• Title/Summary/Keyword: Viewing-angle

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Effects of real-time feedback training on weight shifting during golf swinging on golf performance in amateur golfers

  • Hwang, Ji-Hyun;Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
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    • v.6 no.4
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    • pp.189-195
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    • 2017
  • Objective: The purpose of this study was to examine the effects of real-time visual feedback weight shift training during golf swinging on golf performance. Design: Repeated-measures crossover design. Methods: Twenty-sixth amateur golfers were enrolled and randomly divided into two groups: The golf swing training with real-time feedback on weight shift (experimental group) swing training on the Wii balance board (WBB) by viewing the center of pressure (COP) trajectory on the WBB. All participants were assigned to the experimental group and the control group. The general golf swing training group (control group) performed on the ground. The golf performance was measured using a high-speed 3-dimensional camera sensor which analyses the shot distance, ball velocity, vertical launch angle, horizontal launch angle, back spin velocity and side spin velocity. The COP trajectory was assessed during 10 practice sessions and the mean was used. The golf performance measurement was repeated three times and its mean value was used. The assessment and training were performed at 24-hour intervals. Results: After training sessions, the change in shot distance, ball velocity, and horizontal launch angle pre- and post-training were significantly different when using the driver and iron clubs in the experimental group (p<0.05). The interaction time${\times}$group and time${\times}$club were not significant for all variables. Conclusions: In this study, real-time feedback training using real-time feedback on weight shifting improves golf shot distance and accuracy, which will be effective in increasing golf performance. In addition, it can be used as an index for golf player ability.

Mechanism of the X-ray and Soft Gamma-ray Emissions from the High Magnetic Field Pulsar: PSR B1509-58

  • Wang, Yu;Takata, Jumpei;Cheng, Kwong Sang
    • Journal of Astronomy and Space Sciences
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    • v.30 no.2
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    • pp.91-94
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    • 2013
  • We use the outer gap model to explain the spectrum and the energy dependent light curves of the X-ray and soft ${\gamma}$-ray radiations of the spin-down powered pulsar PSR B1509-58. In the outer gap model, most pairs inside the gap are created around the null charge surface and the gap's electric field separates the opposite charges to move in opposite directions. Consequently, the region from the null charge surface to the light cylinder is dominated by the outflow current and that from the null charge surface to the star is dominated by the inflow current. We suggest that the viewing angle of PSR B1509-58 only receives the inflow radiation. The incoming curvature photons are converted to pairs by the strong magnetic field of the star. The X-rays and soft ${\gamma}$-rays of PSR B1509-58 result from the synchrotron radiation of these pairs. The magnetic pair creation requires a large pitch angle, which makes the pulse profile of the synchrotron radiation distinct from that of the curvature radiation. We carefully trace the pulse profiles of the synchrotron radiation with different pitch angles. We find that the differences between the light curves of different energy bands are due to the different pitch angles of the secondary pairs, and the second peak appearing at E > 10 MeV comes from the region near the star, where the stronger magnetic field allows the pair creation to happen with a smaller pitch angle.

Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

Optical Simulation Study on the Performances of Collimating Films for LCD Backlight Applications (액정표시장치 백라이트용 집광필름의 광학특성 분석을 위한 시뮬레이션 기법 연구)

  • Park, Ji-Hee;Lee, Jung-Ho;Jeong, Jin-Ha;Nahm, Kie-Bong;Ko, Jae-Hyeon;Kim, Joong-Hyun
    • Korean Journal of Optics and Photonics
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    • v.18 no.6
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    • pp.432-440
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    • 2007
  • Optical simulation methods such as a ray tracing technique have been widely used to predict the optical performances of collimating films for LCD backlight applications. It is necessary to optimize simulation conditions which have substantial effect on the simulation result in order to predict accurate performances of collimating films. We have set up a very simple backlight model consisting of a reflection film, a virtual flat light-source, and a prism film, which is a representative collimating film for backlight, in order to analyze the simulation conditions which are strongly correlated with the on-axis luminance gain and the viewing-angle characteristics of prism films. It was found that the dependence of the relative change in the on-axis luminance on the structure and material properties of collimating films can be derived from the above-mentioned simple BLU model and from simulation using it. However, the exact reflection property of the reflection film and the distribution of the incident light onto the optical film were found to be very important for revealing exact viewing-angle characteristics of collimating films.

Intermediate View Image and its Digital Hologram Generation for an Virtual Arbitrary View-Point Hologram Service (임의의 가상시점 홀로그램 서비스를 위한 중간시점 영상 및 디지털 홀로그램 생성)

  • Seo, Young-Ho;Lee, Yoon-Hyuk;Koo, Ja-Myung;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.1
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    • pp.15-31
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    • 2013
  • This paper proposes an intermediate image generation method for the viewer's view point by tracking the viewer's face, which is converted to a digital hologram. Its purpose is to increase the viewing angle of a digital hologram, which is gathering higher and higher interest these days. The method assumes that the image information for the leftmost and the rightmost view points within the viewing angle to be controlled are given. It uses a stereo-matching method between the leftmost and the rightmost depth images to obtain the pseudo-disparity increment per depth value. With this increment, the positional informations from both the leftmost view point and the rightmost view point are generated, which are blended to get the information at the wanted intermediate viewpoint. The occurrable dis-occlusion region in this case is defined and a inpainting method is proposed. The results from implementing and experimenting this method showed that the average image qualities of the generated depth and RGB image were 33.83[dB] and 29.5[dB], respectively, and the average execution time was 250[ms] per frame. Also, we propose a prototype system to service digital hologram interactively to the viewer by using the proposed intermediate view generation method. It includes the operations of data acquisition for the leftmost and the rightmost viewpoints, camera calibration and image rectification, intermediate view image generation, computer-generated hologram (CGH) generation, and reconstruction of the hologram image. This system is implemented in the LabView(R) environments, in which CGH generation and hologram image reconstruction are implemented with GPGPUs, while others are implemented in software. The implemented system showed the execution speed to process about 5 frames per second.

Comparison between TOMS and OMI-derived Tropospheric Ozone (TOMS와 OMI 자료를 이용하여 산출된 대류권 오존 비교 분석)

  • Na, Sun-Mi;Kim, Jae-Hwan
    • Korean Journal of Remote Sensing
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    • v.22 no.4
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    • pp.235-242
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    • 2006
  • This study compared between tropospheric column ozone by applying the SAM method to TOMS and OMI data for northern summer. Tropospheric ozone from the SAM represents a peak over the tropical Atlantic, where it is related with biomass burning. This feature is also seen in the distribution of the model and CO. Additionally, enhancement of the SAM ozone over the Middle East, and South and North America agrees well with the model and CO distribution. However, the SAM results show more ozone than the model results over the northern hemisphere, especially the ocean (e.g. the North Pacific and the North Atlantic). The tropospheric ozone distribution from OMI data shows more ozone than that from TOMS data. This can be caused by different viewing angle, sampling frequency, and a-priori ozone profiles between OMI and TOMS. The correlation between the SAM tropospheric ozone and CO is better than that between the model and CO in the tropics. However, that correlation is reversed in the mid-latitude.

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.

Three Dimensional Measurement of Ideal Trajectory of Pedicle Screws of Subaxial Cervical Spine Using the Algorithm Could Be Applied for Robotic Screw Insertion

  • Huh, Jisoon;Hyun, Jae Hwan;Park, Hyeong Geon;Kwak, Ho-Young
    • Journal of Korean Neurosurgical Society
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    • v.62 no.4
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    • pp.376-381
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    • 2019
  • Objective : To define optimal method that calculate the safe direction of cervical pedicle screw placement using computed tomography (CT) image based three dimensional (3D) cortical shell model of human cervical spine. Methods : Cortical shell model of cervical spine from C3 to C6 was made after segmentation of in vivo CT image data of 44 volunteers. Three dimensional Cartesian coordinate of all points constituting surface of whole vertebra, bilateral pedicle and posterior wall were acquired. The ideal trajectory of pedicle screw insertion was defined as viewing direction at which the inner area of pedicle become largest when we see through the biconcave tubular pedicle. The ideal trajectory of 352 pedicles (eight pedicles for each of 44 subjects) were calculated using custom made program and were changed from global coordinate to local coordinate according to the three dimensional position of posterior wall of each vertebral body. The transverse and sagittal angle of trajectory were defined as the angle between ideal trajectory line and perpendicular line of posterior wall in the horizontal and sagittal plane. The averages and standard deviations of all measurements were calculated. Results : The average transverse angles were $50.60^{\circ}{\pm}6.22^{\circ}$ at C3, $51.42^{\circ}{\pm}7.44^{\circ}$ at C4, $47.79^{\circ}{\pm}7.61^{\circ}$ at C5, and $41.24^{\circ}{\pm}7.76^{\circ}$ at C6. The transverse angle becomes more steep from C3 to C6. The mean sagittal angles were $9.72^{\circ}{\pm}6.73^{\circ}$ downward at C3, $5.09^{\circ}{\pm}6.39^{\circ}$ downward at C4, $0.08^{\circ}{\pm}6.06^{\circ}$ downward at C5, and $1.67^{\circ}{\pm}6.06^{\circ}$ upward at C6. The sagittal angle changes from caudad to cephalad from C3 to C6. Conclusion : The absolute values of transverse and sagittal angle in our study were not same but the trend of changes were similar to previous studies. Because we know 3D address of all points constituting cortical shell of cervical vertebrae. we can easily reconstruct 3D model and manage it freely using computer program. More creative measurement of morphological characteristics could be carried out than direct inspection of raw bone. Furthermore this concept of measurement could be used for the computing program of automated robotic screw insertion.

A Study on Vision-based Robust Hand-Posture Recognition Using Reinforcement Learning (강화 학습을 이용한 비전 기반의 강인한 손 모양 인식에 대한 연구)

  • Jang Hyo-Young;Bien Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.3 s.309
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    • pp.39-49
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    • 2006
  • This paper proposes a hand-posture recognition method using reinforcement learning for the performance improvement of vision-based hand-posture recognition. The difficulties in vision-based hand-posture recognition lie in viewing direction dependency and self-occlusion problem due to the high degree-of-freedom of human hand. General approaches to deal with these problems include multiple camera approach and methods of limiting the relative angle between cameras and the user's hand. In the case of using multiple cameras, however, fusion techniques to induce the final decision should be considered. Limiting the angle of user's hand restricts the user's freedom. The proposed method combines angular features and appearance features to describe hand-postures by a two-layered data structure and reinforcement learning. The validity of the proposed method is evaluated by appling it to the hand-posture recognition system using three cameras.

A Transflective Liquid Crystal Display Driven by the Fringe Field Using a Liquid Crystal with a Negative Dielectric Anisotropy

  • Kim, Jin-Ho;Her, Jung-Hwa;Lim, Young-Jin;Kumar, Pankaj;Lee, Seung-Hee;Park, Kyoung-Ho;Lee, Joun-Ho;Kim, Byeong-Koo
    • Transactions on Electrical and Electronic Materials
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    • v.11 no.3
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    • pp.134-137
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    • 2010
  • We have proposed a transflective liquid crystal display (LCD) driven by the fringe field using a liquid crystal (LC) with a negative dielectric anisotropy. The device used different twist angles of the liquid crystals (LC) in the transmissive (T) and the reflective (R) regions when voltage is applied. With the optimization of the pixel electrode width and the distance between them, the LC directors in the R- and T-regions can be rotated by about $22.5^{\circ}$ and $45^{\circ}$ on an average, respectively. As a result, a high image quality transflective LCD with a single gap, a single gamma, and a wide viewing angle characteristics in both the R- and T- regions can be realized.