• Title/Summary/Keyword: Depth in space

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Evaluation of disc cutter penetration depth of shield TBM in practice (쉴드TBM의 현장 디스크커터 관입깊이에 대한 연구)

  • Kim, Sang-Hwan;Park, In-Joon;Chang, Soo-Ho
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.15 no.3
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    • pp.321-331
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    • 2013
  • This paper describes the evaluation of shield TBM disc cutter penetration depth in practice. In this study the disc cutter penetration depth used to design the excavation speed of tunnel is reviewed. The characteristics of ground encountered in the investigation site are analysed and evaluated. The shield TBM used in the field is reviewed to verify the applicability of machine in the site. The thrust and torque capacities of each TBM disc cutter are also evaluated. Based on the field data, the excavation volume and speed are re-analysed to evaluate the disc cutter penetration depth used in the design stage. It is clearly found that the design value of disc cutter penetration depth needs to modify when estimation of the TBM capacities in very hard rock formation ($S_c$ >150 MPa).

Real-time monitoring system with Kinect v2 using notifications on mobile devices (Kinect V2를 이용한 모바일 장치 실시간 알림 모니터링 시스템)

  • Eric, Niyonsaba;Jang, Jong Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.277-280
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    • 2016
  • Real-time remote monitoring system has an important value in many surveillance situations. It allows someone to be informed of what is happening in his monitoring locations. Kinect v2 is a new kind of camera which gives computers eyes and can generate different data such as color and depth images, audio input and skeletal data. In this paper, using Kinect v2 sensor with its depth image, we present a monitoring system in a space covered by Kinect. Therefore, based on space covered by Kinect camera, we define a target area to monitor using depth range by setting minimum and maximum distances. With computer vision library (Emgu CV), if there is an object tracked in the target space, kinect camera captures the whole image color and sends it in database and user gets at the same time a notification on his mobile device wherever he is with internet access.

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Introducing Depth Camera for Spatial Interaction in Augmented Reality (증강현실 기반의 공간 상호작용을 위한 깊이 카메라 적용)

  • Yun, Kyung-Dahm;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.62-67
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    • 2009
  • Many interaction methods for augmented reality has attempted to reduce difficulties in tracking of interaction subjects by either allowing a limited set of three dimensional input or relying on auxiliary devices such as data gloves and paddles with fiducial markers. We propose Spatial Interaction (SPINT), a noncontact passive method that observes an occupancy state of the spaces around target virtual objects for interpreting user input. A depth-sensing camera is introduced for constructing the virtual space sensors, and then manipulating the augmented space for interaction. The proposed method does not require any wearable device for tracking user input, and allow versatile interaction types. The depth perception anomaly caused by an incorrect occlusion between real and virtual objects is also minimized for more precise interaction. The exhibits of dynamic contents such as Miniature AR System (MINARS) could benefit from this fluid 3D user interface.

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Dwelling Needs of Residents Interested in Urban Cohousing (도시형 코하우징 관심자의 거주요구)

  • Park, Hye-Sun;Ha, Mi-Kyoung
    • Journal of the Korean housing association
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    • v.25 no.6
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    • pp.1-10
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    • 2014
  • The purpose of this study is to gain an in-depth understand of the dwelling needs of residents who are interested in Cohousing. To do this, we interviewed 18 urban residents who wanted a community life; investigated consciousness of neighbor relationships; and analyzed their consciousness of Cohousing residences, preference types, and spatial needs. At first the research has revealed that the neighbor relationships of the participants were not very close and that there was a difference in awareness levels between a 'good neighbor' and 'strange neighbor' with regard to neighbors, though all of the participants required a vitalization of these relationships. Second, Cohousing residence types could be divided into the 'life preferred type' and 'space preferred type', depending on the differences of pursued dwelling interests. These could be further segmented into the 'leisure life preferred type' and 'daily life preferred type', 'public space preferred type' and 'individual space preferred type'. Thirdly, preferences for Cohousing types varied depending on differences in priority with regard to important concepts of the social-physical environment (e.g., community property, effectiveness, naturalness, economic feasibility, and individuality). Finally, we found that the greatest needs were for public gardens and exercise space as aspects of the common spaces. Agreements pertaining to special use were considered as most important during the design process of the common spaces.

A Color Navigation System for Effective Perceived Structure: Focused on Hierarchical Menu Structure in Small Display (지각된 정보구조의 효과적 형성을 위한 색공간 네비게이션 시스템 연구 - 작은 디스플레이 화면상의 위계적 정보구조를 중심으로 -)

  • 경소영;박경욱;박준아;김진우
    • Archives of design research
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    • v.15 no.3
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    • pp.167-180
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    • 2002
  • This study investigates effective ways to help users form a correct mental model of the hierarchical information space (HIS) in small display. The focus is the effect of color cue on understanding the structure and navigating the information space. The concept of color space (CS) corresponds well to the HIS - one color has a unique position in the CS as a piece of information does in HIS. In this study, we empirically examined two types of color cue, namely, categorical and depth cue. Hue was used as a categorical cue and tone was used as a depth cue. In our experiment, we evaluate the effectiveness of the color cues in the mobile internet system. Subjects were asked to perform four searching tasks and four comparison tasks. The results of experiment reveal that the categorical cues significantly improve the user's mental model whereas decrease navigation performances. The depth cues cannot aid in understanding the HIS as well as improve navigation performances. This study concludes with limitations of the study and descriptions of future studies.

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Development of Gate Choice Model of Subway Station (지하철 역사에서의 출구선택 모형 개발)

  • Park, Ji-Hun;Lee, Seung-Jae;Kim, Ju-Yeong
    • Journal of Korean Society of Transportation
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    • v.28 no.1
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    • pp.15-24
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    • 2010
  • Until now, the location and the size of gate are designed by only experience and intuitive use judgement. However there are no studies that investigated how many people will be using each subway gate depending on the location of gates. Therefore, the purpose of this study is to develop a gate choice model of subway station. The most critical element of a gate choice in subway station is the location of pedestrian's destinations. In this study, the development of the regression model is constructed from data of land use characteristic of station vicinity and the number of bus route and the space structure of station vicinity(Depth concept by Space Syntax analysis and total road length of station vicinity) by using the real data of 30 subway station in Seoul. This study found that subway pedestrian flow are mainly determined by three factors; the total floor space of commercial buildings, Total Depth(space structure index of station vicinity), and the number of bus route. The verification of a proposed model is done by using the real gate pedestrian data of two subway station in Seoul; Gang-nam and Yang-jae. The additional study of how to define the gate impact area is analysed. Therefore, this study will provide the theoretical bases in decision of gate location and size when a new subway station is opened in future.

An Image Coding Algorithm for the Representation of the Set of the Zoom Images (Zoom 영상 표현을 위한 영상 코딩 알고리듬)

  • Jang, Bo-Hyeon;Kim, Do-Hyeon;Yang, Yeong-Il
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.38 no.5
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    • pp.498-508
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    • 2001
  • In this paper, we propose an efficient coding algorithm for the zoom images to find the optimal depth and texture information. The proposed algorithm is the area-based method consisting of two consecutive steps, i) the depth extraction step and ii) the texture extraction step. The X-Y plane of the object space is divided into triangular patches and the depth value of the node is determined in the first step and then the texture of the each patch is extracted in the second step. In the depth extraction step, the depth of the node is determined by applying the block-based disparity compensation method to the windowed area centered at the node. In the second step, the texture of the triangular patches is extracted from the zoom images by applying the affine transformation based disparity compensation method to the triangular patches with the depth value extracted from the first step. To improve the quality of image, the interpolation is peformed on the object space instead of the interpolation on the image plane.

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The accuracy of the depth perception of 3-dimensional images (이안식 입체영상에서 심도지각의 정확성에 관한 연구)

  • Cho, Am
    • Journal of the Ergonomics Society of Korea
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    • v.13 no.1
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    • pp.37-46
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    • 1994
  • The accurate error size and discrimination region in the perception of depth amount from 3-dimensional images by the human visual system will be the basic data for the utilization and application of the binocular 3- eimensional image system. This paper is focused on studying the accuracy of the depth amount perceived from 3- dimensional images by the human visual system. From the performed experiment, the following results have been obtained: (1) The depth amount perceived from the binocular 3- dimensional images has been displayed by a proper scale of distance, and found to be imprecise and also have a large variance. (2) In utilizing the binocular 3-dimensional image system, it seems more appropriate to make the images viewed outward rather than inward from the screen in the regard of error and variance. (3) The binocular 3-dimensional image system can be effectively applied to displaying unreal space, for example, the layout of room in design, from the viewpoint of perception characteristics of depth amount.

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Essential Oil Penetration Depth in Prunus sargentii Rehder

  • Ahmed, Sheikh Ali;Hong, Seong-Du;Chun, Su-Kyoung
    • Journal of the Korea Furniture Society
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    • v.18 no.4
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    • pp.307-311
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    • 2007
  • An experiment was conducted to know the essential oil penetration depth in radial and longitudinal direction of Prunus sargentii. Oil penetration depth was found greater than radial flow depth. Vessel conducted oil more than wood fiber. In radial direction, body ray parenchyma was found more permeable than marginal ray parenchyma and it was about 138% times higher. Furthermore penetration depth of oil in intercellular space was greater than ray parenchyma and it was about 250% higher than ray parenchymas. Initial flow speed was found high and then it gradually decreased.

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The accuracy of the depth perception of 3-dimensional images (이안식 입체영상에서 심도지각의 정확성에 관한 연구)

  • Cho, Am
    • Proceedings of the ESK Conference
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    • 1994.04a
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    • pp.19-31
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    • 1994
  • The accurate error size and discrimination region in the perception of depth amount from 3- dimensional images by the human visual system will be the basic data for the utilization and application of the binocular 3 - Dimensional image system. This paper is focused on studying the accuracy of the depth amount perceived from 3-dimensional images by the human visual system. From the performed experiment, the following results have been obtained: (1) The depth amount perceived from the binocular 3-dimensional images has been displayed by a proper scale of distance, and found to be imprecise and also have a large variance. (2) In utilizing the binocular 3-dimensional image system, it seems more appropriate to make the images viewed outward rather than inward from the screen in the regard of error and variance. (3) The binocular 3- dimensional image system can be effectively applied to displaying unreal space, for example, the layout of room in design, from the viewpoint of perception characteristics of depth amount.

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