• Title/Summary/Keyword: active-shutter glasses

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Low-Power Discrete-Event SoC for 3DTV Active Shutter Glasses (3DTV 엑티브 셔터 안경을 위한 저전력 이산-사건 SoC)

  • Park, Dae-Jin;Kwak, Sung-Ho;Kim, Chang-Min;Kim, Tag-Gon
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.6
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    • pp.18-26
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    • 2011
  • Debates concerning the competitive edge of leading 3DTV technology of the shutter glasses (SG) 3D and the film-type patterned retarder (FPR) are flaring up. Although SG technology enables Full-HD 3D vision, it requires complex systems including the sync transmitter (emitter), the sync processor chip, and the LCD lens in the active shutter glasses. In addition, the transferred sync-signal is easily affected by the external noise and a 3DTV viewer may feel flicker-effect caused by cross-talk of the left and right image. The operating current of the sync processor in the 3DTV active shutter glasses is gradually increasing to compensate the sync reconstruction error. The proposed chip is a low-power hardware sync processor based discrete-event SoC(system on a chip) designed specifically for the 3DTV active shutter glasses. This processor implements the newly designed power-saving techniques targeted for low-power operation in a noisy environment between 3DTV and the active shutter glasses. This design includes a hardware pre-processor based on a universal edge tracer and provides a perfect sync reconstruction based on a floating-point timer to advance the prior commercial 3DTV shutter glasses in terms of their power consumption. These two techniques enable an accurate sync reconstruction in the slow clock frequency of the synchronization timer and reduce the power consumption to less than about a maximum of 20% compared with other major commercial processors. This article describes the system's architecture and the details of the proposed techniques, also identifying the key concepts and functions.

A Study on a Stereoscopic Display System Using a Rotary Disk Type Beam Shutter (회전 디스크형 빔 셔터를 이용한 입체영상 디스플레이 시스템에 관한 연구)

  • Lee, Kwang-Hyung;Jang, Tae-Jeong
    • Proceedings of the KIEE Conference
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    • 2006.10c
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    • pp.196-198
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    • 2006
  • In this paper, a stereoscopic display system using a rotary disk tyre beam shutter and two beam projectors is proposed. It is a kind of active stereoscopic display and can be easily converted from passive stereoscopic system using polarizing filters. If it is possible to synchronize the revolution speed of the beam shutter with the integer multiple of the scanning frequency of the beam projectors, we can obtain a comparable performance with our system to an active stereoscopic system using one expensive high performance beam projector. Further, if we rotate the beam shutter at sufficiently high revolution speed, our active stereoscopic system works regardless of synchronization and thus the system is much easier to implement.

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A Study on a Stereoscopic Display System Using a Rotary Disk Type Beam Shutter (회전 디스크형 빔 셔터를 이용한 입체영상 디스플레이 시스템에 관한 연구)

  • Lee, Kwang-Hyung;Jang, Tae-Jeong
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.739-743
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    • 2007
  • In this paper, a stereoscopic display system using a rotary disk type beam shutter and two beam projectors is proposed. It is a kind of active stereoscopic display and can be easily converted from passive stereoscopic system using polarizing filters. If it is possible to synchronize the revolution speed of the beam shutter with the integer multiple of the scanning frequency of the beam projectors, we can obtain a comparable performance with our system to an active stereoscopic system using one expensive high performance beam projector. Further, if we rotate the beam shutter at sufficiently high revolution speed, our active stereoscopic system works regardless of synchronization and thus the system is much easier to implement.

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Designing Vision Experiment Using Active-Shutter Glasses System (보급형 액티브 셔터 방식 안경을 이용한 시각 실험 설계)

  • Kang, Hae-In;Hyun, Joo-Seok
    • Science of Emotion and Sensibility
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    • v.15 no.4
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    • pp.477-488
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    • 2012
  • The effort of implementing realistic 3-D depth on 2-D images has been continued persistently with a theoretical understanding of depth perception and its related technical development. The present article briefly reviews a number of popular stereoscopes for studying stereoscopic depth perception according to their implementation principles, and introduces a behavioral experiment as a technical example in which the active-shutter glasses were used. In the present study, participants were tested for their visual memory against perceived depth among a set of items. The depth of the memory and test items was manipulated to be 1) monocular, 2) binocular, or 3) both-monocular-and-binocular respectively. The memory performance was worst in the binocular-depth condition, and best however in the both-monocular-and-binocular condition. These results indicate that visual memory may benefit more from monocular depth than stereoscopic depth, and further suggest that the storage of depth information into visual memory would require both binocular and monocular information for its optimal memory performance.

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Implementation of Gray-to-Gray 3D Crosstalk Reduction using Look-Up Table and Sub-Field Mapping (룩업 테이블 및 서브필드 맵핑을 이용한 계조 레벨 간 3D 크로스토크 저감 기술 구현)

  • Hong, Jae-Geun;Chung, Hae
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.10
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    • pp.928-936
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    • 2013
  • 3D crosstalk is one of the disturbing things to recognize 3D images. This is caused by the phenomenon that input image for left eye is transferred at the right eye and right eye is transferred at the left eye because of the imperfect isolation by the device characteristics. In this paper, we review the 3D PDP (Plasma Display Panel) operation using active shutter glasses and crosstalk measurement method and investigate the major cause of 3D crosstalk and extend conventional 3D crosstalk using full white and full black image input to Gray-to-Gray (GtoG) 3D crosstalk. We suggest a specific method to reduce Gray-to-Gray 3D crosstalk by using Look up Table (LUT) and sub-field mapping in PDP. And then, we verify the method by measuring GtoG 3D crosstalk rate through specific test images and numerical results.