• Title/Summary/Keyword: 입체감

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3D Video Quality Assessment Method based on Smoothness of Disparity (Disparity의 smoothness를 이용한 3D 비디오 품질 평가방법)

  • Lee, Seonoh;Nam, Junghak;Jang, Hyeongmoon;Yoo, Sunmi;Sim, Dong-Gyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2012.07a
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    • pp.451-452
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    • 2012
  • PDP, LCD, IED 등의 디스플레이 패널 재료를 회두로 생장해 오던 디스플레이 장치 시장이 최근 3D라는 어플리케이션이 화두가 되어 시장 성장을 이끌어 오고 있다. 3D 디스플레이 장치 시장의 규모 및 성장속도에 비해 이를 이용할 수 있도록 하는 3D 서비스는 상대적으로 부족하다. 3D 디스플레이 장치를 확보하는 소비자가 늘어남에 따라 지속적으로 증가하는 3D 서비스에 대한 잠재 수요에 대응하기 위해 다양한 형태의 3D 서비스가 계획되고, 다양한 형태의 콘텐츠 제작이 이루어지고 있다. 3D 디스플레이 장치 및 서비스 시장의 지속적인 성장을 위해서는 제작 및 서비스되는 3D 콘텐츠에 대한 품질 평가 방법에 대한 연구가 선행되어야 한다. 이에 본 논문은 3D 비디오에 대해 사람들이 느끼는 주관적 품질 평가 방법을 제안한다. 하나의 영상 도메인에 표현되던 2D 영상과 달리 스테레오스코픽 비전 방식의 3D 입체 영상은 오른쪽과 왼쪽, 두 개의 영상 도메인에 각 각 표현된다. 또한 양쪽 영상의 차이로 인해 깊이감을 인식할 수 있게 된다. 본 논문에서는 양안에 입력되는 영상의 품질을 각각 측정하고, 두 영상의 차이가 이끌어내는 깊이감을 분석하여 입체영상 전체의 품질 평가에 이용하는 방법을 제안한다.

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Double-Layer 3D Rear Projection Display System using Scattering Polarizer Film (후면투사 방식의 이중스크린 3D 프로젝션 디스플레이)

  • Kim, Tae-Ho;Seo, Jong-Wook
    • Korean Journal of Optics and Photonics
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    • v.18 no.6
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    • pp.421-425
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    • 2007
  • A new 3D rear projection display system using double-layer polarization-selective screen systems, one stacked in front of the other, has been developed. The front and rear screens are made of scattering polarizer films, and they either diffuse-scatter or transmit the incident light depending on the polarization state of the light. The near and for images are projected onto the front and rear screens, respectively, using light waves with mutually orthogonal polarization states. The new display system produces clear high-resolution images, which are visible over a wide range of viewing angle. It was found that the impression of depth is pronounced and eyestrain is only comparable to that by 2D display systems.

Real-time shadow creation technique for a online game (온라인 게임을 위한 실시간 음영 생성 기법)

  • Lee, Sung-Ug;Bae, Jae-Hawan
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.635-638
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    • 2008
  • Online games' environments have recently changed with developments of computer technique. Various factors such as respective for realistic expression, solidity, the quality of the material, shadow, should be considered. In these factors, shadow expression plays a important role for realistic one. A lot of repeated operation should be executed to provide shadow. In other words, realm division against a lot of dots to estimate objections and the degree of brightness should be divided. This paper provides effective methods to perform realistic shadow through mapping LOD of objections as shadow without drawing data to judge the realm of shadow for shadow creation.

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Markless System of Using Hand Tracking (핸드 트레킹을 이용한 Markerless 시스템)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyeong-Og;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.683-685
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    • 2010
  • Augmented reality is a technology for showing virtual objects overlapped with the real world as seen from the eyes of users. Studies are being conducted on effective communication methods using hand movements in augmented reality. Hand movements are an important means of human communication along with writing and voice. Space arrangement technology and hand tracking technology using markers to acquire virtual information in augmented reality have many limitations. This paper proposes tracking hand area for augmented object. The augmented objects change viewpoints by hand positions which improves the sense of three dimensions and immersion.

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The Effects of Sports Vision Training on Baseball Player's Visual Performance and Baseball Records (스포츠비젼 트레이닝이 시기능 및 야구성적에 미치는 영향)

  • Lee, Min-A;Oh, Jae-Man;Jeong, Ju-Hyun
    • Journal of Korean Ophthalmic Optics Society
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    • v.15 no.1
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    • pp.87-97
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    • 2010
  • Purpose: The purpose of this study is to investigate the effects of sports vision training on baseball player's visual performance and baseball records. Methods: All subjects were 21 males of high school baseball players, and they participated on eight weeks of sports vision training program. Pre- and post- test results were obtained for static and dynamic visual acuity, static and dynamic stereo acuity, distance and near phoria, fusional reserves, near point of convergence, contrast sensitivity, visual-reaction time. Results: Statical analysis indicated significant improvement in most of mentioned visual variables and baseball records (p<0.001). Conclusions: It can be concluded that the sports vision training program improves visual skills of baseball players, which could lead to improvement in the baseball records. Vison training will be a promotor for baseball player to enhance their performance if proper test instruments and training course is supplied.

Time-dependent Changes of Visual Acuity After Alcohol Ingestion (음주 후 시간경과에 따른 시력의 변화)

  • Kim, Sang-Yoeb;Lee, Sun Haeng;Moon, Byeong-Yeon;Yu, Dong-Sik;Cho, Hyun Gug
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.2
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    • pp.59-62
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    • 2008
  • Purpose: This study was designed to investigate the time-dependent changes of visual acuity after alcohol ingestion. Methods: Both the subjective and objective refraction, distant contrast sensitivity, and three needle tests were carried out at 1 and 3 hours after alcohol ingestion. Results: It was found that the degree of myoptization increased as the blood alcohol level increased in the range of average -0.25D ~ -0.35D when tested 1 and 3 hours after alcohol ingestion. Under the same test conditions the increase in blood alcohol resulted in the reduction in the function of dynamic stereopsis. However, the variation in contrast sensitivity was found to be insignificant for all spatial frequencies. Conclusions: The optician has to be well aware of the fact that alcohol could affect the visual acuity and functional tests, therefore inquiring of the alcohol ingestion prior to visual test can be necessary.

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Stereo Convergence Angle Disparity Extraction of the Moving Target using Optical JTC (광 JTC를 이용한 이동 물체의 스테레오 주시각 시차 추출)

  • 이재수;김성호;김규태;김은수;박순영;이용범
    • Journal of the Korean Institute of Telematics and Electronics D
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    • v.35D no.12
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    • pp.99-107
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    • 1998
  • A stereo vision system such as the structure of human's eyes has two cameras at separated positions from which we can obtain two input images and then put them together to create 3-D image. It can show more virtual effect than the conventional 2-D image system. But, the stereo image system has to control the convergence angle so that the stereo disparity could always be zero because observers can be fatigued and unconscious of stereo image in conditions that the stereo disparity is not zero for a long work. Therefore, in the paper, optical JTC system which can process adaptive tracking of a specific moving object is proposed as a new approach to keep the stereo disparity to be zero. In this method, optical JTC system obtains the values of the relative locations of a moving objects in left and right images and then these values are used for maintaining the stereo disparity to be zero. Through some optical experiments the proposed stereo vision system is proved to be insensitive to background noises and operate in real-time.

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Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.425-434
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    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

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.

Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.