• Title/Summary/Keyword: 3D 융합

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Study on Three-dimension Reconstruction to Low Resolution Image of Crops (작물의 저해상도 이미지에 대한 3차원 복원에 관한 연구)

  • Oh, Jang-Seok;Hong, Hyung-Gil;Yun, Hae-Yong;Cho, Yong-Jun;Woo, Seong-Yong;Song, Su-Hwan;Seo, Kap-Ho;Kim, Dae-Hee
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.18 no.8
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    • pp.98-103
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    • 2019
  • A more accurate method of feature point extraction and matching for three-dimensional reconstruction using low-resolution images of crops is proposed herein. This method is important in basic computer vision. In addition to three-dimensional reconstruction from exact matching, map-making and camera location information such as simultaneous localization and mapping can be calculated. The results of this study suggest applicable methods for low-resolution images that produce accurate results. This is expected to contribute to a system that measures crop growth condition.

Development of a Simulator and Dynamic Modeling for Moving Capability of Track Vehicle (궤도차량의 기동성능을 위한 동적 모델링 및 시뮬레이터 개발)

  • Kim, Jong-Soo;Kim, Young-Tae;Han, Sung-Hyun
    • Journal of the Korean Society of Industry Convergence
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    • v.7 no.2
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    • pp.173-179
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    • 2004
  • In this paper, we developed a Windows NT version off-line programming system which can simulate a track vehicle model in 3D graphics space. The track vehicle was adopted as an objective model. The interface between users and the off-line program system in the Windows NT's graphic user interface environment was also studied. The developing language is Microsoft Visual C++. Graphic libraries, OpenGL, by Silicon Graphics, Inc. were utilized for 3D Graphics.

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Designing a 3D-CNN for Non-Contact PPG Signal Acquisition Based on Video Imaging (영상기반 비접촉식 PPG 신호 취득을 위한 3D-CNN 설계)

  • Tae-Wan Kim;Chan-Uk ,Yeom;Keun-Chang Kawk
    • Annual Conference of KIPS
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    • 2023.05a
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    • pp.627-629
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    • 2023
  • 생체 신호를 분석하여 사용자의 건강과 정신 상태를 예측하고, 관련 질병에 관해 예방하는 연구가 늘어나고 있다. 생체 신호 중 심박은 사람의 육체, 정신적인 상태를 반영하는 대표적인 신호이지만 기존의 접촉 패드를 통한 ECG나 광학 센서를 통한 PPG로 심박을 예측할 때는 구속적인 환경이 필요하여 일상적인 상황 속에 적용하기 어려웠다. 이러한 단점을 해결하고자 본 논문은 UBFC-RPPG 데이터셋의 동영상 프레임을 RGB 채널마다 다른 가중치를 적용하는 전처리를 하여 학습 데이터의 크기를 줄이면서 정확도를 높이고, 3D-CNN을 활용한 딥러닝으로 순간적인 영상에서도 PPG 신호를 예측할 수 있도록 1초 전처리 영상을 학습한 후, 신호를 예측하는 것을 목표로 한다. 이렇게 비접촉식으로 취득된 신호는 더 다양한 환경에서의 감정분류, 우울증 진단, 질병 감지 등 다양한 분야에 활용될 수 있다.

Virtual Reality Framework for Realistic Underwater Environment Perception of Immersive Agents (몰입형 에이전트의 사실적인 수중환경 인지를 위한 가상현실 프레임워크)

  • Seong-Hoon Hong;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.391-393
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    • 2024
  • 본 논문에서는 수중에 존재하는 몰입형 에이전트의 움직임을 사실적으로 표현하고 수중 오브젝트들과의 상호작용에서 나타나는 외력을 시각적으로 표현할 수 있는 프레임워크를 제안한다. Unity3D와 HTC Vive를 이용해 사용자의 움직임을 추적하고 수중 물리적 요소인 부력, 저항력, 매그너스 효과를 몰입형 에이전트에 적용시켜 사용자로 하여금 수중에 작용하는 외력을 사실적으로 인지할 수 있게 한다.

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인터뷰-최문기 한국전자통신연구원 원장

  • Lee, Jun-Gi
    • The Science & Technology
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    • no.3 s.454
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    • pp.20-21
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    • 2007
  • "세계 최고의 IT R&D기관으로 자리매김할 수 있도록 글로벌 R&D체계를 구축하는데 주력하겠습니다. 디지털 컨버전스 시대를 맞아 융합기술의 창출의 핵심기지로 거듭나는데도 조직의 역량을 집중해 나가겠습니다." 국내 최대 IT 국책연구기관의 수상으로 취임 100일을 맞은 최문기 한국전자통신연구원(ETRI)원장은 최근 들어 IT분야의 최고 화두인 유무선 통합과 통방 융합 등을 대비해 ETRI가 IT 융복합화 연구를 선도하는 기관으로, 향후 30년의 ETRI 르네상스를 실현하는 초석을 놓는 가장 중요한 시기가 올해라는 점에서 이에 대한 핵심원천기술과 미래전략기술개발에 최선의 노력을 다하겠다고 피력했다.

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A study on convergence of 2D and 3D animation : Focused on character and expression technique (2D 애니메이션과 3D 애니메이션의 융합: 캐릭터와 제작 기법을 중심으로)

  • Kim, Min-Jung;Kwak, No-Jun
    • Cartoon and Animation Studies
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    • s.48
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    • pp.45-67
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    • 2017
  • Many of the modern animations have 3D technology, and as time goes by, their production technology becomes more diverse and sophisticated. When John Alan Lasseter insisted on studying CG animation technology, he might have taken our jobs to the computer in the near future, as many people were worried about. It may be premature to worry that an unstable future may become a reality at this point, but I do not think there will be any difference in the fact that many animations are being produced using 3D technology. Since the Toy Story was screened in 1995, the 3D animation production technology has started to develop rapidly and now it has been elaborately developed so that it can not distinguish the part where computer graphics technology is applied from the live film. On the other hand, Disney's 2D animation part falls into the decline path because the appearance of 3D animation was perceived as a new expression technique at that time, and the efficiency of the work process was superior to the 2D animation in addition to receiving the attention from the audience. Is it necessary to accept the retrogression of 2D animation technology, reflecting the environment of the animation industry that 3D animation production technology has become mainstream in the first 20 years since the first theatrical works appeared? Since 2D animation technology has a long history and is still attractive to the audience, it is not hard to find an attempt to combine 2D and 3D animation technology. In this paper, I want to study 2D hand - drawn character in 3D animation. Through this, it is hoped that animation convergence technology will be applied more actively in the future.

The Possibilities in Craft Creation through Convergence (융합에 의한 공예 창작의 가능성)

  • Park, Jungwon;Xie, Wenqian;Ro, Hae-Sin;Kim, Won-Seok
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.51-58
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    • 2018
  • The late 20th century saw the industrial period end only to transform into the digital era where people have begun to pay attention to craft because it a field that respects emotion as the essential value, an alternative to overcome the side effect that people have created. Today a new world - where the virtual and the real co-exist through artificial intelligence (AI) - has suddenly approached us and the future of craft is faced with a new situation as it needs to present a new creative solution as a tool that is necessary for human way of life - a tool that has been a necessity throughout history and the evolution of life. As a result for a continued development, craft attempts to establish a new paradigm through current trends represented by our modern society, which is the emergence of creative development through convergence. This study presents creative experiments attempted through the convergence of craft with other heterogeneous tendencies connected to the field. The objective of the study is to enable makers to acquire a more creative way of thinking at the same time as inspiring them and suggesting new creative possibilities in order to develop their work through creative convergence. In Chapter 2, the study investigates on the current status of craft in general, and compares it with what is taking place in Korea; in Chapter 3 the significance of convergence in craft and the process of creating is addressed through case studies. Lastly in Chapter 4, with the basis on analytical case studies, the attribute and the potential of convergence in the field of craft is observed. By analyzing different phenomena presented through attempts to converge in contemporary craft, it has been possible to view the future of the 21st century craft through assessments on what is active and what is as yet hidden potential.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

A case study on the application of new hand splint using 3D printing (3D 프린팅을 사용해 제작한 새로운 손 보조기 적용 사례연구)

  • Shin, Su-Jung;Ahn, Cho-Keun;Park, Kyoung-Young
    • Journal of Convergence for Information Technology
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    • v.7 no.2
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    • pp.25-29
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    • 2017
  • The purpose of this study was to investigate the effect of a new designed splint on the hand function. A new design splint that enlarges the area between thumb and index finger was manufactured using 3D printing. After wearing a new splint the patient was possible to open thumb and hold a small object. She showed improvement in overall hand function and could move eight blocks in box and block test. But grasping a cup without a handle has become more difficult than before. Also there is a disadvantage that it could not be fixed by water. This study is meaningful in that it is the first splint application study using 3D printing. In the future, we expect that various patient-specific splints will be developed through 3D printing in the field of occupational therapy.