• Title/Summary/Keyword: Visual Depth

Search Result 585, Processing Time 0.029 seconds

A Comparative Analysis of the Word Depth Appearing in Representations Used in the Definitions of Mathematical Terms and Word Problem in Elementary School Mathematics Textbook (초등 수학 교과서의 수학 용어 정의 및 문장제에 사용된 표현의 문장 복잡성 비교 분석)

  • Kang, Yunji;Paik, Suckyoon
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.24 no.2
    • /
    • pp.231-257
    • /
    • 2020
  • As the main mathematical concepts are presented and expressed in various ways through textbooks during the teaching and learning process, it is necessary to look at the representations used in elementary math textbooks to find effective guidance. This study analyzed sentences used in the definition of mathematical terms and unit assessments of current elementary mathematics textbooks according to word depth (Yngve, 1960) from a syntactic perspective. As a result of the analysis, it could be seen that the sentences in textbook were generally concise, the word depth was lower, and the sentence structure and form were different depending on the individual characteristics of each term. Also, the sentences in the lower grade textbooks were more easily constructed, and the sentences of the term definition were more complex than the sentences of the unit assessments. Efforts should be made to help learners learn mathematical concepts, such as clarifying sentences in textbooks, presenting visual materials together, and providing additional explanations to suit the level of individual learners.

Predicting Unseen Object Pose with an Adaptive Depth Estimator (적응형 깊이 추정기를 이용한 미지 물체의 자세 예측)

  • Sungho, Song;Incheol, Kim
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.11 no.12
    • /
    • pp.509-516
    • /
    • 2022
  • Accurate pose prediction of objects in 3D space is an important visual recognition technique widely used in many applications such as scene understanding in both indoor and outdoor environments, robotic object manipulation, autonomous driving, and augmented reality. Most previous works for object pose estimation have the limitation that they require an exact 3D CAD model for each object. Unlike such previous works, this paper proposes a novel neural network model that can predict the poses of unknown objects based on only their RGB color images without the corresponding 3D CAD models. The proposed model can obtain depth maps required for unknown object pose prediction by using an adaptive depth estimator, AdaBins,. In this paper, we evaluate the usefulness and the performance of the proposed model through experiments using benchmark datasets.

Comparison of Objective Metrics and 3D Evaluation Using Upsampled Depth Map (깊이맵 업샘플링을 이용한 객관적 메트릭과 3D 평가의 비교)

  • Mahmoudpour, Saeed;Choi, Changyeol;Kim, Manbae
    • Journal of Broadcast Engineering
    • /
    • v.20 no.2
    • /
    • pp.204-214
    • /
    • 2015
  • Depth map upsampling is an approach to increase the spatial resolution of depth maps obtained from a depth camera. Depth map quality is closely related to 3D perception of stereoscopic image, multi-view image and holography. In general, the performance of upsampled depth map is evaluated by PSNR (Peak Signal to Noise Ratio). On the other hand, time-consuming 3D subjective tests requiring human subjects are carried out for examining the 3D perception as well as visual fatigue for 3D contents. Therefore, if an objective metric is closely correlated with a subjective test, the latter can be replaced by the objective metric. For this, this paper proposes a best metric by investigating the relationship between diverse objective metrics and 3D subjective tests. Diverse reference and no-reference metrics are adopted to evaluate the performance of upsampled depth maps. The subjective test is performed based on DSCQS test. From the utilization and analysis of three kinds of correlations, we validated that SSIM and Edge-PSNR can replace the subjective test.

Studies on Growth Characteristics and Shallow Green-Roof Systems of Sedum album L. Introduced in Korea (국내에 도입된 Sedum album L.의 생육 특성 및 저토심 옥상 녹화 시스템에 관한 연구)

  • Kim In-Hye;Huh Moo-Ryong;Huh Keun-Young
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.33 no.5 s.112
    • /
    • pp.69-82
    • /
    • 2005
  • These studies were carried out (1) to investigate the growth characteristics of Sedum album L. in the field, (2) to propose a suitable shallow peen roof system for this plant, and (3) to evaluate plant growth in the proposed system over the long term. The growth characteristics, such as morphological properties, growth habit, shade tolerance, and flowering, were surveyed. In experimental shallow green-roof systems, the effects of drainage type, substrate type, and soil depth on plant growth were investigated. Then drought tolerance was investigated. After planting Sedum album L. in the proposed system survival rate, cover, and resistance to insects, heal and cold were evaluated for about 2 years. The results of these studies are summarized below. 1. In the field, the aboveground part of Sedum album L. did not die back during the winter. Plant height was 4$\sim$7 cm. Roots were distributed to a depth of 5$\sim$7 cm. Sedum album L. is a compact ground-cover plant that spreads vigorously. Shading condition of less than $30\%$ of full sunlight didn't cause any trouble, but shading conditions above $87\%$ made the shape of the shoots and leaves abnormal. The plant bloomed from June to August and had a rather large compound umbel of white, star-shaped flowers. 2. Two systems, a drainage-blend-10 cm soil depth and a reservoir$\cdot$drainage-blend-15 cm soil depth, performed best in terms of cover, fresh weight, and dry weight. The first has an advantage for green roofs because it is lighter than the latter. 3. In drainage-blend-10 m soil depth and modified reservoir · drainage-blend-10 cm soil depth system no plants died for about 4 months after stopping the irrigation. The visual quality of the latter system was above 5 for 4 months and that of the former was under 5 after 2 months. In the field, however, the drought tolerance of Sedum album L. grown in the former would be enough to withstand the dry season. Considering the urban ecosystem and the importance of healthy growth the modified reservoir $\cdot$ drainage-blend-10 cm soil depth system was finally recommended. This system was composed of a 4 cm thick drainage layer and drain outlets placed at a height of 2.5 cm. 4. In the proposed system, the survival rate was $100\%$, and there was no injury induced by insects and heat. The leaf density decreased a little in winter. Cover increased throughout the year. Sedum album L. was planted with a cover of 72$cm^{2}$ on 3 April 2003; on 16 June 2003 and 15 June 2004, cover was $132.66\pm$5.87 $cm^{2}$(1.8 times) and $886.98\pm$63.51 $cm^{2}$(12.3 times), respectively.

Development of Tennis Training Machine in Ourdoor Environment with Human Tracking (사용자 추적 기능을 가진 야외용 테니스 훈련용 장치 개발)

  • Yang, Jeong-Yean
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.3
    • /
    • pp.424-431
    • /
    • 2020
  • This paper focused on the development of sports robot that detects a human player and shots a serve ball automatically. When robot technologies apply to the sports machine, the domain problems occurs such as outdoor environments and playing condition to recognize the visual and the vocal modalities. Gaussian mixture model and Kalman filter are used to detect the player's position in the left, right, and depth direction and to avoid the noises caused by the player's posture variation around the net. The sports robot is designed by the pan-tilt structure to shot a serve ball by pneumatic control under the multi layered software architecture. Finally, the proposed tracking and the machine performance are discussed by experimental results.

A Remodeling Concept for the Underground Shopping Mall in Seoul - Focusing on the Linear Shopping Mall linked to Subway Lines - (지하상가 쇼핑환경 개선방향에 관한 연구 - 지하철과 연계된 직선형 지하상가를 중심으로 -)

  • Seo, Kyung-Wook
    • Korean Institute of Interior Design Journal
    • /
    • v.19 no.2
    • /
    • pp.15-23
    • /
    • 2010
  • First appeared in the 1970s, the underground shopping mall has been spreading across the country, and there reportedly exist 77 malls in the 2010. After over 30 decades operation, many underground shopping malls are now under the planning phase for renovation in many cities. This study considers the renovation issue of the underground shopping mall in the perspective of spatial re-configuration. A case is taken from Kangnam TerminalUnderground Shopping Mall in Seoul for detailed observation and suggestion. The monotonous and confusingspatial layout of the existing mall is investigated by observation methods. Based on the observation, a modifiedplan is suggested and evaluated by means of computer simulation program, Depth Map. The program mainly deals with visual network analysis in order to quantify the optical exposure in a given space. It is argued in this paper that the enhanced visual connectedness could affect the pedestrian performance positively in the shopping mall, and this leads to an easy and quick access to each shops in users' stand point. It is thought that this configurational solution for the remodelling of a specific case would be an effective reference for other malls in the country which are facing the similar problems.

Development of Integrated Analysis Model for Eyegaze Analysis - With Emphasis on the Generation of Heuristic Guidelines for User Interface Design - (시선추적 분석을 위한 통합 해석 모델의 개발 - 사용자 인터페이스 디자인을 위한 휴리스틱 가이드라인의 도출을 중심으로 -)

  • 성기원;이건표
    • Archives of design research
    • /
    • v.17 no.2
    • /
    • pp.23-32
    • /
    • 2004
  • This paper's objective is the analysis of eye-movement recording with visual perception process, the inference of heuristic guidelines with human information processing, and the generation of design principles for practical works. For this objective, it was experimented on that the user's eye-movement recording of interactive media with the Eyegaze Interface System, and analyzed the visual perception process of top-down & bottom-up processing, and inferred the design principles from human information process. Our results provide the implications of design through the analysis of the user's eye-movement recording that were changed according to each menu depth of the interactive media. And, it is proposed that the new concept of heuristic guidelines based on each stage of action that is related to human factors.

  • PDF

Humanitarian Documentary: A Comparison Study between VR and Non-VR Productions

  • Nunes, Thatiany Andrade;Lee, Hyunseok
    • Journal of Multimedia Information System
    • /
    • v.6 no.4
    • /
    • pp.309-316
    • /
    • 2019
  • Virtual Reality is broadly recognized as an "empathy machine". This reputation is due to the feeling of 'presence' that it provides to users, which is the sensation of being bodily present in a space, even when that space is virtual. The possibility of complete immersion attracts many creators looking to induce empathy and awareness about the most diverse subjects. One of the first types of VR non-fiction productions to be released was in the morally sensitive humanitarian documentary genre. This research aims to explore how VR productions differ from non-VR productions with a focus on humanitarian communication. Rather than targeting mechanical aspects of VR technology, this article compares the visual and narrative storytelling characteristics in VR and non-VR media. First, humanitarian communication and its nuances are explained. Then, 360° video filming characteristics are analyzed, followed by a comparison table contrasting VR and non-VR non-fiction. After evaluating VR non-fiction empirical studies, a discussion is initiated over the betterment of VR non-fiction storytelling in a way that could help it generate more empathy, since many productions seem to purely rely on the technology as a production novelty, and end up lacking emotional depth and audience engagement through story.

Map-Building and Position Estimation based on Multi-Sensor Fusion for Mobile Robot Navigation in an Unknown Environment (이동로봇의 자율주행을 위한 다중센서융합기반의 지도작성 및 위치추정)

  • Jin, Tae-Seok;Lee, Min-Jung;Lee, Jang-Myung
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.13 no.5
    • /
    • pp.434-443
    • /
    • 2007
  • Presently, the exploration of an unknown environment is an important task for thee new generation of mobile service robots and mobile robots are navigated by means of a number of methods, using navigating systems such as the sonar-sensing system or the visual-sensing system. To fully utilize the strengths of both the sonar and visual sensing systems. This paper presents a technique for localization of a mobile robot using fusion data of multi-ultrasonic sensors and vision system. The mobile robot is designed for operating in a well-structured environment that can be represented by planes, edges, comers and cylinders in the view of structural features. In the case of ultrasonic sensors, these features have the range information in the form of the arc of a circle that is generally named as RCD(Region of Constant Depth). Localization is the continual provision of a knowledge of position which is deduced from it's a priori position estimation. The environment of a robot is modeled into a two dimensional grid map. we defines a vision-based environment recognition, phisically-based sonar sensor model and employs an extended Kalman filter to estimate position of the robot. The performance and simplicity of the approach is demonstrated with the results produced by sets of experiments using a mobile robot.

A Study on Reconstruction of Digital Space in Multi-layer Structure (다층적 구조에서 보여 지는 디지털 공간의 재구성에 관한 연구)

  • Chung, Kue-Hyung
    • Journal of Digital Convergence
    • /
    • v.12 no.12
    • /
    • pp.513-520
    • /
    • 2014
  • Since the beginning of history, men have done mimesis and produced illusion and succeeded art and culture instinctually. The subject which mention above included the object which can order and space around that. Perspective which began the Renaissance age was dominant way about understanding space in western history and it made modern visual system. Direction way of space which based perspective is changed as horizontal data included multi-layer structure in digital media age. This character make us possible to represent the space more efficiently. So we must have pay attention the direction way of space based on digital media, because it has meaning to show human value beyond a methodology of visual art culture.