• Title/Summary/Keyword: Feeling Map

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Development of Stereo Matching Algorithm for the Stereo Endoscopic Image (스테레오 내시경 영상을 위한 입체 정합 알고리즘의 개발)

  • Kim, J.H.;Hwang, D.S.;Shin, K.S.;An, J.S.;Lee, M.H.
    • Proceedings of the KIEE Conference
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    • 1998.07g
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    • pp.2228-2230
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    • 1998
  • This paper presents the development of depth extraction algorithm for the stereoscopic endoscope data using a stereo matching method. generally, the purpose of existing stereo algorithms is to reconstruct stereo object surface and depth map. but the main purpose of our processing is to give exact depth feeling to doctor showing depth information in some points. for this purpose, this paper presents two stereo matching algorithms which are to measure exact depth. one is using variable window, and the other is reference points-based algorithm for a fast processing.

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A 3D Game Character Design Using MAYA (MAYA를 이용한 3D게임 캐릭터 디자인)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1333-1337
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    • 2011
  • 3D engines loading, and expansion of the usable capacity, next-generation smartphone game markets are rising briskly by the improvement in CPU processing speed of Phones (hardware of smartphone). Therefore, in creating 3D game characters, realistic and free-form animations in a small screen of a smartphone are becoming important. Through this paper, as a method of creating characters and operating for game characters to cause user's feeling, with NURBS data of MAYA, We completed a face in turns of eyes, a nose, and a mouth, and with Polygon Cube tool, modeled hands and feet. After dividing a cube into half and modeling it, through mirror copying We completed the whole body and modeled the low-polygon. Then to model realistic and free-form characters, We completed each detail with ZBrush and applied Divide level up to 4. Though they might look rough and exaggerated, We tried to express stuck-out parts and fallen-in parts effectively and smoothly with Smooth brush effect, map and design the low-polygon 3D characters.

Funology Body : Classified Application System Based on Funology and Philosophy of the Human Body (Funology Body : Funology와 '몸의 철학' 이론을 바탕으로 한 어플리케이션 분류 검색 체계 연구)

  • Kihl, Tae-Suk;Jang, Ju-No;Ju, Hyun-Sun;Kwon, Ji-Eun
    • Science of Emotion and Sensibility
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    • v.13 no.4
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    • pp.635-646
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    • 2010
  • This article focuses on Funology and a new classified application system based on concept of language and thought which are formed by body experience. It is defined by Funology Body as that. Funology Body is classifying and searching system which are consisted of a body, world (environment), and device tool. The body is sectioned by Brain, Eyes, Ears, Nose, Mouth, Hand, Torso, Feet, and Heart according as parts of the human body. This allows intuiting and experience searching as making classified system connected to the application relationship with concept of an each part of body. The Brain of the body is sub-classified by Book, Account, Business, Memory, Education, Search, and Aphorism to imply the application with thought. The Eyes take Video, Photography, and Broadcast for visibility. The Ears is categorized as Music, Instrument, Audio, and Radio for hearing. The Nose gets Perfume, Smell for olfactory sense. The Mouth is sectioned by Food, SNS, Chatting, Email, and Blog for eating and communication. The Hand sorts into Games, Kits, and Editing to handle, create, and play. The Torso is grouped by Health, Medical, Dance, Sport, Fashion, and Testyuorself related by protecting internal and meaning of the body core. The Feet is classified by Travel, Transportation, Map, and Outdoor for moving and concept of expanding the terrain. The Heart is consisted of Fear, Anger, Joy, Sadness, Acceptance, Disgust, Expectation, and Surprise for a human feeling. Beyond that, the World takes News, Time, Weather, Map, Fortune, and Shop, and Device tool gets Interface, Utilities. The Funology Body has a unique characteristic of giving intuitive and sensuous pleasure and reflection of users' attitude and taste for changing application flexibly.

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Fun Factors of the Classes for the Gifted Based on Concept Mapping Approach (개념도 분석을 통해서 본 초등 영재수업에서의 '재미' 요인 탐색)

  • Yun, Jahwan;Han, Kisoon
    • Journal of Gifted/Talented Education
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    • v.26 no.2
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    • pp.389-404
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    • 2016
  • This research aims to build a concept map reflecting gifted elementary students' perception on fun factors of the classes for the gifted. Data for this research was gathered through brainstorming of 80 students currently attending classes for the gifted. 10 of them were selected as focus group for classification and evaluation, and 140 gifted-class students were asked of the fun factors for level of agreement after concept map analysis. Results of the research were, first, 46 final statements about fun factors which are categorized into 6 sub-categories ('the gifted class teacher's encouragement and feedback', 'confidence and chance', 'teamwork and intimacy with gifted friends', 'fulfilling, beneficial, and rewarding feeling', 'new and special experiments', 'qualitatively different class level and learning environment'). Second, the gifted students showed highest level of agreement on 'new and special experiments' category among the 6 sub-categories. Implication of this research on the field has been discussed.

Comparison of map display styles of vehicle navigation system on human factors (차량 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jung, Beom-Jin;Baek, Seung-Ryul;Kim, Gi-Beom;Park, Beom
    • Proceedings of the ESK Conference
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    • 1995.10a
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    • pp.208-213
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and lastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other infor- mation service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating -must be considered. The display style must be designed simply and easily, not to be obstacle of human - machine interface. In this study, outside- in view display style and inside-out view display style are compared each other. Tow factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds -Cross, T-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically. The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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Depth map temporal consistency compensation using motion estimation (움직임 추정을 통한 깊이 지도의 시간적 일관성 보상 기법)

  • Hyun, Jeeho;Yoo, Jisang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.2
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    • pp.438-446
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    • 2013
  • Generally, a camera isn't located at the center of display in a tele-presence system and it causes an incorrect eye contact between speakers which reduce the realistic feeling during the conversation. To solve this incorrect eye contact problem, we newly propose an intermediate view reconstruction algorithm using both a color camera and a depth camera and applying for the depth image based rendering (DIBR) algorithm. In the proposed algorithm, an efficient hole filling method using the arithmetic mean value of neighbor pixels and an efficient boundary noise removal method by expanding the edge region of depth image are included. We show that the generated eye-contacted image has good quality through experiments.

Comparison of Map Display Styles of Vehicle Navigation System on Human Factors (자동차 항법장치의 화면표시형태에 대한 인간공학적 비교)

  • Jeong, Peom-Jin;Paek, Sung-Lyeol;Kim, Ki-Peom;Park, Peom
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.18 no.36
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    • pp.49-59
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    • 1995
  • The vehicle navigation system is developed for helping driver to retrieve driving information more easily and fastly. Navigation System informs driver many pieces of driving information - roadway structure and system, on-line traffic condition, the position of vehicle, route guidance, destination and other information service. As the style of information is diverse and the amount of information is large, driver may have mental and visual overload. The display of information can disturb the driver's attention and this can cause accidents. This state is caused by the defect of human-machine interactions. When the navigation system is designed, human factors - cognitive, judgment, operating - must be considered. The display style must be designed simply and easily, not to be obstacle of human -machine interface. In this study, outside-in view display style and inside-out view display style are compared each other. Two factors are measured. One is cognitive factor-time of cognition on information that is displayed by screen display, cognition error rate. The other is image of screen display - subject's feeling about several styles of display, degree of subject's preference. The prototype of roadway is four kinds - Cross, T-cross, Y-cross and O-cross. Roadway display for test is taken from paper maps. Traffic condition display style, vehicle position display style and route guidance display style are taken from current display style. Traffic condition display style is symbol. Vehicle position display style and route guidance display style are described as color and symbol. The test on screen display is implemented doing given tasks. Then the test is analyzed statistically, The result of test analysis gives the guideline to the designer for the map display of the vehicle navigation system.

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The Characteristics of Summarized Activities using Science Notebook for Elementary School Science Gifted (초등과학영재의 과학 노트를 활용한 정리활동 특성분석)

  • Cho, Young Seok;Kang, Ho Kam
    • Journal of Korean Elementary Science Education
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    • v.34 no.1
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    • pp.46-57
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    • 2015
  • The purpose of this study was to analyze the writing styles and features of science writing by using science notebook for elementary school science gifted. The subject of this study was 37 sixth grade elementary school science gifted in P city. The preliminary 1 hour instruction was conducted to explain the usage of science notebook. The summarized activity using science notebook was conducted for 20 minutes following 4 hour lesson. These activities were performed for 8 times. As the result of this study, in The content which is learned today (main learning content)' which is one of components of science note, the writing appears the most frequently in external expression types and features of scientific writing, followed by writing+drawing, drawing, cartoon, writing+cartoon, mind map, table. Science writing which uses inductive thinking appears the most frequently in internal expression types and features of scientific writing, followed by deductive thinking, creative thinking. Among the components of science note, 'thinking and feeling', 'question,' 'one's own thinking of question' which are the components of science note promote the reflective thinking of elementary school student gifted for science.

Shift Control Strategy for Electric Controlled CVT Vehicle (전자 제어 CVT 차량의 변속제어전략)

  • 김동우;김현수
    • Transactions of the Korean Society of Automotive Engineers
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    • v.8 no.3
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    • pp.85-97
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    • 2000
  • In this paper, static and dynamic shift control stategies of CVT speed ratio are suggested. For the static shift control, in order to operate engine on the optimal operating region, a fuzzy control logic is used. In the fuzzy logic, S- factor that is defined as a degree of sportiness is introduced. Simulation results show that the static shift control strategy based on the fuzzy logic selects the optimal operating point automatically between the economy and the sporty mode corresponding to the driver's desire and the driving condition. For the dynamic shift control strategy, a shift speed map is suggested which determines the shift sped as fast or slow based on Δi, the difference between the desired speed ratio id and the actual speed ratio i, and throttle opening. It is seen from the simulation results that the CVT shift speed is determined by the dynamic shift control strategy to provide appropriate performance and comfort for the driver's demand and driving condition. Additionally, experiments are performed to investigate the dynamic performance of the shift speed for the lift foot up. From the experimental results, it is found that improved shift feeling can be obtained by the dynamic shift control strategy when lift foot up occurs.

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A Propagation Control Method Using Codes In The Fractal Deformation (코드를 활용한 프랙탈 변형의 전파 제어 방법)

  • Han, Yeong-Deok
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.119-128
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    • 2016
  • In this paper, we consider an improved deformation method of IFS(iterated function system) fractal using codes of fractal points. In the existing deformation methods, the intermediate results of position dependent partial deformation propagate randomly due to the randomly selected maps of iteration. Therefore, in many cases, the obtained results become somewhat monotonous feeling shapes. To improve these limitations, we propose a method in which the selection of maps are controlled by codes of fractal points. Applying this method, we can obtain interesting fractal deformation conforming with its fractal features. Also, we propose a simple method, incorporating state variables, that can be applied to deformation of some fractal features other than position coordinates.