• Title/Summary/Keyword: Visual Depth

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Studies on the Development of Three-Demensional Positioning System and Numerical Modeling of Fish Behavior I. Three-Demensional Positioning System for Investigating Fish Behavior (3차원 어군행동 계측 시스템의 개발과 어군행동의 수직 모델링에 관한 연구 1 . 3차원 어군행동 계측 시스템 -)

  • 김동수
    • Journal of the Korean Society of Fisheries and Ocean Technology
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    • v.34 no.1
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    • pp.21-29
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    • 1998
  • In order to investigate the fish behavior in the water tank, the three dimensional positioning system with two CCD cameras was designed. The positioning system was tested at the vertical circulation water channel with observational part of 1,500L$\times$1,500W$\times$500H mm and the circular water tank with 2,050ø sub(1)$\times$1,850ø sub(2)$\times$400H mm. The observational error of vertical direction was larger than that of horizontal direction, and the observational error became enlarged in all directions according to the increase of depth and distance from the visual axis. The maximum observational errors of horizontal and vertical directions at the circulation channel ranged from -1.7 cm to 1.8 cm (2.4%) and zero to 2.1 cm (4.2%), respectively. But the errors of horizontal and vertical directions at the circular tank ranged from -1.3 cm to 1.3 cm (1.3%) and zero to 1.3 cm (3.3%), respectively.

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Three-dimensional Map Construction of Indoor Environment Based on RGB-D SLAM Scheme

  • Huang, He;Weng, FuZhou;Hu, Bo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.37 no.2
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    • pp.45-53
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    • 2019
  • RGB-D SLAM (Simultaneous Localization and Mapping) refers to the technology of using deep camera as a visual sensor for SLAM. In view of the disadvantages of high cost and indefinite scale in the construction of maps for laser sensors and traditional single and binocular cameras, a method for creating three-dimensional map of indoor environment with deep environment data combined with RGB-D SLAM scheme is studied. The method uses a mobile robot system equipped with a consumer-grade RGB-D sensor (Kinect) to acquire depth data, and then creates indoor three-dimensional point cloud maps in real time through key technologies such as positioning point generation, closed-loop detection, and map construction. The actual field experiment results show that the average error of the point cloud map created by the algorithm is 0.0045m, which ensures the stability of the construction using deep data and can accurately create real-time three-dimensional maps of indoor unknown environment.

User Needs for Haptic Communication of VR Fashion Product Shopping

  • Kim, Jongsun;Ha, Jisoo
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.401-411
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    • 2019
  • Non-contact judgment and evaluation for products are increasingly needed along with a rapid environmental change in fashion that sows urgency in the need to implement services that allows users to judge and experience a tactile sense in a fashion product without actual contact. Technological development is required to provide users with syn-aesthetic experiences that integrate the visual, tactile and the auditory. There is also a need to conduct research to increase immersion that provides users with ICT-related experiences communicated through fashion images. The study analyzed demands for haptic communication technology by Korean users in immersive VR fashion product shopping. Accordingly, it defined haptic communication through literature research, investigated immersion in the VR environment and conducted in-depth interviews for haptic communication applicable to VR shopping. Findings show that hedonic reactions by fantasy, emotion and fun function are an important motive in selecting VR shopping. VR fashion product shopping steps were divided into 4: move to store, search in store, search of product and purchase based on offline store shopping experience. It defined the haptic communication by steps and analyzed the types of the haptic feedback to be implemented. The study results provide basic data for developing haptic communication technology that can enhance e a sense of the presence and immersion experiences that can help lay a groundwork for pilot studies on the convergence of the virtual and the real.

Pre-Orientalism in Costume and Textiles

  • Lee, Keum Hee
    • Journal of Fashion Business
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    • v.22 no.6
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    • pp.39-52
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    • 2018
  • The objective of this study was to enhance understanding and appreciation of Pre-Orientalism in costumes and textiles by revealing examples of Oriental influences in Europe from the 16th century to the mid-18th century through in-depth study. The research method used were the presentation and analysis of previous literature research and visual data. The result were as follows; Pre-Orientalism had been influenced by Morocco, Thailand, and Persia as well as Turkey, India, and China. In this study, Pre-Orientalism refers to oriental influence and oriental taste in Western Europe through cultural exchanges from the 16th century to the mid-18th century. The oriental costume was the most popular subspecies of fancy, luxury dress and was a way to show off wealth and intelligence. Textiles were used for decoration and luxury. The Embassy and the court in Versailles and Vienna led to a frenzy of oriental fashion. It appeared that European in the royal family and aristocracy of Europe had been accommodated without an accurate understanding of the Orient. Although in this study, the characteristics, factors, and impacts of Pre-Orientalism have not been clarified, further study can be done. Recognizing a broad perspective on oriental influence in Europe before Orientalism, we can have a balanced view of future Orientalism and global fashion.

Activity Object Detection Based on Improved Faster R-CNN

  • Zhang, Ning;Feng, Yiran;Lee, Eung-Joo
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.416-422
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    • 2021
  • Due to the large differences in human activity within classes, the large similarity between classes, and the problems of visual angle and occlusion, it is difficult to extract features manually, and the detection rate of human behavior is low. In order to better solve these problems, an improved Faster R-CNN-based detection algorithm is proposed in this paper. It achieves multi-object recognition and localization through a second-order detection network, and replaces the original feature extraction module with Dense-Net, which can fuse multi-level feature information, increase network depth and avoid disappearance of network gradients. Meanwhile, the proposal merging strategy is improved with Soft-NMS, where an attenuation function is designed to replace the conventional NMS algorithm, thereby avoiding missed detection of adjacent or overlapping objects, and enhancing the network detection accuracy under multiple objects. During the experiment, the improved Faster R-CNN method in this article has 84.7% target detection result, which is improved compared to other methods, which proves that the target recognition method has significant advantages and potential.

The real-world challenge and possibility of using Minhwa and applying Lin's cultural levels in fashion design

  • Park, Jihye
    • The Research Journal of the Costume Culture
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    • v.30 no.1
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    • pp.16-32
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    • 2022
  • In the intensely competitive global fashion market, the use of cultural elements to enhance design has become increasingly widespread. However, there is a lack of research on challenges and opportunities associated with integrating cultural elements of Minhwa into fashion design. Moreover, diverse approaches to incorporate Korean cultural elements into contemporary fashion designs are still needed. This study aims to reveal the real-world challenges relating to the incorporation of Korean cultural elements, including Minhwa, into fashion design and to clarify the possibility of applying Lin's cultural levels to cultural aspects in accordance with experts' views. To establish a theoretical foundation, the literature review on cultural design and Minhwa studies was conducted. It analyzes Minhwa to gain an understanding of the characteristics associated with different cultural levels. In-depth interviews with fashion industry professionals and Minhwa artists were conducted to ascertain their attitudes toward Minhwa use. The study's major findings were threefold. First, the cultural design facilitates the introduction, promotion, understanding, and maintenance of the culture. Since Minhwa offers rich inspiration linked to Korean culture, Minhwa-related designs can provide new perspectives while still having commercial potential. Second, however, the limitations of existing cultural designs included their being outdated, superficial without interpretation, unsophisticated, or limited. Furthermore, the use of Minhwa is limited since it is difficult to avoid creating superficial and unsophisticated designs in the real world. Third, approaching Minhwa at different cultural levels can promote diverse thinking and reduce the challenges of Minhwa use in design, but the major challenge remains visual expression.

A meta-analysis of microbiota implicated in peri-implantitis

  • Han-gyoul Cho;Ran-Yi Jin;Seung-Ho Ohk
    • International Journal of Oral Biology
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    • v.48 no.3
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    • pp.19-31
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    • 2023
  • Peri-implantitis is a disease affecting the tissue surrounding dental implants, destroying both soft and hard tissues. A total of 2,015 studies were collected by searching items in the National Library of Medicine, including keywords, such as "peri-implantitis," "microbiota," and "microbiome." Of them, 62 studies were screened and considered eligible for analysis. Only 16 studies qualified all criteria mentioned here: "Using PCR methods for microorganism detection," "Suggesting quantified results," "Stating obvious clinical diagnosis criteria ("Bleeding on probing," "Probing pocket depth," "Suppuration," and "Radiographic bone loss")." Only 8 studies were included in the meta-analysis because the others had special issues. Porphyromonas gingivalis, Tannerella forsythia, Treponema denticola, Aggregatibacter actinomycetemcomitans, Prevotella intermedia, and Epstein-Barr virus were the microbiological subjects of analysis. The odds ratio (OR) between the healthy implants and peri-implantitis were calculated for each microorganism to compare two groups, and the forest plots were suggested as the visual materials. P. gingivalis (1.392 < OR < 2.841), T. forsythia (1.345 < OR < 3.221), T. denticola (2.180 < OR < 5.150), A. actinomycetemcomitans (1.975 < OR < 6.456), P. intermedia (1.245 < OR < 3.612), and Epstein-Barr virus (1.995 < OR < 9.383). The species showed that their 95% confidence interval of odds ratio was higher than 1, indicating that they were detected more frequently in periimplantitis than in healthy implants. Meanwhile, other species, such as Fusobacterium nucleatum and Staphylococcus aureus, were not included in the meta-analysis because the number of studies was insufficient.

Research on Utilizing Volumetric Studio for XR Content Production (XR 콘텐츠 제작을 위한 볼류메트릭 스튜디오 활용 연구)

  • Sukchang Lee;Won Ho Choi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.849-857
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    • 2023
  • Volumetric Studio is catalyzing the expansion of the XR content market. Consequently, there is a rising demand for in-depth research on volumetric capture technology. This research delves into the methodology and outcomes of capturing dancers' movements in the form of 3D video images. Furthermore, this research examines the practical applications of volumetric capture technology by assessing the infrastructure and operational workflow of the studio specializing in this domain, aiming to derive significant findings. Notably, this research highlights constraints associated with video image distortion and extended rendering durations within Volumetric Studio system.

Design and Implementation Stereo Camera based Twin Camera Module System (스테레오 카메라 기반 트윈 카메라 모듈 시스템 설계 및 구현)

  • Kim, Tae-Yeun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.12 no.6
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    • pp.537-546
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    • 2019
  • The paper actualizes the twin camera module system that is portable and very useful for the production of 3D contents. The suggested twin camera module system is a system to be able to display the 3D image after converting the inputted image from 2D stereo camera. To evaluate the performance of the twin camera module suggested in this paper, I assessed the correction of Rotation and Tilt created depending on the visual difference between the left and right stereoscopic image shot by the left and right lenses by using the Test Platform. In addition, I verified the efficiency of the twin camera module system through verifying Depth Error of 3D stereoscopic image by means of Scale Invariant Feature Transform(SIFT) algorithm. I think that if the user utilizes the suggested twin camera module system in displaying the image to the external after converting the shot image into the 3D stereoscopic image and the preparation image, it is possible to display the image in a matched way with an output device fit respectively for different 3D image production methods and if the user utilizes the system in displaying the created image in the form of the 3D stereoscopic image and the preparation image via different channels, it is possible to produce 3D image contents easily and conveniently with applying to lots of products.

In Watching 3D Stereoscopic Display Using the Binocular Disparity, the Effect of Pupillary Distance of Adults and Children on the Perception of 3D Image (양안시차를 이용한 3D 입체영상 장치의 시청에 있어 성인 및 아동의 동공간거리가 미치는 영향)

  • Kang, Seok Hyon;Hong, HyungKi
    • Journal of Korean Ophthalmic Optics Society
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    • v.16 no.3
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    • pp.299-305
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    • 2011
  • Purpose: In watching 3D stereoscopic display using the binocular disparity, effect of difference of the pupillary distance between the adults and children on the perception of depth were investigated. Methods: The average PD of children was determined from the PD measurements of children of the elementary school of 2nd and 3rd grade in Seoul. The location of crossing visual axes were derived from the relation of the binocular disparity and the PD for the adults and children. Results: The average PD of the children was measured to be 57.3 mm which was smaller than the average PD of the adults that was known to be about 65 mm. As the binocular disparity increases to the positive direction, the crossing location steeply moves farther behind the screen. On the other hand, when the binocular disparity increases to the negative direction, the crossing location gradually moves toward the viewer. For the same amount of the binocular disparity, the crossing locations were derived to be larger for the children than the adults due to the difference of the PD. Therefore, children will perceive larger depth than the adults. Conclusions: Small PD of the viewer causes the larger amount of the depth perception. In producing the stereoscopic images, the average PD of children as well as adults need to be considered.