• Title/Summary/Keyword: Viewing-angle

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Determination of Weaving Section at Highway Collector-Distrivutor (집산로가 설치된 고속도로 위빙구간 유출입부 설계기준 제시)

  • Oh, Jaechul;Kim, Yoon Mi;Lee, Hyung Mu;Ha, Tae Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.38 no.6
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    • pp.879-885
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    • 2018
  • The highway weaving section is a point where there is a conflict caused by entry and exit vehicles. In order to minimize the impact on the main line, an accumulation line should be installed. The design speed of the collecting part is 50 km/h, but the actual driver does not have proper deceleration according to the design speed. In this study, considering the driving behaviors, the design specification, and the driver 's viewing angle, the appropriate separation distance for safe entry and exit of collecting, connecting, and collecting roads was examined. As a result of the analysis, it is found that a distance of 60m is required from the point where the merging starts. The results of this study are expected to contribute to the improvement of driver safety due to the conflict between entry and exit vehicles when applied to the weaving section where collecting roads are installed.

Image Stitching focused on Priority Object using Deep Learning based Object Detection (딥러닝 기반 사물 검출을 활용한 우선순위 사물 중심의 영상 스티칭)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.882-897
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    • 2020
  • Recently, the use of immersive media contents representing Panorama and 360° video is increasing. Since the viewing angle is limited to generate the content through a general camera, image stitching is mainly used to combine images taken with multiple cameras into one image having a wide field of view. However, if the parallax between the cameras is large, parallax distortion may occur in the stitched image, which disturbs the user's content immersion, thus an image stitching overcoming parallax distortion is required. The existing Seam Optimization based image stitching method to overcome parallax distortion uses energy function or object segment information to reflect the location information of objects, but the initial seam generation location, background information, performance of the object detector, and placement of objects may limit application. Therefore, in this paper, we propose an image stitching method that can overcome the limitations of the existing method by adding a weight value set differently according to the type of object to the energy value using object detection based on deep learning.

Extremely High-Definition Computer Generated Hologram Calculation Algorithm with Concave Lens Function (오목 렌즈 함수를 이용한 초 고해상도 Computer generated hologram 생성 기법)

  • Lee, Chang-Joo;Choi, Woo-Young;Oh, Kwan-Jung;Hong, Keehoon;Choi, Kihong;Cheon, Sang-Hoon;Park, Joongki;Lee, Seung-Yeol
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.836-844
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    • 2020
  • A very large number of pixels is required to generate a computer generated hologram (CGH) with a large-size and wide viewing angle equivalent to that of an analog hologram, which incurs a very large amount of computation. For this reason, a high-performance computing device and long computation time were required to generate high-definition CGH. To solve these problems, in this paper, we propose a technique for generating high-definition CGH by arraying the pre-calculated low-definition CGH and multiplying the appropriately-shifted concave lens function. Using the proposed technique, 0.1 Gigapixel CGH recorded by the point cloud method can be used to calculate 2.5 Gigapixels CGH at a very high speed, and the recorded hologram image was successfully reconstructed through the experiment.

Uncertainty analysis of BRDF Modeling Using 6S Simulations and Monte-Carlo Method

  • Lee, Kyeong-Sang;Seo, Minji;Choi, Sungwon;Jin, Donghyun;Jung, Daeseong;Sim, Suyoung;Han, Kyung-Soo
    • Korean Journal of Remote Sensing
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    • v.37 no.1
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    • pp.161-167
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    • 2021
  • This paper presents the method to quantitatively evaluate the uncertainty of the semi-empirical Bidirectional Reflectance Distribution Function (BRDF) model for Himawari-8/AHI. The uncertainty of BRDF modeling was affected by various issues such as assumption of model and number of observations, thus, it is difficult that evaluating the performance of BRDF modeling using simple uncertainty equations. Therefore, in this paper, Monte-Carlo method, which is most dependable method to analyze dynamic complex systems through iterative simulation, was used. The 1,000 input datasets for analyzing the uncertainty of BRDF modeling were generated using the Second Simulation of a Satellite Signal in the Solar Spectrum (6S) Radiative Transfer Model (RTM) simulation with MODerate Resolution Imaging Spectroradiometer (MODIS) BRDF product. Then, we randomly selected data according to the number of observations from 4 to 35 in the input dataset and performed BRDF modeling using them. Finally, the uncertainty was calculated by comparing reproduced surface reflectance through the BRDF model and simulated surface reflectance using 6S RTM and expressed as bias and root-mean-square-error (RMSE). The bias was negative for all observations and channels, but was very small within 0.01. RMSE showed a tendency to decrease as the number of observations increased, and showed a stable value within 0.05 in all channels. In addition, our results show that when the viewing zenith angle is 40° or more, the RMSE tends to increase slightly. This information can be utilized in the uncertainty analysis of subsequently retrieved geophysical variables.

A Study on VR Game Production Techniques to Improvement of Visual Immersion (시각적 몰입감 향상을 위한 VR 게임 제작 기법 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.457-462
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    • 2021
  • This study is about production techniques that can improve visual immersion in VR games. First, we reviewed the theory of VR games, current status, visual and immersion through prior work, and selected samples to extract key components that can improve visual immersion in VR games. and, VR games were produced and developed by applying the concept of COVID-19, which is currently popular around the world. As a result, the resolution of technical Element's, frame rate, viewing angle, brightness of lighting, design quality, and Contextual Element's storytelling, background, directing, color, texture, interest and fun because is Significant results that can induce and improve immersion were obtained, and in the end, smooth gameplay was realized. Through this research process and results, it is expected that it will be a basic data in the field of production and development of VR games that can induce and improve users' visual immersion in the future.

Testing the Consistency of Unified Scheme of Seyfert Galaxies

  • Iyida, Evaristus U.;Eya, Innocent O.;Eze, Christian I.
    • Journal of Astronomy and Space Sciences
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    • v.39 no.2
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    • pp.43-50
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    • 2022
  • The unified scheme of Seyfert galaxies hypothesizes that the observed differences between the two categories of Seyfert galaxies, type 1 (Sy1) and type 2 (Sy2) are merely due to the difference in the orientation of the toroidal shape of the obscuring material in the active galactic nuclei. We used in this paper, a sample consisting of 120 Seyfert galaxies at 1.40 × 109 Hz in radio, 2.52 × 1017 Hz in X-ray and 2.52 × 1023 Hz in γ-ray luminosities observed by the Fermi Large Area Telescope (Fermi-LAT) in order to test the unified scheme of radio-quiet Seyfert galaxies. Our main results are as follows: (i) We found that the distributions of multiwave luminosities (Lradio, LX-ray, and Lγ-ray) of Sy1 and Sy2 are completely overlapped with up to a factor of 4. The principal component analysis result reveals that Sy1 and Sy2 also occupy the same parameter spaces, which agrees with the notion that Sy1 and Sy2 are the same class objects. A Kolmogorov-Smirnov test performed on the sub-samples indicates that the null hypothesis (both are from the same population) cannot be rejected with chance probability p ~ 0 and separation distance K = 0.013. This result supports the fact that there is no statistical difference between the properties of Sy1 and Sy2 (ii) We found that the coefficient of the best-fit linear regression equation between the common properties of Sy1 and Sy2 is significant (r > 0.50) which plausibly implies that Sy1 and Sy2 are the same type of objects observed at different viewing angle.

An Acceleration Method for Processing LiDAR Data for Real-time Perimeter Facilities (실시간 경계를 위한 라이다 데이터 처리의 가속화 방법)

  • Lee, Yoon-Yim;Lee, Eun-Seok;Noh, Heejeon;Lee, Sung Hyun;Kim, Young-Chul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.101-103
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    • 2022
  • CCTV is mainly used as a real-time detection system for critical facilities. In the case of CCTV, although the accuracy is high, the viewing angle is narrow, so it is used in combination with a sensor such as a radar. LiDAR is a technology that acquires distance information by detecting the time it takes to reflect off an object using a high-power pulsed laser. In the case of lidar, there is a problem in that the utilization is not high in terms of cost and technology due to the limitation of the number of simultaneous processing sensors in the server due to the data throughput. The detection method by the optical mesh sensor is also vulnerable to strong winds and extreme cold, and there is a problem of maintenance due to damage to animals. In this paper, by using the 1550nm wavelength band instead of the 905nm wavelength band used in the existing lidar sensor, the effect on the weather environment is strong and we propose to develop a system that can integrate and control multiple sensors.

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The Impact of Emotion on Focused Attention in a Flanker Task (수반자극과제에서 정서가 초점주의에 미치는 영향)

  • Park, Tae-Jin;Park, Sun-Hee
    • Korean Journal of Cognitive Science
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    • v.22 no.4
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    • pp.385-404
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    • 2011
  • We examined how emotional background stimuli influence focused attention in a flanker task. An IAPS picture was presented for 1,000ms in advance, then a target and two flanker letters were presented against the IAPS picture for 200ms(Experiment 1). The flanking stimuli were simultaneously presented on the left and right sides of the target stimulus with distance of $0.5^{\circ}C$, $1^{\circ}C$, or $1.5^{\circ}C$ visual angle. We investigated the flanker compatibility effect that identification of target would be faster when they were flanked by identical(compatible) stimuli than when they were flanked by different(incompatible) stimuli. Results of Experiment 1 revealed that the flanker compatibility effect depended not only on the distance of flankers but also on the valence of a background IAPS pictures. Positive and neutral pictures showed distance effect that the flanker compatibility effect was decreased as the farther the distance was, while negative pictures showed no di stance effect. Positive and neutral pictures showed compatibility effects at all distance conditions, but negative pictures didn't showed compatibility effect at $1.5^{\circ}C$ distance condition. In Experiment 2, the SOA(Stimulus Onset Asynchrony) between the picture and the stimuli of flanker task was manipulated. The flanking stimuli were presented simultaneously on the left and right sides of the target stimulus with a distance of either $0.5^{\circ}C$ or $1.5^{\circ}C$ visual angle. The results of Experiment 2 showed that flanker compatibility effect depends on SOA. At long SOA(2800ms), negative pictures showed no distance effect, but positive or neutral pictures did. All valence conditions of background pictures showed compatibility effects at $0.5^{\circ}C$ distance condition, but didn't showed compatibility effect at $1.5^{\circ}C$ distance condition. At short SOA(100ms), all valence conditions of background pictures showed distance effect, and showed compatibility effects with the exception of negative background pictures at $1.5^{\circ}C$ distance condition. These findings suggest that the scope of visual attention becomes narrower when viewing negative emotional stimuli and becomes broadened when viewing positive emotional stimuli. The narrowed scope of attention in negative emotion lasts longer, while the broaden scope of attention in positive emotion lasts shorter.

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Retrieval of Fire Radiative Power from Himawari-8 Satellite Data Using the Mid-Infrared Radiance Method (히마와리 위성자료를 이용한 산불방사열에너지 산출)

  • Kim, Dae Sun;Lee, Yang Won
    • Journal of Korean Society for Geospatial Information Science
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    • v.24 no.4
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    • pp.105-113
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    • 2016
  • Fire radiative power(FRP), which means the power radiated from wildfire, is used to estimate fire emissions. Currently, the geostationary satellites of East Asia do not provide official FRP products yet, whereas the American and European geostationary satellites are providing near-real-time FRP products for Europe, Africa and America. This paper describes the first retrieval of Himawari-8 FRP using the mid-infrared radiance method and shows the comparisons with MODIS FRP for Sumatra, Indonesia. Land surface emissivity, an essential parameter for mid-infrared radiance method, was calculated using NDVI(normalized difference vegetation index) and FVC(fraction of vegetation coverage) according to land cover types. Also, the sensor coefficient for Himawari-8(a = 3.11) was derived through optimization experiments. The mean absolute percentage difference was about 20%, which can be interpreted as a favourable performance similar to the validation statistics of the American and European satellites. The retrieval accuracies of Himawari FRP were rarely influenced by land cover types or solar zenith angle, but parts of the pixels showed somewhat low accuracies according to the fire size and viewing zenith angle. This study will contribute to estimation of wildfire emissions and can be a reference for the FRP retrieval of current and forthcoming geostationary satellites in East Asia.

Images Grouping Technology based on Camera Sensors for Efficient Stitching of Multiple Images (다수의 영상간 효율적인 스티칭을 위한 카메라 센서 정보 기반 영상 그룹핑 기술)

  • Im, Jiheon;Lee, Euisang;Kim, Hoejung;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.713-723
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    • 2017
  • Since the panoramic image can overcome the limitation of the viewing angle of the camera and have a wide field of view, it has been studied effectively in the fields of computer vision and stereo camera. In order to generate a panoramic image, stitching images taken by a plurality of general cameras instead of using a wide-angle camera, which is distorted, is widely used because it can reduce image distortion. The image stitching technique creates descriptors of feature points extracted from multiple images, compares the similarities of feature points, and links them together into one image. Each feature point has several hundreds of dimensions of information, and data processing time increases as more images are stitched. In particular, when a panorama is generated on the basis of an image photographed by a plurality of unspecified cameras with respect to an object, the extraction processing time of the overlapping feature points for similar images becomes longer. In this paper, we propose a preprocessing process to efficiently process stitching based on an image obtained from a number of unspecified cameras for one object or environment. In this way, the data processing time can be reduced by pre-grouping images based on camera sensor information and reducing the number of images to be stitched at one time. Later, stitching is done hierarchically to create one large panorama. Through the grouping preprocessing proposed in this paper, we confirmed that the stitching time for a large number of images is greatly reduced by experimental results.