• Title/Summary/Keyword: 3D Based

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Three-dimensional Mixed-use Complex Spaces and Setting Criteria for Road Sections for Three-dimensional Addressing

  • Kim, Ji Young
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.38 no.5
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    • pp.455-465
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    • 2020
  • As cities continue to expand and additional underground structures are constructed, a policy is being planned to expand addresses, which are national framework data. In this study, the application scope of a proposed 3D (three-dimensional) mixed-use complex space for assigning 3D addresses was defined, based on past research on 3D address systems and by analyzing related laws. Underpass shopping malls, underground walkways (excluding underground shopping malls), and 3D mixed-use transfer centers with a gross floor area of 2,000㎡ or more are connected with each space by underground walkways or public paths. In addition, the detailed space corresponding to the public space of the 3D mixed-use complex space was presented and distinguished from the space to which the detailed address is assigned. The criteria for setting the road section were presented based on the intermediate space, which is a characteristic of 3D mixed-use complex spaces. The proposed criteria were applied to the Express Bus Terminal station (3D mixed-use transfer center) and COEX mall (underpass shopping malls). Thus, the road section was set for an unfamiliar 3D mixed-use complex space. However, by applying the proposed criteria to various 3D mixed-use complex spaces, additional and detailed criteria for different cases should be prepared.

Rend 3D R-tree: An Improved Index Structure in Moving Object Database Based on 3D R-tree (Rend 3D R-tree : 3D R-tree 기반의 이동 객체 데이터베이스 색인구조 연구)

  • Ren XiangChao;Kee-Wook Rim;Nam Ji Yeun;Lee KyungOh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.878-881
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    • 2008
  • To index the object's trajectory is an important aspect in moving object database management. This paper implements an optimizing index structure named Rend 3D R-tree based on 3D R-Tree. This paper demonstrates the time period update method to reconstruct the MBR for the moving objects in order to decrease the dead space that is produced in the closed time dimension of the 3D R-tree, then a rend method is introduced for indexing both current data and history data. The result of experiments illustrates that given methods outperforms 3D R-Tree and LUR tree in query processes.

Motion Adaptation Control of 3-D Human Character (3차원 캐릭터의 동작적응 제어 기법)

  • 김상수;국태용
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.383-383
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    • 2000
  • In this paper, a motion adaptation control is applied for animation of 3-D human character. The method includes parameterization of joint motion data, motion adaptation based on body ratio of character, dynamic adaptation using genetic algorithm, etc. The feasibility of motion adaptation technique is verified by applying to motion control and adaptation of a 3-D human character.

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Clinical Consideration of Visual Fatigue on 3D Images (3D 영상 시청에 대한 시각적 피로도의 임상적 고찰)

  • Kim, Jung-Ho;Son, Jeong-Sik;Park, Sung-Jin;Kwon, Soon-Chul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.11
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    • pp.990-999
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    • 2013
  • Previous studies based on the theoretical evidence and based on the empirical data have been constantly revealing related factors affecting visual fatigue in viewing 3D images. however, the measurement data coupled with the factors that affect the viewers to feel fatigue is insufficient. this study research that the viewers feel the visual functional data is based on subjective fatigue such as IPD, AC/A ratio, and the degree of phoria and the effects on variance in these data, is to examine the correlation between these data. based on the average score of subjective fatigue which is $6.00{\pm}3.88$, total fatigue points from 0 up to 6 is classified as a group not appealing for the fatigue and from 7 up to 16, they were classified as the fatigue appealing group. the results showed no difference in satisfaction of the images by each subjective fatigue, IPD and far phoria. AC/A ratio was higher from the fatigue not appealing group, near phoria was higher from the fatigue appealing group. after watching 3D images, the fatigue not appealing group showed a tendency of higher increase of exophoria. correlations appeared in this experiment showed that AC/A ratio and near phoria are closely related to level of subjective fatigue which feel when watching 3D images. when watching 3D images based on two data appear to be able to predict the fatigue, even during content production fatigue reduce the data dimensions to be used as the main basis is expected.

Image-Based Approach for Modeling 3D Shapes with Curved Surfaces (곡면을 포함하는 형상의 영상을 이용한 모델링)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.1
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    • pp.38-48
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    • 2007
  • In this paper, we propose an image-based method for modeling 3D objects with curved surfaces based on the NURBS (Non-Uniform Rational B-Splines) representation. Starting from a few calibrated images, the user specifies the corresponding curves by means of an interactive user interface. Then, the 3D curves are reconstructed using stereo reconstruction. In order to fit the curves easily using the interactive user interface, NURBS curves and surfaces are employed. The proposed surface modeling techniques include surface building methods such as bilinear surfaces, ruled surfaces, generalized cylinders, and surfaces of revolution. In addition to these methods, we also propose various advanced surface modeling techniques, including skinned surfaces, swept surfaces, and boundary patches. Based on these surface modeling techniques, it is possible to build various types of 3D shape models with textured curved surfaces without much effort. Also, it is possible to reconstruct more realistic surfaces by using proposed view-dependent texture acquisition algorithm. Constructed 3D shape model with curves and curved surfaces can be exported in VRML format, making it possible to be used in different 3D graphics softwares.

An Education Effects through 3D Animation implementation using Educational Programming Language (교육용 프로그래밍 언어를 이용한 3D 애니메이션 제작을 통한 교육효과)

  • Rim, Hwa-Kyung;Lee, Gil-Liean
    • Journal of Digital Contents Society
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    • v.13 no.3
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    • pp.459-467
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    • 2012
  • In this work, we develop an instructional method in which students create 3D animations based on problem-solving techniques and computational thinking. The educational, easy-to-learn programming environment/language called "Alice 2.3", which supports story-telling, is used for the delivery of the instructional method. Unlike typical 3D animation instructional methods using command-based demonstrations and/or 3D animation tools, learners engage in a group project in which they develop a story and solve problems by creativity, computational thinking and reasoning skills. Then they develop animations based on the story by programming with Alice. The analysis based on the collected data showed that learners had to put much effort while working on the project, but their critical-thinking skills were improved. It also showed they were more involved and their interests were heightened in developing animation through programming.

Robust 3D Hand Tracking based on a Coupled Particle Filter (결합된 파티클 필터에 기반한 강인한 3차원 손 추적)

  • Ahn, Woo-Seok;Suk, Heung-Il;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
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    • v.37 no.1
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    • pp.80-84
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    • 2010
  • Tracking hands is an essential technique for hand gesture recognition which is an efficient way in Human Computer Interaction (HCI). Recently, many researchers have focused on hands tracking using a 3D hand model and showed robust tracking results compared to using 2D hand models. In this paper, we propose a novel 3D hand tracking method based on a coupled particle filter. This provides robust and fast tracking results by estimating each part of global hand poses and local finger motions separately and then utilizing the estimated results as a prior for each other. Furthermore, in order to improve the robustness, we apply a multi-cue based method by integrating a color-based area matching method and an edge-based distance matching method. In our experiments, the proposed method showed robust tracking results for complex hand motions in a cluttered background.

The Design of Object-based 3D Audio Broadcasting System (객체기반 3차원 오디오 방송 시스템 설계)

  • 강경옥;장대영;서정일;정대권
    • The Journal of the Acoustical Society of Korea
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    • v.22 no.7
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    • pp.592-602
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    • 2003
  • This paper aims to describe the basic structure of novel object-based 3D audio broadcasting system To overcome current uni-directional audio broadcasting services, the object-based 3D audio broadcasting system is designed for providing the ability to interact with important audio objects as well as realistic 3D effects based on the MPEG-4 standard. The system is composed of 6 sub-modules. The audio input module collects the background sound object, which is recored by 3D microphone, and audio objects, which are recorded by monaural microphone or extracted through source separation method. The sound scene authoring module edits the 3D information of audio objects such as acoustical characteristics, location, directivity and etc. It also defines the final sound scene with a 3D background sound, which is intended to be delievered to a receiving terminal by producer. The encoder module encodes scene descriptors and audio objects for effective transmission. The decoder module extracts scene descriptors and audio objects from decoding received bistreams. The sound scene composition module reconstructs the 3D sound scene with scene descriptors and audio objects. The 3D sound renderer module maximizes the 3D sound effects through adapting the final sound to the listner's acoustical environments. It also receives the user's controls on audio objects and sends them to the scene composition module for changing the sound scene.

Deep Learning Based 3D Gesture Recognition Using Spatio-Temporal Normalization (시 공간 정규화를 통한 딥 러닝 기반의 3D 제스처 인식)

  • Chae, Ji Hun;Gang, Su Myung;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.21 no.5
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    • pp.626-637
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    • 2018
  • Human exchanges information not only through words, but also through body gesture or hand gesture. And they can be used to build effective interfaces in mobile, virtual reality, and augmented reality. The past 2D gesture recognition research had information loss caused by projecting 3D information in 2D. Since the recognition of the gesture in 3D is higher than 2D space in terms of recognition range, the complexity of gesture recognition increases. In this paper, we proposed a real-time gesture recognition deep learning model and application in 3D space using deep learning technique. First, in order to recognize the gesture in the 3D space, the data collection is performed using the unity game engine to construct and acquire data. Second, input vector normalization for learning 3D gesture recognition model is processed based on deep learning. Thirdly, the SELU(Scaled Exponential Linear Unit) function is applied to the neural network's active function for faster learning and better recognition performance. The proposed system is expected to be applicable to various fields such as rehabilitation cares, game applications, and virtual reality.

Reactions with Maleimides VII: Synthesis of Several New Pyrazolonyl-pyrrolidino[3,4-d]pyrazoline and Pyrazolonyl-pyrolo [3,4-d]pyrazole Derivatives

  • Ghabrial, Sami-S.
    • Archives of Pharmacal Research
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    • v.13 no.4
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    • pp.338-341
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    • 1990
  • Several new pyrazoloyl-pyrrolidino[3, 4-d]pyrazolidines and pyrazolonyl-pyrrolo[3, 4-d] pyrazoles were synthesised via the reaction of N-arylaleimides with the phynylhydrazones of 3-methyl-4-formyl-2-pyrazoline-5-one and 1-phenyl-3-methyl-4-formyl-pyrazolin-5-one and treating of the resulting adducts with chloranil. Structures were based on elemental analyses and spectral data.

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