• 제목/요약/키워드: virtual dimension

검색결과 133건 처리시간 0.023초

Web-Map 개발을 위한 VRML과 Java의 적용 (A study on the Development of 3D web-map using VRML and java)

  • 양인태;김동문;박형근
    • 한국측량학회지
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    • 제21권1호
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    • pp.81-87
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    • 2003
  • Web 기반 네트워크 환경에서 3차원의 실세계를 파악하는 것은 매우 어려운 과제이다. 그러나 최근의 시뮬레이션 도구들은 여러 가지 3차원 구현 기술들을 접목하여 제한된 2차원 화면 속에서 3차원 요소들을 효율적으로 구현시켜 나가고 있는 추세이다. 많은 GIS 도구들이 3차원 자료 생성을 위한 훌륭한 기능들을 제공하고 있다. 그러나 웹 환경에서 가상현실기법을 이용한 3차원 CIS의 설계에 대한 연구는 미진한 상태이다. 그래서 이 연구에서는 고가의 Map전용 프로그램의 지원 없이 웹상에서 원하는 방향, 시점에 대한 시각적 정보를 제공할 수 있는 능동적 3차원 VR지도를 제작하기 위해 가상현실모델링언어를 이용하여 3차원 지형 Map을 구현하였으며, 이러한 3D Web-Map은 차세대 지도매체로서 그 가능성이 충분하다고 여겨진다.

3차원 인체스캔형상을 재현한 3D 아바타 제작을 위한 가상착의 시스템의 활용성 검증 -CLO 3D 프로그램을 중심으로- (Usability verification of virtual clothing system for the production of a 3D avatar reproduced from 3D human body scan shape data - Focusing on the CLO 3D program -)

  • 홍은희
    • 한국의상디자인학회지
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    • 제22권1호
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    • pp.1-13
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    • 2020
  • The purpose of this study is to create a 3D avatar from 3D human body shape data using the CLO 3D virtual clothing program and to verify the feasibility of avatar production using the virtual clothing system for verifying size and shape. The research method was to select one virtual representative model that is the closest to the mean size of each body item for each age group. Using the 3D human body scan shape of a 40-69 years old male was applied to the CLO 3D virtual wearing system. Using the CLO 3D Avatar conversion menu, we verified the feasibility of creating a 3D avatar that reproduces the human body scan shape. In the dimension comparison between the 3D avatar and the fictitious representative model, the dimension difference was noticeable in height, circumference, and length. However, as a result, the converted 3D avatar showed less than a 5% difference in most human dimensions. In addition, since the body shape and posture were reproduced similarly, the utilization of the avatar was verified.

Digital moire 형상측정 시스템의 보정에 관한 연구 (A Study on the Calibration of Shape Measurement System Using Digital moire)

  • 김도훈;유원재;박낙규;강영준
    • 한국공작기계학회:학술대회논문집
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    • 한국공작기계학회 2003년도 춘계학술대회 논문집
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    • pp.255-259
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    • 2003
  • Moire topography method isa well-known non-contacting 3-D measurement method as afast non-contact test for three-dimension shape measuring method. Recently, it's important to study the automatic three-dimension measurement by moire topography because it is frequently applied to the reverse engineering , the medical , the entertainment fields. Three-dimension measurement using projection of moire topography is very attractive because of its high measuring speed and high sensitivity. In this paper, the classical moire method is computerized-so called digital moire when a virtual grating pattern is projected on a surface, the captured image by the CCD camera has three-dimension information of the objects. The moire image can be obtained through a simple image processing and a reference grating pattern. and it provides similar results without physical grating pattern. digital projection moire topography turn out to be very effective for the three-dimension measurement of objects. Using different N-bucket algorithm method of digital projection moire topography is tested to measuring object with the 2-ambiguity problem. Experimental results prove that the proposed scheme is capable of finding measurement errors that decreased more by using the four-three step algorithm method instead of the same step in the phase shifting of different pitch.

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Progression-Preserving Dimension Reduction for High-Dimensional Sensor Data Visualization

  • Yoon, Hyunjin;Shahabi, Cyrus;Winstein, Carolee J.;Jang, Jong-Hyun
    • ETRI Journal
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    • 제35권5호
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    • pp.911-914
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    • 2013
  • This letter presents Progression-Preserving Projection, a dimension reduction technique that finds a linear projection that maps a high-dimensional sensor dataset into a two- or three-dimensional subspace with a particularly useful property for visual exploration. As a demonstration of its effectiveness as a visual exploration and diagnostic means, we empirically evaluate the proposed technique over a dataset acquired from our own virtual-reality-enhanced ball-intercepting training system designed to promote the upper extremity movement skills of individuals recovering from stroke-related hemiparesis.

Action Recognition with deep network features and dimension reduction

  • Li, Lijun;Dai, Shuling
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권2호
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    • pp.832-854
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    • 2019
  • Action recognition has been studied in computer vision field for years. We present an effective approach to recognize actions using a dimension reduction method, which is applied as a crucial step to reduce the dimensionality of feature descriptors after extracting features. We propose to use sparse matrix and randomized kd-tree to modify it and then propose modified Local Fisher Discriminant Analysis (mLFDA) method which greatly reduces the required memory and accelerate the standard Local Fisher Discriminant Analysis. For feature encoding, we propose a useful encoding method called mix encoding which combines Fisher vector encoding and locality-constrained linear coding to get the final video representations. In order to add more meaningful features to the process of action recognition, the convolutional neural network is utilized and combined with mix encoding to produce the deep network feature. Experimental results show that our algorithm is a competitive method on KTH dataset, HMDB51 dataset and UCF101 dataset when combining all these methods.

Relief Texture 매핑을 이용한 가상공간 구축 (Construction of Visual Space using Relief Texture Mapping)

  • 이은경;정영기
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2003년도 하계종합학술대회 논문집 Ⅳ
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    • pp.1899-1902
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    • 2003
  • Recently several methods have been developed for the virtual space construction. Generally, most of the methods are geometric-based rendering technic, but they are difficult to construct real-time rendering because of large data. In this paper, we present a three dimension image-based rendering method that enable a constant speed of real-time rendering regardless of object complexity in virtual space. The Proposed method shows good performance for the virtual space construction with high complexity.

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Remote Monitoring and Control of the Real Robot associated with a Virtual Robot

  • Jeon, Byung-Joon;Kim, Dong-Hwan
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2005년도 ICCAS
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    • pp.43-48
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    • 2005
  • A robot system encompassing a remote control and monitoring through a virtual robot design is addressed and a tracking problem for a 2D (2 dimension) moving target by a robot vision is chosen as a case study. The virtual robot is developed, and it synchronizes with the real robot by compensating delay time. Two systems are displayed on a remote panel by communicating command and image data. The virtual robot utilizes an OpenGL library in Visual $C^{++}$ environment. Additionally, the remote monitoring and control between the real robot and the virtual robot are accomplished by employing an appropriate data compression in a network communication.

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가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로 (An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education)

  • 김기윤
    • 품질경영학회지
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    • 제49권3호
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

3D GIS를 활용한 가상 캠퍼스 구현 (Virtual Campus Development using 3D GIS)

  • 송상훈;정종필
    • 한국컴퓨터정보학회지
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    • 제14권2호
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    • pp.147-152
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    • 2006
  • 2D에서 3D로 이동하고 있는 현재의 GIS는 자료 크기가 기하급수적으로 커지고 이로 인해 처리속도가 느려지고 있으며 사용자의 실시간 렌더링(Rendering) 요구는 커지고 있다. 대용량의 공간자료에 대한 처리속도, 3 차원 처리기술, 가상현실 처리기술 등의 제약조건과 3차원 GIS를 가시화하기 위해서는 방대한 양의 데이터를 처리하기 위한 시간과 비용이 많이 과다하게 발생하는 문제점을 가지고 있다. 본 논문에서는 이러한 문제를 해결하고 웹 상에서 가상 캠퍼스(Virtual Campus)를 구현하기 위해 위성 및 항공으로부터 획득한 DEM 데이터를 VRML로 가시화하여 3차원으로 가시화된 지형 정보를 구하고, 모델링 툴을 이용하여 건물 및 도로에 대한 3차원의 캠퍼스 정보를 획득하게 된다. 이렇게 획득된 3차원의 정보를 보다 사실감 있는 질감과 재질을 표현하기 위하여 실물에 가까운 텍스처 맵핑 작업을 통해 웹 기반의 3차원 가상 캠퍼스를 구현할 수 있었다.

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색의 공간 구성적 차원에 관한 색채해석학적 연구 (A chroma-hermeneutical Study on the Space-constituitive Dimension of Color)

  • 이란표
    • 한국실내디자인학회논문집
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    • 제13권5호
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    • pp.181-189
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    • 2004
  • This study consists of two parts, in which the traditional discourses about light and color are analysed hermeneutically, The first part deals with the optical and chromatic discourse that stands in the same context with the aesthetic, and the second with the analysis of color phenomenon that is constituitive of space. From the ancient time the basic parameters of the conceptual thinking such as the virtual, simulacrum, have sticked to the inevitable status, which mediates to represent the original that can never present by oneself. In modern times this specificity of the virtual could have been connected with the problem, how and by which means objects can be perceived and grasped in itself. Among the barometers to the problem ‘color’ or ‘color perception’ has been regarded as the distinct one, in which the relationship between the image and the identifying of this one, the relationship between the perceived image and the perceiving subject and the problem of the spatiality of color and surface can be dwelled on. Through the explication of the chromatic and aesthetic discourse it can be recognized that color, surface and space are interacted with one another. Colors on the surface are not only the dynamic interpoints between the memory and the forgetfulness, but also the virtual interfaces, in which the spatialising actions happen incessantly. At this point it can be illuminated that the space-constituitive dimension of color is correlative with the dimension of chromatic effects of spatialising. Therefore color as well as surface as the spatial happening must be apprehended as the one, which constitutes the spatialising and at the same time varies and shifts itself into another on the purpose of the other spatialising.