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A Study on 2D/3D Map Navigation System Based on Virtual Reality (VR 기반 2D/3D Map Navigation 시스템에 관한 연구)

  • Kwon Oh-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.5
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    • pp.928-933
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    • 2006
  • This paper aims to build a 2D/3D map navigation that the user can efficiently operate in terms of feeding attribute information after securing 2D/3D space data. This system provides 2D/3D screen navigation that supports variety of operational visual effects and displays the location that the user is retrieving. Also it presents picture information of buildings with higher resolution and URL, name of store, phone number, other related information. Effectiveness of this system is as follows: first, development and distribution of a new technology of 2D/3D spatial database that changes the previous 2D/3D based system concept to the 2D/3D based one. Second, increase of developmental productivity by utilizing the integrated 2D/3D spatial database for developing various interfaces. Finally, it provides security of the preemptive technological position with world class domestic 2D/3D spatial database technologies.

FFFR-Based Resource Allocation Mechanism for Interference Mitigation of D2D Communications in LTE-Advanced Networks (LTE-Advanced 네트워크에서 간섭 완화를 위한 FFFR 기반의 D2D 자원 할당 기법)

  • Na, Lee Han;Kim, Hyang-Mi;Kim, SangKyung
    • KIPS Transactions on Computer and Communication Systems
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    • v.4 no.1
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    • pp.5-10
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    • 2015
  • D2D (Device-to-Device) communication underlaying LTE-advanced networks is a promising technology to improve the system capacity and spectral efficiency. By sharing the same radio resources with cellular user equipments, D2D communications can significantly enhance the overall spectral efficiency. However, it may cause interference between D2D link and cellular link. Careful resource allocation and interference coordination between cellular and D2D communications are very important and need to be properly handled. This paper proposes a radio resource allocation scheme based on FFFR (Flexible Fractional Frequency Reuse) for D2D communication underlaying cellular networks. The base station selects randomly resource blocks assigned to cellular users, and reuses them for a D2D pair. Through simulations, we have confirmed that the proposed scheme improves the system throughput, reduces the computational complexity, and mitigates the interference of D2D link and cellular link.

Single Image-Based 3D Face Modeling for 3D Printing (3D 프린팅을 위한 단일 영상 기반 3D 얼굴 모델링 연구)

  • Song, Eungyeol;Koh, Wan-Ki;Yu, Sunjin
    • Journal of the Korean Society of Radiology
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    • v.10 no.8
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    • pp.571-576
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    • 2016
  • 3D printing has recently been used in various fields. Among various applications, 3D face data must be generated for 3D face printing. A laser scanner is used to acquire 3D face data, but there is a restriction that a person should not move during scanning. In this paper, we propose a 3D face modeling method based on a single image and a face transformation system to use the generated 3D face for virtual cosmetic surgery. We have defined facial feature points from the 3D face database for 3D face data generation. After extracting feature points from a single face image, 3D face of the input face image is generated corresponding to the 3D face feature points defined from the 3D face database. After 3D face modeling, 3D face modification part is applied for use such as virtual cosmetic surgery.

Resource Allocation Based on Location Information in D2D Cellular Networks (D2D 셀룰러 네트워크에서 위치기반 자원할당)

  • Kang, Soo-Hyeong;Seo, Bang-Won;Kim, Jeong-Gon
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.4
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    • pp.750-757
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    • 2017
  • Recently, mobile internet traffic has rapidly increased as the huge increase of the smart phone and mobile devices. D2D get attention, because D2D is known that it reduce the traffic load of the base station and also improves the reliability of the network performance. However, D2D has a problem that the efficiency decreases as interference is increased. In this paper, we propose a resource allocation scheme to use the resources efficiently when the D2D link share the cellular resources in the cellular network based the uplink. D2D communication utilizes the location information for allocating resources when the eNB know the location of all devices. The proposed scheme select some cellular user using location informations in order to ensure performance of the D2D communication. and D2D link choose cellular user that performs resource allocation using only selected cellular user. Simulation results show optimal value of resource selection in order to ensure most performance of the D2D communication.

Three-dimensional/two-dimensional convertible integral imaging display system using an active mask (동적 마스크를 이용한 3D/2D 변환 집적영상 디스플레이 시스템)

  • Oh, Yongseok;Shin, Donghak;Lee, Byung-Gook;Jeong, Shin-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3055-3062
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    • 2014
  • 3D integral imaging technique with an active mask is capable of displaying real 3D images with high resolution in space. In this paper, we present a novel 3D/2D convertible integral imaging display system using an active mask. For the proposed method, the principles of 3D, 2D, and 3D/2D composed operations are explained according to the displayed images through two LCD panels. In 3D mode, the elemental images and the mask images are displayed in two display panels. On the other hand, the light source image and 2D image are displayed in 2D mode. In addition, 3D/2D mode is obtained using the spatial separation for 3D and 2D modes. To show the feasibility of the proposed method, we carry out the preliminary experiments and present the optical results.

*-NOETHERIAN DOMAINS AND THE RING D[X]N*, II

  • Chang, Gyu-Whan
    • Journal of the Korean Mathematical Society
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    • v.48 no.1
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    • pp.49-61
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    • 2011
  • Let D be an integral domain with quotient field K, X be a nonempty set of indeterminates over D, * be a star operation on D, $N_*$={f $\in$ D[X]|c(f)$^*$= D}, $*_w$ be the star operation on D defined by $I^{*_w}$ = ID[X]${_N}_*$ $\cap$ K, and [*] be the star operation on D[X] canonically associated to * as in Theorem 2.1. Let $A^g$ (resp., $A^{[*]g}$, $A^{[*]g}$) be the global (resp.,*-global, [*]-global) transform of a ring A. We show that D is a $*_w$-Noetherian domain if and only if D[X] is a [*]-Noetherian domain. We prove that $D^{*g}$[X]${_N}_*$ = (D[X]${_N}_*$)$^g$ = (D[X])$^{[*]g}$; hence if D is a $*_w$-Noetherian domain, then each ring between D[X]${_N}_*$ and $D^{*g}$[X]${_N}_*$ is a Noetherian domain. Let $\tilde{D}$ = $\cap${$D_P$|P $\in$ $*_w$-Max(D) and htP $\geq$2}. We show that $D\;\subseteq\;\tilde{D}\;\subseteq\;D^{*g}$ and study some properties of $\tilde{D}$ and $D^{*g}$.

Eye-Catcher : Real-time 2D/3D Mixed Contents Display System

  • Chang, Jin-Wook;Lee, Kyoung-Il;Park, Tae-Soo
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.51-54
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    • 2008
  • In this paper, we propose a practical method for displaying 2D/True3D mixed contents in real-time. Many companies released their 3D display recently, but the costs of producing True3D contents are still very expensive. Since there are already a lot of 2D contents in the world and it is more effective to mix True3D objects into the 2D contents than making True3D contents directly, people became interested in mixing 2D/True3D contents. Moreover, real-time 2D/True3D mixing is helpful for 3D displays because the scenario of the contents can be easily changed on playback-time by adjusting the 3D effects and the motion of the True3D object interactively. In our system, True3D objects are rendered into multiple view-point images, which are composed with 2D contents by using depth information, and then they are multiplexed with pre-generated view masks. All the processes are performed on a graphics processor. We were still able to play a 2D/True3D mixed contents with Full HD resolution in real-time using a normal graphics processor.

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Difference of Time Weighted Averages in Different Setting Ups for Noise Dosimeter (소음노출량측정기의 Set Up 방법간의 시간가중평균값(TWA)의 차이)

  • Yang, Hong Seok;Lee, Kwang Mook;Won, Jung Il
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.5 no.2
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    • pp.193-199
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    • 1995
  • This study was designed to investigate the difference of time weighted average(TWA) of noise levels and noise doses by the different operating parameter settings such as exchange rate, threshold level and criterion level for noise dosimeter in the field measurements of noise at industrial working environments. The time weighted averages of noise level and noise doses for noise working environments were determined by noise dosimeter on 80 workers employed at 20 industrial establishments of 8 industries. The results obtained were as follows: 1. The mean time weighted average(TWA) of the noise working environments by the operating parameter settings showed 93.4 dB(A) in 3 dB of exchange rate, 80 dB of threshold level and 90dB of criterion level 92.0 dB(A) in 3 dB-exchange rate, 90 dB-threshold level and 90 dB-criterion level, in 90.8 dB(A) in 5 dB of exchange rate, 80 dB of threshold level and 90 dB of criterion level, and 86.7 dB(A) in 5 dB of exchange rate, 90 dB of threshold level and 90dB of criterion level. 2. ln group of noise level less than 90 dB(A), mean TWAs of 80 dB of threshold level were significantly higher than that of 90 dB of threshold level in 3 dB and 5 dB of exchange rate. 3. The case exceeded threshold limit value of noise was 49(61.3 %) in 3dB, 80dB and 90 dB setting, 44(55.0 %) in 3 dB, 90 dB, 90 dB setting, 33(41.3 %) in 5 dB, 80dB, 90 dB setting and 26(32.5%) in 5 dB, 90 dB, 90 dB setting. Above considerations in mind, it is suggested that exchange rate and threshold level be specified in related laws and regulations in the evaluation of working environments noise.

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A Study on the producing of Non-realistic 3D Character Animation with the style of 2D Animation (비사실적 3D 캐릭터 애니메이션의 효과적인 2D 애니메이션 스타일 연출 연구)

  • Kim, Sungrae
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.894-898
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    • 2007
  • Now a day, lots of the animations include TV series Animations are made by the technique of 3D Animation. However, 3D Animation obstructs visual elements and deteriorates an acquaintance with the limit of unfamiliar material methods and dispersion of light. For this reason, a large of number of 3D Animations are repacked with the style of 2D Animation. Most of previous studies for the conversion of output 3D Animation to the style of 2D Animation are analysis for 2D rendering techniques. In case of Non-realistic 3D Character Animation, first and foremost it needs investigation of the basic producing method for the 2D Animation is different with the realistic expression way of the one for the 3D animation. For a case study, expression methods for the non-realistic and the non-actuality 2D Character Animation come with impossible ways in the real life. This study for the 3D Animation with the style of 2D Animation is to investigate on the keynote for effective expression methods, when we turn 3D Animation into the style of 2D Animation.

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A Study for the Refractive Error in Middle and High School Pupils on the Basis of Their Glasses Power (안경도수를 근거로 한 중·고등학생의 굴절이상에 관한 연구)

  • Sung, Duk-Yong
    • Journal of Korean Ophthalmic Optics Society
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    • v.8 no.2
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    • pp.169-175
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    • 2003
  • This research reviewed that 83 male subjects. 89 female subjects of middle and high school visited D Optical shop at the downtown of Daegu more than twice from January, 1999 to January, 2003 and obtained the following results by using the visual acuity prescription of them for which D Optical shop was keeping. 1. The classification of correction power for 190 myopia eyes was examined (87 male eyes, 103 female eyes) showed 89 eyes(46.82%) between $0.25D{\leq}3.00D$, 86 eyes(45.26%) between $3.25D{\leq}6.00D$, 15 eyes(7.89%) for over 6.25D. 2. The kind of 154 astigmatism subjects(79 male eyes, 75 female eyes) was direct astigmatism 83.77%, reverse astigmatism 11.69%, oblique astigmatism 4.55%. The cylindrical correction power for astigmatic eyes was 61 eyes(39.61%) between $0.25D{\leq}0.50D$, 60 eyes(38.96%) between 0.50D<1.00D, 121 eyes(78.57%) for less than 1.06D, 6 eyes(0.65%) for over 3.00D. 3. The variation of spherical power showed 161 eyes(46.80%) between $0.00D{\leq}0.50D$, 109 eyes(31.69%) between $0.51D{\leq}1.00D$, 17 eyes(4.94%) for over 2.01D variation. 4. The variation of astigmatic power showed 92 eyes(59.74%) between $0.00D{\leq}0.50D$, 39 eyes(25.32%) between $0.26D{\leq}0.50D$, 10eyes (6.49%) between $0.51D{\leq}0.75D$, 13 eyes(8.44 %) for over 0.76D astigmatic variation. 5. The variation of equivalent spherical power showed 137 eyes(39.83%) between $0.00D{\leq}0.50D$, 126 eyes(36.63%) between $0.51D{\leq}1.00D$, 40 eyes(11.63%) between $1.01D{\leq}1.50D$, 21 eyes(6.10%) between $1.51D{\leq}2.00D$, 20 eyes(5.81%) for over 2.01D variation.

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