• Title/Summary/Keyword: 3D TV

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Changes in Platform and Advertising Market in terms of the advent of 3D TV (3DTV 도입에 따른 플랫폼 시장 및 광고시장의 변화)

  • Cha, Young-Ran;Kim, Hee-Kyung
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.119-132
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    • 2012
  • This study is to consider the major policy issues related to 3DTV in terms of the platform projects, not the terminal and equipment manufacture. It reviews what problems the 3D policy in terms of the platform projects has posed so far, and discusses the issues that may appear when the 3D TV is commercialized in the broadcasting market. The major issues dealt in the study include the frequency policy of the terrestrial platform, the additional services activation of the pay platform players, the retransmission policy of terrestrial broadcasting, and the advertising market policy.

3D Shape Recovery Using Image Focus through Nonlinear Total Variation (비선형 전변동을 이용한 초점거리 변화 기반의 3 차원 깊이 측정 방법)

  • Mahmood, Muhammad Tariq;Choi, Young Kyu
    • Journal of the Semiconductor & Display Technology
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    • v.12 no.2
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    • pp.27-32
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    • 2013
  • Shape From Focus (SFF) is a passive optical technique to recover 3D structure of an object that utilizes focus information from 2D images of the object taken at different focus levels. Mostly, SFF methods use a single focus measure to compute image focus quality of each pixel in the image sequence. However, it is difficult to recover accurate 3D shape using a single focus measure, as different focus measures perform differently in diverse conditions. In this paper, a nonlinear Total Variation (TV) based approach is proposed for 3D shape recovery. To improve the result of surface reconstruction, several initial depth maps are obtained using different focus measures and the resultant 3D shape is obtained by diffusing them through TV. The proposed method is tested and evaluated by using image sequences of synthetic and real objects. The results and comparative analysis demonstrate the effectiveness of our method.

Automatic Extraction of Particle Streaks for 3D Flow Measurement

  • Kawasue, Kikuhito;Ohya, Yuichiro
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.270-273
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    • 1999
  • Circular dynamic stereo has special advantages as it enables a 3-D measurement using a single TV camera and also enables a high accurate measurement without a cumbersome calibration. Annular particle streaks are recorded using this system and the size of annular streaks directly concerns to the depth from TV camera. That is, the size of annular streaks is inversely proportional to the depth from the TV camera and the depth can be measured automatically by image processing technique. Overlapped streaks can be processed also by our method. The flow measurement in a water tank is one of the applications of our system. Tracer particles are introduced into the water in a flow measurement. Since the tracer particles flow with water, three-dimensional velocity distributions in the water tank can be obtained by measuring the all movement of tracer particles. Experimental results demonstrate the feasibility of our method.

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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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    • 2006.08a
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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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Analysis of Tendency of 3D Computer Graphic Techniques in 2D Animations: Majorly in Japanese Animations (2D 애니메이션 작품에서 활용되고 있는 3D 컴퓨터그래픽스 기술 경향 분석 : 일본 장편애니메이션 중심으로)

  • Park, Sea-Young
    • Cartoon and Animation Studies
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    • s.10
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    • pp.121-135
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    • 2006
  • At present, it is very common to use techniques beyond the 2D (two-dimensional) in animations which are found in motion pictures, OVA and TV series. As you can see, PIXAR and Disney have reduced their 2D departments and recently put more effort into 3D (three-dimensional) animation. There is no doubt that producing 3D animation is the big trend. Along with this trend, the national education institutions and the national support policies are also changing to be supportive of 3D animations. We, however, should ask ourselves, if we are on the right track with this change. Through the analysis of the methods of creating 2D animation which we should keep as it is, but instead we import and incorporate with 3D techniques of Japanese 2D animation, I would like to present the importance and the significance of the 2D animation and also to suggest an effective way to create 2D fused with 3D computer graphics techniques.

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Research on Channel Estimation Method in the modified ATSC system Using PN-Sequence for the Terrestrial 3D-TV broadcasting (지상파 3D-HDTV 전송을 위한 수정된 ATSC 전송 시스템에서 PN구조를 이용한 채널 추정 기법에 관한 연구)

  • Han, Jae-Shin;Ham, Na-Rye;Kim, Jung-Ho;Oh, Jong-Gyu;Kim, Joon-Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2010.11a
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    • pp.63-66
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    • 2010
  • 본 논문은 차세데 3D-TV 방송을 위해 수정된 ATSC (Modified Advanced Television Systems Committee) 시스템 [1]에서 파일럿 (Pilot)을 이용한 채널 추정 대신, PN 시퀀스 (Pseudo-Noise Sequence)를 이용한 채널 추정 방식의 문제점에 대하여 2가지 방법으로 연구하였다. PN 시퀀스를 이용하여 채널을 추정하는 TDS-OFDM (Time Domain Synchronous - Orthogonal Frequency Division Multiplexing)시스템은 QAM (Quadrature Amplitude Modulation) 변조 방식을 사용하기 때문에 수신측 PN 시퀀스의 위상 변화가 일어나지 않는다. 하지만 수정된 ATSC 시스템에서 사용하는 VSB (Vestigial Side Band)변조 방식에서 직교위상 (Quadrature) 채널을 통해 전송되는 값은 동위상 (In-Phase) 채널을 통해 전송되는 값의 단순한 힐버트 변환 (Hilbert Transform)에 의해 생성되어 불규칙한 위상 변화가 발생한다. 따라서 수정된 ATSC 시스템에서 채널 추정을 위해 PN 시퀀스를 사용하게 된다면 상관 (Correlation) 특성을 잃어버릴 것이며 올바른 채널 임펄스 응답 (Channel Impulse Response)을 얻을 수 없다.

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A Study on the 3D Stereoscopic Disparity in Four Animation Movies (3D 입체 애니메이션의 장면별 입체시차 연구)

  • Suh, Donghee
    • Cartoon and Animation Studies
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    • s.34
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    • pp.105-128
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    • 2014
  • This study was aimed to analyze the disparities of 3D stereoscopic images in four well-known American animation movies. After Avatar (2009), lots of stereoscopic movies were developed in Korean 3D production. Almost all 3D productions in Korea, however, focus on the display images or TV series animation yet. In order to make many well-made Korean stereoscopic 3D animations in future, analyzing and comparing the disparities of 3D stereoscopic images is necessary and even mandated. First, I chose 40 cuts from each four American stereoscopic 3D feature films, including Despicable me 2, Epic, Monster University, and Turbo. According to the classifications of shot angles by Vineyard (2008), secondly I analyze the 23 different angular disparities of 3D stereoscopic images and displayed in tables. Demonstrated shot angle disparities in each scene would provide numerical information to animators how to design and make the 3D stereoscopic images. Making successful stereoscopic 3D feature film will be a huge turning point in the Korean animation field in future. This study would be a first trial to seek a new method to set ahead an outlook of numerical values of 3D stereoscopic images for better visual effects.

Audio Format Comparative Study and Suggestion for Next Generation DTV (차세대 디지털 TV 방송을 위한 오디오 규격 비교 분석 및 제언)

  • Lee, Jae-Hong
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.6
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    • pp.337-343
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    • 2011
  • With commencing trial 3D digital broadcasting, the studies on next generation digital broadcasting technology for coming UHDTV era is being actively progressing. In this paper, I propose surround audio formats for next-generation digital TV broadcasting, along with comparative study of major surround audio formats in use or under development. I did comparative study on current major competing surround formats such as Dolby True HD and DTS HD MA, along with NHK proposed 22.2 channel surround format for UHDTV system. Upon this comparative study and our housing situation consideration, I propose lossy compression 3D surround 7.1 channel surround format along with loosless 2.0 and 4.0 hi-fi format as next generation digital TV broadcasting standard. In lieu with this, I also propose transmitting binaural 2 channel audio data as sub-audio. It will give holographic sound experience when properly processed with individual HRTF (Head Related Transfer Function) with headphone. The table for data rate of each proposed audio format is also presented.

Technology Trends of Cloud Computing-based Game Streaming (클라우드 컴퓨팅 기반의 게임 스트리밍 기술 동향)

  • Lim, C.G.;Kim, S.S.;Kim, K.I.;Won, J.H.;Park, C.J.
    • Electronics and Telecommunications Trends
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    • v.26 no.1
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    • pp.47-56
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    • 2011
  • 클라우드 컴퓨팅 기술의 탄생과 다양한 이동단말기, 디지털 TV의 보급은 컴퓨터 게임과 같은 고품질 3D 애플리케이션을 이동단말기나 디지털 TV에서도 사용하고자 하는 사용자의 욕구를 불러일으키고 있다. 고가의 고성능 장비를 갖춘 서버에서 3D 애플리케이션을 구동하고 사용자는 저가의 원격 단말기를 사용하여 서버에 초고속 인터넷을 통하여 접속한다면 고품질 3D 애플리케이션을 별도의 추가 비용 없이 사용할 수 있다는 장점이 있다. 본 논문에서는 클라우드 컴퓨팅 기반의 게임 스트리밍 기술을 정의하고, 가능성을 고찰하고자 한다. 아울러, 현재 개발 완료된 또는 개발중인 기술에 대해서 핵심 기술, 장단점을 분석하고자 한다.

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