• Title/Summary/Keyword: 3-Dimensional Space

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Signal Design of grouping Quasi-Orthogonal Space Time Block Codes on the Multi-dimensional Signal Space (다차원 신호 공간에서 그룹 준직교 시공간 블록 부호의 신호 설계)

  • Yeo, Seung-Jun;Heo, Seo-Weon;Lee, Ho-Kyoung
    • Journal of the Institute of Electronics Engineers of Korea TC
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    • v.45 no.3
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    • pp.40-45
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    • 2008
  • This paper proposes the signal design techniques of quasi-orthogonal space time block codes (QO-STBCS) on the multi-dimensional signal space. In the multiple antenna system(MIMO), QO-STBC achieves the full-diversity and full-rate by grouping two based-symbols. We study the condition for the full-diversity of the grouping QO-STBC geometrically and the performance analysis of codes on the multi-dimensional signal space regarding the various signal constellations. Simulation results show that the way of the performance analysis is validity.

The accuracy of the depth perception of 3-dimensional images (이안식 입체영상에서 심도지각의 정확성에 관한 연구)

  • Cho, Am
    • Proceedings of the ESK Conference
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    • 1994.04a
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    • pp.19-31
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    • 1994
  • The accurate error size and discrimination region in the perception of depth amount from 3- dimensional images by the human visual system will be the basic data for the utilization and application of the binocular 3 - Dimensional image system. This paper is focused on studying the accuracy of the depth amount perceived from 3-dimensional images by the human visual system. From the performed experiment, the following results have been obtained: (1) The depth amount perceived from the binocular 3-dimensional images has been displayed by a proper scale of distance, and found to be imprecise and also have a large variance. (2) In utilizing the binocular 3-dimensional image system, it seems more appropriate to make the images viewed outward rather than inward from the screen in the regard of error and variance. (3) The binocular 3- dimensional image system can be effectively applied to displaying unreal space, for example, the layout of room in design, from the viewpoint of perception characteristics of depth amount.

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Linear Spectral Method for Simulating the Generation of Regular Waves by a Moving Bottom in a 3-dimensional Space (3차원 공간에서 바닥의 움직임에 의한 규칙파의 생성을 모의할 수 있는 선형 스펙트럼법)

  • Jae-Sang Jung;Changhoon Lee
    • Journal of Korean Society of Coastal and Ocean Engineers
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    • v.36 no.2
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    • pp.70-79
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    • 2024
  • In this study, we introduce a linear spectral method capable of simulating wave generation and transformation caused by a moving bottom in a 3-dimensional space. The governing equations are linear dynamic free-surface boundary conditions and linear kinematic free-surface boundary conditions, which are solved in Fourier space. Solved velocity potential and free-surface displacement should satisfy continuity equation and kinematic bottom boundary condition. For numerical analysis, a 4th order Runge-Kutta method was utilized to analyze the time integral. The results obtained in Fourier space can be converted into velocity potential and free-surface displacement in a real space using inverse Fourier transform. Regular waves generated by various types of moving bottoms were simulated with the linear spectral method. Additionally, obliquely generated regular waves using specified bottom movements were simulated. The results obtained from the spectral method were compared to analytical solutions, showing good agreement between the two.

SURFACES OF REVOLUTION WITH MORE THAN ONE AXIS

  • Kim, Dong-Soo;Kim, Young-Ho
    • The Pure and Applied Mathematics
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    • v.19 no.1
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    • pp.1-5
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    • 2012
  • We study surfaces of revolution in the three dimensional Euclidean space $\mathbb{R}^3$ with two distinct axes of revolution. As a result, we prove that if a connected surface in the three dimensional Euclidean space $\mathbb{R}^3$ admits two distinct axes of revolution, then it is either a sphere or a plane.

LORENTZIAN SURFACES WITH CONSTANT CURVATURES AND TRANSFORMATIONS IN THE 3-DIMENSIONAL LORENTZIAN SPACE

  • Park, Joon-Sang
    • Journal of the Korean Mathematical Society
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    • v.45 no.1
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    • pp.41-61
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    • 2008
  • We study Lorentzian surfaces with the constant Gaussian curvatures or the constant mean curvatures in the 3-dimensional Lorentzian space and their transformations. Such surfaces are associated to the Lorentzian Grassmannian systems and some transformations on such surfaces are given by dressing actions on those systems.

Elliptic Linear Weingarten Surfaces

  • Kim, Young Ho
    • Kyungpook Mathematical Journal
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    • v.58 no.3
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    • pp.547-557
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    • 2018
  • We establish some characterizations of isoparametric surfaces in the three-dimensional Euclidean space, which are associated with the Laplacian operator defined by the so-called II-metric on surfaces with non-degenerate second fundamental form and the elliptic linear Weingarten metric on surfaces in the three-dimensional Euclidean space. We also study a Ricci soliton associated with the elliptic linear Weingarten metric.

Development of a 3-D Racing Game Using Java (Java를 이용한 3차원 레이싱 게임 개발)

  • Jeong, Gab-Joong;Jang, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.627-630
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    • 2005
  • This paper describes the development of a racing game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run java applet program with download of Java Bytecode with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, and thread control module. It uses 2-D linked list data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances the dynamic object moving and viewing in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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Critical Review on the Arguments for Building Three-dimensional Cyberspace to Realize Ubiquitous (유비쿼터스 실현을 위한 사이버공간상의 3차원 그래픽 공간 구축론에 대한 비판적 고찰)

  • Choi Chang-Gyu
    • The Journal of the Korea Contents Association
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    • v.6 no.4
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    • pp.81-88
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    • 2006
  • Ubiquitous has been a new issue in information technology field. Some people in GIS(Geographic Information Systems) and urban and regional planning have maintained that not only building three dimensional graphic environment in cyberspace is the key for ubiquitous, but also planners should plan and control the new space. They may believe that ubiquitous would be a mixture or/and combination of real-space and cyberspace. For strengthening their arguments, they should show the character of the space can be related to the three dimensional space and planning the space is possible. This study tried to critically analyze their assertion. After reviewing various articles and studies in multidisciplinary view, this challenging analysis shows those arguments need more sophisticated studies and can limit the character of cyberspace which has made the space prosperous.

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An Analysis Of The Visual Characteristic Of Directing For Three Dimensional Films -Focusing On - (3D 입체영상의 시각적 연출 특성 연구 -영화 <잃어버린 세계를 찾아서>를 중심으로-)

  • Kim, Sae-Hoon;Kim, Min-Jung;Kang, Jee-Won
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.229-237
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    • 2011
  • All over the world, the interest in technology and industrial value has been increasing rapidly due to the continuing commercial successes of three dimensional films. However, after the commercial success of , without exception, lots of three dimensional films had been produced thoughtlessly. Hereby, these films incurred a censure owing to bad degree of completion related to insufficient storytelling and directing. For three dimensional films, characteristic of producing should be considered perfectly in the planning stage unlike previous films. This study concentrates upon proper directing for three dimensional films, and analyzes the method of it, roughly divided into three parts ; the lapse of time, directing the screen which can highlight space sense, and the point of sight. Henceforth, The demand of three dimensional contents will increase all around the world, at such time, we also should take note of the change, and then produce excellent contents which can lead to have a chance to gain the supper hand in the market of three dimensional contents.