• Title/Summary/Keyword: Viewing Distance

Search Result 117, Processing Time 0.027 seconds

User experience and multi-purposing of stereoscopic content

  • Kawai, Takashi
    • 한국정보디스플레이학회:학술대회논문집
    • /
    • 2009.10a
    • /
    • pp.1095-1098
    • /
    • 2009
  • Stereoscopic (3D) content must be viewable in a variety of visual environments, from 3D theaters to 3D mobile displays. However, the depth sensations provided by 3D media are affected by the viewing conditions, such as screen size, viewing distance, and other factors. This user experience (UX) aspect makes it difficult to create multi-purpose 3D content. This paper describes two study cases in which the authors have focused on the UX and the multi-purposing of 3D content. The first case is an evaluation of 3D image quality on a mobile display. The second case is a trial development of a scalable 3D conversion process.

  • PDF

Visual perception of Fourier rainbow holographic display

  • Choo, Hyon-Gon;Chlipala, Maksymilian;Kozacki, Tomasz
    • ETRI Journal
    • /
    • v.41 no.1
    • /
    • pp.42-51
    • /
    • 2019
  • The rainbow hologram provides views of reconstruction with rainbow color within a large viewing zone. In our recent paper, a Fourier rainbow holographic display using diffraction grating and a white-light LED source was introduced. In this technique, the rainbow effect is realized by the dispersion of white-light source on diffraction grating, while the slit is implemented numerically by reducing the demands of the space-bandwidth product of the display. This paper presents a novel analysis on the visual perception of the Fourier rainbow holographic display using Wigner distribution. The view-dependent appearance of the image, including multispectral field of view and viewing zone, is investigated considering the observer and the display parameters. The resolution of the holographic view is also investigated. For this, a new quantitative assessment for image blur is introduced using Wigner distribution analysis. The analysis is supported with numerical simulations and experimentally captured optical reconstructions for the holograms of the computer model and real object generated with different slit size, reconstruction distance, and different observation conditions.

Implementation of Stereoscopic 3D Video Player System Having Less Visual Fatigue and Its Computational Complexity Analysis for Real-Time Processing (시청피로 저감형 S3D 영상 재생 시스템 구현 및 실시간 처리를 위한 알고리즘 연산량 분석)

  • Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.17 no.12
    • /
    • pp.2865-2874
    • /
    • 2013
  • Recently, most of movies top-ranked in the box office are screening in Stereoscopic 3D, and the world's leading electronics companies such as Samsung and LG are getting the hots for 3DTV sales. However, each person has different binocular disparity and different viewing distance, and thus he or she feels the severe visual fatigue and headaches if he or she is watching 3D content with the same binocular disparity, which is very different from things he or she feels in the real world. To solve this problem, this paper proposes and implement a 3D rendering system that correct the disparity of 3D content by reflecting binocular distance and viewing distance. Then, the computational complexity is analyzed. Optical-flow and Warping algorithms turn out to consume 732 seconds and 5.7 seconds per frame, respectively. Therefore, a dedicated chip-set for both blocks is strongly required for real-time HD 3D display.

Determination of Optimal Position of an Active Camera System Using Inverse Kinematics of Virtual Link Model and Manipulability Measure (가상 링크 모델의 역기구학과 조작성을 이용한 능동 카메라 시스템의 최적 위치 결정에 관한 연구)

  • Chu, Gil-Whoan;Cho, Jae-Soo;Chung, Myung-Jin
    • Proceedings of the KIEE Conference
    • /
    • 2003.11b
    • /
    • pp.239-242
    • /
    • 2003
  • In this paper, we propose how to determine the optimal camera position using inverse kinematics of virtual link model and manipulability measure. We model the variable distance and viewing direction between a target object and a camera position as a virtual link. And, by using inverse kinematics of virtual link model, we find out regions that satisfy the direction and distance constraints for the observation of target object. The solution of inverse kinematics of virtual link model simultaneously satisfies camera accessibility as well as a direction and distance constraints. And we use a manipulability measure of active camera system in order to determine an optimal camera position among the multiple solutions of inverse kinematics. By using the inverse kinematics of virtual link model and manipulability measure, the optimal camera position in order to observe a target object can be determined easily and rapidly.

  • PDF

Design of Ultrasonic Sensor Based Obstacle Recognition Mobile Robot (초음파 센서 기반 장애물 인지 이동 로봇 설계)

  • Moon, Inseok;Hong, Won-Kee;Ryu, Juang-Tak
    • IEMEK Journal of Embedded Systems and Applications
    • /
    • v.6 no.5
    • /
    • pp.327-333
    • /
    • 2011
  • Intelligent robots are widely needed in various areas of industry from extremely dangerous environments to service tasks. For autonomous mobile robots, it is significant to move itself safely to a destination point, recognizing its surroundings. Advances in sensor technology and its applications are achieved in order to develop an intelligent robot. In this paper, a mobile robot with a path-finding algorithm is presented. The path-finding algorithm is the one that does not only find a path to designated destination and also recognizes obstacles on the way, calculating its distance. 10 ultrasonic sensor are mounted on the front and rear of the mobile robot to figure out its position. Specular reflection and wide viewing angle, which are inherent characteristics of ultrasonic waves, cause errors in measuring distance.

A Research on the Development of CAI Courseware on the Motion of Falling Body (낙체운동에 관한 컴퓨터보조학습 코스웨어 개발 연구)

  • Koo, Duk-Gil;Sung, Jae-Soo
    • Journal of The Korean Association For Science Education
    • /
    • v.10 no.2
    • /
    • pp.49-54
    • /
    • 1990
  • The purpose of this paper is to promote the physics study of high school students with computer. A computer simulation for falling motion is used to provide the students a chance to study by themselves viewing the concrete motion pictures of computer. By this simulation program, the students can observe various movements of a falling body with calculated distance according to falling time.

  • PDF

Camera calibration using a circular pattern (원형 표식을 이용한 Camera Calibration에 대한 연구)

  • 한민홍;이상용
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1990.10a
    • /
    • pp.68-72
    • /
    • 1990
  • This paper describes a method of calculating the viewing parameters of a camera using a perspective view of a circular pattern. The proposed method determines the angle of pan, tilt, and swing, as well as the distance from the camera to the reference point of a world coordinate system, using simple equations. The proposed method is so simple and accurate that when used in a well-controled environment as in robot vision systems or visual inspection systems it may even seem trivial.

  • PDF

Implementation of an Emulator for the Integrated Image Reconstruction according to Distance (거리에 따른 집적 영상 복원을 지원하는 에뮬레이터의 구현)

  • Jang, Ha Eun;Lee, Eun Ji;Lee, Yeon Ju;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
    • /
    • v.19 no.3
    • /
    • pp.548-556
    • /
    • 2016
  • Integral imaging is an auto-stereoscopic display method that can produce 3D image of a finite viewing window through an array of micro elemental lenses. Integral imaging requires the pickup part of each elemental images acquisition and display part of reconstruction of the images. The successful reconstructed image depends on various parameters such as distance between lens arrays and display device, focal length of lenses, and a number of the array. In this paper, we present reconstruction emulator for display of Integral imaging in order to adjust parameters for 3D contents reconstruction and to observe the result from different configuration. Especially, we provide the user interface for the emulator to control the distance easily. We have confirmed through various experiments that the emulator adjusted the distance and could check error in the process of creating elemental images.

Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
    • /
    • v.18 no.3
    • /
    • pp.425-434
    • /
    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

A Study on the Landscape Cognition through Paintings of Viewing Falls (『관폭도(觀爆圖)』를 통해 본 경관인식에 관한 기초 연구)

  • Lee, Won-Ho;Ahn, Hye-In;Kim, Jae-Ung;Kim, Dong-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
    • /
    • v.33 no.1
    • /
    • pp.65-75
    • /
    • 2015
  • The findings of basic study on the awareness of falls in terms of Gwanpokdo(Paintings of Viewing Falls) were drawn as follows. First, there is a difference in an esthetic sense that water brings depending on the ratio of falls, and Gwanpokdo(Fall Landscape) in which falls take up more than 20% of the canvas focuses more on falls so that it brings about the awareness of landscape through direct communication with nature. Second, the diagonal composition of the canvas has symmetry between falls and a person viewing the falls, which makes view point even clear. In addition, margins of the canvas were missing due to the effect of True-View Landscape Painting during the late Joseon Dynasty, and overall composition of using the entire canvas became popular. This overall composition is stable and disposed with lopsided composition, so this heightens sense of balance and the meaning of falls. Third, Gwanpokdo(Paintings of Viewing Falls) of Josoen Dynasty showed various types of viewing falls in distant view, but as the distance between falls and persons got closer in the latter part of Joseon Dynasty, falls were no longer utopia but it expressed a sense of beauty and aesthetic contemplation through direct communication with real nature. Fourth, Gwanpokdo(Paintings of Viewing Falls) of Joseon Dynast had many drawings of a person viewing falls and viewing behaviors such as Supyeong gyeong(level landscape), Amgang gyeong(lower landscape), Bugam Gyeong(higher landscape), and glimpse viewing. Fifth, rocks out of landscape elements make falls vivid and are so expressed as yin and yang that falls and rocks are well contrasted with each other, maximizing beautiful scenery of falls. Sixth, woody plant of Gwanpokdo(Paintings of Viewing Falls) was mostly pine trees which symbolized the literati's fidelity and integrity at that time and emphasized the firm meaning of transcending the nature, matching with symbolization of falls.