• Title/Summary/Keyword: stereoscopic 3D

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Design and Implementation of a Realistic Multi-View Scalable Video Coding Scheme (실감형 다시점 스케일러블 비디오 코딩 방법의 설계 및 구현)

  • Park, Min-Woo;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.14 no.6
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    • pp.703-720
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    • 2009
  • This paper proposes a realistic multi-view scalable video coding scheme designed for user's interest in 3D content services and the usage in the future computing environment. Future video coding schemes should support realistic services that make users feel the 3-D presence through stereoscopic or multi-view videos, as well as to accomplish the so-called one-source multi-use services in order to comprehensively support diverse transmission environments and terminals. Unlike the most of video coding methods which only support two-dimensional display, the proposed coding scheme in this paper is the method which can support such realistic services. This paper designs and also implements the proposed coding scheme through integrating Multi-view Video Coding scheme and Scalable Video Coding scheme, then shows its possibility of realization of 3D services by the simulation. The simulation results show the proposed structure remarkably improves the performance of random access with almost the same coding efficiency.

An Analysis of Visual Fatigue Caused From Distortions in 3D Video Production (3D 영상의 제작 왜곡이 시청 피로도에 미치는 영향 분석)

  • Jang, Hyung-Jun;Kim, Yong-Goo
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.1-16
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    • 2012
  • In order to improve the workflow of 3D video production, this paper analyzes the visual fatigue caused from distortions in 3D video production stage through a set of subjective visual assessment tests. To establish a set of objective indicators for subjective visual tests, various distortions in production stage are investigated to be categorized into 7 representative visual-fatigue-producing factors, and to conduct visual assessment tests for each selected category, 4 test video clips are produced by combining the extent of camera movement as well as the object(s) movement in the scene. Each produced test video is distorted to reflect each of the selected 7 visual-fatigue-producing factors, and we set 7 levels of distortion for each factor, resulting in 196 5-second-long video clips for testing. Based on these test materials and the recommendation of ITU-R BT.1438, subjective visual assessment tests are conducted by 101 applicants. The test results provide a relative importance and the tolerance limit of each visual-fatigue-producing factor, which corresponds to various distortions in 3D video production field.

Implementation of User Gesture Recognition System for manipulating a Floating Hologram Character (플로팅 홀로그램 캐릭터 조작을 위한 사용자 제스처 인식 시스템 구현)

  • Jang, Myeong-Soo;Lee, Woo-Beom
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.2
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    • pp.143-149
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    • 2019
  • Floating holograms are technologies that provide rich 3D stereoscopic images in a wide space such as advertisement, concert. In addition, It is possible to reduce the 3D glasses inconvenience, eye strain, and space distortion, and to enjoy 3D images with excellent realism and existence. Therefore, this paper implements a user gesture recognition system for manipulating a floating hologram characters that can be used in a small space devices. The proposed method detects face region using haar feature-based cascade classifier, and recognizes the user gestures using a user gesture-occurred position information that is acquired from the gesture difference image in real time. And Each classified gesture information is mapped to the character motion in floating hologram for manipulating a character action. In order to evaluate the performance of the proposed user gesture recognition system for manipulating a floating hologram character, we make the floating hologram display devise, and measures the recognition rate of each gesture repeatedly that includes body shaking, walking, hand shaking, and jumping. As a results, the average recognition rate was 88%.

Reconstruction of Stereo MR Angiography Optimized to View Position and Distance using MIP (최대강도투사를 이용한 관찰 위치와 거리에 최적화 된 입체 자기공명 뇌 혈관영상 재구성)

  • Shin, Seok-Hyun;Hwang, Do-Sik
    • Investigative Magnetic Resonance Imaging
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    • v.16 no.1
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    • pp.67-75
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    • 2012
  • Purpose : We studied enhanced method to view the vessels in the brain using Magnetic Resonance Angiography (MRA). Noticing that Maximum Intensity Projection (MIP) image is often used to evaluate the arteries of the neck and brain, we propose a new method for view brain vessels to stereo image in 3D space with more superior and more correct compared with conventional method. Materials and Methods: We use 3T Siemens Tim Trio MRI scanner with 4 channel head coil and get a 3D MRA brain data by fixing volunteers head and radiating Phase Contrast pulse sequence. MRA brain data is 3D rotated according to the view angle of each eyes. Optimal view angle (projection angle) is determined by the distance between eye and center of the data. Newly acquired MRA data are projected along with the projection line and display only the highest values. Each left and right view MIP image is integrated through anaglyph imaging method and optimal stereoscopic MIP image is acquired. Results: Result image shows that proposed method let enable to view MIP image at any direction of MRA data that is impossible to the conventional method. Moreover, considering disparity and distance from viewer to center of MRA data at spherical coordinates, we can get more realistic stereo image. In conclusion, we can get optimal stereoscopic images according to the position that viewers want to see and distance between viewer and MRA data. Conclusion: Proposed method overcome problems of conventional method that shows only specific projected image (z-axis projection) and give optimal depth information by converting mono MIP image to stereoscopic image considering viewers position. And can display any view of MRA data at spherical coordinates. If the optimization algorithm and parallel processing is applied, it may give useful medical information for diagnosis and treatment planning in real-time.

A Method to Support Stereoscopic Video in DMB-AF File Format (DMB-AF 파일 포맷에서의 스테레오스코픽 비디오 지원 방법)

  • Kim, Yong Han;Park, MinKyu;Oh, Chang-Yeol;Yun, Kugjin;Lee, BongHo;Hur, Namho;Lee, SooIn
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.108-110
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    • 2010
  • 최근 3D 비디오 서비스에 대한 관심이 고조되고 있는 가운데, 지상파 DMB 및 위성 DMB에서도 스테레오스코픽 비디오 서비스를 제공하기 위한 노력이 진행되고 있다[1]-[3]. DMB-AF 파일 포맷[4]은 MPEG에서 제정한 DMB 파일 포맷 국제 표준이다. 이 표준 제정 당시에는 스테레오스코픽 비디오 콘텐트를 지원하는 기능이 들어 있지 않았다. 본 논문에서는 DMB-AF 한 파일 내에서 2D 비디오, BIFS에 의해 스테레오스코픽 이미지가 오버레이된 2D 비디오, 스테레오스코픽 비디오 등이 시간적으로 혼용될 수 있는 방법을 제안한다. 또한 이 방법은 기존 2D 비디오의 재생만 지원하는 기존 DMB-AF 플레이어와의 호환성을 보장한다. 따라서 기존 DMB-AF 플레이어가 BIFS에 의해 스테레오스코픽 이미지가 오버레이된 2D 비디오 또는 스테레오스코픽 비디오가 포함된 DMB-AF 파일을 재생할 때에는 2D 이미지 또는 2D 비디오로 재생할 수 있다. 제안한 방법은 한 프레임을 좌우로 반으로 나누어 좌안 및 우안 비디오를 좌우로 배치한 화면분할(side-by-side) 포맷에 의한 스테레오스코픽 비디오뿐만 아니라 좌안 또는 우안 비디오 중 하나는 2D 재생용의 기준 비디오로 다른 하나는 스테레오스코픽 비디오를 위한 부가 비디오로 사용하는 기본 포맷에 의한 스테레오스코픽 비디오도 지원한다. 후자의 경우, 부가 비디오는 가로 해상도가 기준 비디오의 1/2인 선택사항 포맷도 지원한다. 스테레오스코픽 비디오를 지원하기 위해, 기존 DMB-AF 표준의 확장을 최소화하는 방법을 제안한다.

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Multi-Image Stereo Method Using DEM Fusion Technique (DEM 융합 기법을 이용한 다중영상스테레오 방법)

  • Lim Sung-Min;Woo Dong-Min
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.4
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    • pp.212-222
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    • 2003
  • The ability to efficiently and robustly recover accurate 3D terrain models from sets of stereoscopic images is important to many civilian and military applications. A stereo matching has been an important tool for reconstructing three dimensional terrain. However, there exist many factors causing stereo matching error, such as occlusion, no feature or repetitive pattern in the correlation window, intensity variation, etc. Among them, occlusion can be only resolved by true multi-image stereo. In this paper, we present multi-image stereo method using DEM fusion as one of efficient and reliable true multi-image methods. Elevations generated by all pairs of images are combined by the fusion process which accepts an accurate elevation and rejects an outlier. We propose three fusion schemes: THD(Thresholding), BPS(Best Pair Selection) and MS(Median Selection). THD averages elevations after rejecting outliers by thresholding, while BPS selects the most reliable elevation. To determine the reliability of a elevation or detect the outlier, we employ the measure of self-consistency. The last scheme, MS, selects the median value of elevations. We test the effectiveness of the proposed methods with a quantitative analysis using simulated images. Experimental results indicate that all three fusion schemes showed much better improvement over the conventional binocular stereo in natural terrain of 29 Palms and urban site of Avenches.

Autostereoscopic 3D display system with moving parallax barrier and eye-tracking (이동형 패럴랙스배리어와 시점 추적을 이용한 3D 디스플레이 시스템)

  • Chae, Ho-Byung;Ryu, Young-Roc;Lee, Gang-Sung;Lee, Seung-Hyun
    • Journal of Broadcast Engineering
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    • v.14 no.4
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    • pp.419-427
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    • 2009
  • We present a novel head tracking system for stereoscopic displays that ensures the viewer has a high degree of movement. The tracker is capable of segmenting the viewer from background objects using their relative distance. A depth camera using TOF(Time-Of-Flight) is used to generate a key signal for eye tracking application. A method of the moving parallax barrier is also introduced to supplement a disadvantage of the fixed parallax barrier that provides observation at the specific locations.

A New Watermarking Algorithm for Copyright Protection of Stereoscopic Image (스테레오 영상의 소유권 보호를 위한 워터마킹 기법)

  • Seo, Young-Ho;Koo, Ja-Myung;Kim, Dong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1663-1674
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    • 2012
  • In this paper, we propose a new watermarking technique for copyright protection of stereo image. The proposed technique embeds watermark to the region which corresponds to occlusion of the disparity map to be extracted by the proposed stereo matching and the frequency coefficient with the appropriate value. We use discrete wavelet transform for frequency transform tool. The proposed algorithm consists of stereo matching, watermark rearrange, mark space selection, and watermark embedding/extracting. We tested the experiment about 4 stereo images which are from Middlebury site. We embedded the watermark to 4 stereo images and extracted it from the images after attacks. We also visually analyzed the watermark embedding images in 3D TV environment.

Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.