• Title/Summary/Keyword: 3차원 디지털 기술

Search Result 398, Processing Time 0.029 seconds

Design of Smart Campus based on Ubiquitous Environment (유비쿼터스 환경 기반 스마트 캠퍼스 설계)

  • Kim, Soon-gohn
    • Journal of Digital Contents Society
    • /
    • v.17 no.3
    • /
    • pp.211-218
    • /
    • 2016
  • In this paper, we proceed with the design and development platform for the development of the optimized applications to take advantage of the sensing techniques of the mobile device, so that this can proactively respond to the user's needs, and can provide access to a range of services. Ubiquitous environment based smart campus is active rather than passive, university will be able to promote the true personal customizable services. Campus tours through augmented reality will support more active university life in conjunction with a variety of services to promote actively utilizing the QR Code(2-dimensional bar code). In addition, we designed to develop a mobile application that can provide such a view and post announcements such as integrated system, through interoperability with existing bachelor's administrative (legacy) system.

A Study on Noise Removal Using Over-sampled Discrete Wavelet Transforms (과표본화 이산 웨이브렛 변환의 잡음제거에 관한 연구)

  • Jee, Innho
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.19 no.1
    • /
    • pp.69-75
    • /
    • 2019
  • The standard application area of over-sampled discrete wavelet transform is noise removal technology for digital images. Comparing dual density discrete wavelet transform with dual tree discrete wavelet transform, we have almost similar characteristics. In this paper, several discrete wavelet transforms are accomplished on digital image existing with noise, noises are removed with threshold processing algorithm on subband, performance evaluation experiments of the reconstructed images are accomplished. If we decide appropriate threshold value, the effect noise removal is possible. In this paper, we can certified that the suggested algorithm of 3-direction separable processing with 2 dimension dual density discrete wavelet transform is superior to several experiment results.

3D Actual Experiencing Dance Contents Development using PC Camera and Motion Capture Device (PC 카메라와 모션 캡쳐를 이용한 3차원 체험형 댄스 콘텐츠 개발)

  • Kim, Jong-Nam;Lee, Seung-Chan;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.1075-1080
    • /
    • 2007
  • 본 논문에서는 댄스를 디지털콘텐츠와 접목시켜 누구나 쉽고 재미있게 즐길 수 있는 체험형 콘텐츠를 개발하고자 한다. 개발된 콘텐츠에서는 마우스나 키보드 등의 정적 입력 인터페이스를 벗어나 체험자의 능동적 참여를 위해 영상처리기술을 통해 PC 카메라로부터 얻은 영상에서 체험자의 모습을 분리하고 댄스 모션이 적용된 3D 모델과 같은 공간에 출력하여 두 모델간의 동작을 비교함으로써 같은 동작을 취하고 있는지를 판단하게 된다. 이때 체험자에게 어떠한 센서나 마커도 부착하지 않고 강건한 환경에서의 체험자 영상만을 추출하기 위한 방법과 댄스 모델과 체험자의 움직임 비교 방법을 새로이 제안하였다.

  • PDF

Application of AI technology for various disaster analysis (다양한 재해분석을 위한 AI 기술적용 사례 소개)

  • Giha Lee;Xuan-Hien Le;Van-Giang Nguyen;Van-Linh Ngyen;Sungho Jung
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2023.05a
    • /
    • pp.97-97
    • /
    • 2023
  • 최근 재해분야에서 인공신경망(ANN), 기계학습(ML), 딥러닝(DL) 등 AI 기술이 활용성이 점차 증가하고 있으며, 센싱정보와 연계한 시설물 안전관리, 원격탐사와 연계한 재해감시(녹조, 산사태, 산불 등), 수문시계열(수위, 유량 등) 예측, 레이더·위성강수 자료의 보정과 예측, 상하수도 관망누수예측 등 다양한 분야에서 AI 기술이 적용되고 그 활용성이 검증된 바 있다. 본 연구에서는 ML, DL, 물리기반신경망(Pysics-informed Neural Networks, PINNs)을 이용한 다양한 재해분석 사례를 소개하고, 그 활용성과 한계에 대해서 논의하고자 한다. 주요사례로는 (1) SAR영상과 기계학습을 이용한 재해피해지역(울진 산불) 감지, (2) 국가 디지털 정보를 이용한 산사태 위험지역 판별(인제 산사태) (3) 기계학습 및 딥러닝 기법을 이용한 위성강수 자료의 보정·예측 및 유출해석, (4) 수리해석을 위한 수치해석분야에서의 PINNs의 적용성(1차원 Saint-Venant 식 해석) 평가 연구결과를 공유한다. 특히, 자료의 입·출력 자료만으로 학습된 인공신경망 모형 대신 지배방정식(물리방정식)을 만족하도록 강제한 PINNs의 경우, 인공신경망 모형보다 우수한 모의능력을 보여주었으며, 향후 복잡한 수리모델링 등 수치해석분야에서 그 활용가능성이 매우 높을 것으로 판단된다.

  • PDF

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
    • /
    • v.11 no.4
    • /
    • pp.118-131
    • /
    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

A Research on Expandability of Cultural Assets Restoration Blend using Virtual Reality (가상현실을 통한 문화재복원 융합 확장성 연구)

  • Oh, Seung-Hwan
    • Journal of Digital Convergence
    • /
    • v.13 no.8
    • /
    • pp.465-472
    • /
    • 2015
  • The virtual reality technology is currently used classifying functional types such as the observation operation type, the experimental activity type, the learning information type, the field problem-solving type, and other different types, based on the media's characteristics implementing 3D form of multi-sensory information. Using Virtual Reality, the restoration of the 'Doksu Palace' has been grafted onto J. Keller's ARCS model, suggesting a field restoration concept that reenacts the lives of the people that had been in the field with the cultural heritage and history based on a scenario based scene direction. This paper also summarizes 3 different types of implementation of the field restoration assorting multi-scene direction. Certain limitations exist, due to the fact that a completed prototype hasn't been suggested and that a detailed notion of the housing and 3D audio connection has been omitted.

Application of Drone for Analysis of 2D Pollutant Mixing in River (하천에 유입된 오염물질의 2차원 혼합 분석을 위한 드론의 활용)

  • Seo, Il Won;Baek, Donghae
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2017.05a
    • /
    • pp.100-100
    • /
    • 2017
  • 하천에 유입된 오염물질의 2차원 혼합거동은 하천 주흐름에 의한 이송현상과 유속 성분의 수심평균 값에 대한 공간적 편차로부터 야기되는 분산현상으로 설명 할 수 있다. 이는 3차원 이송확산 방정식으로부터 수심 적분된 2차원 이송-분산 방정식으로 수학적 유도가 가능하며, 수심방향으로 적분하는 과정에서 발생되는 농도의 분산항은 Taylor Dispersion 개념에 기초하여 종방향 및 횡방향의 2차원 분산계수로 표현된다. Fischer(1978)는 연직방향 유속분포로부터 2차원 분산계수를 추정하는 해석해를 수학적으로 유도하였으나, 실제 하천에서 정밀한 연직방향 유속분포를 계측하는 것은 많은 비용 및 노동력을 초래한다. 따라서 선행 연구자들은 2차원 혼합모형의 분산계수를 산정하고자 실험적 방법으로써 추적자실험을 수행하였다. 추적자실험은 추적자 물질을 수체에 주입한 후 농도의 변화를 관측함으로써 추적자물질이 하천에서 이송 및 분산되는 과정을 이해하는데 유용하다. 기존의 추적자실험은 고정된 위치에서 농도를 계측하여 시계열적인 농도의 변화를 관측한 후, 오염운 동결가정을 통해 종,횡방향 분산계수의 산정이 가능하지만, 오염물질 농도의 공간적 분포를 얻기에는 한계가 있다. 본 연구에서는 기존의 추적자실험법의 한계를 극복하고자 형광물질을 이용한 추적자실험을 수행함과 동시에 드론에 장착된 디지털카메라를 이용하여 항공영상을 취득 및 분석하여, 하천에 주입된 형광물질의 농도분포를 시공간적으로 추출하는 기법을 개발하고, 이를 바탕으로 오염물질의 2차원 혼합거동을 분석하였다. 본 실험은 한국건설기술연구원의 안동하천실험센터의 A3실험수로에서 수행되었으며, 실험수로는 평균 하폭 5 m, 평균 수심 0.44 m, 유량 $0.96m^3/s$의 실제 소규모 하천과 유사한 축척을 가지고 있다. 추적자물질은 Rhodamine WT 용액이 사용되었으며, 실험수로 내 설치된 15개의 형광광도계(YSI-600OMS)를 이용하여 농도를 측정하였다. 항공영상의 취득을 위해 이용된 드론은 DJI-Phantom 3 Professional 이며, 3840x2160의 해상도로 초당 30 frame의 동영상으로 취득되었다. 영상의 정합 및 좌표화를 위해 RTK-GPS를 이용하여 12개의 지상 기준점의 좌표를 취득한 후, 사영변환을 통해 영상좌표를 지상좌표로 변환하였다. 영상의 픽셀값을 농도장으로 변환하기 위해 각 RGB 밴드의 픽셀값을 통계적으로 분석하여 농도장으로 변환하였으며, 영상으로부터 얻은 농도장은 형광광도계에 의해 실측된 농도와 결정계수 0.9이상의 수준으로 정확도를 나타냈다.

  • PDF

Deep Learning Approach for Automatic Discontinuity Mapping on 3D Model of Tunnel Face (터널 막장 3차원 지형모델 상에서의 불연속면 자동 매핑을 위한 딥러닝 기법 적용 방안)

  • Chuyen Pham;Hyu-Soung Shin
    • Tunnel and Underground Space
    • /
    • v.33 no.6
    • /
    • pp.508-518
    • /
    • 2023
  • This paper presents a new approach for the automatic mapping of discontinuities in a tunnel face based on its 3D digital model reconstructed by LiDAR scan or photogrammetry techniques. The main idea revolves around the identification of discontinuity areas in the 3D digital model of a tunnel face by segmenting its 2D projected images using a deep-learning semantic segmentation model called U-Net. The proposed deep learning model integrates various features including the projected RGB image, depth map image, and local surface properties-based images i.e., normal vector and curvature images to effectively segment areas of discontinuity in the images. Subsequently, the segmentation results are projected back onto the 3D model using depth maps and projection matrices to obtain an accurate representation of the location and extent of discontinuities within the 3D space. The performance of the segmentation model is evaluated by comparing the segmented results with their corresponding ground truths, which demonstrates the high accuracy of segmentation results with the intersection-over-union metric of approximately 0.8. Despite still being limited in training data, this method exhibits promising potential to address the limitations of conventional approaches, which only rely on normal vectors and unsupervised machine learning algorithms for grouping points in the 3D model into distinct sets of discontinuities.

Evaluating the Economic Value of 3D Broadcasting Services based on the Potential Market Demand (3D 방송 서비스의 소비자 수용도에 근거한 경제적 가치평가)

  • Kwon Jung-A;Byun Sang-Kyu;Jahng Jae-Houk
    • Journal of Korea Technology Innovation Society
    • /
    • v.9 no.1
    • /
    • pp.131-148
    • /
    • 2006
  • With the rapid penetration of digital technology In recent years, there are growing expectations that many new services will soon become available. One of the new services is 3Dimension(3D) services, because our concern is concentrated on the quality of information that exceeds the digitalization of information. A stereoscopic technique for generating 3D images is contributed to raise the quality of Information and Communication Technology(ICT) service and is extensively applied to various fields. So 3D services, based on that technique, are expected to create a new market for ICT industry and provide significant benefits to consumers. The purpose of this paper is to analyze the consumer preference and evaluate the economic value of the 3D broadcasting service, so it provides propriety of the 3D technology development for market planners and product developers who need to assess the market potential of a product that is not yet available for actual test marketing. And it is useful for decision-makers in considering the provision of 3D services. In this paper, the gang survey was conducted to understand consumer preference of 3D services. And it attempts to apply the contingent valuation method(CVM) to measuring the willingness to Pay(WTP) for the 3D broadcasting service and analyzing the determinants of the WTP.

  • PDF

Expression of image contents based on property of digital signage - Focuses on the Digital Signage in Public Transport (디지털 사이니지의 특성에 따른 영상콘텐츠의 변화 -버스와 지하철 내 디지털 사이니지를 중심으로)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
    • /
    • v.16 no.5
    • /
    • pp.783-793
    • /
    • 2015
  • TV display which existed only in house started to show up out of house around us and now it found naturally its place in everywhere like street, bus, subway and elevator. It is called digital signage which showed up through digitalization of sign, that is, sign board and bulletin board. The distinction of digital sign from existing signs is that the latter one should go through physical process like removal after installation every time its contents are changed but the former one can produce its various outputs flexibly once it is installed. Also existing sign may be static image or 2 or 3 pieces of image to express simple motion while digital sign can contain multi media contents luxurious in design and motion. This paper confined the range of contents in digital signage in bus and subway. It needs to analyze characteristics of mass transportation-people of use, consumer by place and time, accommodation environment for consumer etc and arrange planned contents along with time and place. Developments of dedicated contents suitable to those digital signages will harmonize with place and time and promote the realm of digital signage which provides variety of experience to consumer and with which communication is possible and which is distinctive. Furthermore we may expect the birth of smart signage as a new media, in which fun and art are combined.