• Title/Summary/Keyword: 3D 모션 디스플레이

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Implementation of 3D Motion Display Viewer Based on Kalman Filter Using the 9-Axis Sensor (9축-센서를 활용한 칼만필터 기반 3차원 모션 디스플레이 뷰어 구현)

  • Moon, Seongjoo;So, Kyoungyoung;Ko, Kwangman
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.12
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    • pp.585-588
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    • 2015
  • The technical challenge of 3D image display using the wireless sensor were applied to variable areas and scopes. This techniques need to very accurate location and speed informations and recognitions to moving objects. The tracking challenges of the moving objects location that combined 3D location and speed sensor were applied to sports and healthcare areas. This areas seek to the accuracy and collections and tightly related to image display and analysis techniques. In this paper, We developed the 3D motion display that can be monitor moving objects on the 3D virtual space. For this works, we constructed the database that collected informations through 9-axis sensor and demonstrated the result of 3D motion display on the Window based environments.

Motion Depth Generation Using MHI for 3D Video Conversion (3D 동영상 변환을 위한 MHI 기반 모션 깊이맵 생성)

  • Kim, Won Hoi;Gil, Jong In;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.429-437
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    • 2017
  • 2D-to-3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) for producing a stereoscopic image. Further, motion is also an important cue for depth estimation and is estimated by block-based motion estimation, optical flow and so forth. This papers proposes a new method for motion depth generation using Motion History Image (MHI) and evaluates the feasiblity of the MHI utilization. In the experiments, the proposed method was performed on eight video clips with a variety of motion classes. From a qualitative test on motion depth maps as well as the comparison of the processing time, we validated the feasibility of the proposed method.

A Motion Data Definition for Compatible Human Animation (호환성 있는 인체 애니메이션을 위한 모션 데이터 정의)

  • Jung, Chul-Hee;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.35-41
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    • 2008
  • H-Anim is an international standard that Humanoid Animation Working Group in Web3D Consortium defined the data structure necessary for human animation. Various libraries and tools have been generated according to the structure, but they still have restrictions to represent realistic humanoid motions. This paper presents the method of generating realistic human motion using motion capture data in order to define motion for humanoid animation based on H-Anim standard. In order to implement this, we have defined a data structure capable of receiving motion capture data and implemented a motion browser. The human motion data structure defined in this paper is based on X3D and intended to have compatibility through networks and various browsers.

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Implementation of Unstructured Display using Hand Gestures (핸드제스처를 이용한 비정형 디스플레이 구현)

  • Kim, Min-Ju;Lee, Jae-Hyeon;Yang, Ji-Hee;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.168-169
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    • 2017
  • 기존의 정형적인 디스플레이 형태뿐만 아니라 비정형적인 구조의 디스플레이의 관심이 증가하고 있다. 미래에는 기존의 직사각형의 디스플레이와 더불어 비정형적인 디스플레이의 기술이 발전할 전망으로 보인다. 이러한 비정형 사이니지 기술이 발전함에 따라 비정형 영상 표출에 대한 연구가 시행될 필요성이 있다. 하지만 큐브 디스플레이와 같은 비정형 디스플레이에 바로 영상을 표출하기에는 실질적으로 구현이 어려운 점이 있다. 따라서 현실적인 하드웨어 구현이 아닌 비정형 영상 시뮬레이션을 실행할 수 있는 환경을 구축함으로써 이러한 한계를 극복하고자 한다. 본 논문은 립모션(Leap Motion)과 유니티(Unity3D)를 연동하여 제스처 인식 기반의 비정형 디스플레이 표출 시뮬레이션을 시행하였다. 사용자의 명령에 따라 큐브모형이 제어가 되어 비정형 디스플레이로 인식하고 영상을 표출한다. 이는 실제 공간에서 사용할 수 있는 조립형 큐브 디스플레이에 영상을 직접 표출하기 전 시뮬레이션으로 활용 할 수 있을 것으로 기대된다.

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A Study on the Production Characteristics of Anaglyph Motion Graphic Images by Digital Camera and Color Compositing (애너그리프(Anaglyph) 3D 입체모션그래픽 제작방법에 대한 연구 : 카메라 포지셔닝과 색상합성법을 중심으로)

  • Hyun, Seung-Hoon
    • Cartoon and Animation Studies
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    • s.14
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    • pp.165-176
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    • 2008
  • In the future there would be many kinds of digital images for many industrial markets. 3D stereoscopic images for variable fields; medical operation, film and animation, broadcasting, internet, game, or design for art and architecture. And many people to work about computer programming, and digital image making will concern about it more and more. However, these kinds works and studies are focused on the professional technical fields like 3D display or computer programming technology so far. To revitalize the market of a variable stereoscopic contents, there should build up the foundation for easy processing of the making stereoscopic images. This paper is based on stereoscopic making skills for anaglyph system. An anaglyph system has an old history about making stereoscopic images, and very simple method to produce the stereoscopic images. Particularly this study is focused on color compositing technique, and camera positioning on the compositing system. It will help optimization of the environments to create 3D motion graphic and animation contents.

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Future of Stereoscopic 3D through the Analysis of Realistic Media Art (실감미디어 아트 분석을 통한 3D 입체영상의 미래 조망)

  • Kim, Hee-Young;Shin, Chang-Ok
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.91-102
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    • 2012
  • Generally today's culture and the arts industry has been focusing more on economic value than the arts. Therefore this paper will elucidate the meaning of the culture and the arts can be a break though which can only include commercial and economic values but transcend its values ultimately. First of all, this paper will suggest an advanced 3D stereoscopic images by analysis of examples and environments of realistic media arts. Looking into the changes of related technologies and market environments, the motion-recognition technology, as seem in SF film "Minority report", has become a feasible technology. In the past, 3D stereoscopic images were shown in the theme park theatre and exhibition halls for group viewing. but recent 3D TV and display devices have changed those environments to personal. Since domestic researches of realistic media art has been little, this paper will analyze them respecting to three broad classifications. The results are : Firstly, in CAVE method, more impact capabilities of spectators are expected that they can manipulate interactive interfaces freely and the physical movements of spectators can operate interactively. Secondly, inter-network communications and expansion of viewers' perceptions are predicted by way of HMD method, sensor suites and communication equipments. Thirdly, combinations of HMD and motion tracking utilization is foreseen. With the convergent usages of these three features, we can prospect the possibilities of interactive 4D that spectators wearing 3D stereoscopic display devices can experience and make their own 3D stereoscopic images actively at the point of their views.

An Underwater Simulator Using X3D and a Motion Chair in a Multi-channel Display Room (다채널 디스플레이에서 X3D와 모션체어를 이용한 수중운동체 시뮬레이터)

  • Hur, Pil-Won;Yang, Jeong-Sam;Han, Soon-Hung
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.1
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    • pp.45-57
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    • 2008
  • A submarine good military weapon because of its confidentiality and intimidating power. Therefore, training warfighters how to maneuver submarine is very important. Because submarine is very expensive and has regional and temporal limitations, M&S(Modeling and Simulation) can be a good alternative. However, as the existing M&S systems of submarine generally use expensive commercial software and dedicated hardware, which cause the warfighters to take troubles to visit the secured places, and then to train themselves during limited time slots. Also, many M&S systems have only one-channel display system which reduces the sense of immersiveness. Another problem is that many heterogeneous simulators can hardly be used as an integrated system. To solve these problems, X3D, a platform-independent and open standard graphic file format, is used with the general-purpose PCs. To increase immersiveness, multi-channel display system and a motion chair are used. Finally, HLA/RTI is used to integrate individual components of the simulator. All of these are verified through experiments.

Controller Design of a galvanometer for Laser Marking Equipment (레이저 마킹 장비를 위한 갈바노미터의 제어기 설계)

  • 방승현;홍선기;김수길;강태삼
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.17 no.3
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    • pp.25-31
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    • 2003
  • In this paper, proposed is a control system for a galvanometer which is widely used fer laser display, laser processing and marking systems. The galvanometer with mirror is modeled as a second-order dynamic system Based on frequency responses and time domain responses of the developed model, a conventional PID controller is designed And it is implemented using a DSP(TMS320C32) chip with precision A/D and D/A converters. Through frequency response and experimental results, it is convinced that the proposed control system works well in real environment. Furthermore it is very easy to be connected to any PC because of USB communication port, and the cost of the marking system can be lowered very much because the DSP do the all the jobs for generating font motion as well as controlling the galvanometer.

A Study on the Establishment of a Production Pipeline Imported 3D Computer Graphics for Clay Characters (3D 컴퓨터그래픽을 도입한 클레이 캐릭터 제작 공정 개발에 관한 연구)

  • Kim, Jung-Ho
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1245-1257
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    • 2008
  • The establishment of a production pipeline imported 30 computer graphics is suggested in this paper to improve the efficiency of existing production pipeline of clay animation. The point is that the process of building clay characters that remains labor intensive among the existing procedures is replaced by the process of creating computer generated characters. In order to create characters out of clay by means of 30 computer graphics, a diffuse map and displacement map are made of an oil-based clay according to the UVW coordination of polygon modeling, which is the same color and kind of clay used to make a clay character. In addition, a panoramic HDRI recording system is developed to record the lighting information of shooting environment for miniature sets, which is imported in 3D computer graphic tools as digital light source. On account of the new production pipeline, a hyper realistic rendering image can be produced, and at the same time it improves the traditional pipeline of stop motion animation that is know-how based procedure of a complete artist by the engineering approach to the automatic process.

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Optimal Design and Implementation of 3D Shape Restoration System for Femto-second Laser Micromachining (펨토초 레이저 미세가공을 위한 3차원 형상 복원 시스템의 최적설계 및 구현)

  • Park, Jeong-Hong;Lee, Ji-Hong;Ko, Yun-Ho;Park, Young-Woo
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.43 no.6 s.312
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    • pp.16-26
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    • 2006
  • In this paper, we propose a 3D shape restoration system which measures height and surface shape of transparent ITO glass and delivers errors in focal length and incident angle of laser beam to femto-second laser micromachining. The proposed system is composed of a line scan laser, a high resolution camera, a linear motion guide synchronized to image capturing, and a control station. Also, we define the sensitivity indices that represent a relation between measurement error and a position of a camera and scan laser, and utilize it for optimum design. The results of the proposed system are compared with results of SPM(Scanning Probe Microscope) and prove the usefulness of the system.