• 제목/요약/키워드: three-dimensional video

검색결과 230건 처리시간 0.027초

정상아와 편마비 뇌성마비아의 삼차원 보행분석 (Three-Dimensional Video Analysis of the Gate Patterns in Normal Children and Hemiplegic Children with Cerebral Palsy)

  • 이진희;배성수;김중선
    • The Journal of Korean Physical Therapy
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    • 제9권1호
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    • pp.127-145
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    • 1997
  • The purpose of this study wa9 to analyse the gait patterns of two female children with hemiplegic cerebral palsy by using the three-dimensional video motion analysis technique. Case 1 has mild spastic hemiplegia on the right side while Case 3 has moderate spastic hemiplegia on the left side. A group of 10, normal female children of the same age(7-8 years old) were selected as the control group for comparison. Time and distance variables as well as the Center of Mass displacement, and the pelvic and joint motions in three anatomical planes were analysed for this purpose. The following observations were made through the analysis : Case 1 revealed an asymmetrical gait pattern in which the step length of the unaffected side was shorter than that of the affected side, which wan a result of the effort to minimize loading on the affected leg by shortening the swing phase of the unaffected leg. Case 1 scored similar phase ratios, cadence and walking velocity to the normal group. A slight posterior tilt of the pelvis was observed throughout the gait cycle. Less hip and knee flexion than the normal group was observed, and demonstrated hyperextension of the knee in the terminal stance phase. The main problem in case 1 originated from the insufficient dorsiflexion of the affected foot during the swing phase. Therefore, Case 1 has difficulty with foot clearance in the swing phase. Usually, this is compensated for by using exessive hip abduction and medial rotation in conjuction with trunk elevation as well as increased vortical displacement of the center of mass. Case 1 revealed a foot-flat initial contact pattern. Case 2 was characterized by a consistent retraction ef the affected aide of the body througout the gait cycle, As a result, an asymmetrical gait pattern with increased stance phase ratios of the unaffected side was observed. In spite of this the step lengths of both sieds were similar. Case 2 scored lower cadence and walking speed than the normal group with lower gait stability. The main problem in Case 2 originated from an excessive plantaflexion of the affected foot which, in turn, rebutted in high hip and knee flexion. Hyperextension of the knee was observed at mid-stance, and execessive anterior tilt of the pelvis throughout the gait cycle was noticed. A gait pattern with high hip abduction and medial circumduction was maintained for the stability in the stance phase and foot clearance in the swing phase. Case 2 revealed a forefoot-contact initial contact pattern.

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3D TV 시청환경에서 선정적 영상이 실재감과 각성, 성적 태도에 미치는 영향 (Effect of Sexual Contents on Presence, Arousal, and Sexual Attitude in 3D TV)

  • 김효선;권지영;이상민;한광희
    • 한국콘텐츠학회논문지
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    • 제13권2호
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    • pp.198-210
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    • 2013
  • 삼차원 입체 영상으로 TV 프로그램을 시청할 때 나타날 수 있는 콘텐츠의 영향을 살펴보았다. 여러 나라에서 삼차원 영상 산업을 일으키기 위한 방법으로 성인물을 사용하고 있기 때문에 선정적인 콘텐츠의 영향을 우선적으로 살펴보았다. 동일한 콘텐츠일지라도 영상의 재현 방식(2D와 3D)의 차이에 따라 시청자 경험이 달라지는지를 살펴보기 위해 영상 시청 후 실재감과 각성, 성적 태도의 변화를 관찰하였다. 실험 결과 삼차원 입체 영상을 본 참가자는 이차원 영상으로 시청한 참가자에 비해 영상의 실재감을 더 높게 지각하였으며, 보수적인 성적 태도를 가지는 경향성을 보였다. 이 결과는 삼차원 영상의 입체감이 선정적인 콘텐츠의 지각과 수용에 영향을 줄 수 있다는 것을 의미한다. 이 연구 결과는 3D TV 방송의 시청 안정성을 위한 권고안을 제작하는데 도움을 줄 수 있을 것이다.

동영상에서 물체의 추출과 배경영역의 상대적인 깊이 추정 (Moving Object Extraction and Relative Depth Estimation of Backgrould regions in Video Sequences)

  • 박영민;장주석
    • 정보처리학회논문지B
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    • 제12B권3호
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    • pp.247-256
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    • 2005
  • 컴퓨터 비젼에 관한 고전적인 연구 주제들 중의 하나는 두 개 이상의 이미지로부터 3차원 형상을 재구성하는 3차원 변환에 관한 것이다. 본 논문은 단안 카메라로 촬영한 일반적인 2차원 영상물에서 능동적으로 움직이는 3차원 영상의 깊이 정보를 추출하는 문제를 다룬다. 연속하는 프레임들간의 영상 블록의 움직임을 평가하여 카메라의 회전과 배율효과를 보상하고 다음과 같은 두 개의 단계에 걸쳐 블록의 움직임을 추출한다. (i) 블록의 위치와 움직임을 이용하여 카메라의 이동과 초점거리에 대한 전역 파라메타를 계산한다. (ii) 전역 파라메타, 블록의 위치와 움직임을 이용하여 평균 영상 깊이에 대한 상대적인 블록의 깊이를 계산한다. 다양한 동영상을 대상으로 특이점인 경우와 그렇지 않은 경우를 실험하였다. 결과로 얻어지는 상대적인 깊이 정보와 객체는 인간이 판단하는 경우와 동일함을 보였다.

플로팅 홀로그램을 통한 융복합 영상시스템 연구 (A Study on convergence video system trough Floating Hologram)

  • 오승환
    • 디지털융복합연구
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    • 제18권10호
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    • pp.397-402
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    • 2020
  • 홀로그램은 아날로그 홀로그램과 디지털 홀로그램으로 구분되지만 일반인이 구현하기에는 고가의 장비나 콘텐츠 구현의 한계가 존재한다. 또한 정해진 동영상을 통해 무한 반복되는 콘텐츠나 수동적인 관람 등 기존의 정적인 형태에서 벗어나 인터랙션이 가미된 홀로그램 콘텐츠를 연구해야 할 필요성이 있다고 사료된다. 따라서 유사 홀로그램 중 플로팅 홀로그램을 중심으로 융복합형 영상시스템을 제안하고자 한다. 홀로그램 인터랙션 요소는 3차원 공간에서 카메라 높이, 3D 모델간의 간격, 모델의 중복, 스케일, 애니메이션, 포지션, 칼라, 3D 모델체인지 등 8가지이며, 관람자가 실시간으로 직접 컨트롤하는 플로팅 홀로그램은 값비싼 홀로그램 장비를 사용하지 않고 플로팅 홀로그램을 쉽게 제작, 융복합 영상시스템을 활용함으로서 보다 대중적이면서도 능동적인 홀로그램 콘텐츠 제작 방법론을 제시하였다. 연구한계점으로는 실제 전시를 통해 개발된 영상시스템과 피드백을 통하지 못한 점이며, 이를 지속적으로 보완하여 보다 완성된 홀로그램 영상시스템이 개발되기를 기대해 본다.

불꽃놀이 형상과 OLED를 기반으로 한 패션 액세서리 디자인 제안 (Fashion Accessory Design Suggestions Using Firework Images with the OLED Display Platform)

  • 김선영
    • 한국의류학회지
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    • 제35권10호
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    • pp.1188-1198
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    • 2011
  • This study proposes the use of firework shapes to design fashion accessories in the judgment that they are appropriate for the expression of creative images in consideration of the display of fireworks as a kind of entertainment and a festive symbol. This study promotes the sustainable application of firework shapes to develop the designs of fashion culture items that feature a distinctive personality and uniqueness. In this present study, the proposed fashion accessory design was intended to create an entertaining new atmosphere that uses an Organic Light Emitting Diode (OLED) that draws attention as a futuristic display. In terms of methodology, a literature review of firework shapes and OLED was conducted; in addition, Adobe Illustrator CS2 and Adobe Photoshop CS2 were used to develop six different standard motive designs with formative design elements represented by a variety of firework shapes. Each of the six motifs was further expanded with different color combinations. Rich images are produced with the use of pink, blue, purple, green, yellow, orange, and red, in conjunction with various OLED effects to express the three-dimensional images of fireworks. The motifs are applied to three types of items: bags, bracelets, and necklaces. For the video images, evening and tote bags, pendants, and bangles were used. Shifting images and lights should produce unique images as well as satisfy the consumer desire for entertainment. The Adobe Image Ready software was used to present the motive of fireworks applied to the design of fashion accessories in video images but not in still-cut images due to physical constraints of this paper.

A CPU-GPU Hybrid System of Environment Perception and 3D Terrain Reconstruction for Unmanned Ground Vehicle

  • Song, Wei;Zou, Shuanghui;Tian, Yifei;Sun, Su;Fong, Simon;Cho, Kyungeun;Qiu, Lvyang
    • Journal of Information Processing Systems
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    • 제14권6호
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    • pp.1445-1456
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    • 2018
  • Environment perception and three-dimensional (3D) reconstruction tasks are used to provide unmanned ground vehicle (UGV) with driving awareness interfaces. The speed of obstacle segmentation and surrounding terrain reconstruction crucially influences decision making in UGVs. To increase the processing speed of environment information analysis, we develop a CPU-GPU hybrid system of automatic environment perception and 3D terrain reconstruction based on the integration of multiple sensors. The system consists of three functional modules, namely, multi-sensor data collection and pre-processing, environment perception, and 3D reconstruction. To integrate individual datasets collected from different sensors, the pre-processing function registers the sensed LiDAR (light detection and ranging) point clouds, video sequences, and motion information into a global terrain model after filtering redundant and noise data according to the redundancy removal principle. In the environment perception module, the registered discrete points are clustered into ground surface and individual objects by using a ground segmentation method and a connected component labeling algorithm. The estimated ground surface and non-ground objects indicate the terrain to be traversed and obstacles in the environment, thus creating driving awareness. The 3D reconstruction module calibrates the projection matrix between the mounted LiDAR and cameras to map the local point clouds onto the captured video images. Texture meshes and color particle models are used to reconstruct the ground surface and objects of the 3D terrain model, respectively. To accelerate the proposed system, we apply the GPU parallel computation method to implement the applied computer graphics and image processing algorithms in parallel.

마디모를 이용한 전방십자인대 기능 시뮬레이션 모델 (A Simulation Model of the ACL Function Using MADYMO)

  • 박정홍;손권
    • 대한기계학회논문집A
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    • 제30권11호
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    • pp.1408-1416
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    • 2006
  • A mathematical knee model was constructed using MADYMO. The purpose of this study is to present a more realistic model of the human knee to reproduce human knee motion. Knee ligaments were modeled as line elements and the surrounding muscles were considered as passive restraint elements. A calf-free-drop test was performed to validate the suggested model. A calf was dropped from the rest at about 65 degree flexed posture in the prone position. The motion data were recorded using four video cameras and then three dimensional data were acquired by Kwon3D motion analysis software. The results showed that general shapes of angular quantities were similar in both the experiment and computer simulation. Functional stability of the anterior cruciate ligament was explicitly revealed through this model.

네트워크형 가상현실 시스템에서의 자원할당 (Resource Allocation for Networked Virtual Reality Systems)

  • 오세웅
    • 한국멀티미디어학회논문지
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    • 제4권2호
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    • pp.130-135
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    • 2001
  • 네트워크를 이용한 가상현실시스템이 3차원 그래픽 뿐만 아니라 오디오, 비디오를 취급하면, 가상 공간의 품질은 현재 사용 가능한 네트워크 대역폭이나 엔드 시스템의 자원에 커다란 영향을 받는다. 또한 자원 예약형의 네트워크를 사용하더라도 네트워크형 가상현실 시스템에서는 사용자의 공간 네비게이션에 따라 요구되는 자원이 변화하므로 결국 가상공간의 품질이 떨어지는 결과를 초래한다 본 논문에서는 네트워크형 가상현실 시스템에서의 자원 할당 방법을 제안하여 네비게이션에 따른 가상공간의 품질 저하를 최소화하며 이를 실험을 통해 그 효율성을 입증한다.

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보행시 전신 주요 관절의 카오스 지수 분석 (Chaos Analysis of Major Joint Motions for Young Males During Walking)

  • 박정홍;손권;서국웅;박영훈
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2007년도 춘계학술대회A
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    • pp.792-795
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    • 2007
  • To quantify irregular body motions the time series analysis was applied to the gait study. The motions obtained from gait experiment are complex to exhibit nonlinear behaviors. The purpose of this study is to measure quantitatively the characteristics of the major six joints of the body during walking. The gait experiments were carried out for eighteen young males walking on a motor driven treadmill. Joint motions were captured using eight video cameras, and then three dimensional kinematics of the neck and the upper and lower extremities were computed by KWON 3D motion analysis software. The largest Lyapunov exponent was calculated from the time series to quantify stabilities of each joint. The results provides a data set of nonlinear dynamic characteristics for six joints engaged in normal walking.

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L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축 (Construction of HMD-based Interactive Realistic Media Algorithm Using L-System)

  • 임상국
    • 한국멀티미디어학회논문지
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    • 제23권1호
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.