• Title/Summary/Keyword: illumination environment

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현대제어 이론을 이용한 원전의 제어기술 연구현황 및 전망

  • 김동화
    • The Proceedings of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.4 no.3
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    • pp.26-36
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    • 1990
  • Poor quality and lower levels of lighting can produce severe problems in visual environment including glare, veiling reflections and contrast. This study aims to evaluate the lighting environment around VDTs. For the purpose, brightness contrast on screen, Reyboaed, and document, and their illumination were measured and compared to German Standard. The lighting environment of two offices untilizing VDTs were significantly different according to the daylight direction; the side and the frontward.

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A Survey on the Visual Environment in the Classrooms of Elementary Schools (초등학교(初等學校) 교실(敎室)의 시환경(視環境)에 관한 조사연구(調査硏究))

  • Jung, Jin-Hyun
    • Journal of the Korean Institute of Educational Facilities
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    • v.3 no.1
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    • pp.53-58
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    • 1996
  • The purpose of this study was to obtain a new guideline on designing the visual environment in the classrooms of elementary schools. This study was carried out through the field measurements on the classrooms and a survey using the questionnaire about the visual environment for learning. The major findings of the study were as follows: (1) It was unbalanced among the illumination, luminance, and color distributions in the classrooms. (2) It was too bright or dark around the surrounding surfaces (walls, floors, and ceilings) of students in the classrooms. Therefore, it is needed to be careful attention on the light distribution and the reflection ratio around the surrounding surfaces of students in the classrooms.

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A Study on the Quality of Photometric Scanning Under Variable Illumination Conditions

  • Jeon, Hyoungjoon;Hafeez, Jahanzeb;Hamacher, Alaric;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.88-95
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    • 2017
  • The conventional scan methods are based on a laser scanner and a depth camera, which requires high cost and complicated post-processing. Whereas in photometric scanning method, the 3D modeling data is acquired through multi-view images. This is advantageous compared to the other methods. The quality of a photometric 3D model depends on the environmental conditions or the object characteristics, but the quality is lower as compared to other methods. Therefore, various methods for improving the quality of photometric scanning are being studied. In this paper, we aim to investigate the effect of illumination conditions on the quality of photometric scanning data. To do this, 'Moai' statue is 3D printed with a size of $600(H){\times}1,000(V){\times}600(D)$. The printed object is photographed under the hard light and soft light environments. We obtained the modeling data by photometric scanning method and compared it with the ground truth of 'Moai'. The 'Point-to-Point' method used to analyseanalyze the modeling data using open source tool 'CloudCompare'. As a result of comparison, it is confirmed that the standard deviation value of the 3D model generated under the soft light is 0.090686 and the standard deviation value of the 3D model generated under the hard light is 0.039954. This proves that the higher quality 3D modeling data can be obtained in a hard light environment. The results of this paper are expected to be applied for the acquisition of high-quality data.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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Implementation of a DI Multi-Touch Display Using an Improved Touch-Points Detection and Gesture Recognition (개선된 터치점 검출과 제스쳐 인식에 의한 DI 멀티터치 디스플레이 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.1
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    • pp.13-18
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    • 2010
  • Most of the research in the multi-touch area is based on the FTIR(Frustrated Total Internal Re리ection), which is just implemented by using the previous approach. Moreover, there are not the software solutions to improve a performance in the multi touch-blobs detection or the user gesture recognition. Therefore, we implement a multi-touch table-top display that is based on the DI(Diffused Illumination), the improved touch-points detection and user gesture recognition. The proposed method supports a simultaneous transformation multi-touch command for objects in the running application. Also, the system latency time is reduced by the proposed ore-testing method in the multi touch-blobs detection processing. Implemented device is simulated by programming the Flash AS3 application in the TUIO(Tangible User Interface Object) environment that is based on the OSC(Open Sound Control) protocol. As a result, Our system shows the 37% system latency reduction, and is successful in the multi-touch gestures recognition.

Browning technology for shiitake in sawdust using LED source

  • Koo, Jinmo;Lee, Sang-Hwa;Lee, Sung-Hak;Park, Woo-Ram;Hwang, Jae Soon;Kim, Minkyeong;Jun, Hyungseo;Jung, Hee-Young;Jo, Woo-Sik
    • Journal of Mushroom
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    • v.16 no.4
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    • pp.331-333
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    • 2018
  • The incorporation of Shiitake culture into sawdust is a widely utilized technique that can assist in reducing the cost and time consumption associated with oak cultivation. In sawdust cultivation, browning of the surface mycelia is an important stage with respect to the utility and longevity of the sawdust media. Surface browning forms a protective coating on the substrate, which can inhibit the invasion of pathogens and suppress water evaporation. Several different light sources (red LED, white LED, blue LED, and fluorescent light) were used and the intensity of illumination was carefully controlled (1.5, 10.5, $20.5{\mu}mol/m^2s$ for LEDs and 10, 100, 300 lux for the fluorescent light) to induce browning. The light sources were regulated via a 1 h on/off cycle in a controlled room environment at a temperature of $20^{\circ}C$, 60% humidity, and 1200 ppm $CO_2$ concentration for 60days. The browning effect varied depending on the source and the intensity of illumination. This effect was most effectively induced at $1.5{\mu}mol/m^2s$ for the red and blue LEDs. All light sources induced less browning at the highest intensity of illumination. This indicates that intensity values higher than $20.5{\mu}mol/m^2s$ in the case of the LEDs and 300 lux for the fluorescent light are not effective. After harvesting of the fruit bodies, we measured the weight, length, and width of the pileus and stipe in addition to their chromaticity and hardness. Treatment with $1.5{\mu}mol/m^2s$ blue LED produced the best harvest with the highest average chromaticity, weight (21.2 g), stipe length (30.8 mm), and hardness (377.9 g), with a fine length and width of the pileus.

Development of 45-inch High Quality LC-TV

  • Yoshida, Yasuhiro;Furukawa, Hiroyuki;Ueno, Masafumi;Ikuta, Eiji;Daly, Scott;Feng, Xiaofan;Sezan, Ibrahim;Kikuchi, Yuji;Fujine, Toshiyuki;Sugino, Michiyuki
    • 한국정보디스플레이학회:학술대회논문집
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    • 2004.08a
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    • pp.30-33
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    • 2004
  • Sharp has developed industry's largest high-definition LC TV, Aquos LC-45GDI. In this paper, we discuss its 10-bit signal processing as one important enabler of its excellent picture quality. Utilizing 10 bits signal processing, in combination with full-spec High-Definition panel and "Intelligent Environment Illumination Sensor", we have succeeded to realize a beautiful gigantic LC TV.

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A Study on Visual Contextual Awareness in Ubiquitous Computing (유비쿼터스 환경에서의 시각문맥정보인식에 대한 연구)

  • Han, Dong-Ju;Kim, Jong-Bok;Lee, Sang-Hoon;Suh, Il-Hong
    • Proceedings of the KIEE Conference
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    • 2004.11c
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    • pp.19-21
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    • 2004
  • In many cases, human's visual recognition depends on contextual information. We need to use effective feature information for performing vigorous place recognition to illumination, noise, etc. In the existing cases that use edge and color, etc., visual recognition doesn't cope effectively with real environment. To solve this problem, using natural marker, we improve the efficiency of place recognition.

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A survey of actual conditions on the Kindergarten attached to colleges through actual measurement (실측을 통한 대학부설 유치원의 실태분석)

  • 석주영
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 1994.10a
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    • pp.51-55
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    • 1994
  • This study was attempted to investigate the facilities and environments of kindergarten attached to colleges, and ultimately to make up the adequate environment of for children. For these purposes, investigators directly visited 6 kimdergartens attached to colleges, and actually measured the facilities and equipments of these kindergartens. Concretely, our invetigators analyzed the actual conditions of kindergarten attached to colleges contering around the lighting and illumination of classroom, corridor, hall, toile room, dining room, and furnitures, closing materials of the floor, wall, ceiling.

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