• Title/Summary/Keyword: S3D contents

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Ergonomic evaluation of stereoscopic contents for a museum exhibition

  • Abe, N.;Ohta, K.;Kawai, T.;Ando, K.;Kakinuma, T.;Fujita, K.;Kudo, N.
    • Journal of Information Display
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    • v.12 no.3
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    • pp.159-165
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    • 2011
  • This research entailed the production of stereoscopic 3D (S3D) contents using 2D-to-S3D conversion for exhibition at a museum and subjective evaluation. Hybrid production combining S3D images of existing live-action videos using the 2D-to-S3D conversion technology and computer graphic ones created via stereo rendering was conducted. Design and control of the chronological analysis of the parallactic angle was conducted on the produced contents, using binocular information as well as subjective evaluations, with the intent of conducting an investigation on the characteristics of such contents from the perspectives of the producers and viewers. An investigation was also conducted on the effects of the viewing position on the impressions of the S3D images.

A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.

An Interactive 3D Mesh Editing System for Printing Object Larger Than the Printing Volume of 3D Printer (3차원 프린터의 출력 볼륨보다 큰 물체를 출력하기 위한 인터랙티브 3차원 메쉬 편집 시스템)

  • Chu, Chang Woo;Kim, Kap Kee;Park, Chang Joon;Choi, Jin Sung
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1619-1625
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    • 2016
  • Recently, as the public interests about the 3D printing technology are increased, various kinds of 3D printers are being released. But, they are limited to use because they cannot fabricate an object which is larger than the printer's printing volume. To relieve this problem, we propose an interactive 3D mesh editing system for 3D printing the object that is larger than the printing volume. The proposed 3D editing system divides the input 3D mesh using the user's line drawings defining cutting planes and it attaches various connectors. The output meshes are guaranteed to fabricate without post-processing. The printed parts can be assembled using the connectors. Our proposed system has an advantage that it can be used easily by non-professional 3D printer users.

Substantive Analysis of Composite Factors Causing Viewer's Discomfort for Stereoscopic 3D Video Contents (시청 불편감을 유발하는 스테레오스코픽 3D 비디오 콘텐츠의 복합적 요인들의 실증적 분석)

  • Kim, Dong Wook;Kim, Woo Youl;Seo, Young Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.3
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    • pp.97-124
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    • 2012
  • This paper analyzes qualitatively the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he (she) feels discomfort during watching a stereo 3D contents. Also we extract the data for the factors in the 3D contents to obtain their quantitative values and the amounts of the temporal changes. Those two sets of data are used to analyze the contents to find the factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity changes, story of the contents, situation or environments of a scene, movement and the position of the camera, color and luminance information as well as disparities themselves. We analyse the various strong and weak factors and their composites to find how much discomfort each factor or composite causes. We also show the situations and their related factors that causes less discomfort than the amount of their disparities.

the 3D Contents DID Image System which Holograms(Clock) (3D 홀로그램을 사용한 (시계)콘텐츠 DID 영상시스템)

  • Yang, Sung-Young;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.139-142
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    • 2012
  • It reflects the value of 2D contents goods. It uses, 3D when holograms DID charm of the goods, the buying power and necessary etc. DID image system are the stamp. 3D holograms and DID image systems, the screen, it plans CMS from the research which it sees and it embodies 3D hologram contents DID image systems. Also charm, also the buying power and analysis, the comparative stamp do satisfaction etc. in about 2D contents and 3D contents and 3D holograms DID.

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A New 3D Depth Reconstruction Method Adaptive to Various Environments (환경 적응적 3D 깊이 재구성 방법)

  • Kim, Jung-Un;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.271-279
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    • 2016
  • The recent development of the HD (High Definition) and UHD (Ultra High Definition) technology allowed the growth of 3D contents market. Yet the majority of the 3D contents in the market are strictly for 6.5 cm inter-ocular distance, causing various visual discomforts for the viewers who have different inter-ocular distance. Moreover, because the 3D contents are created for a fixed viewing distance, the change of the viewing distances when watching 3D contents can also cause visual conflicts. To solve this problem, we devised techniques that consider the environmental information of the viewer watching 3D contents. By analyzing the relationship between viewing distance, inter-ocular distance, and perceived depth, we created an adaptive content viewing system that reflects the viewer's environment to minimize any conflicts in watching 3D contents. From our experiments, we found that the performance of our adaptive content viewing system was reasonable.

Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

Sucess Factor of 3D Movie "Avatar" and the Possibility Analysis of the Korean 3D Contents (아바타 3D영화의 성공요인과 한국형 3D 콘텐츠의 가능성 분석)

  • Cho, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.137-145
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    • 2010
  • Many research works are actively being done due to the 3D contents production technology for global competition through the world. In korea, many experts have taken notice of high quality 3D movies produced by Hollywood. Recently, 3D movie "Avatar" advanced 3D computer graphics based digital production technology is heavily influencing the contents industry in global market. Therefore, In this paper, the success factor of "Avatar"has to be analyzed. Also, the analysis of 3D contents production environment of the domestic and Hollywood is performed. Based on that, we analyzed the factors of threat and opportunity of the Korean 3D contents. Also, Based on the statistical data analysis of the korean film commission, favorable reactions of the korean movie and the government's powerful policy direction, we proposed the successful possibility of the korean 3D contents.

Analysis of Stereo 3D Content Factors Causing Viewer's Discomfort (시청자의 불편감을 유발하는 스테레오 3D 영상 콘텐츠 요소 분석)

  • Kim, Woo-Youl;Seo, Young-Ho;Kim, Dong-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37C no.10
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    • pp.870-887
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    • 2012
  • This paper qualitatively analyzes the stereo 3D content factors causing viewer's discomfort. For this, we perform a subjective test that each subject strokes a specific key whenever he or she feels discomfort during watching stereo 3D contents. Also we extract the quantitative values of the factors in the 3D contents to obtain the temporal changes of the factors. Those two sets of data are used to analyze the contents to find the content factors which cause viewer's discomfort. The factors to be considered are the amount and the frequency of the disparity change, story of the contents, situation or environments of a scene, movement and position of the image or camera, color and luminance information as well as disparities themselves. Most researches have dealt with each factor causing viewer's discomfort but this paper focuses on the composite factors rather than each of them. That is, this paper deals with the various strong and weak factors and their composites causing viewer's discomfort in addition to the big disparities which have been mostly so far.

3D Image Capturing and 3D Content Generation for Realistic Broadcasting (실감방송을 위한 3차원 영상 촬영 및 3차원 콘텐츠 제작 기술)

  • Kang, Y.S.;Ho, Y.S.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.10-16
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    • 2012
  • Stereo and multi-view cameras have been used to capture the three-dimensional (3D) scene for 3D contents generation. Besides, depth sensors are frequently used to obtain 3D information of the captured scene in real time. In order to generate 3D contents from captured images, we need several preprocessing operations to reduce noises and distortions in the images. 3D contents are considered as the basic media for realistic broadcasting that provides photo-realistic and immersive feeling to users. In this paper, we show technical trends of 3D image capturing and contents generation, and explain some core techniques for 3D image processing for realistic 3DTV broadcasting.

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