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Quantitative Analysis of Display Fatigue induced by 2D, 3D Videos (2D와 3D 영상의 정량적 영상피로 비교)

  • Han, Seung Jo
    • Journal of Digital Convergence
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    • v.14 no.3
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    • pp.329-335
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    • 2016
  • This paper's objective is to investigate the display fatigue quantitatively according to watching 2D and 3D videos on the display. Though it has been known commonly that display fatigue by 3D is greater than one by 2D, there have been few researches with an aim to measure display fatigue scientifically. Flicker fusion frequency and cybersickness degree were measured before/after sixteen subjects(Male 8, Female 8) watch the 2D, 3D images. Two dependent variables affected by 2D and 3D videos were analyzed and compared statistically based on scientific evidences and researches. 3D showed a value 4 times as much as 2D in cybersickness increase rate, and the reduction rate of 3D was 2 times as much as that of 2D.

Performance Analysis of a Dense Device to Device Network

  • Kim, Seung-Yeon;Lim, Chi-Hun;Cho, Choong-Ho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.9
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    • pp.2967-2981
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    • 2014
  • Device-to-Device (D2D) communication is a technology component for long-term evolution-advanced (LTE-A). In D2D communication, users in close proximity to each other can communicate directly without going through a base station; such direct communication can improve spectral efficiency. Although D2D communication brings improvement in spectral efficiency, it also causes interference to the cellular network as a result of spectrum sharing. In particularly, D2D communication can generate interference for each D2D pair when the common wireless medium in a co-located limited area is accessed. Even though the interference management for between the D2D pair and cellular networks has been proposed, the interference reducing methods have still not been fully studied for the D2D pairs. In this paper, we investigate the problem of D2D pair coexistence in which interference is considered between D2D pairs. Using a signal to interference model for a target D2D pair, we provide an analysis of the aggregated throughput of a dense D2D network. For a target D2D pair, we assume that the desired signal and interference signals obey multipath fading and shadow fading. Through analysis, we demonstrate the effect of cluster size such as the number of D2D pairs and the size of the considered area on the network performance. The analytical results are compared with computer simulations. Our work can be used for a rough guideline for controlling the system throughput in a dense D2D network environment.

2D/3D conversion algorithm on broadcast and mobile environment and the platform (방송 및 모바일 실감형 2D/3D 컨텐츠 변환 방법 및 플랫폼)

  • Song, Hyok;Bae, Jin-Woo;Yoo, Ji-Sang;Choi, Byeoung-Ho
    • 한국정보통신설비학회:학술대회논문집
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    • 2007.08a
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    • pp.386-389
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    • 2007
  • TV technology started from black and white TV. Color TV invented and users request more realistic TV technology. The next technology is 3DTV. For 3DTV, 3D display technology, 3D coding technology, digital mux/demux technology in broadcast and 3D video acquisition are needed. Moreover, Almost every contents now exist are 2D contents. It causes necessity to convert from 2D to 3D. This article describes 2D/3D conversion algorithm and H/W platform on FPGA board. Time difference makes 3D effect and convolution filter increased the effect. Distorted image and original image give 3D effect. The algorithm is shown on 3D display. The display device shows 3D effect by parallax barrier method and has FPGA board.

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Design and Implementation of an X3D to Java 3D translator (X3D-Java 3D 번역기의 설계 및 구현)

  • 김윤기;오세만
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10a
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    • pp.320-322
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    • 2000
  • 인터넷의 빠른 발전과 하드웨어 속도의 향상에 의해 가상현실이 점차 일반 사용자에게도 가깝게 다가서고 있다. 인터넷 가상현실 언어의 표준인 VRML이 XML의 개발과 발전에 의해 차기 버전을 XML의 장점인 용이한 확장성을 수용하는 X3D라 명명하고 표준화를 진행 중이다. 강력한 Java 3D API와 플랫폼 독립적인 바이트코드의 장점을 살려 표준화 단계인 X3D를 별도의 브라우저 없이도 Java 애플릿을 이용하여 재생할 수 있도록 하고자 하며 또한 앞으로 개발될 X3D 저작도구의 결과물을 Java 3D로 변환하여 Java 3D로 변환하여 Java 3D에 의한 3차원 영상 제작을 손쉽게 구현할 수 있도록 한다. 이를 위한 방법으로 X3D를 Java 3D로 변환하는 번역기가 필요하다. 따라서 본 논문에서는 X3D-Java 3D 번역기의 구조를 설계하고 구현 방법을 제시하고자 한다. XML 파서를 이용하여 X3D를 파싱하고 그의 출력인 AST를 순회하면서 Java 3D 파일을 생성한다. X3D DTD와 Java 3D 클래스의 구조 정보를 독립된 자료로 처리하여 계속 변하게 될 두 언어의 변화에 유동적으로 대처하면서 구현 방법의 큰 변화없이 이용할 수 있게 설계하고자 한다.

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Visualizing 3D form Using SketchTo3D Tool

  • Song, Balgum;Kim, Chul Soo
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1634-1642
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    • 2022
  • Numerous studies have attempted to present converting 2D drawings to 3D. However, converting 3D shapes to exactly how a person thinks is challenging because 2D drawings include numerous variables and possibilities. This study focuses on visualizing 2D to 3D in a commonly used 3D animation software required in animation education or the 3D industry. We implemented our SketchTo3D tool to add the editing and automatic texture assigning method from the imported 2D image into the 3D software that previously had to be done manually. As a result, the SketchTo3D tool saves time to immediately visualize the composition, shape, and volume to express the 3D character, providing an opportunity to break down the barrier between 2D and 3D.

D2D Utility Maximization in the Cellular System: Distributed Algorithm (셀룰라시스템에서 D2D 효용 극대화: 분산적 알고리즘)

  • Oh, Changyoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.89-90
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    • 2019
  • 본 논문에서는 D2D 단말이 셀룰라 시스템의 상향링크 자원을 재사용하는 환경에서 D2D 단말들의 효용함수 극대화 방안을 제안한다. 기존 셀룰라 단말의 간섭영향을 고려하여 기지국 수신단 총 간섭량을 제한하고, D2D 송신단 전송전력량을 제한한다. D2D 단말들의 효용 극대화를 위해서는 모든 링크간의 채널 정보를 요구하므로, 부분적인 링크 채널 정보만을 필요로 하는 분산적 알고리즘을 제안하도록 한다.

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The Distribution of Dictyostelids Cellular Slime Molds in Gokneung and Anyang Streamside and Effects of Environmental Factors on Its Distribution (하천(곡릉천,안양천)변 토양에서 세포성 점균의 분포 및 토양 환경요인의 영향)

  • 권혜련;장남기
    • Asian Journal of Turfgrass Science
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    • v.10 no.3
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    • pp.195-211
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    • 1996
  • Dictyostelids cellular slime molds were isolated from the soils of Gokneung and Anyang streamside in Korea. The fifteen species including two undescrihed species were identified. These were as follows ; Dictyostelium macrocephalurn D. sphaerocephalum, D. aureum var. aureum, D.mucoroides, D. minutum, Polyspondyium pallidum. D. giganteum, P. violaceum. D. purpureum. D.brefeldianum, D. flavidum, D. mucoroides var. storoniferum, D. septentrionalis, D. aureum var. luteolum,D. aureo-stipes var. aureo-stipes. D. macrocephalum was the dominant species. and D. sphaerocephalum. D. aureum var. avreum were relatively common. D. mucoroides var. storoniferum, D. septentrionalis were the undescrihed species in Korea. In the soils of streamside, dominant species was shifted by D. macrosephalum, D. sphaerocephalum. which were rare in the forest soils. The total clones per gram of streamside soils were greater than that of forest soils, whereas the number of species in streamside was smaller than the in forest soils. As a result, the ratio of the number of clones to species was very high in the soils of streamside, Environmental factors of soil pH, water content, organic content, total nitrogen and total phosphorus made a effect differently on the cellular slime molds community. Key words: Cellular slime molds, D. macrocephalum, D. sphaerocephalum, Shift of dominant species, Environmental factors.

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Last Design for Men's Shoes using 3D Foot Scanner and 3D Printer (3D 발 스캐너와 3D 프린터를 이용한 남성화 라스트 설계)

  • Oh, Seol-Young;Suh, Dong-Ae;Kim, Hyung-Gyu
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.186-199
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    • 2016
  • The shoe last which is the framework for the shoemaking is intensively combined with the 3D data and technologies. International shoe companies have already commercialized 3D printing technology in producing the shoe, but domestic shoe companies are still in their early stages. This study used the 3D scanning, 3D modeling and 3D printing of the high-technology to make the shoe last. This 3D producing processes should be helpful in building competitiveness in domestic shoe industry. The 3D foot scanning data of men in 30s(n=200) were collected in SizeKorea(2010). The basic statistics, factor and cluster analysis were performed. They were categorized in 3 groups by 3D foot measurement data, and the standard models were selected in each group. The cross sections in XY, YZ and XZ planes sliced from 3D scan data of the standard model were used in the sketches of the 3D shoe last modeling. The 3D shoe last was modeled by Solidworks CAD and printed by MakerBot Replicator2; a desktop 3D printer. This research showed the potential for utilization of 3D printing technology in the domestic shoe industry. The 3D producing process; 3D scanning, 3D modeling and 3D printing is expected to utilized widely in the fashion industry within the nearest future.

A Study on the Technique of the 3D Stereoscopic Cinema (3D 입체영화의 제작 기법 연구 단편영화 <내 생일>을 중심으로)

  • Kim, Byeong-Cheol
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.994-1004
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    • 2013
  • 3D stereoscopic cinema emerged as a new dominant media format. In principle, the stereoscopic cinema imitate the vision of the human being has two eyes. The stereoscopic cinema is filmed with 2 connected cameras at the same time and projected these 2 different images. With the stereoscopic glasses, the human being can see the overlapped images as a single 3D stereoscopic image. To make 3D stereoscopic cinema, it is very important to systemize the process of the 3D stereoscopic cinema production and to use the principle of the 3D stereoscopic cinema. This paper investigates the possibilities of the using the 3D stereoscopic principles such as the I.O.D, convergence point, parallax and the 3D comfort zone. Using the principle of the 3D stereoscopic cinema can be the technique of directing the film. Using the example of 3D stereoscopic short film My Birthday, I investigate the main technique of the 3D stereoscopic cinema.

Design and Fabrication of Dielectric Filters for Celluar and DCS Bands with Isolator (아이솔레이터를 장착한 Cellular와 DCS 밴드용 유전체 필터의 설계 및 제작)

  • Choi, U-Sung;Yang, Sung-Hyun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.6
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    • pp.1233-1237
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    • 2011
  • Insertion loss, ripple, and return loss were -1.7093dB, 0.9162dB, and -24.762dB with Cellular Rx(824~849 MHz), -1.8021dB, 0.9615dB, and -22.258 with Tx(869~894 MHz), repectively. On the other hand, insertion loss, ripple, and return loss were -2.0149dB, 1.5163dB, and -34.046 dB with DCS Rx(1710~1785 MHz), -1.5894dB, 2.3742dB, and -33.058dB with Tx(1805~1880 MHz), respectively. In the particular, the attenuations in 5MHz edge of band width were -9.1399dB and -14.336dB with Cellular Rx, -7.0343dB and -5.2943dB with Cellualr Tx, respectively. The attenuations of DCS Rx from the relative Tx were -58.298dB and -65.644dB, respectively. On the other hand, those of DCS Tx from the relative Rx were -70.659dB and -50.488dB, respectively. From the aboved results, the dielectric filters for Celluar and DCS band with Isolator showed the good skirt and ripple characterics.