• Title/Summary/Keyword: 영상피로

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A study on characteristics related to texture, colour temperature and contrast ratio to improve the depth of stereoscopic images (깊이감 향상을 위한 질감, 색온도, 대비비 관련 특성 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.37-42
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    • 2018
  • With advancements in digital image production technology, the branch of stereoscopic image technology has also been undergoing active development. Accordingly, research and development on cutting-edge display products for mounting stereoscopic images are currently being pursued. There are various problems that can occur when viewing 3D images. Because viewers feel visual fatigue while perceiving the depth of the images provided via an artificial method, a negative human factor such as visual fatigue has become one of the most prominent concerns, especially as it is a factor that affects the ongoing maintenance of 3D images. Therefore, by identifying the factors affecting the depth of the graphic images provided in 2D images, and subsequently using this information to develop an image processing method, we conducted depth-related experiments and analysed them under the assumption that stereoscopic images could be reproduced without visual fatigue. Thus, we analysed the most significant factors related to depth and verified the interactions by performing depth-related factors-based ANOVA variance analysis by differentially applying the texture, colour temperature, and contrast ratio to graphic images. We determined the significance of the factors related to depth and proposed a method to improve depth based on an analysis of the results of the experiments conducted in this study.

Development of Immersive 3-D Game Using Stereoscopic Imaging (입체 영상을 이용한 몰입형 3차원 게임 제작)

  • 정재훈;김재희;박인규
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.658-660
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    • 2004
  • 본 논문에서는 입체 영상을 이용한 몰입형 3차원 게임 제작 기법을 제안한다. 제안하는 기법은 셔터글래스를 이용하여 좌안과 우안의 영상을 분리 투영하여 사용자로 하여금 입체감 을 느낄 수 있도록 한다. 이때, 사용자가 느끼는 눈의 피로를 최소화하기 위하여 입체 영상 디스플레이에 필요한 인자들을 최적으로 선택하는 방법을 제안한다. 또한, 예시되는 블록격파게임에서의 충돌처리를 효율적으로 구현하기 위하여 본 논문에서는 체적소와 광선 추적법을 응용한 효율적인 알고리즘을 제안한다.

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The research on visual affective assessment of genre (장르에 따른 시각 감성 평가에 관한 연구)

  • U, Jin-Cheol;Hwang, Min-Cheol;Park, Gang-Ryeong;Kim, Jong-Hwa;Lee, Eui-Cheol;Go, Yu-Jin
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2008.10a
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    • pp.70-73
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    • 2008
  • 본 연구는 이미지의 장르의 차이가 사용자의 시각 피로도에 미치는 영향에 관한 연구이다. 실험은 20명의 대학생을 대상으로 각각 다른 감성반응을 위해 선정된 다큐멘터리, 사랑, 뉴스 및 스포츠 장르의 이미지를 각각 10장씩을 보여주고, 그에 따른 시각 피로도를 자율신경계 반응 측정(PPG, GSR,SKT)과 동공 영상 기록(동공 변화율) 및 주관적 설문(불쾌도, 긴장도, 피로도)을 하였다. 유의성 검증을 위하여 이미지의 장르를 독립변수로 그에 따른 종속변수를 개인차가 고려된 생리신호 결과와 동공 변화율(픽셀/초) 및 주관적 설문 응답 결과로 하여 일변량 분산 분석을 하였다. 본 연구를 통해 이미지의 장르에 따라 불쾌, 긴장 및 피로 할 경우 자율 신경계 반응의 특정한 패턴을 발견 할 수 있었다.

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Feature-based Disparity Correction for the Visual Discomfort Minimization of Stereoscopic Video Camera (입체영상의 시각 피로 최소화를 위한 특징기반 시차 보정)

  • Jung, Eun-Kyung;Kim, Chang-Il;Baek, Seung-Hae;Park, Soon-Yong
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.77-87
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    • 2011
  • In this paper, we propose a disparity correction technique to reduce the inherent visual discomfort while watching stereoscopic videos. The visual discomfort must be solved for commercial 3D display systems to provide natural stereoscopic videos to human eyes. The proposed disparity correction technique consists of horizontal and vertical disparity corrections. The horizontal disparity correction is implemented by controlling the depth budget of stereoscopic video using the geometric relations of a stereoscopic camera system. In addition, the vertical disparity correction is implemented by using a feature-based stereo matching algorithm. Conventional vertical disparity corrections have been done by only using camera calibration parameters, which still cause systematic errors in vertical disparities. In this paper, we minimize the vertical disparity as small as possible by using a feature-based correction algorithm. Through the comparisons of conventional feature-based correction algorithms, we analyze the performance of the proposed technique.

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.

Reliability and Validity Assessment in 3D Video Measurement (3D 영상 평가를 위한 측정도구 신뢰도와 타당도 분석)

  • Chung, Dong-Hun;Yang, Ho-Cheol
    • Journal of Broadcast Engineering
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    • v.17 no.1
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    • pp.49-59
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    • 2012
  • Although 3D stereoscopic movies had been paid attention to a few times since the 1900's, the interest had not been last. Most researchers pointed out the reason came from human factors because the early in the 3D technology growth had to develop technological possibility to realize 3D videos and ignore the importance viewers' perspective. In the 2D video research, many studies have explored the factors which make people got immersed or involved and felt visual fatigue, but they have not been the main issues in the 3D research until now. The present research believes human factor issue is one of the most important parts to accelerate 3D industry and thus, we try to make reliable and valid assessments to evaluate 3D video which are perceived characteristics, impression, and presence.

Depth Scaling Method of DirectX-based Stereoscopic Game Image (DirectX 기반 입체 게임 영상의 깊이감 조절 기법)

  • Kim, Jin-Mo;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.135-146
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    • 2010
  • The development of image technologies in such area as broadcasting and movies has recently increased our attention to 3D stereoscopic images. In addition, the development of stereoscopic image representation technologies in 3D contents becomes more active over time due to the representational limitations of 2D images. Without limitation to the above-mentioned area, stereoscopic image technologies have been developed and studied so that they can be widely accessed in diverse areas including medical services and education. Due to the refined production, however, required to represent a three dimensional effects and the fatigue caused by the perception of a three dimensional effects, the stereoscopic image technologies are not combined into real time systems such as games where environments change unforeseeably. In this study we design a technique to adjust the depth scaling that will enable efficient management of a three dimensional effects and to relieve fatigue through automatic view point interval adjustment in accordance with situations based on the geometrical structure of the DirectX SDK graphic pipeline. Through this, we would like to suggest a new alternative idea to activate the production of games combined with stereoscopic image technologies.

Optical Properties Correction of a Heterogeneous Stereoscopic Camera (이종 입체 영상 카메라의 광학 특성 일치화)

  • Jung, Eun Kyung;Baek, Seung-Hae;Park, Soon-Yong;Jang, Ho-Wook
    • Journal of the Institute of Electronics and Information Engineers
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    • v.49 no.11
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    • pp.74-85
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    • 2012
  • In this paper, we propose a optical property correction technique for a low-cost heterogeneous stereoscopic camera. Three main optical properties of a stereoscopic camera are zoom, focus, and DOF(depth of field). The difference or mis-match of these properties between two stereoscopic videos are the main causes of the visual fatigue to human eyes. The proposed correction technique reduces the difference of the optical properties between the stereoscopic videos and produces high-quality stereoscopic videos. To correct the zoom difference, a LUT(look-up table) is established to match the zoom ratio between the stereoscopic videos. To correct the DOF difference, the magnitude of image edge is measured and the lens iris is changed to control the DOF of the camera. A vertical-type stereoscopic rig is developed for the experiments of the optical property correction. Based on the experimental results, we find that a low-cost heterogeneous stereoscopic camera can be implemented, which can yield low visual fatigue to human eyes.