• Title/Summary/Keyword: Visual Depth

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Development of HVDC Submarine Cable Surveying System with Integrated Pathfinder (유인잠수정 통합형 MVDC 해저케이블 점검시스템 개발)

  • Ahn Y. H.;Yu H. Y.;Lee B. H.;Jo G. J.;Jung C. S.;Kim H. H.
    • Proceedings of the KIEE Conference
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    • summer
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    • pp.597-601
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    • 2004
  • HVDC(High Voltage Direct Current) is an underwater cable between Jeju Island and Haenam in main land and supplies approximately $50\%$ of electrical usage in Jeju Island. If there is any power failure due to HVDC, it will cost approximately 50,000 US dollars per day including Thermal Electrical Generation. Therefore it is absolutely necessary to recover the problem in rapid timely basis. Present survey method in Korea is done by scuba diver with air cylinder resulting very poor visual inspection. Other option is by only visual camera attached on miniature ROV for solely suey Purpose. This method does not includeburial depth of cable, cable position, cable condition & etc??‥‥.??? In result, current method does not generate any scientific or sophisticated data which does not allow any intelligent management decision. In conclusion, new method and new systems are needed urgently to upgrade current HVDC underwater cable survey technique in Korea to minimize the cost and time factors.

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Temporal Anti-aliasing of a Stereoscopic 3D Video

  • Kim, Wook-Joong;Kim, Seong-Dae;Hur, Nam-Ho;Kim, Jin-Woong
    • ETRI Journal
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    • v.31 no.1
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    • pp.1-9
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    • 2009
  • Frequency domain analysis is a fundamental procedure for understanding the characteristics of visual data. Several studies have been conducted with 2D videos, but analysis of stereoscopic 3D videos is rarely carried out. In this paper, we derive the Fourier transform of a simplified 3D video signal and analyze how a 3D video is influenced by disparity and motion in terms of temporal aliasing. It is already known that object motion affects temporal frequency characteristics of a time-varying image sequence. In our analysis, we show that a 3D video is influenced not only by motion but also by disparity. Based on this conclusion, we present a temporal anti-aliasing filter for a 3D video. Since the human process of depth perception mainly determines the quality of a reproduced 3D image, 2D image processing techniques are not directly applicable to 3D images. The analysis presented in this paper will be useful for reducing undesirable visual artifacts in 3D video as well as for assisting the development of relevant technologies.

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3D Stereoscopic Navigation of Buildings Considering Visual Perception (시각적 인지를 고려한 건축물의 3D 스테레오 내비게이션)

  • Shin, Il-Kyu;Yoon, Yeo-Jin;Choi, Jin-Won;Choi, Soo-Mi
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.2
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    • pp.63-72
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    • 2012
  • As BIM(Building Information Modeling) is widely used in the construction process the need for exploring building models realistically is also growing. In this paper, we present a 3D stereoscopic navigation method for virtual buildings considering virtual perception. We first find out factors that may cause virtual discomfort while navigating stereoscopic building models, and then develop a method for automatically adjusting the range of virtual camera separation. In addition, we measure each user's JND(Just Noticeable Difference) in depth to adjust virtual camera separation and movement. The presented method can be used for various architectural applications by creating user-customized 3D stereoscopic contents.

The Image and Preference Comparison between 'Opened Landscape' and 'Filtered Landscape' - Focused on With and Without Parallax Effect - ('열린경관'과 '가려진경관'의 이미지와 선호도 비교 - 패럴랙스(Parallax) 효과 유무를 중심으로 -)

  • Rho, Jae-Hyun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.35 no.4
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    • pp.105-118
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    • 2007
  • The purpose of this study is not only to compare between 'Opened Landscape' and 'Filtered Landscape' image and preference but also to suggests a guide line of planting design for progressive realization. For this, the image structures of photo-sketch simulation for parallax landscape have been investigated by Semantic Differential scale(S.D. scale) and the Factor analysis. The results could be summarized as follows. The results of S.D. scale values for landscape through parallax were greater than non-parallax landscape. The scenes through parallax were better preferred to direct view. Thus the results of photo-sketch simulation test support the expected hypothesis that the visual environment of complexity and variety is closely correlated with the parallax effect and monotonous or non-parallax environment, and parallax effect on close view more bigger than the distant view. Factors covering the spatial image of parallax landscape were found to be seven and Total values were 60.35 %. The most important factors determining the parallax effect were Factors I 'depth of space' and VI 'expectation of space and interest'. An outstanding view must be handled properly to be preserved or accentuated. In this sense, the parallax spatial beauty with tree could be improved through the visual aspects of plan arrangements and the progressive realization appeared to be one effective design technique for landscape planning and design.

A Study on Product Development to Promote the Effects of Exercise on Children and to Induce Their Interest in Exercise: A Survey on the Development of Cognitive and Motor Functions in Children

  • Cho, Hyun-Seung;Yang, Jin-Hee;Jung, Chan-Woong;Lee, Joo-Hyeon
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.41-48
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    • 2017
  • This study was conducted to develop wearable products with visual and auditory feedback aimed at promoting exercise interest in children. Here we determined the theoretical characteristics of cognitive and motor function development during childhood, empirical characteristics of children's motor functions, and factors that encourage exercise using natural observation and in-depth interview research methods. The questionnaire assessed children's motor ability, intensively trained body parts in sports programs, types of training or classes that improve the motor ability of each muscle group, significantly considered aspects of children's sports programs, and factors that promote children's interest in exercise. Our results suggest that the development of sport programs comprising varied exercise options that enhance body and limb movements are needed for balanced growth. Furthermore, it is very important to provide motivation for regular exercise and appropriate feedback, such as praise and encouragement, to maintain interest in exercise. This study identifies the standards for developing products that peak children's interest in exercise and the basis for a physically and mentally healthy society.

Validation Studies on Plans of Refurbished Disabled Homes with VAE Analysis and Interview Investigation (장애인 거주시설 평면변경 안에 대한 유효성 검증에 관한 연구 - 심층인터뷰와 VAE기법을 통한 분석 -)

  • Shon, Donghwa;Kim, Kyongwon;Choi, Jaepil
    • Journal of the Korean housing association
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    • v.28 no.2
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    • pp.13-21
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    • 2017
  • A well designed disabled home needs to consider various design principles and variables. It should consider not only physical accessibility but also psychological aspects. Previous research studies have shown that barrier-free/universal designs which were primarily focused on physical access and usage of facilities and building operations. This research paper will examine, a selection of refurbished disabled homes, introduced by the Korean Disabled People's Development Institutes in 2013. The plan samples are to be analyzed using the Visual Access and Exposure spatial analysis program coupled with supporting information extracted from consultations and feedback from experienced professional disabled home staff members. This research paper aims to propose the usage and viability of VAE Analysis in the design and planning of disabled home layouts. The purpose of this study is to specify the differences in visual spatial relationships between the plans before and after refurbishment in accordance to staff and user requirements. This will ensure a bettered environment for the users and ensuring an optimized of spatial programming and building operation and usage.

Development of Optimum Design Program for Reinforced Concrete Continuous Beam Using Graphic User Interface System (GUI를 이용한 철근콘크리트 연속보의 최적설계프로그램 개발)

  • 조홍동;이상근;박중열;한상훈
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.13 no.1
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    • pp.1-11
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    • 2000
  • In this paper, optimum design problem of R.C. continuous beam is considered and GUI system is developed for using at the practical design. Objective function lot formulation of optimum design problem is made up of the costs of concrete, reinforcing steel and formwork. Design variables are width, effective depth of the beam and steel ratio and design constraints are considered on the strength, serviceability, durability and geometrical conditions. The optimum design problem is solved by using sequential linear programming(SLP), sequential convex programming(SCP) and compared their effectiveness. Also this paper shows the application at practical design work according to the development of GUI system using visual basic.

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The Design and Implementation of Shooting Game using Visual Basic

  • Seo, Jeong Man;Kweon, Soon Nyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.8
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    • pp.13-20
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    • 2016
  • The purpose of this study is to investigate and suggest nonviolent, emotionally and helpful games for young people. In this paper, the digital animation, advantages, disadvantages, production process, etc. for overseas trends were defined. Also, creating games with the Visual Basic language in the animated feature of the disadvantages of existing algorithms shows case and screen time, so delayed distortion appears respectively. The proposed algorithm improves the speed and distortion through the screen. Simply two games of in-game animation and animation in complex game features were designed for the experiment and showed the superiority of the proposed algorithm by running. In this paper, the user interface of the game for children and proposed relevant algorithms were designed and resultant screens of the game showed. Most of contemporary games are violent to children. Therefore, in order to solve such problems, the game which is not violent but educative and child-friendly was designed and implemented in this paper. The future study on the game with a more in-depth is needed for animation techniques.

A Study on Visual Perception of Hologram Advertisement (홀로그램 매체를 활용한 광고의 시각인지도에 관한 연구)

  • Cho, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.261-268
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    • 2006
  • A hologram is a three-dimensional image reproduced from a pattern of interference produced by a split coherent beam of radiation. Therefore not only can it express the three dimensional properties of the object, but because of it ability to show the depth and spatial properties of the object holograms may be a more effective tool in advertising for its visual appeal. This study presents 'hologram'a three dimensional stereo imaging, as the expression technique in advertising of the next generation, and with proper understanding of 'hologram' and of all its potential applications discusses opportunities for advertisements that are distinct from the multi media advertisements of today. The basic concept of Holograms and their application methods were presented in the thesis, and by using Sales Promotion advertisement as example, discussed what elements are required in order to produce an effective advertisement using holograms.

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An Analytical Study on the Visual Innovation of the Animation <Spider-Man: Across the Spider-Verse>

  • Zhihui Chen;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.352-357
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    • 2023
  • This study focuses on the art style research of the 3D Animation <Spider-Man: Across the Spider-Verse>, exploring the film's innovation in art design. The article first analyzes how the movie skillfully blends American comics, watercolor painting style, Pollock drip painting, and ink painting, among other artistic techniques, to present a unique visual experience for the audience. By specifically dissecting the character design and scene composition in the movie, it explores the specific application of these art styles and their methods in digital image production. Ultimately, the paper emphasizes the contribution of <Spider-Man: Across the Spider-Verse> to 3D Animated cinema, particularly its innovation in the field of art design, as well as its inspiration and possibilities for the diversity of art styles in animated films. Overall, this study aims to provide in-depth academic insight into the field of animated film art design and to promote its development and innovation.