• 제목/요약/키워드: Projection Mapping

검색결과 193건 처리시간 0.024초

수치지도 좌표체계의 최적화 방안에 관한 연구 (A Study on the Optimization of Coordinate System for Digital Mapping)

  • 김용일;이창노
    • 대한공간정보학회지
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    • 제3권1호
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    • pp.37-44
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    • 1995
  • 국가기본도 평면직각좌표계는 3계로 나뉘어져 있으므로 이를 자동차 항법용 수치지도의 좌표계로 수정없이 적용하면, 좌표계의 경계지역에서 인접도엽간 경계접합시 문제가 발생한다. 따라서, 자동차 항법용 수치지도 좌표계는 분리된 3계의 평면직각좌표계가 갖는 문제를 해결하기 위해 하나의 통일원 새로운 좌표계가 필요하다. 본 연구에서는 투영법에 있어서는 국가기본도 평면직각좌표계와 같은 휭 메느카토르도법을 사용하고 중앙자오선의 위치 및 증대율을 조정하므로서 새로운 자동차 항법용 수치지도좌표계를 설계하였다.

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NOTES ON CARLESON TYPE MEASURES ON BOUNDED SYMMETRIC DOMAIN

  • Choi, Ki-Seong
    • 대한수학회논문집
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    • 제22권1호
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    • pp.65-74
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    • 2007
  • Suppose that $\mu$ is a finite positive Borel measure on bounded symmetric domain $\Omega{\subset}\mathbb{C}^n\;and\;\nu$ is the Euclidean volume measure such that $\nu(\Omega)=1$. Suppose 1 < p < $\infty$ and r > 0. In this paper, we will show that the norms $sup\{\int_\Omega{\mid}k_z(w)\mid^2d\mu(w)\;:\;z\in\Omega\}$, $sup\{\int_\Omega{\mid}h(w)\mid^pd\mu(w)/\int_\Omega{\mid}h(w)^pd\nu(w)\;:\;h{\in}L_a^p(\Omega,d\nu),\;h\neq0\}$ and $$sup\{\frac{\mu(E(z,r))}{\nu(E(z,r))}\;:\;z\in\Omega\}$$ are are all equivalent. We will also show that the inclusion mapping $ip\;:\;L_a^p(\Omega,d\nu){\rightarrow}L^p(\Omega,d\mu)$ is compact if and only if lim $w\rightarrow\partial\Omega\frac{\mu(E(w,r))}{\nu(E(w,r))}=0$.

Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • 제18권2호
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

Implementation of real time VJing responding to user's motion

  • Jung, Haehyun;Kim, Hyunggi
    • International Journal of Internet, Broadcasting and Communication
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    • 제7권2호
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    • pp.41-50
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    • 2015
  • As various media have developed in modern society, frequency of use of interactive media has increased which makes interactive function that uses and handles projection mapping and LED screen in set design of broadcasting, concert, play, musical and EDM(Electronic dance music) in real time possible. Development of various media led today's viewers to have higher cultural desire and the need of various interactive performance contents to receive more attention.[1]. This thesis implemented real time VJing that responds to user's motion based on existing H/W by utilizing real time interactive elements.

Currents in Integrative Biochip Informatics

  • Kim, Ju-Han
    • 한국생물정보학회:학술대회논문집
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    • 한국생물정보시스템생물학회 2001년도 제2회 생물정보 워크샵 (DNA Chip Bioinformatics)
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    • pp.1-9
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    • 2001
  • scale genomic and postgenomic data means that many of the challenges in biomedical research are now challenges in computational sciences and information technology. The informatics revolutions both in clinical informatics and bioinformatics will change the current paradigm of biomedical sciences and practice of clinical medicine, including diagnostics, therapeutics, and prognostics. Postgenome informatics, powered by high throughput technologies and genomic-scale databases, is likely to transform our biomedical understanding forever much the same way that biochemistry did a generation ago. In this talk, 1 will describe how these technologies will in pact biomedical research and clinical care, emphasizing recent advances in biochip-based functional genomics. Basic data preprocessing with normalization and filtering, primary pattern analysis, and machine teaming algorithms will be presented. Issues of integrated biochip informatics technologies including multivariate data projection, gene-metabolic pathway mapping, automated biomolecular annotation, text mining of factual and literature databases, and integrated management of biomolecular databases will be discussed. Each step will be given with real examples from ongoing research activities in the context of clinical relevance. Issues of linking molecular genotype and clinical phenotype information will be discussed.

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STRONG CONVERGENCE OF EXTENDED GENERAL VARIATIONAL INEQUALITIES AND NONEXPANSIVE MAPPINGS

  • Chen, Jun-Min;Zhang, Li-Juan;He, Zhen
    • East Asian mathematical journal
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    • 제26권1호
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    • pp.59-67
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    • 2010
  • In this paper, we suggest and analyze some three step iterative scheme for finding the common elements of the set of the solutions of the extended general variational inequalities involving three operators and the set of the fixed points of nonexpansive mappings. We also consider the convergence analysis of suggested iterative schemes under some mild conditions. Since the extended general variational inequalities include general variational inequalities and several other classes of variational inequalities as special cases, results obtained in this paper continue to hold for these problems. Results obtained in this paper may be viewed as a refinement and improvement of the previously known results.

TangibleScreen 객체중심 프로젝션을 통한 상호작용성 향상 (TangibleScreen : Enhancing Interactivity through Object-centric Projection)

  • 신선형;김정현
    • 한국컴퓨터그래픽스학회논문지
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    • 제9권1호
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    • pp.19-27
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    • 2003
  • Most interaction schemes in virtual environment are indirect in one way or another. ln particular, without a haptic device (which introduces its own problems due to its cumbersomeness), users must rely on visual (or/and aural) feedback, and can not directly appreciate the 3Dness of the interaction object even with stereoscopy. This causes a drop in object presence because people are used to, for instance, observing objects in one's hand, rotating and manipulating them with physical contact. To alleviate this problem, this paper proposes a hand-held cubic screen, named TangibleScreen, on which the appearance of the target interaction object is projected. We choose the Relief Texture Mapping as the rendering method to correctly generate the viewer dependent textures to be projected on the non-planar surfaces of the TangibleScreen.

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실시간 볼륨 광선 투사법을 위한 자료구조 (A Data Structure for Real-time Volume Ray Casting)

  • 임석현;신병석
    • 한국컴퓨터그래픽스학회논문지
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    • 제11권1호
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    • pp.40-49
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    • 2005
  • Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.

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An Object Representation System Using Virtual Space Coordinates

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • 제8권4호
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    • pp.411-415
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    • 2010
  • Conventional Augmented Reality has used data gloves or markers for smooth interaction between objects and background. This causes inconvenience of use and lower immersion. To build up immersion in Augmented Reality, additional input devices must be removed. For this purpose, accurate recognition of space coordinates is needed even with no attachment of markers. This paper proposes a method to create virtual space coordinates for interaction without wearing additional input devices so as to improve immersion in Augmented Reality. The acquired image was projected to 2D space and vanishing lines were extracted to calculate the virtual space coordinates. Then the sizes of the inserted objects were varied in accordance with the size of the virtual coordinates area based on the image projected onto the 2D coordinates. This resulted in improved immersion. This method can increase the efficiency of object creation by excluding the use of a 3D modeler for creation of 3D objects.

다중 물체 인식 기술 기반 프로젝션 매핑 시스템의 설계 (Design of Projection Mapping System based on Multiple Object Detection)

  • 조인재;전성환;최유주
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2016년도 춘계학술발표대회
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    • pp.723-725
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    • 2016
  • 본 논문에서는 프로젝션 기반 증강현실의 초기 캘리브레이션 단계에서 수동화 작업 절차를 줄이기 위하여 위치가 변화하는 다중 물체의 위치를 자동으로 추출하여 가상이미지를 투사하기 위한 실시간 마스킹 기반 프로젝션 매핑 기법을 제안하다. 이를 위하여 카메라 영상으로부터 실재하는 여러 개의 3차원 물체의 영역을 인식하고, 프로젝션 되는 가상 이미지의 디스플레이 영역을 자동으로 계산하는 절차를 제시한다. 제안 방법을 적용한 프로젝션 매핑 프로토타입 시스템을 설계 구현하고, 동적 배경이 결합된 프로젝션 매핑 콘텐츠 제작 결과를 제시한다.