• 제목/요약/키워드: 3-D perception

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3차원 그래픽 모델에 근거한 자동화 장비의 설계 및 조종 (3-D Graphical Model-Based Design and Control of Automated Equipment)

  • 서종원;칼하스
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2002년도 학술대회지
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    • pp.188-191
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    • 2002
  • This paper concerns 3-D graphical modeling and simulation techniques for design and control of automated equipment for construction and facility maintenance. A case study on the use of 3-D graphics techniques for developing a power plant maintenance robot is presented. By simulating equipment operation within the 3-D geometry models of the work environment the environment design was improved. The 3-D graphical models of the equipment and the work environment were further utilized for the control of the robot from a remote distance. By presenting the real-time updated equipment configuration and the work environment to the operator, the graphical model-based equipment control system helped the operator overcome the problems associated with spatial perception. The collision between the robot and the plant structures was also avoided based the real-time analysis of the dynamically updated graphical models.

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3D-Printed Disease Models for Neurosurgical Planning, Simulation, and Training

  • Park, Chul-Kee
    • Journal of Korean Neurosurgical Society
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    • 제65권4호
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    • pp.489-498
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    • 2022
  • Spatial insight into intracranial pathology and structure is important for neurosurgeons to perform safe and successful surgeries. Three-dimensional (3D) printing technology in the medical field has made it possible to produce intuitive models that can help with spatial perception. Recent advances in 3D-printed disease models have removed barriers to entering the clinical field and medical market, such as precision and texture reality, speed of production, and cost. The 3D-printed disease model is now ready to be actively applied to daily clinical practice in neurosurgical planning, simulation, and training. In this review, the development of 3D-printed neurosurgical disease models and their application are summarized and discussed.

애너글리프(Anaglyph)를 이용한 3차원 입체영상 제작 사례에 대한 분석 -애니메이션 <이그드라씰>을 중심으로 (The Analysis on 3-Dimensional Stereoscopic Video Production Using Anaglyph Method_Focused on the Animation 'YGGDRASIL')

  • 강현종
    • 한국게임학회 논문지
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    • 제13권3호
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    • pp.131-140
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    • 2013
  • 본 논문은 디지털 영상매체의 발달함에 따라 주목받고 있는 3차원 입체영상 제작방법에 있어서 가장 먼저 개발되어진 애너글리프 방식을 이용하여 마야 프로그램에서 제작되어진 3D 입체영상 애니메이션 '이그드라씰'을 분석하였다. 이 작품에서 사용한 애너글리프 방식은 3D 입체영상을 비교적 쉽게 제작할 수 있으며 색상의 차이를 이용하여 분리된 영상을 통해 입체감을 효과적으로 표현할 수 있었다. 또한 시지각 이론을 적용한 공간연출은 작품에서의 필요한 거리감과 깊이감 그리고 속도감을 표현하는데 효과적 이였다.

간호대학생의 사전연명의료의향서에 대한 지식, 태도 및 호스피스 인식정도에 관한 연구 (Nursing Students' Knowledge, Attitudes to Advance Directives and Hospice Perception)

  • 이금주;최예숙
    • 한국엔터테인먼트산업학회논문지
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    • 제14권6호
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    • pp.181-190
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    • 2020
  • 본 연구는 간호대학생의 사전연명의료의향서에 대한 지식, 태도 및 호스피스 인식정도에 관한 연구로 연명의료결정법 시행 이후 간호 대학생들의 연명의료의향서에 대한 지식정도를 확인하여 향후 윤리적 갈등상황에서 올바르고 현명한 문제해결 능력을 갖추고자 하며 적극적인 대처로 간호 전문직 향상에 기여하고자 시도되었다. 그리고, 사회적 합의를 바탕으로 제정된 일명 연명의료결정법 시행 이후, 연명의료의향서제도에 대한 지식을 간호 대학생들에게 확인하였다는데 의의가 있으며 본 연구결과로 간호 대학생들의 사전연명의료의향서에 대한 지식, 태도, 호스피스 인식정도가 서로 상관관계가 있는 것으로 확인되었다. 이에 본 연구를 기반으로 간호 대학생들이 향후 다양한 실무현장에서 임종환자 간호와 연명의료에 대한 두려움보다는 대상자에 대한 긍정적인 대처 능력을 향상시키는 데 기초자료로 활용될 수 있을 것으로 기대된다.

Temporal Anti-aliasing of a Stereoscopic 3D Video

  • Kim, Wook-Joong;Kim, Seong-Dae;Hur, Nam-Ho;Kim, Jin-Woong
    • ETRI Journal
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    • 제31권1호
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    • pp.1-9
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    • 2009
  • Frequency domain analysis is a fundamental procedure for understanding the characteristics of visual data. Several studies have been conducted with 2D videos, but analysis of stereoscopic 3D videos is rarely carried out. In this paper, we derive the Fourier transform of a simplified 3D video signal and analyze how a 3D video is influenced by disparity and motion in terms of temporal aliasing. It is already known that object motion affects temporal frequency characteristics of a time-varying image sequence. In our analysis, we show that a 3D video is influenced not only by motion but also by disparity. Based on this conclusion, we present a temporal anti-aliasing filter for a 3D video. Since the human process of depth perception mainly determines the quality of a reproduced 3D image, 2D image processing techniques are not directly applicable to 3D images. The analysis presented in this paper will be useful for reducing undesirable visual artifacts in 3D video as well as for assisting the development of relevant technologies.

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Use of 3D Printing Technology to Create Personal Fashion: UTAUT and Need for Uniqueness

  • Popov, Darinka;Koo, Sumin
    • 패션비즈니스
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    • 제24권6호
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    • pp.1-17
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    • 2020
  • This study investigated the perceptions, attitudes, and behaviors of potential consumers toward using 3D printers to create their personal clothes. An online survey and a series of Welch's t-tests and ANOVA were conducted to investigate the differences in demographic characteristics, prior experiences in 3D printing, and levels of need for uniqueness among the sub-groups. A multiple linear regression analysis was performed to test the relationships among variables of the modified Unified Theory of Acceptance and Use of Technology (UTAUT). There were significant differences in gender and prior experiences regarding the UTAUT of personal 3D printing. The need for uniqueness has a positive effect on consumers' intention to use 3D printing technology for designing personal clothes and perception of the price of the 3D printer used to create individual clothes is important. Positive relationships were found between UTAUT variables as well as the use and purchase intentions. This study analyzed the potential for popularization of 3D printing technology to create fashion items and explore consumer willingness to embrace and use personal fashion designs. The results of this study are expected to assist consumers, designers, retailers and marketers, and experts in 3D printing technology by providing insight into consumer awareness and acceptance of personalized 3D-printed fashion and products.

물체의 크기와 이동거리에 따른 속도감 변화 (The Effects of Object Size and Travel Distance on Human Speed Perception)

  • 박경수;최정아;이은혜
    • 대한인간공학회지
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    • 제24권2호
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    • pp.51-56
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    • 2005
  • Human perceptional speed is different from its real speed. There is lack of research that the perceptional speed is different from real speed in 2-dimension, because most research of speed perception has concentrated on points and lines. This research investigates the effects of object size on speed perception. In this research, we used 2-D circular objects of the different size, 0.9, 1.8 and $3.6^{\circ}$. The objects moved 9.0, 13.5 and $18.0^{\circ}$ with three different speeds, 6.0, 9.0 and $18.0^{\circ}$/s. Six participants were exposed to the environment with standard scene(size: $1.8^{\circ}$, speed: $9.0^{\circ}$/s and travel distance: $13.5^{\circ}$). After the first scene, another scene in which the object had changed to different sizes, speeds and distances, was shown to the participants. A magnitude estimation method was used to construct a scale of the perceived speed level. The relationship between the perceived and the actual speed level was explained by Stevens's power law that the value was 0.978 with the exponent of 0.992. The size of object had an effect on the speed perception but travel distance was not. The perceptional speed of bigger object was lower than of smaller object. It showed that the degrees of perceptional speed decreased as size of object increased.

Port-City and Local Population Relationship: the Perception of Busan Citizens of the Port

  • D'agostini, Enrico;Jo, So-Hyun
    • 한국항해항만학회지
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    • 제43권2호
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    • pp.110-121
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    • 2019
  • Ports play a key role in international trade, as integral hubs where passengers and cargoes are loaded, discharged, and transshipped. However, the function of ports is becoming more diversified, expanding on roles as industrial clusters, as well as logistical centers. Such roles combined, reap numerous and significant benefits, mainly with growth of jobs and wealth creation, for the local population living in the city, and beyond. Citizens' awareness of the function and value of ports may not be positive, because of a range of negative factors such as emissions, noise, and road congestion, which can influence their perception. This study's contribution focuses on empirically evaluating the perception of Busan citizens of the local port, by applying Q methodology. The links connecting the port-city and local population, are assessed by identifying: 1) The level of awareness of the Busan citizens of the port; 2) Factors perceived as positive as well as factors perceived as negative by Busan citizens. There are four main factors, derived from the analysis: 1) Port functional knowledge; 2) Lack of social connectedness port-city; 3) Environmentally concerned and; 4) Absent port's ripple's effect. Policy recommendations suggest focusing on improving citizens' perception of the port, for each of the four main factors derived from the analysis.

청소년의 자살예방을 위한 게이트키퍼 행동 영향요인 (The Influencing Factors on GateKeeper Behavior of Adolescents for Suicide Prevention)

  • 오경옥;강문희
    • 한국융합학회논문지
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    • 제8권11호
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    • pp.431-438
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    • 2017
  • 본 연구의 목적은 청소년 자살예방을 위한 게이트키퍼 행동 영향요인을 파악하는 것이다. 본 연구의 대상자는 D 광역시 소재 5개 고등학교에 재학 중인 남녀 학생이다. 수집된 자료의 분석은 SPSS 21.0 program을 이용하여 서술통계, t-test, ANOVA, Multiple regression을 수행하였다. 본 연구결과, 대상자의 게이트키퍼 행동은 성별(t=2.85, p=.005), 학교유형(t=-2.81, p=.006), 가족이나 친구의 자살경험 여부(t=-2.09, p=.038)에 따라 통계적으로 유의한 차이가 있었다. 또한 자살예방에 대한 인식(r=.23, p=.006) 및 지식(r=.42, p<.001)과 유의한 상관관계가 나타났다. 회귀분석결과, 자살예방에 대한 인식(${\beta}=.20$, p=.006)과 지식(${\beta}=.35$, p<.001)이 게이트키퍼 행동에 유의한 영향요인으로 나타났으며, 이들 변수는 게이트키퍼 행동에 대해 총 24.3%를 설명하였다. 따라서 본 연구결과를 토대로 청소년을 대상으로 자살예방에 대한 긍정적 인식과 지식 향상을 제공할 수 있는 중재 개발을 제언한다. 또한 추후 청소년의 자살예방을 위한 게이트키퍼 행동을 예측할 수 있는 다양한 변수를 확인할 수 있는 연구가 필요하다.

가상현실 옥외광고의 깊이감과 애니메이션 효과가 사용자의 인지적 반응에 미치는 영향 (The Effect of Depth Perception and Animation in Virtual Reality OOH Ad on Users' Cognitive Responses)

  • 조민우;정동훈
    • 한국IT서비스학회지
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    • 제23권2호
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    • pp.117-133
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    • 2024
  • This research analyzes users' cognitive responses to Out-Of-Home advertising content based in virtual environments. Specifically, it distinguishes the depth of advertisements as 2D or 3D and categorizes animation effects of light as a representation of virtuality into 'none', 'blinking', and 'flowing'. For this purpose, virtual reality content was developed, and after experiencing the content while wearing HMD, users' cognitive responses were investigated. Involving 60 participants, the study found that the interaction effects between depth perception and animation effects were not statistically significant, nor was the primary effect of depth perception. However, the main effect of animation showed statistically significant differences in users' attention, vividness, perceived intrusiveness, avoidance tendency, and flow. This study presents design elements that can be utilized in the production of virtual environment-based Out-Of-Home advertising and experimentally demonstrates that animation effects can serve as an effective means of emphasis in virtual environment advertising. These findings provide important insights for the creation and strategic planning of advertisements in virtual environments.