• Title/Summary/Keyword: 공간 영상

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Study of MTF Measure That Adopts a Fitting Curve for the Variable Angle of a Slant Target in Presampled MTF (Presampled MTF 기법에서 Slant Target의 다양한 각도에 대한 함수 Fitting이 적용된 MTF 측정기법에 관한 연구)

  • Choi, Siyoun;Kim, Junghwan;Kong, Hyunbae;Kim, Donghwan;Baek, Kyounghoon;Park, Ingu;Jeon, Hyowon;Lee, Kinam
    • Korean Journal of Optics and Photonics
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    • v.33 no.6
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    • pp.310-316
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    • 2022
  • In this paper, the difference in modulation transfer function (MTF) results according to the change in the angle of a slant target when measuring a presampled MTF was confirmed, and the difference was reduced by fitting the edge spread function graph obtained to reduce the error by the target's rotation. Due to the feature of the presampled MTF method, the spatial frequency changed due to the sensor's projected intensity being changed by the target's rotation, and it was confirmed that the difference in the MTF value occurred depending on the rotation angle of the target. In this paper, the MTF was calculated after fitting only one column of the acquired image. It was confirmed that the rotation error is smaller compared to the case of the presampled MTF method and this fitting method can be applied to a scene that contains various target angles, such as auto-focusing using the MTF.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

An Analysis of Audiovisual Art Exhibition "lux et sonitus" - in the Context of Nam June Paik's Artworks (오디오비주얼아트전 분석 - 백남준의 예술 작품의 관점에서)

  • Yeo, Woon Seung;Yoon, Ji Won
    • Design Convergence Study
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    • v.19 no.2
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    • pp.107-122
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    • 2020
  • "lux et sonitus" is an audiovisual art exhibition series with an artistic combination of music and video at its center. Since its first introduction in 2013, the series have been held five times under the theme of "exhibition of music", presenting works featuring both audio and visual media in an effort to explore the key issues in the field of audiovisual art. In addition to the previous achievement of the exhibition, recent works from the series feature new concepts that explore the possibility of expanding the realm of synesthesia. In this paper, details of the entire series are summarized. In addition, theoretical background behind creative results of the series is analyzed in the context of music, synesthesia and space found in Nam June Paik's audiovisual artwork as a source of inspiration. This will contribute to establishing a vision for the creation/analysis of audiovisual art in the future.

Direction detection technique of radioactive contaminants based on rotating collimator (회전형 콜리메이터 기반 방사능 오염원의 방향탐지 기법)

  • Hwang, Young-Gwan;Song, Keun-Young;Lee, Nam-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1519-1527
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    • 2020
  • AGeneral radiation measuring devices have been developed in the form of spatial dose rate detection devices that measure dose rates to radioactive contaminant and 2D or 3D imaging devices for radioactive contamination information. Each of these radiation detection techniques has advantages. The advantages of both detection devices are necessary to minimize personal injury and rapid decontamination in the area of a radioactive accident. In this paper, we proposed a technique that can measure the dose rate and direction information about the radioactive pollutant source in real time using a detection sensor, a rotating body, and a directional shield for radioactive pollutant detection. The rotational-based detection device is configured to check the dose rate and direction using the location information of the rotator and measurement value. We proposed a measurement technique for vertical and horizontal directions through multiple holes. It was confirmed that the measurement error for direction information was less than 1% when detected in the horizontal direction.

Study on Detection Technique for Sea Fog by using CCTV Images and Convolutional Neural Network (CCTV 영상과 합성곱 신경망을 활용한 해무 탐지 기법 연구)

  • Kim, Na-Kyeong;Bak, Su-Ho;Jeong, Min-Ji;Hwang, Do-Hyun;Enkhjargal, Unuzaya;Park, Mi-So;Kim, Bo-Ram;Yoon, Hong-Joo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.6
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    • pp.1081-1088
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    • 2020
  • In this paper, the method of detecting sea fog through CCTV image is proposed based on convolutional neural networks. The study data randomly extracted 1,0004 images, sea-fog and not sea-fog, from a total of 11 ports or beaches (Busan Port, Busan New Port, Pyeongtaek Port, Incheon Port, Gunsan Port, Daesan Port, Mokpo Port, Yeosu Gwangyang Port, Ulsan Port, Pohang Port, and Haeundae Beach) based on 1km of visibility. 80% of the total 1,0004 datasets were extracted and used for learning the convolutional neural network model. The model has 16 convolutional layers and 3 fully connected layers, and a convolutional neural network that performs Softmax classification in the last fully connected layer is used. Model accuracy evaluation was performed using the remaining 20%, and the accuracy evaluation result showed a classification accuracy of about 96%.

Proposal of autonomous take-off drone algorithm using deep learning (딥러닝을 이용한 자율 이륙 드론 알고리즘 제안)

  • Lee, Jong-Gu;Jang, Min-Seok;Lee, Yon-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.2
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    • pp.187-192
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    • 2021
  • This study proposes a system for take-off in a forest or similar complex environment using an object detector. In the simulator, a raspberry pi is mounted on a quadcopter with a length of 550mm between motors on a diagonal line, and the experiment is conducted based on edge computing. As for the images to be used for learning, about 150 images of 640⁎480 size were obtained by selecting three points inside Kunsan University, and then converting them to black and white, and pre-processing the binarization by placing a boundary value of 127. After that, we trained the SSD_Inception model. In the simulation, as a result of the experiment of taking off the drone through the model trained with the verification image as an input, a trajectory similar to the takeoff was drawn using the label.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

Design of visitor counting system using edge computing method

  • Kim, Jung-Jun;Kim, Min-Gyu;Kim, Ju-Hyun;Lee, Man-Gi;Kim, Da-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.75-82
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    • 2022
  • There are various exhibition halls, shopping malls, theme parks around us and analysis of interest in exhibits or contents is mainly done through questionnaires. These questionnaires are mainly depend on the subjective memory of the person being investigated, resulting in incorrect statistical results. Therefore, it is possible to identify an exhibition space with low interest by tracking the movement and counting the number of visitors. Based on this, it can be used as quantitative data for exhibits that need replacement. In this paper, we use deep learning-based artificial intelligence algorithms to recognize visitors, assign IDs to the recognized visitors, and continuously track them to identify the movement path. When visitors pass the counting line, the system is designed to count the number and transmit data to the server for integrated management.

Luma Mapping Function Generation Method Using Attention Map of Convolutional Neural Network in Versatile Video Coding Encoder (VVC 인코더에서 합성 곱 신경망의 어텐션 맵을 이용한 휘도 매핑 함수 생성 방법)

  • Kwon, Naseong;Lee, Jongseok;Byeon, Joohyung;Sim, Donggyu
    • Journal of Broadcast Engineering
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    • v.26 no.4
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    • pp.441-452
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    • 2021
  • In this paper, we propose a method for generating luma signal mapping function to improve the coding efficiency of luma signal mapping methods in LMCS. In this paper, we propose a method to reflect the cognitive and perceptual features by multiplying the attention map of convolutional neural networks on local spatial variance used to reflect local features in the existing LMCS. To evaluate the performance of the proposed method, BD-rate is compared with VTM-12.0 using classes A1, A2, B, C and D of MPEG standard test sequences under AI (All Intra) conditions. As a result of experiments, the proposed method in this paper shows improvement in performance the average of -0.07% for luma components in terms of BD-rate performance compared to VTM-12.0 and encoding/decoding time is almost the same.

Radial Velocity and FWHM Spatial Distribution of [OIII] and H𝛽 Lines of the Type II Seyfert Galaxy Mrk 1 (제2형 세이퍼트 은하 Mrk 1의 [O III]와 H𝛽선의 시선 속도와 FWHM 공간 분포 연구)

  • Hyung, Siek;Lee, Seong-Jae;Cho, Ji Eun
    • Journal of the Korean earth science society
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    • v.43 no.3
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    • pp.351-366
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    • 2022
  • We investigated the kinematic activity of the Type II Seyfert galaxy Mrk 1 based on H𝛽 and [O III] 5007 extracted from the MR 1 grism spectra observed with the OASIS attached to the CFHT 3.6 m telescope. The [O III] forbidden Gaussian line profiles exhibited asymmetric features with an excess of the blue component: (1) strongest at a distance of about 960 pc from the galaxy center, and (2) a wider line width of about ~900 km s-1 in the NS direction of the center. The velocity distributions in the spectral images showed blue or approaching flow motion in the NE zone, while receding in the SW zone, implying the counter-clockwise rotation. The radial velocity data showed that the center of the AGN region appears to be blocked by gas-dust approaching toward the Earth.