• Title/Summary/Keyword: 입체구성

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A Study on Development of Gifted Educational Materials Using Diabolical Cube (다이어볼릭 큐브(Diabolical Cube)를 활용한 영재교육 자료 개발에 대한 연구)

  • Shim, Sang-Kil
    • Communications of Mathematical Education
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    • v.25 no.1
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    • pp.207-219
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    • 2011
  • The purpose of this article is to study characteristics of diabolical cube in geometric point of view, and to present educational materials and direction for efficient diabolical cube activities in gifted education upon systematical analysis of methods of finding solutions. We can apply inclusion-exclusion Method to find all possible combination of solutions in diabolical cube activities not as trial-and-error method but as analytical method. Through teacher's questions and problem posing in activities using diabolical cube, we systematically came up with most solution and case of all possible combinations be solution in classifying properties of pieces and combining selected pieces.

Construction of Cubic Panoramic Image for Realistic Virtual Reality Contents (실감형 VR 콘텐츠 제작을 위한 큐브 파노라마 영상의 구성)

  • Kim, Eung-Kon;Seo, Seung-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.431-435
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    • 2006
  • Panoramic Image provides wider field of view than image from acquisition equipment such as a camera and provides realism and immersion to users compared with single image. Cubic panoramic image provides three dimensional access zooming and rotating in top, bottom, left and right directions. But we require commercial softwares to make a panoramic image and can see distorted images in top and bottom direction. This paper presents a method that constructs cubic panoramic virtual reality image using Apple QuickTimeVR's cubic data structure without any commercial software to make realistic image of top and bottom direction in cubic panoramic virtual reality space.

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A Study on Delta Image Composition Methods of the Depth-Image-Based Rendering for the Generation of Stereoscopic Images on Mobile Devices (모바일 장치에서 입체 영상 생성을 위한 깊이 영상 기반 렌더링의 부가 정보 영상 구성 방법에 관한 연구)

  • Kim, Min-Young;Park, Kyoung-Shin;Choo, Hyon-Gon;Kim, Jin-Woong;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.7
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    • pp.1428-1436
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    • 2012
  • This paper presents the delta image composition methods using Depth-Image-Based Rendering (DIBR) for 3D stereoscopic broadcasting for the low bandwidth mobile DMB broadcasting system. With DIBR, a left and depth images are transmitted to a mobile device, which restores the right view, whose quality may be poor. This paper describes delta image composition methods for the restoration while minimizing the amount of the transmitted data.

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.

3DTIP: 3D Stereoscopic Tour-Into-Picture of Korean Traditional Paintings (3DTIP: 한국 고전화의 3차원 입체 Tour-Into-Picture)

  • Jo, Cheol-Yong;Kim, Man-Bae
    • Journal of Broadcast Engineering
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    • v.14 no.5
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    • pp.616-624
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    • 2009
  • This paper presents a 3D stereoscopic TIP (Tour Into Picture) for Korean classical paintings being composed of persons, boat, and landscape. Unlike conventional TIP methods providing 2D image or video, our proposed TIP can provide users with 3D stereoscopic contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method firstly makes input data being composed of foreground mask, background image, and depth map. The second step is to navigate the picture and to obtain rendered images by orthographic or perspective projection. Then, two depth enhancement schemes such as depth template and Laws depth are utilized in order to reduce a cardboard effect and thus to enhance 3D perceived depth of the foreground objects. In experiments, the proposed method was tested on 'Danopungjun' and 'Muyigido' that are famous paintings made in Chosun Dynasty. The stereoscopic animation was proved to deliver new 3D perception compared with 2D video.

Asymmetrical Role of Left and Right Eyes in 3-D Contents Production (3-D 영상 제작 시 고려돼야 할 좌우 눈의 비대칭적인 역할)

  • Lim, Jae-A;Nam, Jong-Ho
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.478-490
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    • 2014
  • In order to make 3-D display technique a better tool to provide viewers with realistic stereoscopic experience, various researches have been done in the many relevant fields. This psychophysical study was designed to investigate whether there was any difference in the perceptual processing between a dominant and non-dominant eye when a 3-D cue was provided exclusively to only one eye. We measured the reaction time for detecting a depth change by providing the viewer's each eyes with differential 3-D stimuli, which have systematical patterns. We obtained that there was a consistent 3-D perceptual performance when the 3-D cue was provided to the viewers' left eye regardless of their eye dominance. The result suggests that it might be a better technique to arrange the camera for left eye to carry 3-D cues to get the viewer's consistent 3-D perception.

A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

지상 전술 $C^4I$체계의 위치보고체계 구축을 위한 제대간 데이터 통신망 구성 방안

  • Kim, Yong-Yun
    • Defense and Technology
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    • no.2 s.252
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    • pp.46-57
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    • 2000
  • 군 통신도 앞으로 상용에서의 이동통신 시스템이나 ATM(Asynchronous Transfer Mode), 위성통신과 같은 첨단 통신방식으로 발전하는 추세에 있으므로 전술제대 단위로 위치보고체계의 통신망을 구성한다면 상호운용성(Interoperability)면에서 중대한 문제점이 발생할 수 있다. 한편 장차전의 양상은 화력전, 입체 고속 기동전으로 가는 추세이며 기갑/기계화부대는 비선형 기동전의 주역으로서 적의 취약점을 포착하는 즉시 민첩한 기동전투력으로 종심공격을 실시하여 적에게 불리한 비선형의 전장을 적극적으로 조성하고 주도권을 행사하는 전술작전 능력을 발휘한다

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Photometric Stereo Method (측광 입체시법)

  • 김태은;최종수
    • ICROS
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    • v.2 no.6
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    • pp.21-29
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    • 1996
  • 본 논문의 구성은 2장에서는 밝기 분포로부터의 형상복구(Shape from shading)의 한 방법인 고전적인 Photometric stereo mehtod에 대해서 개략적으로 고찰해 보고 3장, 4장에서는 혼성반사모델(Hybrid reflectance model)을 기반으로 하는 2종류의 확장된 Photometric stereo 방법에 대해 설명하고, 각 경우에 대한 시뮬레이션 결과를 2.5차원 및 3차원 형상으로 보이고 고찰한다. 5장에서는 결론 및 고찰에 대해서 언급하고 논문을 마친다.

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