• 제목/요약/키워드: 3D Motion System

검색결과 793건 처리시간 0.035초

Super-multiview windshield display for driving assistance

  • Urano, Yohei;Kashiwada, Shinji;Ando, Hiroshi;Nakamura, Koji;Takaki, Yasuhiro
    • Journal of Information Display
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    • 제12권1호
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    • pp.43-46
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    • 2011
  • A three-dimensional windshield display (3D-WSD) can present driving information at the same depth as the objects in the outside scene. Herein, a super-multiview 3D-WSD is proposed because the super-multiview display technique provides smooth motion parallax. Motion parallax is the only physiological cue for perceiving the depth of a 3D image displayed at a far distance, which cannot be perceived by vergence and binocular parallax. A prototype system with 36 views was constructed, and the discontinuity of motion parallax and accuracy of depth perception were evaluated.

키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한 (Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera)

  • 정주헌;김상준;윤명석;박구만
    • 방송공학회논문지
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    • 제25권3호
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    • pp.405-417
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    • 2020
  • 확장현실의 대중화로 사람의 동작을 실시간 3D 애니메이션으로 구현하는 연구가 활발히 진행 중이다. 특히 Microsoft에서 키넥트 카메라를 개발함에 따라 설비의 부담 없이 간단한 조작만으로도 3D 모션 정보 취득이 가능해져 FBX와 같은 3D 형식과 결합하여 실시간 애니메이션 생성이 가능해졌다. 하지만 키넥트는 마커 기반 모션 캡쳐 시스템에 비해 관절 정보의 추정 성능이 뒤떨어져 낮은 정확도를 보인다. 이에 본 논문에서는 키넥트 카메라 기반 FBX 형식의 모션 캡쳐 애니메이션 시스템에서의 자연스러운 인체 움직임을 구현하고자 관절 추정 오류를 보정하는 두 알고리즘을 제안한다. 첫 번째로 키넥트로 사람의 위치 정보를 취득하고 깊이 지도를 생성하여 인체 부위 길이 제약 정보를 이용해 잘못된 관절 위치 값을 보정, 새로운 회전 값을 추정한다. 두 번째로 기존 및 추정된 회전 값들에 미리 설정된 관절 가동 범위 제약을 적용, FBX로 구현해 비정상적인 동작을 제거한다. 실험으로부터 사람의 동작이 개선되는 것을 확인하였고 알고리즘 간 오차를 비교하여 시스템의 우수성을 입증하였다.

확장-보간/2D-DCT 기법을 이용한 영역 적응적인 이동보상 오차의 보호화 (Region adaptive motion compensated error coding using extension-interpolation/2D-DCT)

  • 조순재;김성대
    • 한국통신학회논문지
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    • 제22권8호
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    • pp.1691-1697
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    • 1997
  • This paper presents a new motion compensated error coding method suitable for region based image coding system. Compared with block based conding, the region based coding improves subjective quality as it estimates and compensates 2D (or 3D) translantional, rotational, and scaling motion for each regions. although the region based coding has this advantage, its merit is reduced as bock-DCT (2D-DCT) is used to encode motion-compensated error. To overcome this problem, a new region adaptive motion compensated error coding technique which improver subjective and objective quality in the region boundary is proposed in this paper. In the proposed method, regions with large error are estimated using contour of the regions and contrast between the regions. The regions estiated as those with large error are coded by arbitrarily shaped image segment coding method. The mask information of the coded regions is not transmitted because it is estimated as the same algorithm in the encoder and the decoder. The proposed region adaptive motion conpensated error coding method improves about 0.5dB when it is compared with conventional block based method.

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ADMV를 이용한 3차원 표적 추적 시스템 (3D Target Tracking System using Adaptive Disparity Motion Vector)

  • 고정환;이정석
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2008년도 하계종합학술대회
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    • pp.1203-1204
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    • 2008
  • In this paper, a new stereo object tracking system using the disparity motion vector is proposed. In the proposed method, the time-sequential disparity motion vector can be estimated from the disparity vectors which are extracted from the sequence of the stereo input image pair and then using these disparity motion vectors, the area where the target object is located and its location coordinate are detected from the input stereo image. Basing on this location data of the target object, the pan/tilt embedded in the stereo camera system can be controlled and as a result, 3D tracking of the target object can be possible.

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3D가상 현실방식을 사용한 수술교육시스템의 연구 (Study for Operation Teaching Machine Using 3D Virtual Reality System)

  • 강병훈;김지숙;김한웅
    • 디지털콘텐츠학회 논문지
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    • 제17권4호
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    • pp.287-293
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    • 2016
  • 시간, 공간, 금전적인 문제 때문에 실습이 쉽지 않은 학문들이 있다. 특히 의료교육은 장소와 시간의 제약이 특히 심하며 cadaver(카드버:인체해부 실습용 시체)를 통해 이루어지기 때문에 어려움이 많다. 그 대안으로 다양한 가상 수술방법이 존재하지만 장비가 고가이거나 구하기 쉽지 않기 때문에 어려운 문제가 발생한다. 이러한 문제점의 해결 방법으로 3D-Virtual Reality(3D가상현실)를 활용하여 실제와 유사한 환경을 제공하고자 한다. 일반적으로 컴퓨터의 Interface(인터페이스)로 키보드와 마우스를 사용하지 않고 Oculus Rift(오큘러스 리프트)와 Leap Motion(립 모션)를 사용함으로써 더욱더 현실감을 느낄 수 있어 실습교육비용을 절감함으로써 실습교육에 대한 효과를 극대화 할 수 있다. 본 논문에서는 두개의 Device(디바이스)인 Oculus Rift(오큘러스 리프트)와 Leap Motion(립 모션)를 이용하여 3D가상 수술 시스템을 구축하고 실습할 수 있는 제안으로 의료교육인 수술교육에 대치하여 효율성을 높이는 방식을 제안하였고, 이는, 다른 Simulation(시뮬레이션)이 활용 가능한 학문분야에 까지 확장할 수 있을 것으로 사려된다.

동영상 검색을 위한 템포럴 텍스처 모델링 (Temporal Texture modeling for Video Retrieval)

  • 김도년;조동섭
    • 대한전기학회논문지:시스템및제어부문D
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    • 제50권3호
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    • pp.149-157
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    • 2001
  • In the video retrieval system, visual clues of still images and motion information of video are employed as feature vectors. We generate the temporal textures to express the motion information whose properties are simple expression, easy to compute. We make those temporal textures of wavelet coefficients to express motion information, M components. Then, temporal texture feature vectors are extracted using spatial texture feature vectors, i.e. spatial gray-level dependence. Also, motion amount and motion centroid are computed from temporal textures. Motion trajectories provide the most important information for expressing the motion property. In our modeling system, we can extract the main motion trajectory from the temporal textures.

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사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구 (A Study on the Development of Digital Space Design Process Using User′s Motion Data)

  • 안신욱;박혜경
    • 한국실내디자인학회논문집
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    • 제13권3호
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

구속조건을 고려한 캐릭터의 움직임 변경 (The Motion Transformation of Character Included Contrained Optimization Problem)

  • 이지홍;이원희;조인성
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 하계종합학술대회 논문집(3)
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    • pp.223-226
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    • 2002
  • If one can easily modify the existing motion data to a new motion in making an animation movie, he can save a lot of time for graphic design. To implement this kind of system, we propose a PC-based system composed of low cost commercial animation tool (3D Studio Max) for visualization of the animation and motion editing module that handles optimization process during the motion transform. Researchers studying advanced motion transform techniques only have to focus on the mathematical manipulation of the motion data

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흡기시스템을 통해 실린더로 유도되는 공기의 3차원 Bulk Motion Index 개발 (I) - 3차원 유동해석결과를 중심으로 - (Development of the 3-D Bulk Motion Index for In-Cylinder Flow Induced by Induction System (I) - Based on the 3-D CFD Simulation Results -)

  • 윤정의;남현식;김명환;민선기;박병완;김기성
    • 대한기계학회논문집B
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    • 제30권11호
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    • pp.1057-1065
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    • 2006
  • In order to figure out the physical meaning of 3-D angular flow index for in-cylinder bulk motion, CFD analysis for the swirl and tumble steady flow test rig were made using commercial package STAR-CD. Computer simulations and rig tests on some kinds of induced flow conditions were carried out. Finally, based on the comparison between the simulated results and measured results, the physical meaning of 3-D angular flow index $|\longrightarrow_{N_B}|$, $\beta$ composed of swirl and tumble coefficients measured by steady flow test rig was described.

The Perception Limit of LCD TV's Motion-Blur Levels Based on Human Visual System at Moving Pictures

  • Shin, Kwang-Hoon;Ahn, Ji-Young;Kim, Ki-Duk;Shin, Hyun-Ho;Chung, In-Jae
    • 한국정보디스플레이학회:학술대회논문집
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    • 한국정보디스플레이학회 2006년도 6th International Meeting on Information Display
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    • pp.1306-1310
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    • 2006
  • We conducted visual perception experiments to determine the perception limits of motion blur based on human visual system at LCD TV's moving pictures. The motion blur can be expressed Blurred Edge Width (BEW). The results showed that the BEW of moving pictures should be below 3.4pixels (visual angle 4.2') at 3H distance in a living room environment.

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