• Title/Summary/Keyword: 3D stereoscopic contents

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Analysis of Animation < How To Train Your Dragon > (애니메이션 <드래곤 길들이기>의 연출 분석)

  • Ahn, Jong-Hyeck
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.162-170
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    • 2011
  • Through this thesis, I intended to analyze Hollywood animation through that achieved in box office by directing viewpoint. of Chris Sanders and Dean Deblois not only shows standard narrative structure of adventure, comedy, fantasy, but also express message of story and thorough visual. Analysis of directing classify contents and form. In contents, constitution of narrative and set up of character, irony of plot, characterization and popularity are embossed. In form, lighting and special effect, design and layout, 3D technology and stereoscopic camera technique based on the capital strength are outstanding. The high evaluation for film is possessed of box offic, remained within value and popularity, and delivered metaphysical theme without repulsion. The director's direction make success even if the pre-production manage by huge system approach.

A study on characteristics related to texture, colour temperature and contrast ratio to improve the depth of stereoscopic images (깊이감 향상을 위한 질감, 색온도, 대비비 관련 특성 연구)

  • Hong, Ji-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.37-42
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    • 2018
  • With advancements in digital image production technology, the branch of stereoscopic image technology has also been undergoing active development. Accordingly, research and development on cutting-edge display products for mounting stereoscopic images are currently being pursued. There are various problems that can occur when viewing 3D images. Because viewers feel visual fatigue while perceiving the depth of the images provided via an artificial method, a negative human factor such as visual fatigue has become one of the most prominent concerns, especially as it is a factor that affects the ongoing maintenance of 3D images. Therefore, by identifying the factors affecting the depth of the graphic images provided in 2D images, and subsequently using this information to develop an image processing method, we conducted depth-related experiments and analysed them under the assumption that stereoscopic images could be reproduced without visual fatigue. Thus, we analysed the most significant factors related to depth and verified the interactions by performing depth-related factors-based ANOVA variance analysis by differentially applying the texture, colour temperature, and contrast ratio to graphic images. We determined the significance of the factors related to depth and proposed a method to improve depth based on an analysis of the results of the experiments conducted in this study.

Eye Movement-based Visual Discomfort Analysis from Watching Stereoscopic 3D Contents Regarding Brightness and Viewing Distance (눈 움직임을 이용한 밝기와 시청거리에 따른 3D 콘텐츠 피로도 분석)

  • Kim, Yong-Woo;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.9
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    • pp.1723-1737
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    • 2016
  • When watching 3D contents, people often experience various visual discomforts like tiredness, dryness, headaches, and dizziness. Previous researches on visual discomfort analyzed and concluded vergence-accommodation conflict, viewing distance, and brightness changes to be the causes of visual discomfort. Yet it is necessary to systematically analyze the visual discomfort due to the changes in object, background brightness and viewing distance. In this paper, we produce four videos that have four different background brightness and two different viewing distances to solve analyze the visual discomfort from watching 3D contents. We measure and analyze eye-blink and saccadic movement, saccadic latency, Nearest Point of Convergence (NPC), and participant survey for amore accurate result compared to previous researches. Our results show that the eye-blink rate and saccadic latency increase when the background is bright and viewing distance is close while the saccadic movement decreases in the same environment. However, NPC only changes when the background brightness changes. We confirm that the bright background and near viewing distance create greater visual discomfort and decrease depth perception abilities.

Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.

Intensity Correction of 3D Stereoscopic Images Using Region Segmentation (영역분할을 이용한 3D입체영상의 밝기 보정)

  • Kim, Sang-Hyun;So, Gil-Ja;Kim, Jeong-Yeop
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.644-647
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    • 2010
  • 본 논문에서는 영역분할을 이용한 3D입체영상의 밝기 보정방법을 제안한다. 제안된 방법은 입력된 좌우 3D입체영상 중 우 영상을 이진화를 통한 영역분할을 하고 크기가 작은 영역들은 제거한다. 영역단위의 매칭을 할 때 영역경계에서 발생하는 불연속성을 제거하기 위해서 모폴로지 필터로 영역경계지역(contour region)을 일정부분 제거한다. 우 영상의 각 영역들에 대해 대응되는 좌 영상내의 영역을 상관계수(correlation coefficient)를 이용한 정합을 통해 추출한다. 좌우 영상의 영역 간 히스토그램 명세화를 수행함으로써 우 영상의 밝기 보정을 한다. 실험에서 좌 영상으로부터 블록단위 움직임보상으로 우 영상을 생성했을 때 제안한 방법이 블록평균 정합오차가 가장 작은 것을 확인 할 수 있었다.

A Study on Basic Education for Stereoscopic Film Making System with Max Msp Jitter (Max Msp Jitter를 활용한 실시간 3D 입체영상제작 기초교육시스템에 대한 연구)

  • Hyun, seung-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2011.05a
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    • pp.419-420
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    • 2011
  • 본 논문의 목적은 실시간 인터렉티브가 가능한 3D 입체영상의 구현 방법에 있다. 기존의 입체영상 구현 방식의 광학적이며 하드웨어적인 한계범위를 실시간 구현을 통해 보정해 보는 것과 동시에 색합성을 통한 기초적 입체영상 방법을 실험해봄으로써 입체영상의 제작방법만이 아닌, 상호작용을 통한 입체깊이감의 구현이라는 새로운 기능성을 탐구해 보고자 함에 근본 목적이 있다. 이를 위해 사용된 영상구현시스템은 Max/Msp/Jitter를 사용하였으며, 실질적으로 입체감의 깊이감있는 재현을 위한 실험으로는 피터 위머(Peter Wimmer)가 제안한 애너그리프 합성방법을 사용해 보았다.

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Pattern-based Depth Map Generation for Low-complexity 2D-to-3D Video Conversion (저복잡도 2D-to-3D 비디오 변환을 위한 패턴기반의 깊이 생성 알고리즘)

  • Han, Chan-Hee;Kang, Hyun-Soo;Lee, Si-Woong
    • The Journal of the Korea Contents Association
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    • v.15 no.2
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    • pp.31-39
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    • 2015
  • 2D-to-3D video conversion vests 3D effects in a 2D video by generating stereoscopic views using depth cues inherent in the 2D video. This technology would be a good solution to resolve the problem of 3D content shortage during the transition period to the full ripe 3D video era. In this paper, a low-complexity depth generation method for 2D-to-3D video conversion is presented. For temporal consistency in global depth, a pattern-based depth generation method is newly introduced. A low-complexity refinement algorithm for local depth is also provided to improve 3D perception in object regions. Experimental results show that the proposed method outperforms conventional methods in terms of complexity and subjective quality.

A Study on Expressing 3D Animation by Visual Direction : focused on 〈 How to train your dragon 〉 (시각적 연출에 의한 3D 입체 애니메이션 표현 연구: 〈드래곤 길들이기〉를 중심으로)

  • Kim, Jung-Hyun
    • Cartoon and Animation Studies
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    • s.26
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    • pp.1-30
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    • 2012
  • The purpose of animation is to give interesting stories to an audience through motion. To achieve the purpose, over the past century since its inception, animation has adopted many kinds of technologies, and thus developed diverse narrative methods and visual expression techniques. In addition, with the advancement of expression techniques, all elements making up animation have gradually been systemized, and at the same time, have helped express the worlds beyond the reality. As a result, people have faced the era when an audience can watch everything imaginated by an animation director on a big screen. These days, more efforts have been made in order for the audience to feel much more than enjoy pictures moving in a frame. In other words, the purpose of the animation is changing from the passive viewing of animation to feeling and sensing stuffs through the animation. In the center of the changing process is 3D technology which gives new interesting to an audience. Sometime ago, a 3D animation movie was produced in Korea. But it did not bring out box-office profits, for it failed to give satisfaction to an audience who expected high perfection and beauty being able to be rivalled to those of international 3D animation movies. The failure is attributable to the fact that the domestic 3D animation production industry is merely in the early stage, and has not sufficient human resources, technology, and experiences in producing 3D animation films. Moreover, the problem is that most studies on 3D focus on the technologies related to reenactment, but that few studies on the images, which an audience directly faces, have been conducted. Under the domestic circumstance, the study on stereoscopic image screen of , a 3D stereoscopic animation film which was released in 2010 and has been seen as the best successful 3D stereoscopic animation, is worthwhile. Thus this thesis conducted theoretical consideration and case analysis focusing on the visual direction that creates the pictures to deliver abundant three dimensional effect so that it can be used as a basic data when producing high quality-domestic 3D animation and training professional labor forces. In the result, it was found that the 3D animation was not a new area, but the area which has been expanded and changed by applying the characteristics of 3D image based on the principles of the existing media aesthetics. This study might be helpful to establish the foundation of the theoretical studies necessary for producing 3D animation contents for realizing the sense of reality.

f-MRI with Three-Dimensional Visual Stimulation (삼차원 시각 자극을 이용한 f-MRI 연구)

  • Kim C.Y.;Park H.J.;Oh S.J.;Ahn C.B.
    • Investigative Magnetic Resonance Imaging
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    • v.9 no.1
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    • pp.24-29
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    • 2005
  • Purpose : Instead of conventional two-dimensional (2-D) visual stimuli, three-dimensional (3-D) visual stimuli with stereoscopic vision were employed for the study of functional Magnetic Resonance Imaging (f-MRI). In this paper f-MRI with 3-D visual stimuli is investigated in comparison with f-MRI with 2-D visual stimuli. Materials and Methods : The anaglyph which generates stereoscopic vision by viewing color coded images with red-blue glasses is used for 3-D visual stimuli. Two-dimensional visual stimuli are also used for comparison. For healthy volunteers, f-MRI experiments were performed with 2-D and 3-D visual stimuli at 3.0 Tesla MRI system. Results : Occipital lobes were activated by the 3-D visual stimuli similarly as in the f-MRI with the conventional 2-D visual stimuli. The activated regions by the 3-D visual stimuli were, however, larger than those by the 2-D visual stimuli by $18\%$. Conclusion : Stereoscopic vision is the basis of the three-dimensional human perception. In this paper 3-D visual stimuli were applied using the anaglyph. Functional MRI was performed with 2-D and 3-D visual stimuli at 3.0 Tesla whole body MRI system. The occipital lobes activated by the 3-D visual stimuli appeared larger than those by the 2-D visual stimuli by about $18\%$. This is due to the more complex character of the 3-D human vision compared to 2-D vision. The f-MRI with 3-D visual stimuli may be useful in various fields using 3-D human vision such as virtual reality, 3-D display, and 3-D multimedia contents.

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A Study on User Interface Design According to 3D Menu Type and Control Type for 3D Displays

  • Kim, Jae-Ho;Jung, Sung-Wook;Choe, Jae-Ho;Jung, Eui-S.
    • Journal of the Ergonomics Society of Korea
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    • v.30 no.4
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    • pp.551-562
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    • 2011
  • Objective: We proposed an effective 3D menu manipulation alternative with a usability test. This was performed in a 3D environment with 3D menu and control manipulation methods. Background: As 3D stereoscopic displays became generalized, various 3D applications were being used not just movies, games, but also mobile contents and advertisements. However, when a user interface was designed in a 3D environment, it was lacked that a clear standard and result of an efficiency and usability as like a 2D environment. Method: We implemented 9 kinds of 3D menu types based on 3D menu hierarchies, menu layouts and dimensions. And we extracted 3 representative control types in a 3D environment. We performed usability evaluation with full factorial design for 27 menu alternatives with 2 types of menu manipulation tasks. In this condition, we measured the performance time, subjective discomfort and eye-fatigue. Results: A control type had the significant effect, and the effect of menu types had the different result depending on given tasks. Conclusion: This experiment showed the interaction of menu and control types depended on 3D menu manipulation tasks were significant in a 3D user interface design. Therefore, as a purpose of a 3D menu manipulation task, 3D menu types and control types were should be considered. Application: We supposed this result was should be applied in a 3D menu contents design.