• Title/Summary/Keyword: 입체감

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Fast Stereoscopic 3D Broadcasting System using x264 and GPU (x264와 GPU를 이용한 고속 양안식 3차원 방송 시스템)

  • Choi, Jung-Ah;Shin, In-Yong;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.540-546
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    • 2010
  • Since the stereoscopic 3-dimensional (3D) video that provides users with a realistic multimedia service requires twice as much data as 2-dimensional (2D) video, it is difficult to construct the fast system. In this paper, we propose a fast stereoscopic 3D broadcasting system based on the depth information. Before the transmission, we encode the input 2D+depth video using x264, an open source H.264/AVC fast encoder to reduce the size of the data. At the receiver, we decode the transmitted bitstream in real time using a compute unified device architecture (CUDA) video decoder API on NVIDIA graphics processing unit (GPU). Then, we apply a fast view synthesis method that generates the virtual view using GPU. The proposed system can display the output video in both 2DTV and 3DTV. From the experiment, we verified that the proposed system can service the stereoscopic 3D contents in 24 frames per second at most.

Pattern-based Depth Map Generation for Low-complexity 2D-to-3D Video Conversion (저복잡도 2D-to-3D 비디오 변환을 위한 패턴기반의 깊이 생성 알고리즘)

  • Han, Chan-Hee;Kang, Hyun-Soo;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.31-39
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    • 2015
  • 2D-to-3D video conversion vests 3D effects in a 2D video by generating stereoscopic views using depth cues inherent in the 2D video. This technology would be a good solution to resolve the problem of 3D content shortage during the transition period to the full ripe 3D video era. In this paper, a low-complexity depth generation method for 2D-to-3D video conversion is presented. For temporal consistency in global depth, a pattern-based depth generation method is newly introduced. A low-complexity refinement algorithm for local depth is also provided to improve 3D perception in object regions. Experimental results show that the proposed method outperforms conventional methods in terms of complexity and subjective quality.

A Study on the Implementation of Realistic Sound Through Cross-Talk Cancellation (크로스토크 제거를 통한 입체 음향 구현에 관한 연구)

  • 김학진
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.41 no.2
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    • pp.99-108
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    • 2004
  • This thesis deals a method to deliver more realistic sound by cancelling the cross-talk which is inherent to the 5.1 channel speaker system. The acoustical model for cross-talk cancellation is the free field model. This model minimizes distortion of sound. I used the bark scale sound quality compensation which based on psycho-acoustic. For the surround channels, band-limited sound quality compensation is performed in the frequency domain. I also performed the sound quality assessment test on the traditional 2 channel stereo and 5.1 channel system. This test is performed in the test chamber which satisfies the ITU-R specifications. I uses the IACC(Inter-Aural Cross-Correlation) to determine the preferences of the amateur and the golden ear experts to asses the trans-aural filter. According to the result from the proposed method, I got more the 38㏈ separation rates with the Dolby standard speaker array. The results on the diffusion by the subjective test with the experts shows 0.4 point increased then before.

A Study on Metal Molding Using Line Transformation and Repetition - Using phosphor bronze wire (선의 변형과 반복을 활용한 금속조형 연구 - 인청동선을 활용하여)

  • Ko, Seung-Geun
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.355-360
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    • 2017
  • This study, which was begun in order to create a metal molding by using lines, a basic element of design, examined various characteristics and concept of line and the beauty of lines based on previous research on the subject. The result showed that formative interpretation of lines largely depends on intentional expression by using thickness and rhythm of lines. In order to obtain a metal molding that provides both visual freedom and beauty, rather than the conventional formative expression of lines, I used red copper plate and Phosphor bronze line for creating a pattern based on transformation and repetition of lines and an artwork based on the pattern. The result was not only a creation of a plane but the senses of three-dimension, speed, and unity in the overall shape. Further research will need to be conducted regarding formative interpretation of lines and emotional and intrinsic beauty through expression of lines.

Development of 3-D Web Graphic Library Using Java (자바를 이용한 3차원 웹 그래픽 라이브러리의 개발)

  • Jeong, Gab-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.8
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    • pp.1709-1715
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    • 2005
  • This paper describes the development of 3-D web graphic library for dynamic web graphic design. The 3-D web graphic library developed in this per supports creation of 3-D objects like cube and sphere objects, elimination of hidden line and surface, and the shading of diffuse and specular reflections. It provides, in drawing, perspective projection of an object depth first sort of multiple objects, and wire frame and solid models. It also supports texture mapping function for realistic and dynamic web application in application software. Each created 3-D object gives functions for the scaling, translation, and rotation of itself. It can be used for the development of dynamic web application software and the advertisement of information for business and tourism as a 3-D web graphic library engine. It is written in 'Java' language and runs on web browsers with Java virtual machine without any dependancy of client computer system.

van Hiele 모델에 의한 기하학적 사고력 개발에 관한 연구(0 수준과 1 수준의 조작활동 중심으로)

  • 최창우
    • Education of Primary School Mathematics
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    • v.1 no.1
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    • pp.59-71
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    • 1997
  • 기하학적 사고력 개발이라는 우리의 목표는 궁극적으로 보다 낮은 수준의 학생들에게 보다 높은 수준으로 나아가게 하는 경험을 주는 것이다. 학생들이 보다 높은 수준에서 추론할 수 있도록 하기 위하여 그들이 보다 낮은 수준에서 충분하고 효율적인 학습 경험을 가져야 한다는 것이다. 예를 들면 분수에서 이루어지는 것처럼 기계적인 암기식으로 사물을 학습함으로써 수준(단계)을 뛰어 넘으려고 노력하면은 그들이 학습한 것에 관한 많은 것을 기억할 수 없을 것이다. 조작에 관한 보다 풍부한 경험과 시각적으로 입체감을 주는 설명을 들은 어린이들이 보다 훌륭한 공간 추론을 할 수 있을 것이라 믿는다. 본 고에서는 기하학적인 사고의 개발에 관한 van Hiele 모델이 초등학교에서 기하 수업의 토론을 위한 기초로서 사용되어졌다. 그 모델의 수준들이 묘사되었고 일반적으로 초등학교 아동들의 사고는 0수준과 1수준이라 는 것이 밝혀졌다. 단지 극소수의 아동들이 2수준의 사고에 도달해 있을 것이다. 그러나 만약 초등학교에서의 수업이 기하학적인 개념을 구성하는데 주안점을 둔다면 보다 많은 어린이들이 2 수준의 사고를 보여줄 수 있을 것으로 생각된다. 0 수준의 어린이들은 도형의 형태에 초점이 맞추어져있고 1 수준의 어린이들은 도형의 성질을 이해하는데 에 있다. 2 수준의 사고자는 도형의 포함관계를 이해하고 비공식적으로 추론 할 수 있다. 처음 세 수준에서의 활동들에 대한 지침이 주어져 있으며 0 수준과 1수준에 연관되는 다수의 활동들을 묘사했다. 0수준의 어린이들을 위해 묘사된 활동들은 그들이 2차원 및 3차원의 도형 둘 다를 시각화하는데 도움을 주는 것이다. 1 수준에서 사고하는 학습자들을 위해 묘사된 활동들은 2차원 및 3차원 도형의 성질들을 강조했다. 아울러 본 고에서 언급한 활동들은 상호교수에의 접근을 반영했다. 그러한 접근방식은 학습자들로 하여금 그들의 활동과 의견으로부터 개념을 구성하게 해주며 그들의 활동 결과에 대해 다른 사람들과 의사소통 함으로서 개념을 명확하게 다듬어지게 해줄 수 있을 것이다. 아울러 평가 활동들이 본고의 마지막 부분에 주어져있다. 그러한 활동들은 교사들에게 어린이들의 기하학적인 사고수준을 결정하게 해주며 학습자들로 하여금 수업시간 이외에 보다 높은 사고수준으로 나아가게 해줄 수 있을 것으로 기대된다.

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Yoga of Consilience through Immersive Sound Experience (실감음향 체험을 통한 통섭의 요가)

  • Hyon, Jinoh
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.643-651
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    • 2021
  • Most people acquire information visually. Screens of computers, smart phones, etc. constantly stimulate people's eyes, increasing fatigue. In this social phenomenon, the realistic and rich sound of the 21st century's state-of-art sound system can affect people's bodies and minds in various ways. Through sound, human beings are given space to calm and observe themselves. The purpose of this paper is to introduce immersive yoga training based on 3D sound conducted together by ALgruppe & Rory's PranaLab and to promote the understanding of immersive audio system. As a result, people, experienced immersive yoga, not only enjoy the effect of sound, but also receive a powerful energy that gives them a sense of inner self-awareness. This is a response to multidisciplinary exchange required by the knowledge of modern society, and at the same time, informs the possibility of new cultural contents.

Analysis of Levee Breach Mechanism using Drone 3D Mapping (드론 3D 매핑을 통한 제방붕괴 메커니즘 분석)

  • Ko, Dongwoo;Kim, Jeonghyeon;Lee, Changhun;Kim, Jongtae;Kang, Joongu
    • Proceedings of the Korea Water Resources Association Conference
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    • 2020.06a
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    • pp.349-349
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    • 2020
  • 기후변화로 인한 돌발홍수와 같은 집중적인 강우현상은 노후화된 제방의 안정성 저하 및 붕괴 등을 야기시킨다. 향후 홍수량이 증가함에 따라 하천의 통수면적이 부족하여 침수 및 범람의 위험성이 증가할 것으로 생각된다. 계획규모 이상의 홍수가 발생하여 홍수위가 제방고보다 높을 때 월류에 의한 제방붕괴로 이어지며, 이러한 월류에 의한 제방붕괴는 가장 전형적인 것이다. 지금까지 월류에 의한 제방붕괴에 관한 연구는 연구자의 다양한 관점 및 방법을 통해 진행되고 있다. 실제 제방붕괴를 관측하는 것은 불가능하므로 기존의 소규모 수리실험 및 모델링을 통한 제방붕괴 메커니즘 분석에는 사실상 한계가 있다. 이러한 점에서 실규모 수리실험을 통한 월류에 의한 제방붕괴 메커니즘을 3차원으로 분석할 필요가 있다. 본 연구에서는 드론 영상을 이용하여 제방붕괴 메커니즘 분석 연구를 수행하였다. 제방은 시간의 흐름에 따라 붕괴양상이 발전한다는 점 등에서 매우 복잡한 물리적 특성이 있다. 드론의 오토촬영 기법을 통한 제방이 붕괴되는 순간을 촬영하기는 쉽지 않기 때문에 셔터스피드촬영 기법을 적용하였다. 특히, 짧은 시간에 변화되는 제방의 붕괴양상을 구체적으로 표현하기 위해 두 대의 드론을 횡·종 방향으로 동시에 비행하여 분석 시 3차원 입체감을 최대화하였다. 이후 횡·종 방향에서 동 시간대 수집된 드론 이미지를 분류하여 PIX4D 매핑 기법을 활용한 최소 정합을 통하여 드론을 활용한 제방붕괴 메커니즘 분석의 활용 가능성을 제시하였다. 향후 스마트 시대의 물산업 경쟁력을 제고함에 있어, 폭이 좁은 하천에 효율적이며 고해상도 시공간 자료를 확보할 수 있는 드론을 활용한 스마트 하천재해 예측 및 관리기술 개발을 통한 하천 원격탐사의 경쟁력을 확보하는 것이 중요하다고 사료된다.

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Changes of Visual Acuity and Visual Function in the Elderly Generation and their Subjective Satisfaction by the Use of Tinted Ophthalmic Lenses (착색안경렌즈의 사용에 따른 노년층의 시력 및 시기능 변화와 자각적 만족도)

  • Ryu, Deok-Hyeon;Park, Mijung;Kim, So Ra
    • Journal of Korean Ophthalmic Optics Society
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    • v.21 no.1
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    • pp.1-10
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    • 2016
  • Purpose: The study was aimed to suggest the most effective color of the tinted lenses by evaluating the effect of the prescription with tinted lenses on the visual quality of the elderly at the age of the sixty or more. Methods: The visual acuity of fifty subjects at the age of sixty or more (17 males, 33 females with the averaged age of $71.0{\pm}6.3$) were corrected to have the visual acuity at a far distance of 0.5 or more using a trial lens frame, and non-tinted, brown-tinted, and gray-tinted lenses were randomly applied on the trial frame. The minimum legibility and minimum separability were measured at a far distance in the aspect of the visual acuity and calculated as LogMAR and then, the visual acuity was compared. The stereopsis and contrast sensitivity were also estimated at a near distance in the aspect of the visual function. The participants' preference for tinted lenses and their subjective symptoms of the visual perception and the movement were further surveyed. Results: The best minimum legibility and minimum separability was shown when wearing non-tinted lenses, and brown-tinted and gray-tinted lenses were in the next. The stereopsis and the contrast sensitivity at a near distance and the visual perception was the best when wearing brown-tinted lenses. It was surveyed that the subjective discomfort was the biggest when wearing gray-tinted lenses, and brown-tinted lenses were the best in the aspect of the subjective preference. Conclusions: As the result of this study, it was revealed that the visual acuity and visual function could be improved by the use of tinted ophthalmic lenses however, its change of visual acuity and visual function was not completely correlated with the subjective satisfaction. Therefore, the appropriate color of ophthalmic lenses should be selected in accordance with the individual visual perception and the main vision lifestyle in the elderly generation. From the present study, the use of non- or brown-tinted lens and brown- or gray-tinted lens can be recommended for distance work and near work, respectively, in the elderly generation under the illumination of about 1,000 lux.

Glasses-free Interactive 3D Display: The Effects of Viewing Distance, Orientation and Manual Interaction on Visual Fatigue (무안경식 Interactive 3D Display: 시청거리, 시청방위, 협응동작이 시각피로에 미치는 영향)

  • Kim, Duk-Joong;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Journal of Broadcast Engineering
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    • v.17 no.4
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    • pp.572-583
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    • 2012
  • In this study, we investigated visual fatigue in i3D system and basic factors that contribute to visual fatigue in the system. i3D is a type of glasses-free display which supports elementary manual interaction of users with the display. In Experiment 1, we performed open-ended survey of visual fatigue and collected responses from observers which then were used as survey questions for visual fatigue. The questions were validated by factor analysis from which we derived fatigue measurement scale. In Experiment 2, we measured visual fatigue in various conditions using survey questions obtained from Experiment 1. Using manual interaction (present/absent), viewing distance(1/2/4m), and viewing orientation($0/28/56^{\circ}$) as three factors in within-subject design, we measured visual fatigue in each condition. The results indicated that visual fatigue deceases with farther viewing distance, but viewing orientation and manual interaction does not influence visual fatigue. Although fatigue unexpectedly decreased in an extreme viewing condition (e.g., distance 1m, orientation $56^{\circ}$), the results were obtained because of technical limitation of glasses-free 3D display. General discussion provides discussion on limits of the current study and suggestions for future research.