• Title/Summary/Keyword: 4차원

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4-Level Balanced Modulation Code for the Mitigation of Two-Dimensional Intersymbol Interference in Holographic Data-Storage Systems (홀로그래픽 데이터 저장장치에서 2차원 심볼 간 간섭을 완화하기 위한 4-레벨 균형 변조부호)

  • Park, Keunhwan;Lee, Jaejin
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.12-17
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    • 2016
  • In the holographic data storage system (HDSS), the data regarding the volume of a storage medium are recorded and read by the page, and the transmission rate and storage capacity can be increased because of two-dimensional, page-oriented data processing; furthermore, the multi-level HDSS can store more than one bit per pixel. For this same reason, however, and unlike conventional data-storage systems, the HDSS is hampered by two-dimensional (2D) intersymbol interference (ISI) and interpage interference (IPI). Progress regarding the published papers on 2D ISI, which is more severe in the multi-level HDSS, continues; however, mitigation of both 2D ISI and IPI in terms of the multi-level HDSS has not yet been studied. In this paper, we therefore propose a 4-level balanced-modulation code that simultaneously mitigates 2D ISI and IPI.

A Case Study of Three Dimensional Human Mimic Phantom Production for Imaging Anatomy Education (영상해부학 교육을 위한 3차원 인체 모사 조형물 제작 사례 연구)

  • Seoung, Youl-Hun
    • Journal of the Korean Society of Radiology
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    • v.12 no.1
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    • pp.71-78
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    • 2018
  • In this study, human mimic phantoms outputted by three-dimensional (3D) printing technology are reported. Polylactic acid and a personal 3D printer - fused deposition modeling (FDM) - are used as the main material and the printing device. The output of human mimic phantoms performed in the following order: modeling, slicing and G-code conversion, output variable setting, 3D output, and post-processing. The students' learning satisfaction (anatomical awareness, study interest) was measured on 5-point Likert scale. After that, Twenty of those phantoms were outputted. The total output took 11,691 minutes (194 hours 85 minutes) and the average output took 584.55 minutes (9 hours 7 minutes). The filament used for the experiment was 2,390.2 g, and the average use of the filament was 119.51 g. The learning satisfaction of anatomical awareness was 4.6 points on the average and the interest of the class was on average 4.5 points. It is expecting that 3D printing technology can enhance the learning effect of imaging anatomy education.

Recent Trends of 3D Reconstruction Technology (3차원 복원 기술 동향)

  • Chu, Chang-U;Park, Ji-Yeong;Kim, Ho-Won;Park, Jeong-Cheol;Im, Seong-Jae;Gu, Bon-Gi
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.1-11
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    • 2007
  • 3차원 복원 기술은 실세계에 존재하는 물체의 3차원 형상과 표면의 색상을 디지털화하는 기술이다. 일반적으로 가상현실, 게임, 애니메이션 등의 컴퓨터 그래픽스에 기반한 응용에서는 숙련된 디자이너가 수작업으로 3차원 모델을 제작하는데, 이는 시간이 많이 소요되고, 디자이너의 숙련도에 따라서 품질의 차이가 많은 단점이 있다. 뿐만 아니라 실세계에 존재하는 물체를 모델링할 때는 일일이 측정을 하는 과정을 거쳐야 하는 단점이 있다. 3차원 복원 기술은 이에 대한 대안으로 연구되고 있는 기술로써, 이미 많은 응용 분야에서 활용되고 있을 뿐만 아니라 새로운 서비스가 꾸준히 창출되고 있는 기술이다. 본 고에서는 3차원 복원 기술을 분류하고, 컴퓨터 비전 분야의 주연구 대상인 영상분석을 통한 3차원 복원 기술에 대해 설명한다. 또한, 3차원 복원 기술의 응용 사례와 상용화된 제품에 대해 설명하고, 향후 발전 방향을 제시한다.

Three Dimensional Audio Technologies for Realistic Broadcasting (실감방송을 위한 3차원 오디오 기술)

  • Jang, D.Y.;Seo, J.I.;Lee, T.J.;Park, G.Y.;Kang, K.O.
    • Electronics and Telecommunications Trends
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    • v.19 no.4 s.88
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    • pp.53-62
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    • 2004
  • 차세대 방송 서비스는 입체감있는 3차원 AV 콘텐츠와 자연스럽게 사용자와 인터랙션하는 대화형 콘텐츠를 기반으로 하는 실감방송으로 변화되어 갈 것으로 예상된다. 이러한 실감방송 서비스에서는 현장감을 효율적으로 나타낼 수 있는 음상 정위 및 음장 재현 등 3차원 오디오 기술과 사용자 인터랙션을 위한 객체기반 오디오 처리 기술들이 필요하다. 본 고에서는 이러한 현장감과 사용자 인터랙션을 통하여 가상현실에 근접한 서비스를 제공하기 위한 대표적인 3차원 오디오 기술의 개발 동향을 살펴본다. 우선 3차원 오디오 기술의 기본 개념 및 개요를 기술하며, 이러한 3차원 오디오 기술에 기반한 대화형 3차원 오디오 기술 개발에 대한 최근 동향을 살펴보고, 국내에서 개발하고 있는 객체기반 3차원 오디오 기술에 대하여 간략히 설명한다.

A Study on the space analysis algorithm for 3D TV image conversion (TV영상의 3차원 변환을 위한 공간분석 알고리즘에 관한 연구)

  • 신강호;김계국
    • Journal of the Korea Society of Computer and Information
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    • v.7 no.4
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    • pp.121-126
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    • 2002
  • The stereoscopic image is that we can see it closer than a real thing compared to 2D image, and it has influence on human's vision information because it is more natural method to feel connections between the spaces of the image and himself. There are several method convert from 2d image to 3d image. But, in this paper, we are propose the image separate algorithm of continuous input system through a spatial analysis, not be done with 2D still image. Additionally, we will adapt to the moving vector which has been used in MPEG. In this experiment, we obtained the effect of 3D image.

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Design of Video Processor for Multi-View 3D Display (다시점 3차원 디스플레이용 비디오 프로세서의 설계)

  • 성준호;하태현;김성식;이성주;김재석
    • Journal of Broadcast Engineering
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    • v.8 no.4
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    • pp.452-464
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    • 2003
  • In this paper, a multi-view 3D video processor was designed and implemented with several FPGAs for real-time applications. The 3D video processor receives 2D images from cameras (up to 16 cameras) and converts then to 3D video format for space-multiplexed 3D display. It can cope with various arrangements of 3D camera systems (or pixel arrays) and resolutions of 3D display. Tn order to verify the functions of 3D video Processor. some evaluation-board were made with five FPGAs.

A Comparative Study of Cultural Dimensions between Korean Original Films and Chinese Remake Films (한국 원작영화와 중국 리메이크영화의 문화차원 비교연구)

  • WU, JUAN
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.339-347
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    • 2019
  • This is a comparative cultural study on the cultural dimensions of the Korean original film and its Chinese remake film. This research is based on the cultural dimension study by Dutch organizing psychologist Geert Hofstede (1991). In this research I have tried to compare cultural dimensions that are shown implicitly in the original Korean film of "Blind" and its Chinese remake, entitled "The Witness", in terms of the narrative structures.

A Study on the Rational Application of 3D Numerical Analysis for Anchored Earth Retaining Wall (앵커지지 흙막이 벽체의 합리적인 3차원 수치해석기법 적용에 관한 연구)

  • Jeong, Sang-Seom;Sim, Jae-Uk;Lee, Sung-June
    • Journal of the Korean Geotechnical Society
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    • v.32 no.4
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    • pp.29-39
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    • 2016
  • This paper presents the results of 2D and 3D finite element simulations conducted to analyze the effects of excavation depth (H), excavation width (L), and ground condition on the behavior of anchored earth retaining wall in inclined ground layers. The results of numerical analyses are compared with those of the site instrumentation analyses. Based on the results obtained, it appeared that 2D numerical analysis tends to overestimate the horizontal displacement of retaining wall compared to the 3D numerical analysis. When the excavation depth is deeper than 20m, it is found that 2D and 3D numerical analysis results of excavation work in soil ground condition are more different from the results in rock ground condition. For an accurate 3D numerical analysis, applying 3D mesh which has an excavation width twice longer than excavation depth is recommended. Consequently, 3D numerical analysis may be able to offer significantly better predictions of movement than 2D analysis.

3D modeling of Korean Traditional House based on BIM for Uploading to Spatial Information Open Platform (공간정보 오픈플랫폼 탑재를 위한 한옥의 BIM 기반 3차원 모델링 연구)

  • Kim, Kyeong-Min;Kim, Chan-Yong;Choi, Yun-Woong;Cho, Gi-Sung
    • Journal of Cadastre & Land InformatiX
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    • v.44 no.2
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    • pp.91-101
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    • 2014
  • This study tried to create 3D object with LOD3 level for Korean traditional house which is atypical structure, upload to spatial information open platform and confirm the possibility for creating 3D-map. And this study tried to create 3D model for Korean traditional house based on BIM, performed 3D modeling for interior spatial information of Korean traditional house and confirm the development possibility of 3D modeling and visualization method of Korean traditional house. Also this study present the possibility of LOD4 level visualization for spatial information of Korean traditional house which is atypical structure, but 3D object with LOD4 level can't be uploaded to Spatial Information Open Platform currently, cause by data volume limitation of spatial information open platform.

A Study on Localization System using 3D Triangulation Algorithm based on Dynamic Allocation of Beacon Node (비컨노드의 동적배치 기반 3차원 삼각측량 알고리즘을 적용한 위치인식 시스템에 대한 연구)

  • Lee, Ho-Cheol;Lee, Dong-Myung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.4B
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    • pp.378-385
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    • 2011
  • The three-dimensional triangulation algorithm that the beacon nodes can be allocated to dynamically in not the experimental region but the practical region is suggested, and the performance of the localization system adapting the suggested algorithm is analyzed. The suggested algorithm adapts the computation method of the three dimensional point that the surfaces of three spheres overlapped, while the traditional triangulation algorithm adapts the computation method of the two dimensional point that three circles are overlapped in order to compute the distance between beacon nodes and mobile node that means a radius. In addition to this, to analyze the performance of the localization system adapting the suggested algorithm, first of all, the allocation layout of beacon nodes is made, and the allocation layout is modeled by selection of ten random distance values between mobile node and beacon nodes for computer simulation of the practical model. Next, the two dimensional coordinator of mobile node that is calculated by the suggested algorithm and the traditional triangulation algorithm is compared with each other. The localization measuring performance about three dimensional coordinator(z axis) of the suggested algorithm is also obtained by comparing with that of the practical model.