• Title/Summary/Keyword: three-dimensional video

Search Result 230, Processing Time 0.023 seconds

Three-Dimensional Video Analysis of the Gate Patterns in Normal Children and Hemiplegic Children with Cerebral Palsy (정상아와 편마비 뇌성마비아의 삼차원 보행분석)

  • Lee Jin-Hee;Bae Sung-Soo;Kim Chung-Sun
    • The Journal of Korean Physical Therapy
    • /
    • v.9 no.1
    • /
    • pp.127-145
    • /
    • 1997
  • The purpose of this study wa9 to analyse the gait patterns of two female children with hemiplegic cerebral palsy by using the three-dimensional video motion analysis technique. Case 1 has mild spastic hemiplegia on the right side while Case 3 has moderate spastic hemiplegia on the left side. A group of 10, normal female children of the same age(7-8 years old) were selected as the control group for comparison. Time and distance variables as well as the Center of Mass displacement, and the pelvic and joint motions in three anatomical planes were analysed for this purpose. The following observations were made through the analysis : Case 1 revealed an asymmetrical gait pattern in which the step length of the unaffected side was shorter than that of the affected side, which wan a result of the effort to minimize loading on the affected leg by shortening the swing phase of the unaffected leg. Case 1 scored similar phase ratios, cadence and walking velocity to the normal group. A slight posterior tilt of the pelvis was observed throughout the gait cycle. Less hip and knee flexion than the normal group was observed, and demonstrated hyperextension of the knee in the terminal stance phase. The main problem in case 1 originated from the insufficient dorsiflexion of the affected foot during the swing phase. Therefore, Case 1 has difficulty with foot clearance in the swing phase. Usually, this is compensated for by using exessive hip abduction and medial rotation in conjuction with trunk elevation as well as increased vortical displacement of the center of mass. Case 1 revealed a foot-flat initial contact pattern. Case 2 was characterized by a consistent retraction ef the affected aide of the body througout the gait cycle, As a result, an asymmetrical gait pattern with increased stance phase ratios of the unaffected side was observed. In spite of this the step lengths of both sieds were similar. Case 2 scored lower cadence and walking speed than the normal group with lower gait stability. The main problem in Case 2 originated from an excessive plantaflexion of the affected foot which, in turn, rebutted in high hip and knee flexion. Hyperextension of the knee was observed at mid-stance, and execessive anterior tilt of the pelvis throughout the gait cycle was noticed. A gait pattern with high hip abduction and medial circumduction was maintained for the stability in the stance phase and foot clearance in the swing phase. Case 2 revealed a forefoot-contact initial contact pattern.

  • PDF

Effect of Sexual Contents on Presence, Arousal, and Sexual Attitude in 3D TV (3D TV 시청환경에서 선정적 영상이 실재감과 각성, 성적 태도에 미치는 영향)

  • Kim, Hyo Sun;Kwon, Ji Young;Lee, Sangmin;Han, Kwanghee
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.2
    • /
    • pp.198-210
    • /
    • 2013
  • This study investigates the detrimental effect of watching sexual content in three-dimensional (3D) moving pictures. An increasing amount of investment is put especially in 3D adult content to boost their 3D media industries. It is crucial that the effect of sexual contents on viewers be identified. In this experiment, a between-subject design was employed to analyze various effect of sexual content on participants whether they viewed the same stimuli in 3D or in 2D. In particular, the presence scaling was used to evaluate how real the video clip is. In addition, the permissiveness toward sexual behaviors and the level of sexual arousal were measured to examine the different effect of sexual content by dividing two separate groups in 2D and 3D condition. The result shows that those who watched a 3D video clip perceived higher sense of presence compared to those who watched a 2D video clip. Furthermore, subjects in 3D condition reported lower scores of permissive attitude toward sexual behaviors. This confirms that 3D display delivers more visual experience and has an impact on people in terms of perceiving sexual contents and changing their attitudes towards sexual behaviors.

Moving Object Extraction and Relative Depth Estimation of Backgrould regions in Video Sequences (동영상에서 물체의 추출과 배경영역의 상대적인 깊이 추정)

  • Park Young-Min;Chang Chu-Seok
    • The KIPS Transactions:PartB
    • /
    • v.12B no.3 s.99
    • /
    • pp.247-256
    • /
    • 2005
  • One of the classic research problems in computer vision is that of stereo, i.e., the reconstruction of three dimensional shape from two or more images. This paper deals with the problem of extracting depth information of non-rigid dynamic 3D scenes from general 2D video sequences taken by monocular camera, such as movies, documentaries, and dramas. Depth of the blocks are extracted from the resultant block motions throughout following two steps: (i) calculation of global parameters concerned with camera translations and focal length using the locations of blocks and their motions, (ii) calculation of each block depth relative to average image depth using the global parameters and the location of the block and its motion, Both singular and non-singular cases are experimented with various video sequences. The resultant relative depths and ego-motion object shapes are virtually identical to human vision.

A Study on convergence video system trough Floating Hologram (플로팅 홀로그램을 통한 융복합 영상시스템 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.18 no.10
    • /
    • pp.397-402
    • /
    • 2020
  • Hologram can be categorized into analog and digital hologram but there's a clear limitation in expensive equipment and content realization for ordinary people to realize. In addition, it's required to conduct study on hologram contents with interaction added, escaping out of exiting stable format like endlessly repetitive contents or passive view through specific video. Therefore, this article aims to suggest fusion image system, especially focusing on floating hologram among similar holograms. Eight elements of hologram interaction are as follows: height of camera in a three-dimensional space, interval between 3D model, overlapped model, scale, animation, position, color and 3D model change. For the floating hologram, the audience can control by themselves in real time, the popular, active hologram contents-making methodology is suggested by making the best use of fusion image system and making floating hologram easily without using expensive hologram equipment. The image system developed in actual exhibition and feedback should be complemented to develop better hologram image system.

Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform (불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안)

  • Kim, Sun-Young
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.35 no.10
    • /
    • pp.1188-1198
    • /
    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.

A CPU-GPU Hybrid System of Environment Perception and 3D Terrain Reconstruction for Unmanned Ground Vehicle

  • Song, Wei;Zou, Shuanghui;Tian, Yifei;Sun, Su;Fong, Simon;Cho, Kyungeun;Qiu, Lvyang
    • Journal of Information Processing Systems
    • /
    • v.14 no.6
    • /
    • pp.1445-1456
    • /
    • 2018
  • Environment perception and three-dimensional (3D) reconstruction tasks are used to provide unmanned ground vehicle (UGV) with driving awareness interfaces. The speed of obstacle segmentation and surrounding terrain reconstruction crucially influences decision making in UGVs. To increase the processing speed of environment information analysis, we develop a CPU-GPU hybrid system of automatic environment perception and 3D terrain reconstruction based on the integration of multiple sensors. The system consists of three functional modules, namely, multi-sensor data collection and pre-processing, environment perception, and 3D reconstruction. To integrate individual datasets collected from different sensors, the pre-processing function registers the sensed LiDAR (light detection and ranging) point clouds, video sequences, and motion information into a global terrain model after filtering redundant and noise data according to the redundancy removal principle. In the environment perception module, the registered discrete points are clustered into ground surface and individual objects by using a ground segmentation method and a connected component labeling algorithm. The estimated ground surface and non-ground objects indicate the terrain to be traversed and obstacles in the environment, thus creating driving awareness. The 3D reconstruction module calibrates the projection matrix between the mounted LiDAR and cameras to map the local point clouds onto the captured video images. Texture meshes and color particle models are used to reconstruct the ground surface and objects of the 3D terrain model, respectively. To accelerate the proposed system, we apply the GPU parallel computation method to implement the applied computer graphics and image processing algorithms in parallel.

A Simulation Model of the ACL Function Using MADYMO (마디모를 이용한 전방십자인대 기능 시뮬레이션 모델)

  • Park, Jung-Hong;Son, Kwon
    • Transactions of the Korean Society of Mechanical Engineers A
    • /
    • v.30 no.11 s.254
    • /
    • pp.1408-1416
    • /
    • 2006
  • A mathematical knee model was constructed using MADYMO. The purpose of this study is to present a more realistic model of the human knee to reproduce human knee motion. Knee ligaments were modeled as line elements and the surrounding muscles were considered as passive restraint elements. A calf-free-drop test was performed to validate the suggested model. A calf was dropped from the rest at about 65 degree flexed posture in the prone position. The motion data were recorded using four video cameras and then three dimensional data were acquired by Kwon3D motion analysis software. The results showed that general shapes of angular quantities were similar in both the experiment and computer simulation. Functional stability of the anterior cruciate ligament was explicitly revealed through this model.

Resource Allocation for Networked Virtual Reality Systems (네트워크형 가상현실 시스템에서의 자원할당)

  • 오세웅
    • Journal of Korea Multimedia Society
    • /
    • v.4 no.2
    • /
    • pp.130-135
    • /
    • 2001
  • When a networked virtual reality system handles composite media audio and video as well as three dimensional computer graphics, the quality of the virtual space is greatly affected by the current available network, and end system resources. Even if the network can preserve a certain amount of resources, the required resources change dynamically according to the user\`s navigation of a large virtual space, and then it may decrease the quality of the virtual space. In this paper, a method for resource allocation is proposed and the proposed system copes with the deterioration of quality of virtual spaces in case that the starvation of system resources occurs. The experimental results show that the proposed method is efficient.

  • PDF

Chaos Analysis of Major Joint Motions for Young Males During Walking (보행시 전신 주요 관절의 카오스 지수 분석)

  • Park, Jung-Hong;Son, Kwon;Seo, Kuk-Woong;Park, Young-Hoon
    • Proceedings of the KSME Conference
    • /
    • 2007.05a
    • /
    • pp.792-795
    • /
    • 2007
  • To quantify irregular body motions the time series analysis was applied to the gait study. The motions obtained from gait experiment are complex to exhibit nonlinear behaviors. The purpose of this study is to measure quantitatively the characteristics of the major six joints of the body during walking. The gait experiments were carried out for eighteen young males walking on a motor driven treadmill. Joint motions were captured using eight video cameras, and then three dimensional kinematics of the neck and the upper and lower extremities were computed by KWON 3D motion analysis software. The largest Lyapunov exponent was calculated from the time series to quantify stabilities of each joint. The results provides a data set of nonlinear dynamic characteristics for six joints engaged in normal walking.

  • PDF

Construction of HMD-based Interactive Realistic Media Algorithm Using L-System (L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.1
    • /
    • pp.58-66
    • /
    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.