• Title/Summary/Keyword: Sense of Cubic Effect

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Depth perception enhancement based on chromostereopsis in a 3D display

  • Hong, JiYoung;Lee, HoYoung;Park, DuSik;Kim, ChangYeong
    • Journal of Information Display
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    • v.13 no.3
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    • pp.101-106
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    • 2012
  • This study was conducted to enhance the cubic effect by representing an image with a sense of three-dimensional (3D) depth, using chromostereopsis, among the characteristics of human visual perception. An algorithm that enhances the cubic effect, based on the theory that the cubic effect of the chromostereoptic effect and the chromostereoptic reversal effect depends on the lightness of the background, classifies the layers of the 3D image input into the foreground, middle, and background layers according to the depth of the image input. It suits the characteristics of human visual perception because it controls the color factor that was adaptively detected through experiments on each layer; and it can achieve an enhanced cubic effect that is suitable for the characteristics of the image input.

A Study on the Application of Visual Depth In Aspects of the Spatial Organization of Architecture (건축공간(建築空間) 구성(構成)에 있어서 시각적(視覺的) 깊이의 활용(活用)에 관(關)한 연구(硏究))

  • Baek, Min-Seok
    • Journal of The Korean Digital Architecture Interior Association
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    • v.3 no.1
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    • pp.1-8
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    • 2003
  • Perceiving the depth of space in the spatial organization of architecture is perceiving spaces as well three dimensions as the fourth dimensions -perceive the time-. Physical depth in architectural space differs from perceptional depth in aspects of not only dimension but also perceptional effects. In this study, the perceptional depth is defined as visual depth and physical depth is depth of space. These purposes of this study are classifying the perceptional effects of visual depth -visual access, sense of variety, dynamic and cubic effect... - and the methods of spatial composition which causes visual depth in architectural space.

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A Study on the Dance Costume in Picasso's Cubic Works (피카소의 입체주의적 작품에 나타난 무용의상에 관한 연구)

  • 정옥임;김경희
    • Journal of the Korean Society of Costume
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    • v.52 no.3
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    • pp.49-60
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    • 2002
  • This study is to study the peculiar world of work that endeavored the stage setting and costume production in Ballet-russe centered around one of 20th representative artist Pablo Picasso and Diaghilev. Picasso worked four pieces ballets such as parade, Le Tricorne, Puchnella, and Le train bleu with Diaghilev. The originality of costume was well represented without losing the whole work's sense of unity. and designed foreasy movement as well as visual effect. As cubic is most common in parade especially, cubic stave costume were introduced at dancing costume of Paris manager and New York manager flrst time in Ballet's history. Picasso used the Cubism for dancer's beautiful appearance and primary color and decoration for oriental feeling. Picasso pursued the beauty and action at the same tome, and tried to represent the stage setting, impersonation and costume towards units, so the Importance of his work has still been referring.

Development of a High Value Added Knit Structure for Middle-aged Women (중년여성을 위한 고부가가치 니트 조직 개발)

  • Lee, Insuk;Kim, Jiyoung
    • Journal of Fashion Business
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    • v.18 no.2
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    • pp.148-165
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    • 2014
  • The purpose of this study is to establish a theory about the necessary structure for knitwear design, and to propose it with the practical data through the actual development of a high value added knit structure. For this study, the market was conducted along with literature reviews on the existing studies and the relevant books about knit structures. The market research aimed at the products released in the spring/summer and fall/winter seasons of 2012-2013, focusing on brand for middle aged women. The utilization of the structure by item and the characteristics of knit design were studied. The research was conducted on S/S products in May and July, and F/W products in October and December. As a result of the market research, it was shown that the lightweight structures with permeability such as plain, lace, links and links, this is repeated and rib structure were frequently utilized during the S/S season, while double structures with good shape stability were greatly utilized during the F/W season. Also, during the F/W season, a cable structure and tubular jacquard that emphasized the volume or cubic effect were frequently used, and there were many jacquard structures where a change of color sense and motive were added. Concerning the knit structures development, the researcher designed the knit structure at the actual production site of the knit fashion. A total of 5 pieces of knit structures were developed by asking a professional for programming and knitting. To the developed structures, the study added a multi-gauged effect, herringbone transformation effect, 3-dimensional surface effect, color effects, geometric patterns, lace penetration effect, and soft surface effect in a water-drop shape. In addition, the structures had differences in the added values by mixing various structures and diversely expressing color sense on the knitting line. This study proposes the direction for 21st century knitwear product design, through the development of a high value added knit structure.

The Accuracy Analysis of 3D Image Generation by Digital Photogrammetry (수치사진측량 기반 3차원영상생성 정확도 분석)

  • 강준묵;엄대용;임영빈
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2003.10a
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    • pp.157-162
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    • 2003
  • The 3D Image which embodies real object to 3D space of computer enables various geometrical analysis as well as visualization of complex 3D shape by giving sense for the real and cubic effect that can not be offered in 2D image. Human gives real object to same physical properties in 3D space imagination world of computer, and it is expected that this enables offering of various information by user strengthening interface between human-computer to observe object in real condition. In this study, formal style routine of 3D image creation applying digital photogrammetry was designed for more practical, highly trusty 3D image creation, and the system was emboded using object-oriented technique which strengthen user interface. Also, the discontinuity information about rock slope using 3D image is acquired that is orientation, persistence, spacing and aperture etc.

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Panoramic-Stereopic Monitoring System for Tele-Operating Excavator by Using Center-viewpoint Corresponding Algorithm (중심시점 일치 알고리즘 기반 원격제어 굴삭기의 파노라믹 입체 모니터링 시스템)

  • Kim, Bong-Seok;Park, Chang-Woo;Jun, Se-Woong;Lee, Jong-Bae
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2007.04a
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    • pp.74-77
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    • 2007
  • In this paper, we propose a system which can display panoramic-stereopic image for tele-operating excavator. the system was implemented by using center-viewpoint corresponding algorithm and image mosaic process. We could obtain remarkable result from the survey among the ex-pert of excavator. We also design a control station with RF transfer module, H.264 codec module and suggested algorithm. Especially, our system shows a superb performance on cubic effect and presence sense of a field of excavating work.

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Shadow Generation By Extracted Point data on Subregion (영역별 데이터 추출에의한 효과적인 그림자 표현)

  • Ko, Chan;Kang, Jung-Ho
    • Journal of the Korea Computer Industry Society
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    • v.3 no.2
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    • pp.217-226
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    • 2002
  • To describe an object realistically is the most important thing in the 3-dimentional space in computer graphics. It is not enough with one or two factors. Several factors should be considered such as perspective sense, cubic effect, material of an object, shadow, strength of light, etc. A shadow algorithm plays an important part in the realistic description of an object. There are many methods to describe a shadow, but it means numerous repeated operations to describe a shadow and it needs much time. We seperate the shadow part and calculate the strength of light for numerous points and it takes much time. This thesis presents a new method to describe a shadow quickly by separating categories maintaining a realistic description of an object.

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The study of stereoscopic editing process with applying depth information (깊이정보를 활용한 입체 편집 프로세스 연구)

  • Baek, Kwang-Ho;Kim, Min-Seo;Han, Myung-Hee
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.225-233
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    • 2012
  • The 3D stereoscopic image contents have been emerging as the blue chip of the contents market of the next generation since the . However, all the 3D contents created commercially in the country have failed to enter box office. It is because the quality of Korean 3D contents is much lower than that of overseas contents and also current 3D post production process is based on 2D. Considering all these facts, the 3D editing process has connection with the quality of contents. The current 3D editing processes of the production case of are using the way that edits with the system on basis of 2D, followed by checking with 3D display system and modifying, if there are any problems. In order to improve those conditions, I suggest that the 3D editing process contain more objectivity by visualizing the depth data applied in some composition work such as Disparity map, Depth map, and the current 3D editing process. The proposed process has been used in the music drama , comparing with those of the film . The 3D values could be checked among cuts which have been changed a lot since those of , while the 3D value of drew an equal result in general. Since the current process is based on an artist's subjective sense of 3D, it could be changed according to the condition and state of the artist. Furthermore, it is impossible for us to predict the positive range, so it is apprehended that the cubic effect of space might be perverted by showing each different 3D value according to cuts in the same space or a limited space. On the other hand, the objective 3D editing by applying the visualization of depth data can adjust itself to the cubic effect of the same space and the whole content equally, which will enrich the 3D contents. It will even be able to solve some problems such as distortion of cubic effect and visual fatigue, etc.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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