• Title/Summary/Keyword: stereoscopic 3D

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3D Display Method for Moving Viewers (움직이는 관찰자용 3차원 디스플레이 방법)

  • Heo, Gyeong-Mu;Kim, Myeong-Sin
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.37 no.4
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    • pp.37-45
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    • 2000
  • In this paper we suggest a method of detecting the two eyes position of moving viewer by using images obtained through a color CCD camera, and also a method of rendering view-dependent 3D image which consists of depth estimation, image-based 3D object modeling and stereoscopic display process. Through the experiment of applying the suggested methods, we could find the accurate two-eyes position with the success rate of 97.5% within the processing time of 0.39 second using personal computer, and display the view-dependent 3D image using Fl6 flight model. And through the similarity measurement of stereo image rendered at z-buffer by Open Inventor and captured by stereo camera using robot, we could find that view-dependent 3D picture obtained by our proposed method is optimal to viewer.

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Emotion fusion video communication services for real-time avatar matching technology (영상통신 감성융합 서비스를 위한 실시간 아바타 정합기술)

  • Oh, Dong Sik;Kang, Jun Ku;Sin, Min Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.283-288
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    • 2012
  • 3D is the one of the current world in the spotlight as part of the future earnings of the business sector. Existing flat 2D and stereoscopic 3D to change the 3D shape and texture make walking along the dimension of the real world and the virtual reality world by making it feel contemporary reality of coexistence good show. 3D for the interest of the people has been spreading throughout the movie which is based on a 3D Avata. 3D TV market of the current conglomerate of changes in the market pioneer in the 3D market, further leap into the era of the upgrade was. At the same time, however, the modern man of the world, if becoming a necessity in the smartphone craze new innovation in the IT market mobile phone market and also has made. A small computer called a smartphone enough, the ripple velocity and the aftermath of the innovation of the telephone, the Internet as much as to leave many issues. Smartphone smart phone is a mobile phone that can be several functions. The current iPhone, Android. In addition to a large number of Windows Phone smartphones are released. Above the overall prospects of the future and a business service model for 3D facial expression as input avatar virtual 3D character on camera on your smartphone camera to recognize a user's emotional expressions on the face of the person is able to synthetic synthesized avatars in real-time to other mobile phone users matching, transmission, and be able to communicate in real-time sensibility fused video communication services to the development of applications.

An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

A Study on the Tool-Trace of Wooden Storage Facilities in Sabi Baekje through the Reproduction Experiments: Focusing on the Adze, Chisel, and Saw

  • Heesoo SONG;Soochul KIM
    • Journal of the Korean Wood Science and Technology
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    • v.52 no.3
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    • pp.276-288
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    • 2024
  • This study was conducted to reproduce the woodworking process of Baekje wooden storage facilities. Green timber of Quercus spp. was processed using ancient woodworking tools, and the tool-trace formed in this process were compared with the tool-trace of actual excavated artifacts. In the tool-trace analysis, the length and shape of the tool-trace were objectively recorded using a 3D Scan, and that were difficult to confirm with photograph were confirmed through stereoscopic microscope. As a result, there were two types of adze's tool-trace. One of them is minute straight Blade-top trace line when trimming the wood surface and the other is Plucked trace that appear when strongly chop at the wood. When a chisel bat was not used, a long and wide continuous shape blade trace was produced. And when the chisel head was struck with the chisel bat, a straight blade-top trace was regularly observed. Saw-trace was identified in several layers with fine straight stripes. Through this, it was found that the tool-trace of the woodworking tools, which is estimated to have been used in each process, and the tool-trace remaining in the Baekje wooden storage facility coincide.

A study of Satellite Image-Based Stereoscopic Vision System (위성영상 관련 입체도시시스템 개발에 관한 연구)

  • 김감래;김훈정;김주용
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2004.04a
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    • pp.239-243
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    • 2004
  • It does not exist almost that Most satellite image has both high spectral and spatial resolution. In order to apply the satellite image for to be actual, we need numerical and analytical technique development to improve the resolution. Specially in the function of solid illustration, we represent the solid image through the image generation to solid screen. The main function includes magnification, reduction, screen center movement, Panning, territory magnification. The method to process the image includes histogram and contrast modulation. Afterwards, we will develop the function includes 3-dimension cursor to control the elevation position and calculate the ground coordination automatically. There is the layer control includes the representation and the edition of 3D vector, extraction the Z value by On the Ground and digital elevation.

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A Technical Trend of Stereoscopic Content Production and User Interaction (입체영상 제작 및 사용자 상호작용 기술)

  • Jeong, H.;You, J.J.;Jang, K.H.;Kim, H.S.;Jang, H.W.;Park, J.Y.;Lee, J.H.;Nam, S.W.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.22-31
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    • 2012
  • 영화 '아바타'를 계기로 다양한 입체영화의 등장과 3D TV의 대중화로 인해 입체영화를 비롯한 입체 콘텐츠에 대한 관심이 증가되고 있다. 또한 MS사의 '키넥트'가 인기를 끌면서 사용자와 영상 콘텐츠 간의 상호작용 기술이 게임을 중심으로 다양한 분야에 적용되고 있다. 본고에서는 입체영상을 제작하는데 있어서 필요한 촬영 기술 및 관련 장비의 현황 및 스테레오 입체영상의 색감일치 기술의 현황을 소개하고자 한다. 아울러 영상 콘텐츠와 사용자 간의 상호작용을 위한 비전 기반의 상호작용 기술 및 장비의 현황에 대해서도 살펴본다.

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Stereoscopic Free-viewpoint Video of a Monoscopic Image (단안 영상의 입체 자유시점 비디오)

  • Lee, Kwan-Wook;Lee, Kwang-Hoon;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.07a
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    • pp.234-236
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    • 2010
  • 본 논문에서는 한 장의 영상을 가상 카메라와 깊이맵을 이용하여 영상 내부를 네비게이션하는 입체 자유시점 비디오를 제안한다. 이 분야는 한장 또는 여러장의 사진 내부를 탐험하면서 애니메이션으로 볼 수 있게 하는 기술이다. 제안 방법은 전처리과정으로 전경 마스크, 배경영상, 및 깊이맵을 자동 및 수동 방법으로 구한다. 다음에는 영상 내부를 항해하면서 투영 영상들을 획득한다. 배경영상과 전객객체의 3D 모델링 데이터를 기반으로 가상 카메라의 3차원 공간 이동, yaw, pitch, rolling의 회전, look-around effect, 줌인 등의 다양한 카메라 기능을 활용하여 자유시점 비디오를 구현한다. 소프트웨어는 OpenGL 및 MFC Visual C++ 기반으로 구축되었으며, 실험영상으로 조선시대의 작품인 김홍도의 무이귀도를 사용하였고, 입체영상으로 제작되어 보다 실감있는 자유시점 콘텐츠를 제공한다.

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Frame Error Concealment of Stereoscopic Video Plus Depth for 3D Video Communication (3 차원 영상 통신을 위한 스테레오스코픽 영상 및 깊이 프레임 오류 은닉 기법)

  • Chung, Tae-Young;Kim, Chang-Su
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.376-377
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    • 2011
  • 본 논문에서는 스테레오스코픽 영상 및 깊이 프레임 오류 은닉 알고리즘을 제안한다. i) 좌측 컬러 프레임 오류 발생시 시간적 상관관계를 이용하여 프레임을 복원한다. iii) 우측 컬러 프레임 오류 발생시 깊이 정보 및 DIBR 기법을 이용하여 좌 우 시점간의 매칭 픽셀을 예측하고, 매칭된 픽셀의 움직임 벡터 및 밝기 차이를 이용하여 프레임을 복원한다. iii) 좌측 깊이 프레임과 iv) 우측 깊이 프레임의 오류 발생시 좌 우측 컬러 프레임의 움직임 벡터를 이용하여 손실된 프레임을 복원한다. 컴퓨터 모의 실험을 통해 제안하는 알고리즘의 스테레오스코픽 컬러 및 깊이 프레임 오류 복원 성능을 확인한다.

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The Present Situation Analysis on Services of Protein Visualization (단백질 가시화 서비스 이용 현황 분석)

  • Byeon, Jaehee;Choi, Yoo-Joo;Suh, Jung-Keun
    • Annual Conference of KIPS
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    • 2015.04a
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    • pp.873-874
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    • 2015
  • 단백질 의약품 개발 시 단백질 구조는 단백질 기능을 규명하기 위한 필수적인 정보이다. 따라서 단백질 구조를 효과적으로 전달할 수 있는 단백질 가시화 서비스가 증가하고 있으며, 대표적으로 Cn3D, Jmol, Chimera 등이 있다. 각 서비스는 단백질 가시화 서비스와 함께 단백질 분석을 위한 부가 기능을 제공하고 있다. 본 논문에서는 단백질 의약품의 효율적 정보전달 서버스를 위한 사전 연구로 업계종사 기간이 5년 이상인 피험자를 대상으로 단백질 가시화 이용현황을 설문하였다. 설문 분석 결과 자주 이용하는 단백질 가시화 서비스로 피험자 모두 PDB를 사용한다고 응답하였으며, 단백질 1, 2차구조 혼합 가시화 서비스를 일주일에 4회 이상 사용하는 응답자가 58.3%였다. 특히 단백질 의약품 개발 시 반드시 필요한 단백질 정보로는 91.6%가 단백질 1차구조, 단백질 2차구조, 단백질 2차구조 비율이라고 응답하였다.

Estimation of CME 3-D parameters using a full ice-cream cone model

  • Na, Hyeonock;Moon, Yong-Jae
    • The Bulletin of The Korean Astronomical Society
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    • v.42 no.2
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    • pp.62.1-62.1
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    • 2017
  • In space weather forecast, it is important to determine three-dimensional properties of CMEs. Using 29 limb CMEs, we examine which cone type is close to a CME three-dimensional structure. We find that most CMEs have near full ice-cream cone structure which is a symmetrical circular cone combined with a hemisphere. We develop a full ice-cream cone model based on a new methodology that the full ice-cream cone consists of many flat cones with different heights and angular widths. By applying this model to 12 SOHO/LASCO halo CMEs, we find that 3D parameters from our method are similar to those from other stereoscopic methods (i.e., a triangulation method and a Graduated Cylindrical Shell model). In addition, we derive CME mean density (${\bar{\rho}_{CME}}={\frac{M_{total}}{V_{cone}}}$) based on the full ice-cream cone structure. For several limb events, we determine CME mass by applying the Solarsoft procedure (e.g., cme_mass.pro) to SOHO/LASCO C3 images. CME volumes are estimated from the full ice-cream cone structure. For the first time, we derive average CME densities as a function of CME height for several CMEs, which are well fitted to power-law functions. We will compare densities (front and average) of geoeffective CMEs and their corresponding ICME ones.

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