• Title/Summary/Keyword: visual distance

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Analysis of Stone′s Surface Roughness Measurement Accuracy of a High Resolution Digital Camera by Digital Close-Range Photogrammetry (수치근접사진측량에 의한 고해상도 디지털 카메라의 석재표면 거칠기 측정정확도 파악)

  • 안기원;이효성;유주현
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.18 no.2
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    • pp.135-141
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    • 2000
  • This study aims to analyze stone's surface roughness measurement accuracy of a high resolution DCS 420 digital camera by digital close-range photogrammetric technique. For this purpose, the surface roughness measurement system was constructed by means of microsoft visual basic 6.0 in windows. As the analysis results of measurement accuracy of digital camera using this system, the roughness error of the normal distance between the best fitting reference surface obtained by least square method and sample points in the ideal plane or surface did not exceed $\pm$0.1 mm

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Visual perception of Fourier rainbow holographic display

  • Choo, Hyon-Gon;Chlipala, Maksymilian;Kozacki, Tomasz
    • ETRI Journal
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    • v.41 no.1
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    • pp.42-51
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    • 2019
  • The rainbow hologram provides views of reconstruction with rainbow color within a large viewing zone. In our recent paper, a Fourier rainbow holographic display using diffraction grating and a white-light LED source was introduced. In this technique, the rainbow effect is realized by the dispersion of white-light source on diffraction grating, while the slit is implemented numerically by reducing the demands of the space-bandwidth product of the display. This paper presents a novel analysis on the visual perception of the Fourier rainbow holographic display using Wigner distribution. The view-dependent appearance of the image, including multispectral field of view and viewing zone, is investigated considering the observer and the display parameters. The resolution of the holographic view is also investigated. For this, a new quantitative assessment for image blur is introduced using Wigner distribution analysis. The analysis is supported with numerical simulations and experimentally captured optical reconstructions for the holograms of the computer model and real object generated with different slit size, reconstruction distance, and different observation conditions.

A Study of the spatial perception by audio-visual information (시각과 청각에 의한 공간적 지각에 관한 연구)

  • Lee, Chai-Bong;Kang, Dae-Gee
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.2
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    • pp.132-136
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    • 2010
  • Psychophysical experiment was performed to investigate how audio-visual spatial disparity affects on perceptual space in peripheral vision. In the experiment, participants were exposed to two stimuli of vision and sound which comes simultaneously from different directions, respectively. The visual stimulus was implemented by 7 white LEDs which were located at an equal distance with 7 different angles of $-70^{\circ}$, $-40^{\circ}$, $-20^{\circ}$, $0^{\circ}$, $20^{\circ}$, $40^{\circ}$, and $70^{\circ}$ from the right front. Those audial stimuli were also implemented by loudspeakers which were placed at 9 different directions equally spaced by $5^{\circ}$ ranged from $-20^{\circ}$ to $20^{\circ}$. Each participant then evaluated spatial disparity between visual and audial stimuli with 5 levels of response, in which the higher level indicates the larger gap. When the visual stimulus is applied from the right, the results show that the response level gets higher for a larger angle between visual and auditory stimuli. A similar tendency for the visual stimulus with $0^{\circ}$ orientation was also be observed. On the other hand, when the visual stimulus is applied from the left, the response level gets lower for the larger angle.

Virtual Control of Optical Axis of the 3DTV Camera for Reducing Visual Fatigue in Stereoscopic 3DTV

  • Park, Jong-Il;Um, Gi-Mun;Ahn, Chung-Hyun;Ahn, Chie-Teuk
    • ETRI Journal
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    • v.26 no.6
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    • pp.597-604
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    • 2004
  • In stereoscopic television, there is a trade-off between visual comfort and 3-dimensional (3D) impact with respect to the baseline-stretch of a 3DTV camera. It is necessary to adjust the baseline-stretch at an appropriate the distance depending on the contents of a scene if we want to obtain a subjectively optimal quality of an image. However, it is very hard to obtain a small baseline-stretch using commercially available cameras of broadcasting quality where the sizes of the lens and CCD module are large. In order to overcome this limitation, we attempt to freely control the baseline-stretch of a stereoscopic camera by synthesizing the virtual views at the desired location of interval between two cameras. This proposed technique is based on the stereo matching and view synthesis techniques. We first obtain a dense disparity map using a hierarchical stereo matching with the edge-adaptive multiple shifted windows. Then, we synthesize the virtual views using the disparity map. Simulation results with various stereoscopic images demonstrate the effectiveness of the proposed technique.

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Visual Semantic Based 3D Video Retrieval System Using HDFS

  • Ranjith Kumar, C.;Suguna, S.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3806-3825
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    • 2016
  • This paper brings out a neoteric frame of reference for visual semantic based 3d video search and retrieval applications. Newfangled 3D retrieval application spotlight on shape analysis like object matching, classification and retrieval not only sticking up entirely with video retrieval. In this ambit, we delve into 3D-CBVR (Content Based Video Retrieval) concept for the first time. For this purpose we intent to hitch on BOVW and Mapreduce in 3D framework. Here, we tried to coalesce shape, color and texture for feature extraction. For this purpose, we have used combination of geometric & topological features for shape and 3D co-occurrence matrix for color and texture. After thriving extraction of local descriptors, TB-PCT (Threshold Based- Predictive Clustering Tree) algorithm is used to generate visual codebook. Further, matching is performed using soft weighting scheme with L2 distance function. As a final step, retrieved results are ranked according to the Index value and produce results .In order to handle prodigious amount of data and Efficacious retrieval, we have incorporated HDFS in our Intellection. Using 3D video dataset, we fiture the performance of our proposed system which can pan out that the proposed work gives meticulous result and also reduce the time intricacy.

DEVELOPMENT OF 3-D POSITION DETECTING TECHNIQUE BY PAN/TILT

  • Son, J.R.;Kang, C.H.;Han, K.S.;Jung, S.R.;Kwon, K.Y.
    • Proceedings of the Korean Society for Agricultural Machinery Conference
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    • 2000.11c
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    • pp.698-706
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    • 2000
  • It is very difficult to mechanize tomato harvesting because identifying a tomato partly covered with leaves and stalks is not easy. This research was conducted to develop tomato harvesting robot which can identify a target tomato, determine its three dimensional position, and harvest it in a limited time. Followings were major findings in this study. The first visual system of the harvesting robot was composed of two CCD cameras, however, this could not detect tomatoes which are not seen on the view finder of the camera especially those partly covered by leaves or stalks. The second visual device, combined with two CCD cameras and pan/tilt procedures was designed to minimize the positioning errors within ${\pm}10mm$, but this is still not enough to detect tomatoes partly covered with leaves etc. Finally, laser distance detector was added to the visual system that could reduce the position detecting errors within 10mm in X-Y direction and 5mm in Z direction for the partly covered tomatoes.

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Affection of Game Character's Jumping Motion Factors on Visual Effects (게임 캐릭터의 점프 동작 요인이 시각적 효과에 미치는 영향)

  • Go, Hye-Young;Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.3-14
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    • 2011
  • In this paper, affection of jumping motion factors on visual effects are studied for game character's natural motion realization. First, 3 kinds of games that realize natural motions are selected and 4-types of characters jumping motions are captured from it. Then, the motions are measured using four fundamental principles of jumping as takeoff strength, landing impact, landing elasticity and flexibility, and measured in motion factors as time, distance, angle either. Finally, consistent characteristics of visual effects and motion factors on jumping motion are suggested. The study could be used to basic information for realization of character's natural jumping motion.

The Visual Illusion Using the Adequate Ease Distribution of Jacket Pattern for the Middle Aged Women of Obese Figure (중년비만 여성용 재킷패턴의 여유량 분포에 따른 착시효과)

  • Sohn, Boo-Hyun
    • Korean Journal of Human Ecology
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    • v.17 no.3
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    • pp.469-483
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    • 2008
  • Body image is important as it is related to self-esteem and can be enhanced by clothing and the degree of enhancement is related to clothing fit. The purpose of the paper is to find the adequate ease distribution of jacket pattern for the obese women who want to slenderize their shape by optical illusion. Subjective evaluation of the visual appearance we collected and, at the same time, 3D clothing air volume was observed for the nine types of experimental jackets with different ease distribution. As results it was found that jacket pattern for the obese women is that the front width of pattern is wider than what of back width in waist and abdomen. It was also noted that there was distance between clothing and skin in the girth around hip of jacket. 3D scanner clearly demonstrated the distribution of ease is useful to find the pattern variables responsible for the slender appearance of the obese women. The ready-to-made clothes for the obese women's clothing should be manufactured systematically in due consideration of the diversity and scarcity of the obese women's body shape.

Preliminary Experiments on Discomfort Glare and Subjective Impressions from the Window Views (창의 조망에 따른 분위기 및 시각적 쾌적성 평가에 대한 예비실험)

  • Shin, Ju Young;Yun, Geun Young;Kim, Jeong Tai
    • KIEAE Journal
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    • v.10 no.2
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    • pp.25-30
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    • 2010
  • The daylited space can improve visual comfort and occupant's well-being. However discomfort glare from the daylight is a common problem in indoor environments and in general, the window is the main glare sources. Some formulas have been proposed for predicting glare from the daylight, however, they do not consider the effect on glare of the view through a window and some studies proved that they are inadequate in real daylight situation. This research aims to identify the relationship between view and discomfort glare considering the subjective impressions. As a preliminary experiment, this paper sets up the experimental protocol to reveal relationships between views from a window and visual perception in a controlled laboratory experiment. $1.2m{\times}1.2m$ artificial window was developed and $0.9m{\times}0.9m$ view image was placed on the window. Discomfort glare and impression evaluation was carried out under four different views and one blank view as a reference condition. The results showed that the subjects evaluated discomfort glare differently with the views even under the same luminance conditions and tended to feel less glare with distance views compared to near views.

Visual Effect and 3D Clothing Air Volume in Manufactured Jacket Pattern for the Optical illusion of Obese Women in Middle Age (중년 비만 여성의 기존 재킷 패턴 특성에 따른 착시효과 및 공극량 분석)

  • Sohn, Boo-Hyun;Hong, Kyung-Hi
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.8 s.145
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    • pp.1114-1124
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    • 2005
  • The purpose of the paper is to find the elements of jacket pattern far the obese women who went to slenderize their shape by optical illusion. Representative four subjects participated in wear tests. Subjective evaluation of the visual appearance we collected and, at the same time, 3D clothing air volume was observed for the four types of experimental jackets. As results it was found that narrower shoulder width, back upper width, and front waist width resulted in slender look, however, back abdomen width and front shoulder length induced more slender appearance in waist area. The result of the distance between clothing and skin measured by 3D scanner clearly demonstrated the distribution of ease due to the elements of pattern, which is useful to find the pattern variables responsible for the slender appearance of the obese women.