• 제목/요약/키워드: Viewing Parameter

검색결과 19건 처리시간 0.032초

조망변수 조율을 통한 3 차원 상호작용에서의 깊이 지각 문제 분석 (Role of Viewing Parameters in Minimizing Depth Perception Problem)

  • 이동욱;박진아
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2006년도 학술대회 1부
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    • pp.608-612
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    • 2006
  • 3 차원 공간상에서의 상호작용이란 특정 공간내의 오브젝트를 그 위치와 좌표축에 따라 조작하는 행위를 말한다. 이러한 3 차원 공간상의 상호작용을 행할 때 발생하는 가장 큰 문제중의 하나는 사용자가 현재 조작하고 있는 커서 또는 포인터의 깊이적 위치를 알기 힘들다는 점이며 흔히 깊이 지각문제(Depth Perception Problem)으로 불리 운다. 본 논문은 깊이 지각문제를 발생시키는 기본적인 요소중의 하나를 가상환경을 표현하기 위해 인공적으로 생성된 조망 절두체라고 고려하고 이에 대해서 논의한다. 이를 위하여 3 차원 입력 장치(SensAble PHANToM(R) OmniTM)를 이용한 간단한 위치지정 작업을 다양한 FOV(Field of View)와 VD(Viewing Direction)의 환경에서 피실험자들에게 수행하게 하였다. 결과적으로, 작업환경내의 FOV 변화는 작업수행의 정확도에 영향을 끼쳤으며, VD 의 경우, 사용자가 실제로 작업환경을 보는 것과 유사한 VD 환경이 효율성의 측면에서 보다 더 높은 작업수행 결과를 보였다.

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Hough 변환을 이용한 캐드 기반 삼차원 물체 인식 (CAD-Based 3-D Object Recognition Using Hough Transform)

  • Ja Seong Ku;Sang Uk Lee
    • 전자공학회논문지B
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    • 제32B권9호
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    • pp.1171-1180
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    • 1995
  • In this paper, we present a 3-D object recognition system in which the 3-D Hough transform domain is employed to represent the 3-D objects. In object modeling step, the features for recognition are extracted from the CAD models of objects to be recognized. Since the approach is based on the CAD models, the accuracy and flexibility are greatly improved. In matching stage, the sensed image is compared with the stored model, which is assumed to yield a distortion (location and orientation) in the 3-D Hough transform domain. The high dimensional (6-D) parameter space, which defines the distortion, is decomposed into the low dimensional space for an efficient recognition. At first we decompose the distortion parameter into the rotation parameter and the translation parameter, and the rotation parameter is further decomposed into the viewing direction and the rotational angle. Since we use the 3-D Hough transform domain of the input images directly, the sensitivity to the noise and the high computational complexity could be significantly alleviated. The results show that the proposed 3-D object recognition system provides a satisfactory performance on the real range images.

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게임 방송 콘텐츠 요인과 커뮤니케이터 요인이 몰입 및 시청의도에 미치는 영향에 관한 연구 : e스포츠 게임 중계 방송 콘텐츠를 중심으로 (A Study on the Influence of Game Broadcasting Content Factors and Communicator Factors on Immersion and Viewing Intention : Focusing on e-sports game broadcasting contents)

  • 김유미
    • 한국게임학회 논문지
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    • 제21권3호
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    • pp.39-52
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    • 2021
  • 본 연구의 목적은 e스포츠(electronic sports) 중계방송의 콘텐츠 요인과 커뮤니케이터 요인이 게임 방송 시청의도에 미치는 영향을 몰입이라는 매개변인을 중심으로 살펴보는 것이다. 분석결과, 콘텐츠 요인 즉, 오락성, 창의성 정보성 중 창의성이 몰입에 유의미한 영향을 미치는 것으로 나타났으며, 커뮤니케이터 요인은 소통성과 전문성, 독특성 등이 몰입에 정적인 영향을 주는 것으로 나타났다. 또한 몰입은 게임 방송 시청의도에 유의미한 영향을 주는 것으로 나타났다.

TFT-LCD의 3차원 영상출력을 위한 렌티큘러 렌즈 최적설계 (Optimal Design of Lenticular Lens Sheet for the 3D Display on TFT-LCDs)

  • 김일주;박우상
    • 한국전기전자재료학회논문지
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    • 제22권3호
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    • pp.257-261
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    • 2009
  • In this study, we have researched the optimum design method of the lenticular lens sheet for 3D displays on a TFT-LCD panel, to offer a more stable stereoscopic image, improved 3D quality, and a wider viewing zone. Especially, we have defined the viewing zone width (a parameter denoted as Z) to apply it to the optimum design. The results of this new design method have been compared with the existing design method. As a result, it is revealed that the proposed design method improves the stereoscopic image quality by reducing the black matrix zone width.

강인한 특성을 갖는 MIESF제어기의 설계 (Design of Robust MIESF Controller)

  • 박귀태;이기상;김성호
    • 대한전기학회:학술대회논문집
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    • 대한전기학회 1990년도 추계학술대회 논문집 학회본부
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    • pp.396-401
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    • 1990
  • The objective is to explore design concept for MIESF(Modified Integral error and State Feedback) controller. A method is outlined for designing MIESF controller that provides robust performance despite real parameter uncertainties in the process model. Insight into the design process is gained by viewing the MIESF from the perspective of IMC(Internal Model Control).

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이족 보행 로보트를 위한 3차원 모의 실험기의 개발 (Development of 3D simulator for biped robot)

  • 김민수;이보희;김진걸
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1996년도 한국자동제어학술회의논문집(국내학술편); 포항공과대학교, 포항; 24-26 Oct. 1996
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    • pp.928-931
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    • 1996
  • It is necessary to develop the simulator for the test of stability and torque before the walking experiment of biped robot, because a robot may be damaged in an actual experiment. This thesis deals with the development of three-dimensional simulator for improving efficiency and safety during development and experimentation. The simulator is composed of three parts-solving dynamics, rendering pictures and communicating with the robot. In the first part, the D-H parameter and parameter of links can be loaded from the file and edited in the program. The results are obtained by using the Newton-Euler method and are stored in the file. Through the above process, the proper length of link and driving force can be found by using simulator before designing the robot. The second part is organized so that the user can easily see a specific value or a portion he wants by setting viewing parameters interactively. A robot is also shown as a shaded rendering picture in this part. In the last part, the simulator sends each desired angle of joints to the robot controller and each real angle of joints is taken from the controller and passed to the second part. The safety of the experiment is improved by driving the robot after checking whether the robot can be actuatable or not and whether the ZMP is located within the sole of the foot or not for a specific gait. The state of the robot can be easily grasped by showing the shaded rendering picture which displays the position of the ZMP, the driving force and the shape of robot.

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FEASIBILITY ON GENERATING STEREO MOSAIC IMAGE

  • Noh, Myoung-Jong;Lee, Sung-Hun;Cho, Woo-Sug
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2005년도 Proceedings of ISRS 2005
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    • pp.201-204
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    • 2005
  • Recently, the generation of panoramic images and high quality mosaic images from video sequences has been attempted by a variety of investigations. Among a matter of investigation, in this paper, left and right stereo mosaic image generation utilizing airborne-video sequence images is focused upon. The stereo mosaic image is generated by creating left and right mosaic image which is generated by front and rear slit having different viewing angle in consecutive video frame images. The generation of stereo mosaic image proposed in this paper consists of several processes: camera parameter estimation for each video frame image, rectification, slicing, motion parallax elimination and image mosaicking. However it is necessary to check the feasibility on generating stereo mosaic image as explained processes. Therefore, in this paper, we performed the feasibility test on generating stereo mosaic image using video frame images. In doing so, anaglyphic image for stereo mosaic images is generated and tested for feasibility check.

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Visual Modeling and Content-based Processing for Video Data Storage and Delivery

  • Hwang Jae-Jeong;Cho Sang-Gyu
    • Journal of information and communication convergence engineering
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    • 제3권1호
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    • pp.56-61
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    • 2005
  • In this paper, we present a video rate control scheme for storage and delivery in which the time-varying viewing interests are controlled by human gaze. To track the gaze, the pupil's movement is detected using the three-step process : detecting face region, eye region, and pupil point. To control bit rates, the quantization parameter (QP) is changed by considering the static parameters, the video object priority derived from the pupil tracking, the target PSNR, and the weighted distortion value of the coder. As results, we achieved human interfaced visual model and corresponding region-of-interest rate control system.

Evolution of spatial light modulator for high-definition digital holography

  • Choi, Ji Hun;Pi, Jae-Eun;Hwang, Chi-Young;Yang, Jong-Heon;Kim, Yong-Hae;Kim, Gi Heon;Kim, Hee-Ok;Choi, Kyunghee;Kim, Jinwoong;Hwang, Chi-Sun
    • ETRI Journal
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    • 제41권1호
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    • pp.23-31
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    • 2019
  • Since the late 20th century, there has been rapid development in the display industry. Only 30 years ago, we used big cathode ray tube displays with poor resolution, but now most people use televisions or smartphones with very high-quality displays. People now want images that are more realistic, beyond the two-dimensional images that exist on the flat screen, and digital holography-one of the next-generation displaysis expected to meet that need. The most important parameter that determines the performance of a digital hologram is the pixel pitch. The smaller the pixel pitch, the higher the level of hologram implementation possible. In this study, we fabricated the world-smallest $3-{\mu}m$-pixel-pitch holographic backplane based on the spatial light modulator technology. This panel could display images with a viewing angle of more than $10^{\circ}$. Furthermore, a comparative study was conducted on the fabrication processes and the corresponding holographic results from the large to the small pixel-pitch panels.

Voxel-Based Thickness Analysis of Intricate Objects

  • Subburaj, K.;Patil, Sandeep;Ravi, B.
    • International Journal of CAD/CAM
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    • 제6권1호
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    • pp.105-115
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    • 2006
  • Thickness is a commonly used parameter in product design and manufacture. Its intuitive definition as the smallest dimension of a cross-section or the minimum distance between two opposite surfaces is ambiguous for intricate solids, and there is very little reported work in automatic computation of thickness. We present three generic definitions of thickness: interior thickness of points inside an object, exterior thickness for points on the object surface, and radiographic thickness along a view direction. Methods for computing and displaying the respective thickness values are also presented. The internal thickness distribution is obtained by peeling or successive skin removal, eventually revealing the object skeleton (similar to medial axis transformation). Another method involves radiographic scanning along a viewing direction, with minimum, maximum and total thickness options, displayed on the surface of the object. The algorithms have been implemented using an efficient voxel based representation that can handle up to one billion voxels (1000 per axis), coupled with a near-real time display scheme that uses a look-up table based on voxel neighborhood configurations. Three different types of intricate objects: industrial (press cylinder casting), sculpture (Ganesha idol), and medical (pelvic bone) were used for successfully testing the algorithms. The results are found to be useful for early evaluation of manufacturability and other lifecycle considerations.