• 제목/요약/키워드: projection bodies

검색결과 23건 처리시간 0.022초

FOURIER TRANSFORM AND Lp-MIXED PROJECTION BODIES

  • Liu, Lijuan;Wang, Wei;He, Binwu
    • 대한수학회보
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    • 제47권5호
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    • pp.1011-1023
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    • 2010
  • In this paper we define the $L_p$-mixed curvature function of a convex body. We develop a formula connection the support function of $L_p$-mixed projection body with Fourier transform of the $L_p$-mixed curvature function. Using this formula we solve an analog of the Shephard projection problem for $L_p$-mixed projection bodies.

MIXED BRIGHTNESS-INTEGRALS OF CONVEX BODIES

  • Li, Ni;Zhu, Baocheng
    • 대한수학회지
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    • 제47권5호
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    • pp.935-945
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    • 2010
  • The mixed width-integrals of convex bodies are defined by E. Lutwak. In this paper, the mixed brightness-integrals of convex bodies are defined. An inequality is established for the mixed brightness-integrals analogous to the Fenchel-Aleksandrov inequality for the mixed volumes. An isoperimetric inequality (involving the mixed brightness-integrals) is presented which generalizes an inequality recently obtained by Chakerian and Heil. Strengthened version of this general inequality is obtained by introducing indexed mixed brightness-integrals.

INEQUALITIES FOR CHORD POWER INTEGRALS

  • Xiong, Ge;Song, Xiaogang
    • 대한수학회지
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    • 제45권2호
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    • pp.587-596
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    • 2008
  • For convex bodies, chord power integrals were introduced and studied in several papers (see [3], [6], [14], [15], etc.). The aim of this article is to study them further, that is, we establish the Brunn-Minkowski-type inequalities and get the upper bound for chord power integrals of convex bodies. Finally, we get the famous Zhang projection inequality as a corollary. Here, it is deserved to mention that we make use of a completely distinct method, that is using the theory of inclusion measure, to establish the inequality.

다중 2D 영상을 이용한 3D 인체 계측 시스템 (A System for Measuring 3D Human Bodies Using the Multiple 2D Images)

  • 김창우;최창석;김효숙;강인애;전준현
    • 복식
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    • 제53권5호
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    • pp.1-12
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    • 2003
  • This paper proposes a system for measuring the 3D human bodies using the multiple 2D images. The system establishes the multiple image input circumstance from the digital camera for image measurement. The algorithm considering perspective projection leads us to estimate the 3D human bodies from the multiple 2D images such as frontal. side and rear views. The results of the image measurement is compared those of the direct measurement and the 3D scanner for the total 40 items (12 heights, 15 widths and 13 depths). Three persons measure the 40 items using the three measurement methods. In comparison of the results obtained among the measurement methods and the persons, the results between the image measurement and the 3D scanner are very similar. However, the errors for the direct measurement are relatively larger than those between the image measurement and the 3D scanner. For example, the maximum errors between the image measurement and the 3D scanner are 0.41cm in height, 0.39cm in width and 0.95cm in depth. The errors are acceptable in body measurement. Performance of the image measurement is superior to the direct. because the algorithm estimates the 3D positions using the perspective projection. In above comparison, the image measurement is expected as a new method for measuring the 3D body, since it has the various advantages of the direct measurement and 3D scanner in performance for measurement as well as in the devices, cost, Portability and man power.

Postembryonic Development of Leucokinin I-Producing Neurons in the Brain of Insect Spldoptera litura

  • Kang, Hyu-No;Lee, Bong-Hee
    • Animal cells and systems
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    • 제1권1호
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    • pp.107-113
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    • 1997
  • Antisera against the myotropic neuropeptide leucokinin I, originally isolated from head extracts of the cockroach Leucophaea maderae, have been used to investigate the distribution of the leucokinin I-immunoreactive (LK I-IR) neurons in the brain of the common cutworm, Spodoptera Iitura, during postembryonic development. The LK I-IR neurons are found at the larval stages (excluding first instar larval stage), pupal stages, and adult stage, of which the brains have been examined in this experiment. The number of the LK I-IR neurons in the brain increases from the second instar larva to the fifth instar larva which has about 32, the largest number in all postembryonic stages. Thereafter, the LK I-IR neurons begin to decrease in number. During the pupal stages, smaller number of LK I-IR neurons persist in the brains; 6 or 4. At adult stage the brain contains 8 LK I-IR neurons. The LK I-IR cell bodies are distributed in each dorsal cortex of both cerebral hemispheres in the second instar larva and through all the neuromeres of the brain during later larval stages, despite of being a large number of the LK I-IR cell bodies in dorsolateral neuromeres. At pupal stages, most of the LK I-IR cell bodies are found in the pars intercerebralis. Extremely small number of the LK I-IR cell bodies are localized in the pars lateral is. Adult brain contains the LK I-IR cell bodies in the pars intercerebralis and the middle cortex of the posterior brain. The LK I-IR nerve processes can be easily found in the neuropils of almost all the neuromeres in the brains of third, fourth, fifth and sixth instar larvae. Most of the LK I-IR nerve fibers in those brains are originated from the LK I-IR cell bodies located in the brains. The LK I-IR cell bodies which have very weak reactivities to the antisera do not show projection of the LK I-IR nerve processes in the brains.

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동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현 (Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition)

  • 김상준;고유진;최유주
    • 정보처리학회논문지:소프트웨어 및 데이터공학
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    • 제9권3호
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    • pp.109-122
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    • 2020
  • 최근 실감 미디어 콘텐츠에서 높은 관심을 모으고 있는 프로젝션 맵핑은 사용자의 몰입감을 높이는 기술로 손꼽히고 있다. 최근 관객의 참여를 유도하기 위하여 제스처 인식 기술과 결합된 프로젝션 맵핑 콘텐츠들이 선보이고 있다. 그러나 대부분의 기존 방법들은 정적인 물체를 대상으로 프로젝션 맵핑을 수행하고 있다. 이에 본 논문에서는 사용자의 움직임을 추적하여 사용자의 신체상에 미디어 콘텐츠를 동적으로 프로젝션 맵핑시키는 기술을 개발하였다. 프로젝션 되는 미디어 콘텐츠는 미리 정의된 사용자의 제스처를 인식하여 사용자가 맨손으로 제작할 수 있도록 하였다. 이러한 동적 프로젝션 맵핑 기술과 제스처 기반 드로잉 기술을 통합하여 인터랙티브한 실감미디어 시스템을 구현하였다. 제안된 실감 미디어 시스템에서는 사용자의 양손의 움직임과 개폐 상태를 인식하여 그림을 그리는데 필요한 기능을 선택하고, 임의의 물체 색상을 붓의 색으로 설정하는 등의 기능을 통해 자유롭게 그림을 그릴 수 있게 해준다. 또한 사용자가 그린 그림을 사용자의 몸에 동적으로 투사해 사용자가 실시간으로 자신의 티셔츠를 디자인하고 이를 착용해 보는 효과를 가질 수 있도록 하였다.

핫스탬핑강의 너트 프로젝션 용접시 너트 재질이 용접부 파단모드 변화에 미치는 영향 (Effect of Chemical Composition of Nut Material on the Fracture Behavior in Nut Projection Welding of Hot-Stamped Steel Sheet)

  • 임성상;김영태;천은준;남기성;박영환;김재완;이선영;최일동;박영도
    • Journal of Welding and Joining
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    • 제34권2호
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    • pp.1-10
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    • 2016
  • The use of materials for modern lightweight auto-bodies is becoming more complex than hitherto assemblies. The high strength materials nowadays frequently used for more specific fields such as the front and rear sub frames, seat belts and seats are mounted to the assembled body structure using bolt joints. It is desirable to use nuts attached to the assembled sheets by projection welding to decrease the number of loose parts which improves the quality. In this study, nut projection welding was carried out between a nut of both boron steel and carbon steel and ultra-high strength hot-stamped steel sheets. Then, the joints were characterized by optical and scanning electron microscope. The mechanical properties of the joints were evaluated by microhardness measurements and pullout tests. An indigenously designed sample fixture set-up was used for the pull-out tests to induce a tensile load in the weld. The fractography analysis revealed the dominant interfacial fracture between boron steel nut weld which is related to the shrinkage cavity and small size fusion zone. A non-interfacial fracture was observed in carbon steel nut weld, the lower hardness of HAZ caused the initiation of failure and allowed the pull-out failure which have higher in tensile strengths and superior weldability. Hence, the fracture load and failure mode characteristics can be considered as an indication of the weldability of materials in nut projection welding.