• Title/Summary/Keyword: Visual Depth

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Validity examination of the measurement of 3D visual fatigue using EEG (EEG 생체신호 기반 3D 시각피로 측정방법에 대한 타당화 연구)

  • Li, Hyung-Chul O.;Moon, Kyung-Ae
    • Science of Emotion and Sensibility
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    • v.15 no.1
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    • pp.17-28
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    • 2012
  • Recent development of 3D technologies made it possible that observers perceive 3D depth from two dimensional images. Despite this kind of technological development, when observers watch 3D display they experience 3D visual fatigue that they do not usually experience in real life. It is critical to measure visual fatigue in order to overcome the problem of 3D visual fatigue. The purpose of the present study was to develop a protocol to measure 3D visual fatigue based on an EEG signal and to examine its validity. The first experiment explored the possible ERP components that reflected visual fatigue in 2D and 3D conditions. The second experiment examined whether the feature of the component found in the first experiment was affected by the amount of binocular disparity. Both in Cz and Pz channels, the peak amplitude of P3 component was much lower in 3D rather than in 2D conditions, and it decreased as the amount of binocular disparity increased. The subjective 3D visual fatigue also increased with the amount of binocular disparity. These results imply that the peak amplitude of P3 component at Cz and Pz channels can be used as an index of 3D visual fatigue.

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The Necessity of Video Recording in Archaeology and the Visual Archaeology (고고학에서 영상의 필요성과 영상고고학)

  • Choi, Sung Rak;Cho, Woo Tack
    • Korean Journal of Heritage: History & Science
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    • v.42 no.3
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    • pp.88-104
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    • 2009
  • Changes in a society and visual media has a tight relationship. Photography represented the last 20th century in the visual media; while the 21st century we live in is represented by moving image(video). The change of visual media also brought changes to the archaeological recordings. As information is gathered from the field work in archaeology, it seems that use of video recording, a reliable way of collecting and recording data, will increase. The process of archaeological excavations can be considered as a contents itself. Also, video recording has many advantages when recording environmental surrounding of the sites and artifacts, for the reservation of the scenery, and as recorded heritage of the humankind. Video recording can be a tool of conversion to public archaeology to devote to its social and academic roles. Considering all of the above, studying ways to record and preserve visual materials is essential in the field of archaeology and we should be prepared for it. We strongly propose reinstatement of the visual archaeology, which should be studied in archaeological perspective. The direction of the study of visual archaeology can be summarized into two. First is the study on the video recording during field work and the archive of video recordings. Second is the study on the media as the tool of communication. More detailed and organized research should be considered in depth in the archaeological theory and methods.

3-Dimensional Numerical Analysis of Deep Depletion Buried Channel MOSFETs and CCDs

  • Kim Man-Ho
    • Journal of Electrical Engineering and Technology
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    • v.1 no.3
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    • pp.396-405
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    • 2006
  • The visual analysis of buried channel (Be) devices such as buried channel MOSFETs and CCDs (Charge Coupled Devices) is investigated to give better understanding and insight for their electrical behaviours using a 3-dimensional (3-D) numerical simulation. This paper clearly demonstrates the capability of the numerical simulation of 'EVEREST' for characterising the analysis of a depletion mode MOSFET and BC CCD, which is a simulation software package of the semiconductor device. The inverse threshold and punch-through voltages obtained from the simulations showed an excellent agreement with those from the measurement involving errors of within approximately 1.8% and 6%, respectively, leading to the channel implanted doping profile of only approximately $4{\sim}5%$ error. For simulation of a buried channel CCD an advanced adaptive discretising technique was used to provide more accurate analysis for the potential barrier height between two channels and depletion depth of a deep depletion CCD, thereby reducing the CPU running time and computer storage requirements. The simulated result for the depletion depth also showed good agreement with the measurement. Thus, the results obtained from this simulation can be employed as the input data of a circuit simulator.

Spatial-temporal texture features for 3D human activity recognition using laser-based RGB-D videos

  • Ming, Yue;Wang, Guangchao;Hong, Xiaopeng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.3
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    • pp.1595-1613
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    • 2017
  • The IR camera and laser-based IR projector provide an effective solution for real-time collection of moving targets in RGB-D videos. Different from the traditional RGB videos, the captured depth videos are not affected by the illumination variation. In this paper, we propose a novel feature extraction framework to describe human activities based on the above optical video capturing method, namely spatial-temporal texture features for 3D human activity recognition. Spatial-temporal texture feature with depth information is insensitive to illumination and occlusions, and efficient for fine-motion description. The framework of our proposed algorithm begins with video acquisition based on laser projection, video preprocessing with visual background extraction and obtains spatial-temporal key images. Then, the texture features encoded from key images are used to generate discriminative features for human activity information. The experimental results based on the different databases and practical scenarios demonstrate the effectiveness of our proposed algorithm for the large-scale data sets.

Design of Interactive Teleprompter (인터렉티브 텔레프롬프터의 설계)

  • Park, Yuni;Park, Taejung
    • The Journal of the Korea Contents Association
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    • v.16 no.3
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    • pp.43-51
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    • 2016
  • This paper presents the concept of "interactive teleprompter", which provides the user with interaction with oneself or other users for live television broadcasts or smart mirrors. In such interactive applications, eye contacts between the user and the regenerated image or between the user and other persons are important in handling psychological processes or non-verbal communications. Unfortunately, it is not straightforward to address the eye contact issues with conventional combination of normal display and video camera. To address this problem, we propose an "interactive" teleprompter enhanced from conventional teleprompter devices. Our interactive teleprompter can recognize the user's gestures by applying infra-red (IR) depth sensor. This paper also presents test results for a beam splitter which plays a critical role for teleprompter and is designed to handle both visual light for RGB camera and IR for Depth sensor effectively.

Remote Image Control by Hand Motion Detection (손동작 인지에 의한 원격 영상 제어)

  • Lim, Jung-Geun;Han, Kyongho
    • Journal of IKEEE
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    • v.16 no.4
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    • pp.369-374
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    • 2012
  • This paper handles the UX implementation for system control using the visual input information of hand motion. Kinect sensor from Microsoft is used to acquire the user's skeleton image from the 3-D depth map at a rate of 30 frames per sec. and eventually knows the x-y coordinates of hand joints. The x-y coordinate value changes of hands between the present frame and next frame shows the direction of changes and rotation of changes and the various hand motion is used as a UX input command for remote image control on smart TV, etc. Through the experiments, we showed the implementation of the proposed idea.

Association between astigmatism and amblyopia.

  • Sapkota, Kishor;Kim, Douk Hoon
    • Journal of Korean Clinical Health Science
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    • v.10 no.1
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    • pp.1553-1558
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    • 2022
  • Purpose: The aim of this study was to determine the association between stigmatism and amblyopia. Methods: It was a hospital based, cross-sectional retrospective study conducted in Nepal Eye Hospital. Medical record of amblyopic children aged 13 years or younger from were reviewed. Children with amblyopic eyes due to simple astigmatism were included. Relation between depth of amblyopia with magnitude and types of astigmatism, orientation of axis was determined. Out of 139 amblyopic eyes of 82 children, 93 were simple myopic astigmatism and remaining 42 were simple hyperopic astigmatism. Results: Mean age of patients was 7.38±2.61 years. Visual acuity improved by at least one line in Snellen chart in 4/5th of eyes after astigmatic correction. Moderate amblyopia was found to be present in 45% eyes while severe amblyopia in 16% of eyes. With the rule astigmatism was found to be present in 88% eyes. Mean astigmatism was 2.47±0.98D and majority of eyes (67.7%) had high astigmatism. Depth of amblyopia was not associated with magnitude of astigmatism (p > 0.05) but number of lines improved with astigmatic correction was correlated with the magnitude of astigmatism (p < 0.001). Risk of amblyopia is more in high myopic astigmatism. Conclusion: Presenting age of amblyopic children was late in Nepal. Depth of amblyopia was not associated with magnitude of astigmatism.

The Effects of Three Dimensional Stimulus Configuration on Self-Motion Perception Induced by Large Visual Display

  • Nakamura, Shinji
    • 한국정보디스플레이학회:학술대회논문집
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    • 2007.08a
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    • pp.1031-1034
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    • 2007
  • The interactions between two-dimensional and three-dimensional stimulus configurations on visually induced self-motion perception (vection) were examined. The experiment revealed that there is no 2D-3D interaction, and vection strength is determined solely by the size of the moving background stimulus, which should be a primary factor in inducing vection.

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A Study on the Perceived Affordance of Kim, Ju-Tae House in Eum-Seong through Analysis of Visual Structure (시각구조분석에 의한 음성 김주태 가옥의 지각된 환경지원성에 관한 연구)

  • Hong, You-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.420-425
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    • 2016
  • This study discusses the architectural space's phenomenology, focusing on the physical environment and psychological behavior. Kim, Ju-Tae House, which is divided by special relationship, was analyzed by method of constructing space, and behavioral meaning with the perspective of visual structure. Kim, Ju-Tae House was constructed in a clear way by reflecting the users social, and cultural relationship. It has a relational and independent territories by physically surrounding Chae and wall. Each independent limited space is suggesting the space being opened by accessing the space stage by stage. This method of constructing the space makes the user aware of the relative difference from the induced space experience, and recognize the incremental strong isolation. Between the yard, which is located in the center of the house, forms a three-dimensional layer between Sarangchae and Anchae, emphasizing the spacial depth. The physical space is relatively small but because of the environmental conditions, such as the positioning of the observer's perspective, short cycle reorientation, and overlapped layer, it is recognized as far or deep compared to the actual size. This is the relative method as a visual perspective that is intended, and is understood as an active element that induces the psychological attitude by the recognized environment affordability of the user.

Hole-Filling Method for Depth-Image-Based Rendering for which Modified-Patch Matching is Used (개선된 패치 매칭을 이용한 깊이 영상 기반 렌더링의 홀 채움 방법)

  • Cho, Jea-Hyung;Song, Wonseok;Choi, Hyuk
    • Journal of KIISE
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    • v.44 no.2
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    • pp.186-194
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    • 2017
  • Depth-image-based rendering is a technique that can be applied in a variety of 3D-display systems. It generates the images that have been captured from virtual viewpoints by using a depth map. However, disoccluded hole-filling problems remain a challenging issue, as a newly exposed area appears in the virtual view. Image inpainting is a popular approach for the filling of the hole region. This paper presents a robust hole-filling method that reduces the error and generates a high quality-virtual view. First, the adaptive-patch size is decided using the color and depth information. Also, a partial filling method for which the patch similarity is used is proposed. These efforts reduce the error occurrence and the propagation. The experiment results show that the proposed method synthesizes the virtual view with a higher visual comfort compared with the existing methods.