword: Various Viewpoint

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Study on Viewpoint Estimation for Moving Parallax Barrier 3D Display (이동형 패럴랙스 배리어 방식의 모바일 3D 디스플레이를 위한 시역계측기술에 관한 연구)

  • Kim, Gi-Seok;Cho, Jae-Soo
    • Journal of Institute of Control, Robotics and Systems
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    • v.18 no.1
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    • pp.7-12
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    • 2012
  • In this paper, we present an effective viewpoint estimation algorithm for the Moving parallax barrier method of 3D display mobile device. Moving parallax barrier is designed to overcome the biggest problem, the limited view angle. To accomplish it, the position of the viewer's eyes or face should be estimated with strong stability and no latency. We focus on these requirements in the poor performance of mobile processors. We used a pre-processing algorithm in order to overcome the various illumination changes. And, we combined the conventional Viola-Jones face detection method and Optical-flow algorithm for robust and stable viewpoint estimation. Various computer simulations prove the effectiveness of the proposed method.

Interpreting the theme of the monk-mask-play variously (중탈놀이의 주제에 대한 새로운 해석을 위한 시론)

  • Park, Jin-tae
    • Journal of Korean Classical Literature and Education
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    • no.15
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    • pp.501-521
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    • 2008
  • For bringing about a revolution in studying the classic literature the positivism must be overcome and the imaginative power about the history, literature and religion must be exercised. The theme of the monk-mask-play had been interpreted from the both viewpoint; the traditional mask play is the profane drama, but, on the other hand, it is the sacred drama. Judging from the social viewpoint, the sexual union of the old monk and the beauty symbolizes the reconciliation between the governing class and the production class. Judging from the viewpoint of the equalitarianism, that symbolizes the harmony of a masculinity and a femininity. Judging from the viewpoint of the education, that symbolizes the unification of reason and sensitivity. Judging from the viewpoint of the religion, that means the resurrection.

A Study of the Development of City Parks in Japan since the 1970's

  • Tsukada, Shinya;Yuzawa, Akira
    • Proceedings of the Korean Institute of Landscape Architecture Conference
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    • 2007.10b
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    • pp.54-59
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    • 2007
  • The purpose of this paper is to study the development of city parks in Japan since the 1970's. The result of investigation is as follows; (1) Regarding research of city parks since 1970, applying the qualification theory III, The researches of the park were divided into the categories as follows; ( i ) children's playground, (ii) the spatial function of green tracts of land, (iii) the evaluation of actual use viewpoint , (iv) the historical viewpoint, ( v ) the natural environment protection viewpoint, and (vi) the social capital, citizen's participation and park management viewpoint. (2) the researches of the actual use viewpoints are increasing. This trend shows that the research viewpoints have been shifted from the individual using to the various subjects of using. (3) The researches of the historical viewpoint, researches focusing on Asia are increasing. This trend shows that the research viewpoints have been shifted to the relationship between the planning and the realization. (4) The research on the natural environmental protection viewpoints has seen a large expansion from the evaluation of forest in parks. (5) The social capital, citizen's participation and park management viewpoint were increased, as well as community development and the spreading effect.

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The Study on Standard Bodytype for Korean Women between the ages of 18 and 24 years old(Part II) -Standard proportion and Standard bodytype- (18~24세 한국인 여성의 표준체형에 관한 연구(제2보) -표준프로포션과 표준체형에 대하여-)

  • 이정임;남윤자
    • Journal of the Korean Society of Clothing and Textiles
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    • v.26 no.6
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    • pp.801-810
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    • 2002
  • The purpose of this study is to suggest standard bodytype which offers criterion for the sizes and shapes to interpret various bodytypes, to estimate fitting, and to construct ready-made clothing. There were two ways of analyzing bodytypes of subjects from the viewpoint of statistic and beauty. We had carried on the analysis from the viewpoint of statistic in the Part(1) and we carried on the analysis from the viewpoint of beauty in this Part(2). Taken as a sample, the subjects were ninety-seven females who were between the aloes of 18 and 24 rears o1d. They were measured on November 1999. The data of seven hundred and four females,18∼24 year-old, from the National Somatometry Survey of 1997 were used for analysis, too. The first analysis from the viewpoint of beauty was executed to the front and side photographs of the subjects to analyze the general traits of the beautiful bodytype. The second analysis from the viewpoint of beauty was executed to subjects who were in both High-frequency proportion range and Beautiful bodytype group. As the result, four groups in Beautiful and High-frequency proportion range were selected. The standard proportion was analyzed with the size and shape of four groups. Based on the standard proportion, the size, shape and silhouette of the standard bodytype were analyzed. To verify the size, shape and silhouette of the standard bodytype, the location of the standard bodytype in the 1997 National Somatometry Survey group was analyzed. As the result, the standard bodytype was verified as proper criterion to interpret various bodytypes, to estimate fitting, and to construct ready-made clothing.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

An Analysis on Viewpoint and Characteristics of Preference for Urban Landscape Management - Based on the Site of View Management in woomyeon Mountain - (도시경관관리를 위한 조망점 및 선호특성 분석 - 우면산 조망관리대상지역을 중심으로 -)

  • Song, Byeong-Hwa;Yang, Byoung-E;Lee, Gyeong-Jin
    • KIEAE Journal
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    • v.7 no.5
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    • pp.107-114
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    • 2007
  • This study purposed to review the alternative criteria for preserving urban scenic view and establishing its management methods by selecting preliminary viewpoints to preserve the views of woomyeon mountain. The contents of this research consists of the representative urban scenic view by analyzing its viewpoints and landscape preference. For this study, seventeen preliminary viewpoints were selected, the ratio of visual structure was calculated by types of landscapes and an analysis was conducted on landscape preference through a questionnaire survey to draw results. Conclusively, various side studies through statistical method for characteristic analysis with preference elements about viewpoint and visual structure for urban landscape management. This research will contribute to management on objective point of view in environmentally friendly urban landscape planning.

Business Modeling Focused on the Viewpoint of Goal and Customer (목표 및 고객 관점에서의 비즈니스 모델링)

  • Byun, Dae-Ho;Iijima, Jun-Ichi
    • IE interfaces
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    • v.18 no.2
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    • pp.193-204
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    • 2005
  • The modeling of business processes is key component of any improvement or re-engineering endeavor. Present trends of business modeling methodologies are to include the social context of an organization. Although various methodologies have been developed specially for the business process field and have a social context, it is not in terms of goals and customers, but processes, activities, and tasks. We describe our stance on business process modeling, based on the viewpoint of goal and customer. First, we formalize a goal-oriented business process model and its evaluation mechanism. Second, we propose a methodology of business process modeling, which starts from perceiving and describing interactions between organization and customer from the customer's viewpoint.

Comparison on the Time series of Housing Viewpoint of University Student (대학생 주거관의 시계열적 비교)

  • An, Ok-Hee;Kang, Hye-Kyung;Jo, Young-Mi
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2009.04a
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    • pp.243-246
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    • 2009
  • Housing distribution rate in our country has been continuously increased with economic growth, but residential plans satisfying the demands of residents are still not perfect yet. The demands of residents can be predicted by analyzing the housing viewpoint of residents. And also, the housing viewpoint can change according to various environmental changes, so it's important for us to understand the trend of change. Therefore, the housing viewpoints of university students who will be subjective residents of houses in future were analyzed by observing change due to trend of time. Target for this study is female university students in 20s. A portion of previously presented material (Korean Home Economics Association 37,1, 67-78) was used as data for 1998 and a questionnaire with 171 female university students was conducted on December 2008 for data for 2008. The following result was drawn from examination of change in the housing viewpoint due to trend of time by comparing the housing viewpoint of university students between 1998 and 2008. First, importance of was decreased and importance of was increased in functions of residence. Second, Most students thought and regardless of the time passage as their opinions on housing. And also, most students considered a living room as the most important space inside of a house regardless of the time passage and the ratio of considering a living room as the most important space was more increased.

A Proposal for Zoom-in/out View Streaming based on Object Information of Free Viewpoint Video

  • Seo, Minjae;Paik, Jong-Ho;Park, Gooman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.3
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    • pp.929-946
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    • 2022
  • Free viewpoint video (FVV) service is an immersive media service that allows a user to watch it from a desired location or viewpoint. It is composed of various forms according to the direction of the viewpoint of the provided video, and includes zoom in/out in the service. As consumers' demand for active watching is increasing, the importance of FVV services is expected to grow gradually. However, additional considerations are needed to seamlessly stream FVV service. FVV includes a plurality of videos, video changes may occur frequently due to movement of the viewpoint. Frequent occurrence of video switching or re-request another video can cause service delay and it also can lower user's quality of service (QoS). In this case, we assumed that if a video showing an object that the user wants to watch is selected and provided, it is highly likely to meet the needs of the viewer. In particular, it is important to provide an object-oriented FVV service when zooming in. When video zooming in in the usual way, it cannot be guaranteed to zoom in around the object. Zoom function does not consider about video viewing. It only considers the viewing screen size and it crop the video view as fixed screen location. To solve this problem, we propose a zoom in/out method of object-centered dynamic adaptive streaming of FVV in this paper. Through the method proposed in this paper, users can enjoy the optimal video service because they are provided with the desired object-based video.