• Title/Summary/Keyword: 3D Stereoscopic Images

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The effect of inter-pupillary distance on stereopsis (동공간 거리가 입체시 지각에 미치는 영향)

  • 감기택;이주환
    • Korean Journal of Cognitive Science
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    • v.14 no.3
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    • pp.37-49
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    • 2003
  • Most 3D display systems heavily depend on binocular disparity to produce 3-dimensional depth of a scene. In principle, the vergence angle of the object on fixation and binocular disparity of non-fixated objects vary with the inter-pupillary distance(IPD) of the observer. However, most stereo systems provide the identical stereo image pairs regardless of the observers' IPD, which may result in variation in the perceived depth. In this study, we manipulated the vergence angle of the fixated object and binocular disparity of the non-fixated object. The range of the individual difference in the perceived depth was found to be increased with the increase of disparity for both the fixated and non-fixated objects, and the individual difference was well fitted by the regression line of the observers' IPD. These results suggest that individual difference in the perceived depth from the identical stereo images should be greatly reduced if the stereo system calibrates the disparity of the object by the observers' IPD in generating the stereo images and the regression line found in this study might be useful in the calibrating the disparity of the images.

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A Bio-Edutainment System to Virus-Vaccine Discovery based on Collaborative Molecular in Real-Time with VR

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.6
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    • pp.109-117
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    • 2020
  • An edutainment system aims to help learners to recognize problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Edutainment contents can be usefully applied to education and training in the both scientific and industrial areas. Our present work proposes an edutainment system that can be applied to a drug discovery process including virtual screening by using intuitive multi-modal interfaces. In this system, a stereoscopic monitor is used to make three-dimensional (3D) macro-molecular images, with supporting multi-modal interfaces to manipulate 3D models of molecular structures effectively. In this paper, our system can easily solve a docking simulation function, which is one of important virtual drug screening methods, by applying gaming factors. The level-up concept is implemented to realize a bio-game approach, in which the gaming factor depends on number of objects and users. The quality of the proposed system is evaluated with performance comparison in terms of a finishing time of a drug docking process to screen new inhibitors against target proteins of human immunodeficiency virus (HIV) in an e-drug discovery process.

Removing Lighting Reflection under Dark and Rainy Environments based on Stereoscopic Vision (스테레오 영상 기반 야간 및 우천시 조명 반사 제거 기술)

  • Lee, Sang-Woong
    • Journal of KIISE:Software and Applications
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    • v.37 no.2
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    • pp.104-109
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    • 2010
  • The lighting reflection is a common problem in image analysis and causes the many difficulties to extract distinct features in related fields. Furthermore, the problem grows in the rainy night. In this paper, we aim to remove light reflection effects and reconstruct a road surface without lighting reflections in order to extract distinct features. The proposed method utilizes a 3D analysis based on a multiple geometry using captured images, with which we can combine each reflected areas; that is, we can remove lighting reflection effects and reconstruct the surface. At first, the regions of lighting sources and reflected surfaces are extracted by local maxima based on vertically projected intensity-histograms. After that, a fundamental matrix and homography matrix among multiple images are calculated by corresponding points in each image. Finally, we combine each surface by selecting minimum value among multiple images and replace it on a target image. The proposed method can reduces lighting reflection effects and the property on the surface is not lost. While the experimental results with collected data shows plausible performance comparing to the speed, reflection-overlapping areas which can not be reconstructed remain in the result. In order to solve this problem, a new reflection model needs to be constructed.

VR Visualization of Casting Flow Simulation (주물 유동해석의 VR 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Kim, Myoung-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.813-816
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    • 2008
  • In this research we present a method to reconstruct the casting flow simulation result as a 3D model and visualize it on a VR display. First, numerical analysis of heat flow is performed using an existing commercial CAE simulation software. In this process the shape of the original design model is approximated to a regular rectangular grid. The filling ratio and temperature of each voxel are recorded iteratively by predefined number of steps starting from pouring the melted metal into a mold until it is entirely filled. Next we reconstruct the casting by voxels using the simulation result as an input. The color of voxel is determined by mapping the colors to temperature and filling ratio at each step as the flow proceeds. The reconstructed model is visualized on the Projection Table which is one of horizontal-type VR display. It provides active stereoscopic images.

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Making Contents of the Science Education for the Element Schoolchildren based on the AR(Augmented Reality) (증강현실 기반의 초등과학교육 콘텐츠 제작)

  • Lee, Jae-In;Choi, Jong-Soo
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.514-520
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    • 2011
  • Technological development, a diverse range of media adapting to new technology has been developing. Augmented Reality Technology provides realistic information through the stereoscopic 3D images and it has been riding a wave of learner interest as an educational media which can broaden their learning experience through direct operating activity. The biggest reason why the Augmented Reality has gained such attention is because of its unique way of suggesting learning information that unlike the existing educational media, the Augmented Reality provides additional digitalized information while its users are looking at the actual object. Based on the domestic and foreign cases of development for educational contents using the Augmented Reality Technology, this thesis suggests the utilization of Pop-up books and multi-augmented Digilog Books that are ways to maximize the educational effects of the Augmented Reality. Through the development of smartphone applications that are propagating lately at a rapid rate, users can now use the Augmented Reality educational contents in a way that is easier than ever.

The effect of viewing distance and the speed of motion-in-depth on visual fatigue (시각적 피로도에 영향을 미치는 시청거리와 깊이방향의 운동속도)

  • Kham, Kee-Taek;Li, Hyung-Chul;Lee, Seung-Hyun
    • Science of Emotion and Sensibility
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    • v.12 no.2
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    • pp.169-180
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    • 2009
  • The present study have investigated the effect of the characteristics of stereoscopic images and viewing environment on visual fatigue. We manipulated the speed of stereo images with motion-in-depth and viewing distance, which were used as representative variables of the characteristics of stereo image and viewing environment, respectively. Visual fatigue was evaluated with use of a subjective questionnaire which is consisting of 5 different and independent factors: "Eye pain", "Visual stress," "Nauseousness", "Body stiffness", and "Blurriness". In general, when viewing time increased from 10 minutes to 20 and 40 minutes, observers felt severe visual fatigue. Among other factors, only the factor score of "Nauseousness" was significantly increased as the speed of object moving in depth became faster. When viewing distance was increased, the score of "Blurriness" was decreased. These results suggest that different kind of the visual fatigue might be induced depending on characteristics of the stereo images and viewing environment.

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Study on the Emotional Response of VR Contents Based on Photorealism: Focusing on 360 Product Image (실사 기반 VR 콘텐츠의 감성 반응 연구: 360 제품 이미지를 중심으로)

  • Sim, Hyun-Jun;Noh, Yeon-Sook
    • Science of Emotion and Sensibility
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    • v.23 no.2
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    • pp.75-88
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    • 2020
  • Given the development of information technology, various methods for efficient information delivery have been constructed as the method of delivering product information moves from offline and 2D to online and 3D. These attempts not only are about delivering product information in an online space where no real product exists but also play a crucial role in diversifying and revitalizing online shopping by providing virtual experiences to consumers. 360 product image is a photorealistic VR that allows a subject to be rotated and photographed to view objects in three dimensions. 360 product image has also attracted considerable attention considering that it can deliver richer information about an object compared with the existing still image photography. 360 product image is influenced by divergent production factors, and accordingly, a difference emerges in the responses of users. However, as the history of technology is short, related research is also insufficient. Therefore, this study aimed to grasp the responses of users, which vary depending on the type of products and the number of source images in the 360 product image process. To this end, a representative product among the product groups that can be frequently found in online shopping malls was selected to produce a 360 product image and experiment with 75 users. The emotional responses to the 360 product image were analyzed through an experimental questionnaire to which the semantic classification method was applied. The results of this study could be used as basic data to understand and grasp the sensitivity of consumers to 360 product image.

Single-Camera Micro-Stereo 4D-PTV (단일카메라 마이크로 스테레오 4D-PTV)

  • Doh, Deog-Hee;Cho, Young-Beom;Lee, Jae-Min;Kim, Dong-Hyuk;Jo, Hyo-Jae
    • Transactions of the Korean Society of Mechanical Engineers B
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    • v.34 no.12
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    • pp.1087-1092
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    • 2010
  • A micro 3D-PTV system has been constructed using a single camera system. Two viewing holes were created behind the object lens of the microscopic system to construct a stereoscopic viewing image. A hybrid recursive PTV algorithm was used. A concept of epipolar line was adopted to eliminate many spurious candidates. Three-dimensional velocity vector fields were obtained by calculating the three-dimensional displacements of particles that were identified as being identical. The system consists of a laser light source (Ar-ion, 500 mW), one high-definition camera ($1028{\times}1024$ pixels, 500 fps), a circular plate with two viewing holes, and a host computer. The performance of the developed algorithm was tested using artificial images. The characteristic of the vector recovery ratio was investigated for the particle numbers. A micro backward-facing step channel ($H{\times}h{\times}W:\;36{\mu}m{\times}70{\mu}m{\times}3000{\mu}m$) was measured using the developed measurement system. The results were in good qualitative agreement with other results.

Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

Fast Algorithm for Disparity Estimation in ATSC-M/H based Hybrid 3DTV (ATSC-M/H 기반의 융합형 3DTV를 위한 양안시차 고속 추정 알고리즘)

  • Lee, Dong-Hee;Kim, Sung-Hoon;Lee, Jooyoung;Kang, Dongwook;Jung, Kyeong-Hoon
    • Journal of Broadcast Engineering
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    • v.19 no.4
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    • pp.521-532
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    • 2014
  • ATSC-M/H based hybrid 3DTV, which is one of the service compatible 3DTV system, has considerable quality gap between the left and right views. And CRA(Conditional Replenishment Algorithm) has been proposed to deal with the issue of resolution mismatch and improve the visual quality. In CRA, the disparity vectors of stereoscopic images are estimated. The disparity compensated left view and simply enlarged right view are compared and conditionally selected for generating the enhanced right view. In order to implement CRA, a fast algorithm is strongly required because the disparity vectors need to be obtained at every layer and the complexity of CRA is quite high. In this paper, we adopted SDSP(Small Diamond Search Pattern) instead of full search and predicted the initial position of search pattern by examining the spatio-temporal correlation of disparity vectors and also suggested the SKIP mode to limit the number of processing units. The computer simulation showed that the proposed fast algorithm could greatly reduce the processing time while minimizing the quality degradation of reconstructed right view.