• 제목/요약/키워드: 3D Content

검색결과 3,450건 처리시간 0.036초

A Study on the Implementation of a Portable Hologram Recording System for Optical Education

  • Cheolyoung, Go;Juyoung, Hong;Kwangpyo, Hong;Eunyeop, Shin;Leehwan, Hwang;Soonchul, Kwon;Seunghyun, Lee
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.478-486
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    • 2022
  • Holography is a human-friendly technology that can express 3D stereoscopic information without eye fatigue. You can experience the mysterious features of light directly and indirectly, and you can also experience the principles of 3D imaging, which makes it a very good curriculum. As such, although holography is very effective in teaching students optics and 3D imaging technology, it has not yet been systematically established. The reason is the cost burden such as expensive equipment and laboratories, and the lack of easily accessible educational equipment. We implemented a portable holographic recording system to solve this problem. In addition, since silver halides, which use harmful chemicals, are not used in the process of developing the recording medium, and photopolymers are used, it is possible to educate not only the general public but also young students. In order to improve the completeness of the recorded result, the mechanism part, light source, and recording medium part of the production system were newly constructed to complement all the existing problems. The proposed system will make holography easily accessible to many people in a variety of fields, not just education. Through the interesting experience of various features and principles of light and the production of holograms with high satisfaction, we hope to popularize them in various fields such as education.

무무선 연동 모바일 게임 콘텐트의 설계 및 개발 (A Design and Development of a Wireless-Wireless-linked Mobile Game Content)

  • 고일석;이장범;조동욱
    • 정보처리학회논문지D
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    • 제12D권3호
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    • pp.455-460
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    • 2005
  • 모바일 게임 콘텐트 제작과 서비스 기술 수준의 향상은 모바일 게임 시장의 폭발적인 증가를 가져오고 있다. 현재 서비스 되고 있는 모바일 게임은 WAP 방식과 다운로드 방식을 사용하고 있다. 기존에 구현된 모바일 게임 콘텐트는 구현과정의 기술적인 문제로 인해 WAP->다운로드, 다운로드->WAP으로 이어지는 연동 콘텐트를 구현할 수 없었다. 본 연구에서는 WAP->다운로드, 다운로드->WAP로 이어지는 무무선 연동을 혼합적으로 사용한 모바일 게임 콘텐트를 설계하고 구현하였다. 제안 방식은 WAP게임과 다운로드 게임 간에 실시간으로 연동 자료를 공유함으로써 기존의 게임 콘텐트가 가질 수 없었던 랭킹과 스테이지의 연동이 가능하게 하였다.

Tubular Bioreactor에서 Botryococcus braunii를 이용한 축산폐수의 고도처리 (Advanced Treatment of Swine Wastewater by Botryococcus braunii in a Tubular Bioreactor)

  • 이석준;김희식;윤병대;오희목
    • 한국미생물·생명공학회지
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    • 제27권2호
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    • pp.153-158
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    • 1999
  • This study was conducted to investigate the production of lipid, and removal of nitrogen and phosphorus from swine wastewater by Botryococcus braunii UTEX 572 in a tubular bioreactor. The rate of dry cell weight increase of B. braunii was highest at 20.1mg/l/din a modified Chu 13 medium at $25^{\circ}C$. Under the above conditions, the rate of lipid content increase was also highest at 6.1mg/l/d. The lipid content of B. braunii on a dry weight basis ranged from 30.5 to 34.1% with an average value of 32.3%. When B. braunii was cultured in a secondary-treated swine wastewater diluted to 50% with tap water, the rate of dry cell weight increase was 18.6mg/l/d and the rate of lipid content increase was 6.0mg/l/d. The lipid content ranged from 30.3 to 34.2%. No significant difference was observed between lipid content and growth conditions. The removal rates of nitrogen and phosphorus in swine wastewater were 43.9% and 41.7%, respectively, after 14 days of incubation.

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Effects of the Xe content on the electro-optical properties in the mercury-free Flat Fluorescent Lamp

  • Chung, Kyu-Yong;Lee, Sang-Mok;Jeong, Yoon-Chul;Sohn, Sang-Ho
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2007년도 7th International Meeting on Information Display 제7권2호
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    • pp.1577-1579
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    • 2007
  • Xe content is one of important factors related to characteristics of the mercury-free flat fluorescent lamp. The electro-optical properties of lamp were investigated for wide range of Xe content in Xe-Ne mixing gas. The maximum luminance of $9,289\;cd/m^2$ and efficacy of 3 lm/W was obtained with Xe 90 %.

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남산에서 세포성 점균의 출현과 분포 (Occurrence and Distribution of Cellular Slime Molds in Mt. Nam)

  • 강경미;홍영빈;이재봉;장남기
    • The Korean Journal of Ecology
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    • 제21권5_3호
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    • pp.687-694
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    • 1998
  • In this study, the occurrence and distribution of dictyostelid cellular slime molds was investigted from soils of typical forests in Mt. Nam and the effect of soil environmental factor on cellular slime molds was investigated. The fourteen species including two undescribed species were isolated as follows: Dictyostelium brefeldianum, Polysphondylium pallidum, P. violaceum, P. pseudo-candidum in Quercus mongolica-Sorbus alnifolia forests, D. purpureum, D. mucoroides var. stoloniferum, D. dimigraformum, D. brefeldiamum, P. pallidum, P. tenuissimum, P. violoceum, P. candidum, P. pseudo-candidum in Pinus densiflora forests, D. polycephahum, D. capitatum, d. brefeldianun, P. candidum in Robinia pseudo-acacia forests, D. purpureum, D. aureostipes var, aureostipes, D. polycephalum in Quercus acutissima forests, D. minutum, D. implicatum. in the site disturbed by human. The dominant species were P. pallidum, D. brefeldiamum, P. pseudo-candidum and D. dimigraformum were the undescribed species in Korea. Environmental factors such as soil pH, water content, organic content, total nitrogen and total phosphorus made a little effect on total species number, the number of clones.

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식이 내 비타민 D 강화가 성장기 흰쥐의 골밀도에 미치는 영향 (Effects of Vitamin D Supplementation on Bone Mineral Density in Growing Rats)

  • 최미자;강유정
    • 동아시아식생활학회지
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    • 제16권3호
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    • pp.292-298
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    • 2006
  • Modification of the diet during childhood and adolescence may be an effective strategy for maximizing the peak bone mass. Many supplementation studies have suggested a positive effect of the increased vitamin D intake on the bone mineral status in the elderly. However to date all studies have been conducted on old men and postmenopausal women. The aim of this study was to examine the effects of vitamin D supplementation on the bone mineral density and bone mineral content in growing rats. Twenty Sprague-Dawley female rats were divided into two groups; Control, and vitamin D supplementation. The bone mineral density(BMD) and bone mineral content(BMC) were measured using PIXImus in the spine and femur. Vitamin D supplementation did not affect the level of weight gain, mean food intake and food efficiency ratio. In addition, vitamin D supplementation had no added effect on the spine and femur BMD, and BMC. There were no significant differences in the spine BMD/weight and BMC/weight between the groups, but the spine BMD/weight and BMC/weight was 11 % higher in the vitamin D supplementation group. The femur BMD/weight and femur BMC/weight were significantly higher in the vitamin D supplementation group 9 weeks after the experiment. These results provide evidence of the beneficial effects of vitamin D supplementation on the BMD during the growth period.

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시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석 (Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing)

  • 이재성
    • 한국정보통신학회논문지
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    • 제17권12호
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    • pp.2865-2874
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    • 2013
  • 최근 박스 오피스 상위권 작품들의 상당수가 Stereoscopic 3D 상영을 병행하고 있으며 삼성, LG 등 세계 유수 가전업체들이 3DTV 판촉에 열을 올리고 있다. 그러나 사람마다 양쪽 눈동자 간격이 다르고 시청 거리와 위치도 개인마다 다르다는 점을 무시한 채 동일한 양안 시차로 제작된 3D 컨텐츠를 시청하게 될 경우 실세계에서 느끼는 입체감과 커다란 괴리가 발생하게 되어 극심한 시각 피로와 두통을 유발하게 된다. 이를 해결하기 위해 본 논문에서는 양안 시차와 시청 거리를 반영하여 입체 컨텐츠를 실시간으로 보정, 재생하는 S3D 렌더링 시스템을 제안 및 구현하고 그 연산 복잡도를 분석한다. 분석 결과 Optical Flow 알고리즘 블록은 한 프레임당 수행 시간이 최대 732초에 이르러 반드시 하드웨어 가속기 형태로 전용칩화할 필요가 있음을 확인하였고 Warping 알고리즘 처리 블록도 프레임당 최대 5.7초의 시간이 필요해 HD급 또는 1080p Full HD 화면 재생을 위해서는 함께 전용칩화 할 필요가 있음을 확인하였다.

2D와 3D 영상 효과 비교 (Comparison of 2D and 3D visual effects)

  • 정동훈
    • 디지털산업정보학회논문지
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    • 제6권3호
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    • pp.141-149
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    • 2010
  • The success of movie 'Avatar' make people be interested in 3D stereoscopic movie, and government and 3D industry acknowledge that it is another opportunity to develop 3D market since 1920s. However, despite much interest little research to evaluate the effect of 3D stereoscopic exists. The present research aimed to disclose 3D effect compared to 2D by assumption of the importance of 3D stereoscopic and little evaluation to that as well. When audience are exposed to 3D stereoscopic, many outcomes are supposed to be differentiated from when to 2D. From this hypothesis, this paper examined mood, attitude, and presence as dependent variables. Using polarized stereoscopic projection display, 30 participants watched 2D and another 30 watched 3D stereoscopic movie which were the same content. On conclusion, the two groups were not significantly different and this involved much insight.

시청 불편감을 유발하는 스테레오스코픽 3D 비디오 콘텐츠의 복합적 요인들의 실증적 분석 (Substantive Analysis of Composite Factors Causing Viewer's Discomfort for Stereoscopic 3D Video Contents)

  • 김동욱;김우열;서영호
    • 디지털산업정보학회논문지
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    • 제8권3호
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    • pp.97-124
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    • 2012
  • This paper analyzes qualitatively the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he (she) feels discomfort during watching a stereo 3D contents. Also we extract the data for the factors in the 3D contents to obtain their quantitative values and the amounts of the temporal changes. Those two sets of data are used to analyze the contents to find the factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity changes, story of the contents, situation or environments of a scene, movement and the position of the camera, color and luminance information as well as disparities themselves. We analyse the various strong and weak factors and their composites to find how much discomfort each factor or composite causes. We also show the situations and their related factors that causes less discomfort than the amount of their disparities.

전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계 (Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View)

  • 민병준;비나야감 마리아판;차재상;김대영;조주필
    • 한국정보전자통신기술학회논문지
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    • 제11권4호
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    • pp.414-420
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    • 2018
  • 최근 디지털 컨버전스는 현실세계를 기반으로 만들어진 미디어 콘텐츠에 가상 콘텐츠를 투영시켜 사용자에게 새로운 경험을 제공 할 수 있도록 발전하고 있다. 이에 본 논문에서는 HMD AR 기술을 이용한 Light ID 및 HMD-AR 기반 인터렉티브 전시를 제안하였다. 이 접근법은 현재 사용되고 있는 전시물에 추가적인 인프라를 설치할 필요 없이 기존 사용되고 있는 조명 또는 디스플레이를 사용 할 수 있다. 또한 Light ID는 웹 콘텐츠로의 접근을 위해서만 사용되는 QR 태그와 달리 위치 인식을 위한 식별자 및 통신 매체로도 사용될 수 있는데, 이는 카메라를 기반으로 한 광 무선 통신 (OWC)의 장점을 활용하여 스마트 장치에서 미디어 콘텐츠에 대한 ID를 수신하고 AR형태로 실감 3D 콘텐츠를 시각화하여 제공한다. 본 논문에서는 안드로이드 스마트폰을 사용하여 제안한 설계 기법에 대해 전주 한옥 마을을 타겟으로 Light ID 기반 광무선통신 기술을 활용한 실감 3D View 제공 기술을 구현하고 테스트를 수행하였으며, 실험 결과 제안한 기법을 통해 전시물에 관한 실시간 몰입형 3D 뷰를 제공 할 수 있음을 확인하였다.