• Title/Summary/Keyword: 가상 광학

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광학렌즈 기술.시장 동향

  • 한국광학기기협회
    • The Optical Journal
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    • s.154
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    • pp.33-45
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    • 2014
  • ■ 광통신용 렌즈는 광통신 시스템에 있어서 송신단과 수신단에 사용되는 하나의 부품으로 집광/발산의 결상 기능을 지니며, 광회로 부품과 광섬유 또는 수발광소자인 LD/PD와 광섬유를 효율 좋게 저손실로 접속하는 기능을 수행함. ■ 마이크로 렌즈는 마이크로 광학의 분야에 있어 광의 집광 및 평행 광으로의 변환에 빠질 수 없는 가장 기본적인 소자로서, 마이크로 렌즈의 종류로는 마이크로 볼 렌즈, 비구면 렌즈와 GRIN 렌즈가 대표적으로 있음. ■ 렌즈에 적용되는 사양으로서 렌즈의 유효 구경, 초점(focal point), 주점(principle point), 주점에서 초점까지의 거리인 초점 거리(focal length), 가상의 법선을 기준으로 빛이 입사되는 각도인 입사각, 빛이 다른 매질을 만나 반사되는 각도인 반사각, 서로 다른 매질을 빛이 통과할 때 굴절하는 굴절각 등이 있음. ■ 렌즈 모듈의 구조는 렌즈, 스페이서(spacer), 아리리스(Iris), 백링(back-ring), 바렐(Barrel)로 구성함. ■ LD 모듈에서 광원에 패브리 페로(FP)로 사용하는 것에는 볼 렌즈가, DFB 광원으로 사용하는 것으로는 비구면 렌즈가 사용하고 있음. 이를 위해 PON용에서는 G-PON의 OLT, ONU 측, GE-PON의 OLT측에는 비구면 렌즈가 사용되나 GE-PON의 ONU측에는 볼 렌즈가 주로 사용되고 있음. ■ 2012년 볼 렌즈 시장은 수량 기반으로 2011년 대비 9.7% 증가한 7,350만 개, 금액기반으로는 17.0% 증가한 3,125만$를 기록하였음. ■ 2012년 비구면 렌즈 시장은 수량 기반으로 2011년 대비 22.0% 증가한 2,220만 개, 금액 기반으로는 32.0% 증가한 8,900만$를 기록하였음. ■ 2012년 광통신용 렌즈 시장(볼 + 비구면)은 수량 기반으로 2011년 대비 12.3% 증가한 9,570만 개, 금액 기반으로는 27.7% 증가한 1억 2,063만$이었음.

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A gonioradiometer for total flux measurements (전광선속 측정을 위한 고니오광도계 제작)

  • 김용완;신동주;이인원;최종운
    • Korean Journal of Optics and Photonics
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    • v.15 no.2
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    • pp.137-141
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    • 2004
  • We make a gonioradiometer to realize the scales of total luminous flux and total spectral flux from standards of irradiance and illuminance. Transferring of the photometric scales to a radiometric base has been completed by using a new goniometer to realize a scale of total luminous flux from the scale of illuminance. This is done by measuring the flux emanating from an optical source in different directions and integrating it over an entire imaginary surface surrounding the source. This method is suggested for the realization of the scales of total luminous flux and geometrically total spectral flux. The combined uncertainty of a total flux in the KRISS gonioradiometry is 1 % in the condition of 95% reliance.

Polarization Analysis of Light Passing Through Non-uniform Uniaxial Media (비균일 단축 이방성 매질을 투과하는 빛의 편광상태 변화 표현)

  • Ryu, Jang-Wi;Kim, Sang-Youl;Kim, Yong-Ki
    • Korean Journal of Optics and Photonics
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    • v.21 no.4
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    • pp.161-167
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    • 2010
  • We suggest an effective expression of transmission coefficients between uniaxial anisotropic media. To study the transmission of oblique incident light by stratified anisotropic planar structures, we included an imaginary isotropic layer sandwiched between those anisotropic media, and then considered multiple reflection within the imaginary layer. The adequacy of this expression is confirmed by comparing the polarization analysis of light passing through the anisotropic medium and the multi.layered anisotropic media.

Optical encryption system using visual cryptography and virtual phase images (시각 암호화와 가상 위상영상을 이용한 광 암호화 시스템)

  • 김인식;서동환;신창목;조규보;김수중;노덕수
    • Korean Journal of Optics and Photonics
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    • v.14 no.6
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    • pp.630-635
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    • 2003
  • We propose an encryption method using visual cryptography and virtual phase images. In the encryption process, the original image is shared by virtual images and the decryption key image. We multiply the virtual phase images with each complex image, which has the constant value of its sum after performing the phase modulation of the virtual images and the decryption key. The encryption cards are made by Fourier transforming the multiplied images. It is possible to protect information about the original image because the cards do not have any information from the original image. To reconstruct the original image, all the encryption cards are placed on each path of a Mach-Zehnder interferometer and then the lights passing through them are summed. Since the summed image is inverse Fourier transformed by a Fourier lens, the phase image is multiplied with the decryption key and the output image is obtained in the form of intensity on the CCD plane. Computer simulations show a good performance of the pro-posed optical security system.

MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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Virtual Bronchoscopy for Diagnosis of Tracheo-Bronchial Disease (기관지질환 진단을 위한 가상내시경)

  • Kim, Do-Yeon;Park, Jong-Won
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.509-514
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    • 2003
  • The virtual bronchoscopy was implemented using chest CT images to visualize inside of tracheo-bronchial wall. The optical endoscopy procedures are invasive, uncomfortable for patients and sedation or anesthesia may be required. Also, they have serious side effects such as perforation, infection and hemorrhage. In order to determine the navigation path, we segmented the tracheo-bronchial wall from the chest CT image. We used the coordinates as a navigation path for virtual camera that were calculated from medial axis transformation. We used the perspective projection and marching cube algorithm to render the surface from volumetric CT image data. The tracheobronchial disease was classified into tracheobronchial stenosis causing from inflammation or lung cancer, bronchiectasis and bronchial cancer. The virtual bronchoscopy is highly recommended as a diagnosis tool with which the specific place of tracheobronchial disease can be identified and the degree of tracheobronchial disease can be measured qualitatively, Also, the virtual bronchoscopy can be used as an education and training tool for endoscopist and radiologist.

Development of the Phoropter Simulator for Education using 3D Virtual Reality (3차원 가상현실을 이용한 교육용 포롭터 시뮬레이터의 개발)

  • Lim, Yong-Moo;Lee, Dong-Hee
    • Journal of Korean Ophthalmic Optics Society
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    • v.9 no.1
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    • pp.1-9
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    • 2004
  • In this study, we presented a research about the development of the phoropter simulation program for education using the 3-D virtual reality in order to study the ophthalmic optics rather efficiently. Especially, by putting the facility such as the refractive error analysis of the eyeball in the cyber tutor inside, we have made the learner to learn and confirm the present situation of refractive correction through refractive power of principal meridians. By organizing the system which induces the active involvement of the learner and showing the result of the execution to the learner intuitively, the implementation of the more efficient education-environment can be possible. Consequently, it is expected that this program will be greatly helpful for the optician training as well as the ophthalmic optics education. As a next phase of study, we will develope the development technique of this simulator more and extend the cyber tutor contents more and make the web service version of this program to be provided through the internet network in order to inspire the learning desire of the learner more and more.

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An Exploratory Study of VR Technology using Patents and News Articles (특허와 뉴스 기사를 이용한 가상현실 기술에 관한 탐색적 연구)

  • Kim, Sungbum
    • Journal of Digital Convergence
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    • v.16 no.11
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    • pp.185-199
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    • 2018
  • The purpose of this study is to derive the core technologies of VR using patent analysis and to explore the direction of social and public interest in VR using news analysis. In Study 1, we derived keywords using the frequency of words in patent texts, and we compared by company, year, and technical classification. Netminer, a network analysis program, was used to analyze the IPC codes of patents. In Study 2, we analyzed news articles using T-LAB program. TF-IDF was used as a keyword selection method and chi-square and association index algorithms were used to extract the words most relevant to VR. Through this study, we confirmed that VR is a fusion technology including optics, head mounted display (HMD), data analysis, electric and electronic technology, and found that optical technology is the central technology among the technologies currently being developed. In addition, through news articles, we found that the society and the public are interested in the formation and growth of VR suppliers and markets, and VR should be developed on the basis of user experience.

A Study on the Application of Stereoscopic Depth Value in VR HMD (VR HMD 기반의 스테레오스코픽 깊이 값 적용 연구)

  • Son, Ho-Jun;Kim, Jung-Ho;Lee, Seung-Hyun;Hamacher, Alaric;Kwon, Soon-Chul
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.4
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    • pp.31-40
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    • 2016
  • Recently, technology of Virtual Reality(VR) based on HMD among various kinds of VR implemented products has received widespread attention. Major IT-related companies around the world participated in VR HMD research and development. Therefore, the possibility of the spread of VR HMD has been highly praised. Demands of VR HMD products using Smart Phone has been especially increased so that it is required to create a high quality of VR contents. The purpose of study in this paper is to apply the depth value of stereoscopic to VR HMD. To implement it, we analyzed VR HMD optical system and converted an experimental image to virtual depth caused by binocular disparity based on the result of calculating NPP(Native Pixel Parallax). We produced the image of stereoscopic applied with the value converted and applied to VR HMD. This study is expected to be utilized as a VR content creation field of quantitative data.

Effect of Inconsistency Between Visually Perceived Walking Speed and Physically Perceived Walking Speed on VR Sickness in VR-Treadmill Walking (가상현실-트레드밀 보행에서 시각적 속도감과 보행 속도감의 불일치가 가상현실 멀미에 미치는 영향)

  • Choi, InBeom;Park, Jong-Jin;Kim, ShinWoo;Li, Hyung-Chul O.
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.79-90
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    • 2020
  • The inconsistency in different sensory information causes virtual reality (VR) sickness. This research verifies whether the consistent sensory information reduces VR sickness within treadmill-based virtual reality. Furthermore, we examined the inconsistency between the visually perceived walking speed by optical flow in VR and the physically perceived walking speed in treadmill walking on VR sickness. In Experiment 1, participants reported VR sickness levels while experiencing an increase in the virtual reality. We compared the VR sickness level reported on the standing still condition with that on the treadmill-walking condition. Based on our results, less VR sickness and more sense of presence and immersion were reported on the treadmill-walking condition than on the standing still condition. In Experiment 2 and Experiment 3, the effect of inconsistency between perceived visual speed and perceived walking speed on VR sickness was examined. Interestingly, participants reported less sickness when the perceived visual speed was faster than the perceived walking speed, compared to when the sense of speed was consistent. These results imply that allowing participants to walk on a treadmill while experiencing virtual reality reduces VR sickness. Hence, the perceived visual-walking speed consistency is not necessarily required to reduce VR sickness.