• 제목/요약/키워드: motion stereo

검색결과 153건 처리시간 0.021초

폴리(비닐 알코올) 수용액의 준희박농도 영역에서 사슬 거동에 대한 수소결합의 효과 (Hydrogen Bond Effect on Chain Behavior at the Semidilute Regime of Poly(vinyl alcohol) Aqueous Solution)

  • 박일현;유영철;박기상;이동일;류원석
    • 폴리머
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    • 제30권3호
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    • pp.271-278
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    • 2006
  • 어랙틱 폴리(비닐 알코올)(PVA) 수용액 시스템의 준희박농도에서의 고분자 사슬의 구조 및 거동을 살펴보기 위하여, 온도 $25^{\circ}C$에서 광산란 실험을 실시하였다. 산란 벡터 q에서 얻은 산란광의 세기 I(q)는 Onstein-Zernike 식으로 해석이 불가능하여 단순히 $I(q){\sim}q^{-m}$을 이용하여 fractal 차원 m을 얻었다. 그 결과 농도 3 wt% 이상에서는 $m=2.6{\pm}0.3$으로 일정하게 유지되었다. 동적 광산란으로 얻은 시간상관함수에는 항상 빠른 거동과 느린 거동의 두 종류가 공존하였으며, 빠른 거동의 협동확산계수는 reptation 이론의 농도의존지수 값(=3/4)과 달리 농도 의존성이 거의 나타나지 않았다. 또한 느린 거동은 거대한 크기의 불균일 영역대의 운동으로 해석되며, 이 거동의 농도지수는 -3.0으로써 매우 강한 농도 의존성을 보여 주었다. 이 불균일 영역대의 형성에는 어택틱 PVA의 -OH기 4개의 메소(meso)가 입체 규칙적으로 배향한 부분이 매우 중요한 역할을 하는 것으로 생각되어진다.

2D to 3D Conversion에서 Depth-Map 기반 제작 사례연구 - '명장 관우' 제작 중심으로 - (Propriety analysis of Depth-Map production methods For Depth-Map based on 20 to 3D Conversion - the Last Bladesman)

  • 김효인;김형우
    • 스마트미디어저널
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    • 제3권1호
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    • pp.52-62
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    • 2014
  • 입체 디스플레이 보급의 보편화가 진행됨에 따라, 입체 콘텐츠의 수요가 증가하고 있다. 이러한 증가에 맞추어 2010년도를 기점으로 2D to 3D 변환 콘텐츠가 부족한 수요를 충족시킬 대안으로 제시되었다. 그러나 입체효과만을 강조한 2D to 3D 변환콘텐츠가 생산되면서 시각적 피로도와 입체감에 대한 품질의 저하가 문제로 지적되고 있다. 본 연구에서는 2011년 개봉한 '명장 관우'에서, 13개 Scene을 선별하여 입체 변환 콘텐츠로 제작하고, 변환에 적용된 Depth-Map의 품질이 시각적 피로도와 입체감을 표현하는데 있어서, 적정성을 가지는가의 여부를 전문가 그룹을 대상으로 인터뷰 및 설문조사를 시행하였다. 움직임의 변화가 많은 영상에 적용한 Depth-Map의 구성방식은 입체변환 기술에 많이 사용되는 방법으로 전(前) 후(後)관계의 분석을 통해 계단식 구성방식으로 깊이 단계 지도를 제작하게 된다. 실험을 통하여, 본 연구에서 제시한 Depth-Map의 구성이 입체변환 콘텐츠 제작에 있어 시각적 피로도를 낮추고 입체감 향상에 타당한지에 대한 결과를 도출하였으며, 실험에 응한 전문가 그룹의 과반수이상이 긍정적인 반응을 표시하였다. 본 연구의 결과 빠른 움직임을 가지는 2D영상을 3D영상으로 변환하는데 적용한 계단식 Depth-map의 구성방식으로도 시각적 피로도를 감소시키고, 입체감 인식을 증가시키는데 효율성을 가진다는 결과를 도출하였다.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • 섬유기술과 산업
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    • 제2권4호
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    • pp.490-508
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    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

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