• 제목/요약/키워드: 3D Pointing

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Preliminary Analysis of Data Quality and Cloud Statistics from Ka-Band Cloud Radar (Ka-밴드 구름레이더 자료품질 및 구름통계 기초연구)

  • Ye, Bo-Young;Lee, GyuWon;Kwon, Soohyun;Lee, Ho-Woo;Ha, Jong-Chul;Kim, Yeon-Hee
    • Atmosphere
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    • v.25 no.1
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    • pp.19-30
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    • 2015
  • The Ka-band cloud radar (KCR) has been operated by the National Institute of Meteorological Research (NIMR) of Korea Meteorological Administration (KMA) at Boseong National Center for Intensive Observation of severe weather since 2013. Evaluation of data quality is an essential process to further analyze cloud information. In this study, we estimate the measurement error and the sampling uncertainty to evaluate data quality. By using vertically pointing data, the statistical uncertainty is obtained by calculating the standard deviation of each radar parameter. The statistical uncertainties decrease as functions of sampling number. The statistical uncertainties of horizontal and vertical reflectivities are identical (0.28 dB). On the other hand, the statistical uncertainties of Doppler velocity (spectrum width) are 2.2 times (1.6 times) larger at the vertical channel. The reflectivity calibration of KCR is also performed using X-band vertically pointing radar (VertiX) and 2-dimensional video disdrometer (2DVD). Since the monitoring of calibration values is useful to evaluate radar condition, the variation of calibration is monitored for five rain events. The average of calibration bias is 10.77 dBZ and standard deviation is 3.69 dB. Finally, the statistical characteristics of cloud properties have been investigated during two months in autumn using calibrated reflectivity. The percentage of clouds is about 26% and 16% on September to October. However, further analyses are required to derive general characteristics of autumn cloud in Korea.

Study on Spatio-Temporal Eye-Hand Coordination in Targeting Tasks (지시운동 수행동안 안구와 손의 시공간적 협응에 관한 연구)

  • Eun, H.I.;Yu, M.;Lee, A.R.;Kim, D.W.;Kwon, T.K.;Kim, N.G.
    • Journal of Biomedical Engineering Research
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    • v.28 no.3
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    • pp.417-422
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    • 2007
  • In this study, we investigated spatio-temporal eye-hand coordination by the "Global effect paradigm", a target-distracter configuration Global effect is observed a variety of visual tasks, for example, during rapid automatic tracking, scanning for target detail, and the comparison of target configurations. Global effect used to investigate eye-hand coordination with a task that presents a target close to a distracter. Eight young subjects participated in the experiments. The experiments consist of using a distracter less eccentric than the targe1 and using a distracter more eccentric than target. Each experiment consist of tasks which are making reference, pointing the target with watching visual stimulation(saccade) and pointing the target. The subject's task was to move towards the target as quickly as possible. We measured the eye movement by using EOG and the hand movement by using NDI Optotrak system. This study shows that eye and hand movement exists for global effect paradigm in spatio-temporal coordination.

Interaction using Speech and a Virtual Stick in a CAVE

  • Fujishiro, Kanzan;Takahashi, Hiroki;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.207-212
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    • 1999
  • In VEs (virtual environments) such as a CAVE system, there are three important operations : executive command decision, object selection and 3-D (three-dimensional) pointing. It is necessary to implement these operations in VEs intuitively and accessibly. In CAVE, it is possible for examines to walk and change their viewpoints freely. Then, the input devices which have excellent portability and rich expression are desired. Speech input satisfies both requirements. It is, however, very difficult for the speech input to indicate an exact point in 3-D space. Therefore, an extendable virtual stick is employed and it supports speech input. This paper proposes a user friendly interface using speech and a virtual stick in CAVE system. In this paper, several applications appropriate for the proposed interface are developed. Some problems are pointed out from the applications.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

Disparity Vector Derivation Method for Texture-Video-First-Coding Modes of 3D Video Coding Standards (3차원 동영상 압축 표준의 텍스쳐 비디오 우선 부호화 방식을 위한 변위 벡터 추정 기법)

  • Kang, Je-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.40 no.10
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    • pp.2080-2089
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    • 2015
  • In 3D video compression, a disparity vector (DV) pointing a corresponding block position in an adjacent view is a key coding tool to exploit statistical correlation in multi-view videos. In this paper, neighboring block-based disparity vector (NBDV) is shown with detail algorithm descriptions and coding performance analysis. The proposed method derives a DV from disparity motion vector information, obtained from spatially and temporally neighboring blocks, and provides a significant coding gain about 20% BD-rate saving in a texture-video-first-coding scheme. The proposed DV derivation method is adopted into the recent 3D video coding standards such as 3D-AVC and 3D-HEVC as the state-of-the-art DV derivation method.

Development of Link Budget Model and Simulator for Telemetry System of Small Launch Vehicle (소형 발사체 원격측정시스템을 위한 링크 버짓 모델 및 시뮬레이터 개발)

  • TaeckKeun Oh;You-Sang Lee;Dae-Hyun Lee;Onsoo Lee
    • Journal of Advanced Navigation Technology
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    • v.28 no.3
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    • pp.278-287
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    • 2024
  • In this paper, telemetry link budget model for small launch vehicle is proposed, and telemetry link budget simulator is implemented. The proposed link budget model consist of geometry model and propagation loss model. The geometry model is calculation of look angle between ground station and small launch vehicle. The propagation loss model consist of free space loss, polarization loss, and de-pointing loss which are appropriate to the small launch vehicle flight environment. The proposed propagation loss model can be calculate propagation loss without complex calculation of propagation environments. The link budget simulator is implemented in MATLAB. The simulator calculate look angle, free space loss, polarization loss parameter, de-pointing loss and received signal level in ground station by using position of ground station, routing of small launch vehicle, 3-D radiation patterns of antennas.

ARtalet for Digilog Book Authoring Tool - Authoring 3D Objects Properties (디지로그 북 저작도구 ARtalet - 3 차원 객체 속성 저작)

  • Ha, Tae-Jin;Lee, Youg-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.314-318
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    • 2008
  • This paper is about an authoring interface for augmented/mixed reality based book, specifically authoring 3D objects properties of Digilog book. We pursue even normal users with non-professional knowledge for programming can make the Digilog book easily. An authoring interface 3D object properties includes a manipulator as an input device and 3D contents authoring parts. As an interface design metaphor, existing GUI interface, already familiar to computer users, are referenced. The manipulator generates continuous/discrete input signal are necessary for authoring interface. Contents authoring part performs selection, positioning, scaling, coloring, copy of virtual objects using the input signal of the manipulator. Also users can exploit already existing GUI interface metaphor including pointing, click, drag and drop, and copy techniques with the manipulator. Therefore we think our AR authoring system can support rapid and intuitive modification of properties of virtual objects.

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The Development of a Haptic Interface for Interacting with BIM Elements in Mixed Reality

  • Cho, Jaehong;Kim, Sehun;Kim, Namyoung;Kim, Sungpyo;Park, Chaehyeon;Lim, Jiseon;Kang, Sanghyeok
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1179-1186
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    • 2022
  • Building Information Modeling (BIM) is widely used to efficiently share, utilize and manage information generated in every phase of a construction project. Recently, mixed reality (MR) technologies have been introduced to more effectively utilize BIM elements. This study deals with the haptic interactions between humans and BIM elements in MR to improve BIM usability. As the first step in interacting with virtual objects in mixed reality, we challenged moving a virtual object to the desired location using finger-pointing. This paper presents the procedure of developing a haptic interface system where users can interact with a BIM object to move it to the desired location in MR. The interface system consists of an MR-based head-mounted display (HMD) and a mobile application developed using Unity 3D. This study defined two segments to compute the scale factor and rotation angle of the virtual object to be moved. As a result of testing a cuboid, the user can successfully move it to the desired location. The developed MR-based haptic interface can be used for aligning BIM elements overlaid in the real world at the construction site.

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Calculation of NMR Shift in Paramagnetic System When the Threefold Axis is Chosen as the Quantization Axis (Ⅰ). The NMR Shift for a 3d$^1$ System in a Strong Crystal Field of Octahedral Symmetry

  • Ahn, Sang-woon;Park, Euisuh;Lee, Kee-Hag
    • Bulletin of the Korean Chemical Society
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    • v.4 no.3
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    • pp.103-114
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    • 1983
  • The NMR shift arising from the electron angular momentum and the electron spin dipolar-nuclear spin angular momentum interaction has been examined for a $3d_1$ system in a strong octahedral crystal field when the threefold axis is chosen as the quantization axis. To investigate the NMR shift in this situation, first, we have extended the evaluation of the hyperfine integrals to any pairs of 3d orbitals adopting a general method which is applicable to a general vector R, pointing in arbitrary direction in space. Secondly, a general expression using a nonmultipole technique is derived for the NMR shift resulting from the electron angular momentum and the electron spin dipolar-nuclear spin angular momentum interactions. From this expression all the multipolar terms are determined. ${\Delta}B/B$ for the $3d_1$ system in this case is compared with that for the 3d1 system when the z axis is chosen as the quantization axis. When we choose the threefold axis as the quantization axis, it is found that along the , and axes, ${\Delta}B/B$ values are significantly different from each other and along the , <-1-1-1>, <-11-1>, , <-1-11>, , and <-111> axes, ${\Delta}B/B$ values are however the same. We also find that the 1/R7 term contributes dominantly to the NMR shift for all values of R. When 1/$R^5$ term is included, there is good agreement between the exact solution and the multipolar terms when $R\; {\leqslant}\;0.35\;nm.$.

Using Augmented Reality Programs For Children Proposed Research Model (증강현실을 이용한 아동교육프로그램 모델제안)

  • Kwon, Mi-Ran;Kim, Jung-Ihl
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.2
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    • pp.866-871
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    • 2012
  • Most of the computer to implement a Augmented reality 3-D, or a graphic or visual means through the virtual space. The participants in the Augmented reality immersive virtual reality and virtual reality, the process proceeds to change the world. In particular, the field of children's games and Augmented reality fits well with the technical characteristics of the children that may lead to more interesting and creative sector is pointing to. In this study, children's games in order to maximize learning effectiveness of board games and Augmented reality technology, take a look at the characteristics of the children's educational program is to propose a new model proposal.