• Title/Summary/Keyword: The image of realistic movement

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Expressed Follow Pan's real expression study in a long piece Japanese Animation (일본 장편 애니메이션 작품에 표현된 Follow Pan의 실재감 표현연구)

  • Kim Jea-Ho
    • Journal of Science of Art and Design
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    • v.8
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    • pp.45-61
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    • 2005
  • The 2D animation screen is a screen work that is produced on the plane. So, it is superficial in terms of space. Therefore, we expressed via picture technique that uses the movement of camera and back-ground in order to recreate the image of realistic feeling that has multiple effect. Though all multiple-effects were expressed realistically in the early Disney animation of the United States, Japan used the expression of Follow Pan profoundly to provide the animation with economic expression of picture and the depthof screen in order to realize a new technical expression of limited animation while it was producing TV series works in 1960s. Now it is positively expressed even in the United States, too. This study tries to analyze the example that applied the long piece works of Japan which was expressed via the Follow Pan, that is, the movement of camera, to the real approach.

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VR Journalism's Image Text Analysis - Based on The New York Times' (VR(Virtual Reality) 저널리즘의 영상텍스트 분석 - 뉴욕타임즈의 <난민(THE DISPLACED)>을 중심으로)

  • Park, Man Su;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.173-183
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    • 2017
  • In this research, analysis based on VR journalism outlet the New York Times' was carried out. The image analysis of was done through the frames of angle, shot (size, length, movement), and limited user-directed interaction (point, sound). The result of this is as follows. Firstly, the direction was done using a basis of normal and low angles. Secondly, it was able to be confirmed that the shooting was done in order by medium, full, and long shot. Thirdly, with regard to the length of the shot, most direction was done through long takes. Fourthly, most images came to consist of fixed shots. Lastly, this is limited user-directed interaction. This may be separated into 2 aspects: sound, and movement of the independent free agent. Through these, interaction was guided through free point of view concerning realistic situations to point of view guidance and users. This research may be referred to as foundational research for the further advancement of in-depth discussion pertaining to VR journalism.

4-Dimensional dose evaluation using deformable image registration in respiratory gated radiotherapy for lung cancer (폐암의 호흡동조방사선치료 시 변형영상정합을 이용한 4차원 선량평가)

  • Um, Ki Cheon;Yoo, Soon Mi;Yoon, In Ha;Back, Geum Mun
    • The Journal of Korean Society for Radiation Therapy
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    • v.30 no.1_2
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    • pp.83-95
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    • 2018
  • Purpose : After planning the Respiratory Gated Radiotherapy for Lung cancer, the movement and volume change of sparing normal structures nearby target are not often considered during dose evaluation. This study carried out 4-D dose evaluation which reflects the movement of normal structures at certain phase of Respiratory Gated Radiotherapy, by using Deformable Image Registration that is well used for Adaptive Radiotherapy. Moreover, the study discussed the need of analysis and established some recommendations, regarding the normal structures's movement and volume change due to Patient's breathing pattern during evaluation of treatment plans. Materials and methods : The subjects were taken from 10 lung cancer patients who received Respiratory Gated Radiotherapy. Using Eclipse(Ver 13.6 Varian, USA), the structures seen in the top phase of CT image was equally set via Propagation or Segmentation Wizard menu, and the structure's movement and volume were analyzed by Center-to Center method. Also, image from each phase and the dose distribution were deformed into top phase CT image, for 4-dimensional dose evaluation, via VELOCITY Program. Also, Using $QUASAR^{TM}$ Phantom(Modus Medical Devices) and $GAFCHROMIC^{TM}$ EBT3 Film(Ashland, USA), verification carried out 4-D dose distribution for 4-D gamma pass rate. Result : The movement of the Inspiration and expiration phase was the most significant in axial direction of right lung, as $0.989{\pm}0.34cm$, and was the least significant in lateral direction of spinal cord, as -0.001 cm. The volume of right lung showed the greatest rate of change as 33.5 %. The maximal and minimal difference in PTV Conformity Index and Homogeneity Index between 3-dimensional dose evaluation and 4-dimensional dose evaluation, was 0.076, 0.021 and 0.011, 0.0 respectfully. The difference of 0.0045~2.76 % was determined in normal structures, using 4-D dose evaluation. 4-D gamma pass rate of every patients passed reference of 95 % gamma pass rate. Conclusion : PTV Conformity Index was more significant in all patients using 4-D dose evaluation, but no significant difference was observed between two dose evaluations for Homogeneity Index. 4-D dose distribution was shown more homogeneous dose compared to 3D dose distribution, by considering the movement from breathing which helps to fill out the PTV margin area. There was difference of 0.004~2.76 % in 4D evaluation of normal structure, and there was significant difference between two evaluation methods in all normal structures, except spinal cord. This study shows that normal structures could be underestimated by 3-D dose evaluation. Therefore, 4-D dose evaluation with Deformable Image Registration will be considered when the dose change is expected in normal structures due to patient's breathing pattern. 4-D dose evaluation with Deformable Image Registration is considered to be a more realistic dose evaluation method by reflecting the movement of normal structures from patient's breathing pattern.

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A Study on the Expression and the Sense of Time in Contemporary Architectural Space (현대 건축 공간에 나타나는 시간의 감각과 표현에 관한 연구)

  • Jang, Jung-Jae
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.154-163
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    • 2013
  • This study is aimed to identify the expression and the sense of time in contemporary architectural space. And to classify the system and elements of Zeitlichkeit in the contemporary architectural design. The concept of time can be divided into two meaningful perceptions. Those are the concept of realistic time and the concept of subjective time. These tendencies of theories of architectural space has borrowed from innovations in the sciences, and the whole idea of space-time within art and architecture. Those notions developed through the researches of Bauhaus, Postmodernism, Landscape architecture, Digital Architecture and so forth. The result of this study is that the concepts of time are one of the most important strategies of architectural design and have the various languages which there was not in the past. At the point of the transformation in contemporary architecture, the The concepts of space-time are classified into those from the orders of form and space, from dynamic of the image in the dissolution of architectural form, from traces and steps of movement in dynamic form, and from the systems of commands in the digital softwares. As such, Zeitlichkeit in contemporary architecture means that the architecture moves from the construction of the sensual design elements into Art of life through events and contents which human can experience and recognize. These theories and researches reveal that contemporary architectural movements insert the meaningful stories into architectural space through programs and diagrams.

Using Omnidirectional Images for Semi-Automatically Generating IndoorGML Data

  • Claridades, Alexis Richard;Lee, Jiyeong;Blanco, Ariel
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.5
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    • pp.319-333
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    • 2018
  • As human beings spend more time indoors, and with the growing complexity of indoor spaces, more focus is given to indoor spatial applications and services. 3D topological networks are used for various spatial applications that involve navigation indoors such as emergency evacuation, indoor positioning, and visualization. Manually generating indoor network data is impractical and prone to errors, yet current methods in automation need expensive sensors or datasets that are difficult and expensive to obtain and process. In this research, a methodology for semi-automatically generating a 3D indoor topological model based on IndoorGML (Indoor Geographic Markup Language) is proposed. The concept of Shooting Point is defined to accommodate the usage of omnidirectional images in generating IndoorGML data. Omnidirectional images were captured at selected Shooting Points in the building using a fisheye camera lens and rotator and indoor spaces are then identified using image processing implemented in Python. Relative positions of spaces obtained from CAD (Computer-Assisted Drawing) were used to generate 3D node-relation graphs representing adjacency, connectivity, and accessibility in the study area. Subspacing is performed to more accurately depict large indoor spaces and actual pedestrian movement. Since the images provide very realistic visualization, the topological relationships were used to link them to produce an indoor virtual tour.

Analysis of ATS Verification Results for MSC on KOMPSAT-2

  • Heo H.P.;Kong J.P.;Kim Y.S.;Park J.E.;Youn H.S.;Paik H.Y.
    • Proceedings of the KSRS Conference
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    • 2004.10a
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    • pp.448-451
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    • 2004
  • MSC (Multi-Spectral Camera) system is an electro-optical camera system which is being developed to be installed on KOMPSAT-2 satellite. High resolution image data from MSC system will be transmitted to the ground-station through x-band antenna called APS (Antenna Pointing System). APS is a directional antenna which will point to the receiving antenna at ground station while the satellite is passing over it. The APS needs to be controlled accurately to provide the reliable communication with big RF link margin. The APS is controlled by ATS (Antenna Tracking Software) which is included in the MSC software. ATS uses the closed loop control algorithm which will use TPF (Tracking Parameter File) as an input for antenna position, and will use two resolve readings from APS as a feedback. ATS has been developed and verified using APS QM (Qualification Model) and all the control parameters for ATS have been tested and verified. Various kinds of maximum, nominal and realistic dynamics for the APS movement have been simulated and verified. In this paper, closed loop servo control algorithm and obtained APS position error from the verification test with APS QM will be presented in detail

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Study of Image Production using Steadicam Effects for 3D Camera (3D 카메라 기반 스테디캠 효과를 적용한 영상제작에 관한연구)

  • Lee, Junsang;Park, Sungdae;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.12
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    • pp.3035-3041
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    • 2014
  • The steadicam effects is widely used in production of the 3D animation for natural camera movement. Conventional method for steadicam effects is using keyframe animation technique, which is annoying and time consuming process. Furthermore it is difficult and unnatural to simulate camera movement in real world. In this paper we propose a novel method for representing steadicam effects on virtual camera of 3D animation. We modeled a camera of real world into Maya production tools, considering gravity, mass and elasticity. The model is implemented with Python language, which is directly applied to Maya platform as a filter module. The proposed method reduces production time and improves production environment. It also makes more natural and realistic footage to maximize visual effects.

Interactive Mobile Augmented Reality System using Muscle Sensor and Image-based Localization System through Client-Server Communication (서버/클라이언트 통신을 통한 영상 기반 위치 인식 및 근육 센서를 이용한 상호작용 모바일 증강현실 시스템)

  • Lee, Sungjin;Baik, Davin;Choi, Sangyeon;Hwang, Sung Soo
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.15-23
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    • 2018
  • A lot of games are supposed to play through controller operations, such as mouse and keyboard rather than user's physical movement. These games have limitation that causes the user lack of movement. Therefore, this study will solve the problems that these traditional game systems have through the development of a motion-producing system, and provide users more realistic system. It recognizes the user's position in a given space and provides a mobile augmented reality system that interacts with virtual game characters. It uses augmented reality technology to make users feel as if virtual characters exist in real space and it designs a mobile game system that uses armband controllers that interact with virtual characters.

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Extra-phase Image Generation for Its Potential Use in Dose Evaluation for a Broad Range of Respiratory Motion

  • Lee, Hyun Su;Choi, Chansoo;Kim, Chan Hyeong;Han, Min Cheol;Yeom, Yeon Soo;Nguyen, Thang Tat;Kim, Seonghoon;Choi, Sang Hyoun;Lee, Soon Sung;Kim, Jina;Hwang, JinHo;Kang, Youngnam
    • Journal of Radiation Protection and Research
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    • v.44 no.3
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    • pp.103-109
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    • 2019
  • Background: Four-dimensional computed tomographic (4DCT) images are increasingly used in clinic with the growing need to account for the respiratory motion of the patient during radiation treatment. One of the reason s that makes the dose evaluation using 4DCT inaccurate is a change of the patient respiration during the treatment session, i.e., intrafractional uncertainty. Especially, when the amplitude of the patient respiration is greater than the respiration range during the 4DCT acquisition, such an organ motion from the larger respiration is difficult to be represented with the 4DCT. In this paper, the method to generate images expecting the organ motion from a respiration with extended amplitude was proposed and examined. Materials and Methods: We propose a method to generate extra-phase images from a given set of the 4DCT images using deformable image registration (DIR) and linear extrapolation. Deformation vector fields (DVF) are calculated from the given set of images, then extrapolated according to respiratory surrogate. The extra-phase images are generated by applying the extrapolated DVFs to the existing 4DCT images. The proposed method was tested with the 4DCT of a physical 4D phantom. Results and Discussion: The tumor position in the generated extra-phase image was in a good agreement with that in the gold-standard image which is separately acquired, using the same 4DCT machine, with a larger range of respiration. It was also found that we can generate the best quality extra-phase image by using the maximum inhalation phase (T0) and maximum exhalation phase (T50) images for extrapolation. Conclusion: In the present study, a method to construct extra-phase images that represent expanded respiratory motion of the patient has been proposed and tested. The movement of organs from a larger respiration amplitude can be predicted by the proposed method. We believe the method may be utilized for realistic simulation of radiation therapy.

A study about the improvement plan in production processes of digital entertainment image using the motion capture system (모션캡쳐시스템을 활용한 디지털 엔터테인먼트 영상에서 제작과정상 개선 방안에 관한 연구)

  • Lee, Man-Woo;Yun, Deok-Un;Park, Jin-Seok;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.824-828
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    • 2006
  • Introduction of motion capture system to the field of digital entertainment paved the way to accelerate the development of 3D character animation all the more. Motion capture system has been developed of the level that it can capture the fierce motions of character particularly in the digital game image and improve the dynamic characteristics by capturing the movement of human muscle or express the human's true emotion by capturing wrinkles and expression on face. Such an extension of realistic expression enables them to be used increasingly in movie, TV, advertisement, music video, etc centering around the game industry in the field of digital entertainment. The fact is, however, that many difficulties are held in the image production process compared with the competing countries such as USA and Japan, owing to inferiorities in technical expertise and capital in the image production process using the local motion capture, insufficient professional human resources of motion capture and small size of local motion capture image market. Hence, this study intends to suggest the plan to improve the technical problems in terms of integrated motion capture system, motion capture professional human resources and motion capture in-house program development in the production process of digital entertainment image using the motion capture system by surveying local and overseas examples of image production.

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