• Title/Summary/Keyword: Realistic display

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Trans-disciplinary Approach to Molecular Modeling and Experiment in PDP Materials

  • Takaba, Hiromitsu;Serizawa, Kazumi;Onuma, Hiroaki;Kikuchi, Hiromi;Suzuki, Ai;Sahnoun, Riadh;Koyama, Michihisa;Tsuboi, Hideyuki;Hatakeyama, Nozomu;Endou, Akira;Carpio, Carlos A. Del;Kubo, Momoji;Kajiyama, Hiroshi;Miyamoto, Akira
    • 한국정보디스플레이학회:학술대회논문집
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    • 2008.10a
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    • pp.1441-1444
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    • 2008
  • We developed ultra-accelerated quantum chemical molecular dynamics and spectroscopic characterization simulators for development of PDP materials. By combination of these simulators, realistic structure of PDP materials is drawn on the computer. Furthermore, based on the structures, various properties such as cathode luminescence spectrum and secondary electron emission, is successfully evaluated. The strategy of "Experiment integrated Computational Chemistry" using developed simulators will presented that has the potential in being powerful tool for designing the PDP materials.

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Generation of an eye-contacted view using color and depth cameras (컬러와 깊이 카메라를 이용한 시점 일치 영상 생성 기법)

  • Hyun, Jee-Ho;Han, Jae-Young;Won, Jong-Pil;Yoo, Ji-Sang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.8
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    • pp.1642-1652
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    • 2012
  • 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.

Color Correction of a Projected Image on Colored-Screen for Beam-Projector (유색 스크린에 투영된 빔 프로젝터 영상의 색 보정)

  • Son, Chang-Hwan;Lee, Cheol-Hee;Ha, Yeong-Ho
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.44 no.4 s.316
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    • pp.35-43
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    • 2007
  • With the current trend of digital convergence in mobile phone, imaging devices such as cameras, displays and beam-projectors have been made smaller and become into mobile phones. Especially, built-in beam-projectors (we call it mobile beam-projector hereafter) have been developed to overcome small screen size of mobile display and to provide the realistic image while watching movies or broadcasting. However, mobile beam-projector can project an original image on various colored-screen, different from general data projector with white screen, thereby degrading the image quality of projected images. Therefore, this paper proposed a method of correcting projected images on colored-screens by adapting color constancy theory that has been mainly used for illumination estimation.

A Comparative Study on Didactical Aspects of Fraction Concept and Algorithm Appeared in the Textbook of McLellan, MiC, and Korea (분수 개념과 알고리듬 지도 양상 비교: McLellan, MiC, 한국의 교재를 중심으로)

  • Kang, Heung-Kyu
    • Journal of Educational Research in Mathematics
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    • v.15 no.4
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    • pp.375-399
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    • 2005
  • In this article, I identified many points of commonness and differences at)feared in the fraction units of three conspicuous textbooks -McLellan, MiC and Korea. After that, 1 evaluated these results with reference to more general didactics on which each text-book is based. A background theory of Mc-Lellan's textbook was Dewey's experientialism, and that of MiC was Freudenthal's realistic mathematics education. Through this study, I have reached the fact that these three textbooks could not exhibit the phenomenological wholeness of fraction. Driven by measuring number model which is very abstractive, McLellan's text-book is disregarding the lower level context. MiC textbook, driven by real context, is ignoring higher level model which is close to rational number concept. From an excess of formulation and practice of algorithm, Korea's textbook is overlooking the real context. It is necessary that a textbook which would display the phenomenological wholeness of fraction is developed.

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Improved Radial Sweep Algorithm for 3-dimensional Terrain Modelling (3차원 지형 모델링을 위한 개선된 Radial Sweep 알고리즘)

  • Ryoo, Seung-Taek;Ahn, Chung-Hyun;Yoon, Kyung-Hyun
    • Journal of Korean Society for Geospatial Information Science
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    • v.5 no.2 s.10
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    • pp.77-85
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    • 1997
  • Researches in the field of Computer Graphics and Geographical Information Systems(GIS) have extensively studied the method of photo-realistic landscape modelling, because it have become a commom requirement in applications such as flight simulators, mission rehearsal, and construction planning. A common approach to the display of terrain uses a Digital Elevation Model(DEM). DEM is an evenly spaced array of the terrain elevation data and can be obtained from stereo satellite data. With the DEM data, the process of 3D terrain modelling consists of three steps. The first step is to extract the meaningful data (such as peak, pit, passes...) from DEM data based on LOD(Level Of Detail) criteria. The second is to construct the 3D surface by TIN, which represents a surface as a set of non-overlapping continuous triangular facets of irregular size and shape. The third is a rendering of 3D terrain model. The goal of this research is a construction of 3D terrain with TIN. To do this, we are going to app]y Radial Sweep Algorithm. Radial Sweep Algorithm for generating TIN works quickly and efficiently. However, it does not solve the problem caused by the approximated nature of triangulated surface. To solve this problem, this research derive improved radial sweep algorithms with the optimal triangle definition.

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Fast Stereoscopic 3D Broadcasting System using x264 and GPU (x264와 GPU를 이용한 고속 양안식 3차원 방송 시스템)

  • Choi, Jung-Ah;Shin, In-Yong;Ho, Yo-Sung
    • Journal of Broadcast Engineering
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    • v.15 no.4
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    • pp.540-546
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    • 2010
  • Since the stereoscopic 3-dimensional (3D) video that provides users with a realistic multimedia service requires twice as much data as 2-dimensional (2D) video, it is difficult to construct the fast system. In this paper, we propose a fast stereoscopic 3D broadcasting system based on the depth information. Before the transmission, we encode the input 2D+depth video using x264, an open source H.264/AVC fast encoder to reduce the size of the data. At the receiver, we decode the transmitted bitstream in real time using a compute unified device architecture (CUDA) video decoder API on NVIDIA graphics processing unit (GPU). Then, we apply a fast view synthesis method that generates the virtual view using GPU. The proposed system can display the output video in both 2DTV and 3DTV. From the experiment, we verified that the proposed system can service the stereoscopic 3D contents in 24 frames per second at most.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

A Study on Historical Characteristics and Modern Trend of Torajan Traditional Housing in Indonesia (인도네시아 또라자 전통주거의 역사적 특성과 현대적 양상에 관한 연구)

  • Park, Soon-Kwan
    • Journal of the Korean housing association
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    • v.22 no.3
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    • pp.59-71
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    • 2011
  • The purpose of this study is to investigate the basic historical characteristics and its modern trend of Torajan traditional housing architecture in Sulawesi Province, Indonesia. The Toraja culture belongs to the cosmological culture with Cosmos centric characteristics. A traditional house, being called 'tongkonan' in Toraja region, is more than just a structure, representing the symbol of family identity and tradition. The Torajan architecture is a combination of the myth and cosmos, also regional conditions. With a short description of the general conditions and spiritual values of the Toraja, this paper explains the space-composition, the stylistic characteristics, the ornamental elements, construction, and its modern trend, etc. In general, it is raised on stilts several metres high, with a dramatically boat-shaped roof. Village layout varies according to size. The houses are arranged in a row, side by side, with their front gables facing north. Each house stands opposite its own rice-barn. The houses with their oblong ground-plans, built on piles set on stones. The interior is divided into three or four rooms, having few window. The houses are embellished with carving and paintings, and the facades display engraved and painted geometric and figural designs. The most frequent motif is the buffalo head, ranging from the realistic to the highly stylized. The Torajan traditional housing have experienced radical changes during the Modern period. In spite of the popularity of new modern house-styles, the traditional architectural style is often now constructed as an icon of Toraja identity. This paper will be helpful for understanding regional diversity of the traditional housing in Southeast Asia.

Communication-based Weather Information Display Box (통신 기반 날씨정보 표현 상자)

  • Ha, Dong-won;Shin, Jun-hyun;Hwang, Sang-kyu;Jin, Tae-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.456-458
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    • 2017
  • In this capstone design, weather information using Web API (Application Programming Interface) was obtained from the web and based on the information, a realistic weather displayer was made that enables users to acquire weather information more conveniently and intuitively. To implement this, weather information data according to the region is retrieved through a open API providing weather information. Based on this data, the combination of LED, submersible pump, and humidifier module realized weather effect such as rain, fog, thunder, cloudy, and sunny. You can get weather information from various regions via WiFi and get real-time weather information by retrieving data after a single weather information expression routine. In addition to Wi-Fi, we have also tested the basic performance that enables users to express the desired weather effect by enabling weather expression through Bluetooth communication.

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A Mode Selection Algorithm using Scene Segmentation for Multi-view Video Coding (객체 분할 기법을 이용한 다시점 영상 부호화에서의 예측 모드 선택 기법)

  • Lee, Seo-Young;Shin, Kwang-Mu;Chung, Ki-Dong
    • Journal of KIISE:Information Networking
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    • v.36 no.3
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    • pp.198-203
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    • 2009
  • With the growing demand for multimedia services and advances in display technology, new applications for 3$\sim$D scene communication have emerged. While multi-view video of these emerging applications may provide users with more realistic scene experience, drastic increase in the bandwidth is a major problem to solve. In this paper, we propose a fast prediction mode decision algorithm which can significantly reduce complexity and time consumption of the encoding process. This is based on the object segmentation, which can effectively identify the fast moving foreground object. As the foreground object with fast motion is more likely to be encoded in the view directional prediction mode, we can properly limit the motion compensated coding for a case in point. As a result, time savings of the proposed algorithm was up to average 45% without much loss in the quality of the image sequence.