• Title/Summary/Keyword: 3-D display system

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Prediction of Head Movements Using Neck EMG for VR (근전도 신호를 이용한 헤드-트래킹 지연율 감소 방안 연구)

  • Jung, Jun-Young;Na, Jung-Seok;Lee, Chae-Woo;Lee, Gihyeon;Kim, Jinhyun
    • Journal of Sensor Science and Technology
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    • v.25 no.5
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    • pp.365-370
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    • 2016
  • The study about VR (Virtual Reality) has been done from the 1960s, but technical limits and high cost made VR hard to commercialize. However, in recent, high resolution display, computing power and 3D sensing have developed and hardware has become affordable. Therefore, normal users can get high quality of immersion and interaction. However, HMD devices which offer VR environment have high latency, so it disrupts the VR environment. People are usually sensitive to relative latency over 20ms. In this paper, as adding the Electromyogram (EMG) sensors to typical IMU sensor only system, the latency reduction method is proposed. By changing software and hardware components, some cases the latency was reduced significantly. Hence, this study covers the possibility and the experimental verification about EMG sensors for reducing the latency.

Development of Driving Simulator for Safety Training of Agricultural Tractor Operators

  • Kim, Yu-Yong;Kim, Byounggap;Shin, Seung-Yeoub;Kim, Jinoh;Yum, Sunghyun
    • Journal of Biosystems Engineering
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    • v.39 no.4
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    • pp.389-399
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    • 2014
  • Purpose: This study was aimed at developing a tractor-driving simulator for the safety training of agricultural tractor operators. Methods: The developed simulator consists of five principal components: mock operator control devices, a data acquisition and processing device, a motion platform, a visual system that displays a computer model of the tractor, a motion platform, and a virtual environment. The control devices of a real tractor cabin were successfully converted into mock operator control devices in which sensors were used for relevant measurements. A 3D computer model of the tractor was also implemented using 3ds Max, tractor dynamics, and the physics of Unity 3D. The visual system consisted of two graphic cards and four monitors for the simultaneous display of the four different sides of a 3D object to the operator. The motion platform was designed with two rotational degrees of freedom to reduce cost, and inverse kinematics was used to calculate the required motor positions and to rotate the platform. The generated virtual environment consisted of roads, traffic signals, buildings, rice paddies, and fields. Results: The effectiveness of the simulator was evaluated by a performance test survey administered to 128 agricultural machinery instructors, 116 of whom considered the simulator as having potential for improving safety training. Conclusions: From the study results, it is concluded that the developed simulator can be effectively used for the safety training of agricultural tractor operators.

Perception of Ship's Movement in Docking Maneuvering using Ship-Handling Simulator

  • Arai, Yasuo;Minamiya, Taro;Okuda, Shigeyuki
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2006.10a
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    • pp.3-10
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    • 2006
  • Recently it is coming to be hish reality on visual system in ship-handling simulator depending on the technical development of 3D computer graphics. Even with high reality, it is possible that visual information presented seafarers through screen or display is not equivalent to the real world. In docking maneuvering, visual targets or obstructs are sighted close to ship's operator or within few hundred meters, so it might be possible to affect visual information such as the difference between both eyes' and single eye's visual sight. Because it is not possible to perceive of very slow ship's movement by visual in case of very large vessels, so the Doppler Docking SONAR and/or Docking Speed and Distance Measurement Equipment were developed and applied for safety docking maneuvering. By the way, the simulator training includes the ship's maneuvering training in docking, but in Ship-handling Simulator and also onboard, there are some limitations of perception of ship's movement with visual information. In this paper, perception of ship's movement with visual system in Ship-handling Simulator and competition of performances of visual systems that are conventional screen type with Fixed Eye-point system and Mission Simulator. We got some conclusions not only on the effectiveness for visual system but also on the human behavior in docking maneuver.

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Example Development of Medical equipment applying Power Electronics Technique (전력전자 기술을 응용한 의료장비 개발 사례)

  • Ko Jongsun;Lee Taehoon;Kim Yongil;Kim Gyugyeom;Park Byungrim;Kim Minsun
    • Proceedings of the KIPE Conference
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    • 2002.07a
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    • pp.661-664
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    • 2002
  • A control of the body posture and movement is maintained by the vestibular system, vision, and proprioceptors. Afferent signals from those receptors are transmitted to the vestibular nuclear complex, and the efferent signals from the vestibular nuclear complex control the eye movement. The postural disturbance caused by loss of the vestibular function results in nausea, vomiting, vertigo and loss of craving for life. The purpose of this study is to develop a off-vertical rotatory system for evaluating the function of semicircular canals and otolith organs, selectively, and visual stimulation system for stimulation with horizontal, vertical and 3D patterns. The Off-vertical axis rotator which stimulates semicircular canals and otolith organs selectively is composed of a comportable chair, a DC servo-motor with reducer and a tilting table controlled by PMSM. And a double feedback loop system containing a velocity feedback loop and a position feedback loop is applied to the servo controlled rotatory chair system. Horizontal, vertical, and 3D patterns of the visual stimulation for applying head mounted display are developed. And wireless portable systems for optokinetic stimulation and recording system of the eye movement is also constructed. The Gain, phase, and symmetry is obtained from analysis of the eye movement induced by vestibular and visual stimulation. Detailed data were described.

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Study on Improving Energy-Efficiency of Set-top Box (셋톱박스의 에너지 효율 개선에 관한 연구)

  • Lee, Sang-Hak;Yun, Jung-Mee
    • The KIPS Transactions:PartD
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    • v.18D no.3
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    • pp.197-204
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    • 2011
  • Set-top Box which receives broadcasting signal and delivers it to display device such as TV usually doesn't have low-power mode, standby power mode. On the other side, most consumer electronics support standby power mode. The main reasons come from technical barriers and operational stability. Set-top box normally consumes 80~90% power of active mode even though turning off. This is much higher compared to other consumer electronics which consume less than 1W in standby power mode. However, most developed countries including Korea are enforcing the regulations which enhance energy efficiency of set-top box. This paper describes design and development of low-power set-top box. Key technologies are SoC supporting low-power mode, system hardware and software operating in separated power mode, and middleware managing the power with broadcasting system. Finally, we show energy saving expectation through development and proliferation.

Stereo-To-Multiview Conversion System Using FPGA and GPU Device (FPGA와 GPU를 이용한 스테레오/다시점 변환 시스템)

  • Shin, Hong-Chang;Lee, Jinwhan;Lee, Gwangsoon;Hur, Namho
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.616-626
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    • 2014
  • In this paper, we introduce a real-time stereo-to-multiview conversion system using FPGA and GPU. The system is based on two different devices so that it consists of two major blocks. The first block is a disparity estimation block that is implemented on FPGA. In this block, each disparity map of stereoscopic video is estimated by DP(dynamic programming)-based stereo matching. And then the estimated disparity maps are refined by post-processing. The refined disparity map is transferred to the GPU device through USB 3.0 and PCI-express interfaces. Stereoscopic video is also transferred to the GPU device. These data are used to render arbitrary number of virtual views in next block. In the second block, disparity-based view interpolation is performed to generate virtual multi-view video. As a final step, all generated views have to be re-arranged into a single image at full resolution for presenting on the target autostereoscopic 3D display. All these steps of the second block are performed in parallel on the GPU device.

A Study of 3D Modeling of Compressed Urban LiDAR Data Using VRML (VRML을 이용한 도심지역 LiDAR 압축자료의 3차원 표현)

  • Jang, Young-Woon;Choi, Yun-Woong;Cho, Gi-Sung
    • Journal of Korean Society for Geospatial Information Science
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    • v.19 no.2
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    • pp.3-8
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    • 2011
  • Recently, the demand for enterprise for service map providing and portal site services of a 3D virtual city model for public users has been expanding. Also, accuracy of the data, transfer rate and the update for the update for the lapse of time emerge are considered as more impertant factors, by providing 3D information with the web or mobile devices. With the latest technology, we have seen various 3D data through the web. With the VRML progressing actively, because it can provide a virtual display of the world and all aspects of interaction with web. It offers installation of simple plug-in without extra cost on the web. LiDAR system can obtain spatial data easily and accurately, as supprted by numerous researches and applications. However, in general, LiDAR data is obtained in the form of an irregular point cloud. So, in case of using data without converting, high processor is needed for presenting 2D forms from point data composed of 3D data and the data increase. This study expresses urban LiDAR data in 3D, 2D raster data that was applied by compressing algorithm that was used for solving the problems of large storage space and processing. For expressing 3D, algorithm that converts compressed LiDAR data into code Suited to VRML was made. Finally, urban area was expressed in 3D with expressing ground and feature separately.

A Study of Graphic User Interface at the Telematics Display on Driving (텔레매틱스 단말기 GUI의 설계에 관한 연구 -Menu Type, Structure, Font Size에 관하여-)

  • Hong, Hwa-Hyeon;Park, Peom
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.599-607
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    • 2006
  • 텔레매틱스 정보단말기는 가독성, 시인성, 주행 안전성의 사용성과 HMI(Human Machine Interface)를 고려하여 설계해야 한다. 텔레매틱스 정보단말기 GUI을 구성하는 요소로 Menu Type, Menu Structure, Font Size 등이 있다. 그러나 한글이라는 지역적 특성에 대한 연구가 미흡한 상태이다. 따라서 본 연구에서 국내 운전자를 대상으로 텔레매틱스 정보단말기 GUI Factor에 대해 국내의 환경에 맞는 설계를 도출하였다. 피험자는 총 30명(남자 24명과 여자6명)을 대상으로 가상 주행 시스템을 이용한 시뮬레이션 환경에 Task를 수행하도록 하여 실험을 하였다. 분석은 ANOVA, 다원배치법, T-test, Font 일반식 대입을 통해 이루어졌다. Menu Type은 가로세로 2*3 배열의 형태와 버튼간 간격을 주행안전성 및 시인성에서 고려하여 설계해야 한다. Menu Structure는 3Depth가 3Frame 보다 주행안전성 및 시인성이 5%유의수준에서 더 우수하다고 나타났다. 운전자 안구 거리에 따른 Font Size를 도출하는 일반식은 어두운 글자인 경우 0.0069radian * d = Font Size 가 되고, 밝은 글자인 경우 0.0075radian * d = Font Size 가 된다. 위와 같이 본 연구는 GUI 세가지 항목에 대하여 국내 운전자의 사용성과 텔레매틱스 정보단말기 간의 인터페이스를 고려하여 기존의 시스템에 대하여 에러를 줄이고, 수행능력을 향상 시켜 주었다.

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Design and Implementation of Multi-View 3D Video Player (다시점 3차원 비디오 재생 시스템 설계 및 구현)

  • Heo, Young-Su;Park, Gwang-Hoon
    • Journal of Broadcast Engineering
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    • v.16 no.2
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    • pp.258-273
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    • 2011
  • This paper designs and implements a multi-view 3D video player system which is operated faster than existing video player systems. The structure for obtaining the near optimum speed in a multi-processor environment by parallelizing the component modules is proposed to process large volumes of multi-view image data at high speed. In order to use the concurrency of bottleneck, we designed image decoding, synthesis and rendering modules in a pipeline structure. For load balancing, the decoder module is divided into the unit of viewpoint, and the image synthesis module is geometrically divided based on synthesized images. As a result of this experiment, multi-view images were correctly synthesized and the 3D sense could be felt when watching the images on the multi-view autostereoscopic display. The proposed application processing structure could be used to process large volumes of multi-view image data at high speed, using the multi-processors to their maximum capacity.

Dissolution Phenomenon in BaO-B2O3-ZnO Glass System by Acid Etching (산 에칭에 의한 BaO-B2O3-ZnO계 유리조성물의 용출 현상)

  • Kim, Jae-Myung;Hong, Kyung-Jun;Kim, Nam-Suk;Kim, Hyung-Sun
    • Journal of the Korean Ceramic Society
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    • v.43 no.1 s.284
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    • pp.33-37
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    • 2006
  • For producing the fine ribs structure of plasma display panel, the metal ions of barrier materials during the etching process should be understood on the etching mechanism with etching conditions. Etching was done on bulk glasses of the $BaO_B_2O_3-ZnO$ system with $HNO_3$ solution at $40^{\circ}C$. The surface structure of glasses and ion dissolution were analyzed by ICP (Inductive Coupled Plasma measurement). The structure and surface of the etched bulk glass were investigated by using scanning electron microscopy and nanoindenter. As a result, Ba (3-35 ppm/min) and Zn (2-27 ppm/min) ions as major components were leached in the solution and the leached layers were found to be phosphor-rich surface layers. A decrease of the bridge oxygen and relative increase of non bridge oxygen in the etched glass were found by X-ray photoelectron spectroscopy.