• Title/Summary/Keyword: Various Viewpoint

Search Result 939, Processing Time 0.033 seconds

Viewpoint interpolation of face images using an ellipsoid model (타원체 MODEL을 사용한 얼굴 영상의 시점합성에 관한 연구)

  • Yoon, Na-Ree;Lee, Byung-Uk
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.32 no.6C
    • /
    • pp.572-578
    • /
    • 2007
  • To establish eye contact in video teleconferencing, it is necessary to synthesize a front view image by viewpoint interpolation. We can find the viewing direction of a user, and interpolate an image seen from that viewpoint, which will result in a face image observed from the front. There are two categories of previous research: image based method and model based method. The former is simple to calculate, however, it shows limited performance for complex objects. And the latter is robust to noise while it is computationally expensive. We propose to approximate face images as ellipses and match them to build an ellipsoid and then synthesize a new image from a given virtual camera position. We show that it is simple and robust from various experiments.

A Comparative Study on the Housing Viewpoint between Korean and Chinese University Students (한중 대학생의 주거관에 대한 비교 연구)

  • Hao, Jia;Jo, Young-Mi;An, Ok-Hee;Kim, Jin-Hee
    • Proceeding of Spring/Autumn Annual Conference of KHA
    • /
    • 2009.04a
    • /
    • pp.264-267
    • /
    • 2009
  • Today, our lifestyle and residential culture has been changed have been changed by interchange with various countries in various sides. In order to become an internationally recognized residential environment designer in this environment, we must understand the housing viewpoint of residents in a country first. Therefore, this study was intended to obtain useful material for residential environment design of both countries by comparing the housing viewpoint between Chinese students studying in Korea and Korean students. A questionnaire was conducted on 205 Korean students and 193 Chinese students (Korean race) from Y University in random sampling basis. The result is as follows. First, both Korea and China have a higher ratio of apartments in both current and previous types of house. But, both Korea and China have similar ratios between detached house and apartment for a desired type of house at the time of moving in. Second, Korean and Chinese university students consider and as the most important functions of residence, and Chinese university students consider more functions of residence than Korean students. Third, both Korean and Chinese consider a living room as the most important space among housing spaces, but Chinese consider a private room more importantly than Korean. Fourth, overall satisfaction rate of Korean students for current houses was average, and most Chinese students were generally satisfied with their houses.

  • PDF

Digital Watermarking on Image for View-point Change and Malicious Attacks (영상의 시점변화와 악의적 공격에 대한 디지털 워터마킹)

  • Kim, Bo-Ra;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
    • /
    • v.19 no.3
    • /
    • pp.342-354
    • /
    • 2014
  • This paper deals with digital watermarking methods to protect ownership of image with targeting the ultra-high multi-view or free-view image service in which an arbitrary viewpoint image should be rendered at the user side. The main purpose of it is not to propose a superior method to the previous methods but to show how difficult to construct a watermarking scheme to overcome the viewpoint translation attack. Therefore we target the images with various attacks including viewpoint translation. This paper first shows how high the error rate of the extracted watermark data from viewpoint-translated image by basic schemes of the method using 2DDCT(2D discrete cosine transform) and the one using 2DDWT(2D discrete wavelet transform), which are for 2D image. Because the difficulty in watermarking for the viewpoint-translated image comes from the fact that we don't know the translated viewpoint, we propose a scheme to find the translated viewpoint, which uses the image and the corresponding depth information at the original viewpoint. This method is used to construct the two non-blind watermarking methods to be proposed. They are used to show that recovery of the viewpoint affect a great deal of the error rate of the extracted watermark. Also by comparing the performances of the proposed methods and the previous ones, we show that the proposed ones are better in invisibility and robustness, even if they are non-blind.

A Multi 3D Objects Augmentation System Using Rubik's Cube (루빅스 큐브를 활용한 다 종류 3차원 객체 증강 시스템)

  • Lee, Sang Jun;Kim, Soo Bin;Hwang, Sung Soo
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.8
    • /
    • pp.1224-1235
    • /
    • 2017
  • Recently, augmented reality technology has received much attention in many fields. This paper presents an augmented reality system using Rubiks' Cube which can augment various 3D objects depending on patterns of a Rubiks' cube. The system first detects a cube from an image using partitional clustering and strongly connected graph. Thereafter, the system detects the top side of the cube and finds a proper pattern to determine which object should be augmented. An object corresponding to the pattern is finally augmented according to the camera viewpoint. Experimental results show that the proposed system successfully augments various virtual objects in real time.

Content-based Video Information Retrieval and Streaming System using Viewpoint Invariant Regions

  • Park, Jong-an
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.2 no.1
    • /
    • pp.43-50
    • /
    • 2009
  • This paper caters the need of acquiring the principal objects, characters, and scenes from a video in order to entertain the image based query. The movie frames are divided into frames with 2D representative images called "key frames". Various regions in a key frame are marked as key objects according to their textures and shapes. These key objects serve as a catalogue of regions to be searched and matched from rest of the movie, using viewpoint invariant regions calculation, providing the location, size, and orientation of all the objects occurring in the movie in the form of a set of structures collaborating as video profile. The profile provides information about occurrences of every single key object from every frame of the movie it exists in. This information can further ease streaming of objects over various network-based viewing qualities. Hence, the method provides an effective reduced profiling approach of automatic logging and viewing information through query by example (QBE) procedure, and deals with video streaming issues at the same time.

  • PDF

Contour Plots of Objective Functions for Feed-Forward Neural Networks

  • Oh, Sang-Hoon
    • International Journal of Contents
    • /
    • v.8 no.4
    • /
    • pp.30-35
    • /
    • 2012
  • Error surfaces provide us with very important information for training of feed-forward neural networks (FNNs). In this paper, we draw the contour plots of various error or objective functions for training of FNNs. Firstly, when applying FNNs to classifications, the weakness of mean-squared error is explained with the viewpoint of error contour plot. And the classification figure of merit, mean log-square error, cross-entropy error, and n-th order extension of cross-entropy error objective functions are considered for the contour plots. Also, the recently proposed target node method is explained with the viewpoint of contour plot. Based on the contour plots, we can explain characteristics of various error or objective functions when training of FNNs proceeds.

A Study on the Statistical Probability Instruction through Computer Simulation (컴퓨터 시뮬레이션을 통한 통계적 확률 지도에 대한 연구)

  • Shin Bo-Mi;Lee Kyung-Hwa
    • Journal of Educational Research in Mathematics
    • /
    • v.16 no.2
    • /
    • pp.139-156
    • /
    • 2006
  • The concept of probability in current school mathematics has been dealt with in the classic viewpoint (mathematical probability) and part of the frequency viewpoint and axiomatic viewpoint have been introduced. However, since the exact understanding of the probability concepts is not possible only with the classic viewpoint, we need to research further on methods to complement classic viewpoint and emphasize various aspects of probability concepts (Lee, Kyung Hwa, 1996). Therefore, this study is to find out optimal computer simulation plans in teaching statistical probability. For the purpose, it examines how the nature of mathematical knowledge may be changed when statistical probability is taught with a use of computer simulation based on the Theory of Didactical Situation presented by Brousseau(1997). Next, it identifies how probability curriculum should be reconstituted for introducing statistical probability through computer simulation. Finally, it develops specific teaching materials that introduce statistical probability using computer simulation based on the results obtained.

  • PDF

Graphene Derivatives for Bioanalytical Chemistry

  • Min, Dal-Hee
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2011.02a
    • /
    • pp.10-10
    • /
    • 2011
  • Graphene and graphene derivatives have attracted enormous attention from various research fields for applications in electronic devices, transparent electrodes, biosensors, drug delivery system and surface coatings. In the viewpoint of chemist, the chemical structure of graphene derivatives seems intriguing but detailed structures are being revealed only recently while engineering approaches for various applications are being executed very actively. Recently, several reports are available on interactions of graphene with biomolecules including proteins and nucleic acids. In this talk, I'll introduce recent studies which harness graphene derivatives for developing bioanalytical platforms to quantitatively analyze various enzyme activities. The systems rely on attractive interaction between graphene oxide and nucleic acids or phospholipids.

  • PDF

A Study on the Ontological Meaning of Architectural Space of Suwon Hwaseong from the Viewpoint of Culture-Technology Convergence (문화기술 융합적 관점으로 본 수원 화성 건축공간의 존재론적 의미 연구)

  • Kim, Ji-Eun;Park, Eun-Soo
    • Korean Institute of Interior Design Journal
    • /
    • v.23 no.3
    • /
    • pp.100-107
    • /
    • 2014
  • Traditional architectural space, which is a historical cultural heritage must be connected mutually as a organic flow of various elements such as the environment of the time, political background and values, rather than approaching with fragmentary point of view. The Silhak Philosophy, the basis of late Chosun society developed equity thoughts on the basis of ideology of humanism, and it asserted the promotion of technology and industry as a measure to realize the pursuit of truth which is practically useful. Thus, we could verify the possibility of convergent interpretation of cultural technology of Hwaseong architectural space through the humanistic viewpoint of pioneer spirit of Silhak Philosophy which regards human as a main agent of desire of life, and the pursuit of truth which is useful for reality, and the realization of ethical value by aesthetic practicalism. Based on this, the ontological meaning and value of Suwon Hwaseong by the viewpoint of convergence of culture and technology have been drawn as the construction of planned new town by the practice of filial duty, the plan of city space based on rational values, the realization of a metropolis where self-sufficient economic activities are possible, the introduction of thorough construction management system, the introduction of advanced culture and its creative application, and the application of scientifical knowledges and cutting-edge technology.

Creating Simultaneous Story Arcs Using Constraint Based Narrative Structure (제약 조건 기반 서술구조를 이용한 동시 진행 이야기의 생성)

  • Moon, Sung-Hyun;Kim, Seok-Kyoo;Hong, Euy-Seok;Han, Sang-Yong
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.5
    • /
    • pp.107-114
    • /
    • 2010
  • A nonlinear story is generated through the interactivity with users using the interactive storytelling system. In a play or movie, audiences can watch one scene at a time, and in order to watch next scene, they should wait for the end of current scene. In the real world, however, various events can simultaneously happen at different places, and even those events performed by characters may dramatically affect the flow of the story. This paper suggests Constraint Based narrative structure to create such story, known as "Simultaneous Story Arcs", and "Multi Viewpoint" to simultaneously lead the direction of the stories in each place.