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Recovery of 3-D Motion from Time-Varying Image Flows
Wohn, Kwang-Yun,Jung, Soon-Ki The Korean Institute of Electrical Engineers 1996 Journal of Electrical Engineering and Information Vol.1 No.2
In this paper we deal with the problem of recovering 3-D motion and structure from a time-varying 2-D velocity vector field. A great deal has been done on this topic, most of which has concentrated on finding necessary and sufficient conditions for there to be a unique 3-D solution corresponding to a given 2-D motion. While previous work provides useful theoretical insight, in most situations the known algorithms have turned out to be too sensitive to be of much practical use. It appears that any robust algorithm must improve the 3-D solutions over time. As a step toward such algorithm, we present a method for recovering 3-D motion and structure from a given time-varying 2-D velocity vector field. The surface of the object in the scene is assumed to be locally planar. It is also assumed that 3-D velocity vectors are piecewise constant over three consecutive frames (or two snapshots of flow field). Our formulation relates 3-D motion and object geometry with the optical flow vector as well as its spatial and temporal derivatives. The linearization parameters, or equivalently, the first-order flow approximation (in space and time) is sufficient to recover rigid body motion and local surface structure from the local instantaneous flow field. We also demonstrate, through a sensitivity analysis carried out for synthetic and natural motions in space, that 3-D motion can be recovered reliably.
The Downfall of Blanche DuBois in A Streetcar Named Desire
Kim, Wohn 이화여자대학교 인문과학대학 영어영문학과 1984 Minerva Vol.- No.20
Many of Tennessee Williams’ plays deal with misfits and maladjusted people of society who seek to protect themselves from the harsh realities of life by creating a world of illusions. They are the “victims of our savagely mechanized society” and “vulnerable, lost, tortured people, struggling for dignity, compassion and at least a measure of salvation in a world of almost apocalyptic cruelty.
Behavior of residual stress in plasma sprayed ZrO₂ coatings with different contents of LaPO₄
Soo Wohn Lee,Jia Zhang,Huang Chen,Tohru Sekino,Seung Ho Kim 한양대학교 세라믹연구소 2008 Journal of Ceramic Processing Research Vol.9 No.6
In this study, ZrO2-LaPO4 composite coatings were deposited by a plasma spraying technique. For nondestructive evaluation and easy practicability, the X-ray diffraction method was chosen to determine the residual stress in plasma sprayed ZrO2- LaPO4 composite coatings. The relationship between residual stress and content of LaPO4 was investigated. In this study, ZrO2-LaPO4 composite coatings were deposited by a plasma spraying technique. For nondestructive evaluation and easy practicability, the X-ray diffraction method was chosen to determine the residual stress in plasma sprayed ZrO2- LaPO4 composite coatings. The relationship between residual stress and content of LaPO4 was investigated.
원광연(Wohn, Kwang-Yun),우탁(Woo, Tack),임익수(Leem, Eek-Su) 한국게임학회 2010 한국게임학회 논문지 Vol.10 No.1
본 논문은 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드게임을 제안하고자 한다. 이를 위해 산업 혁명과 정보화 혁명과 같은 사회적 패러다임의 변화에 따른 게임의 변화를 소통의 측면에서의 상호작용을 중심으로 살펴보고, 기존에 존재하는 유비쿼터스 게임과 그 한계점을 살펴보았다. 그리고 이러한 한계점을 극복할 수 있는 유비쿼터스 패러다임에 맞는 새로운 게임으로서 디지털 피지컬 필드 게임을 설계하였다. 또한, 이해를 돕고자 설계한 게임을 가장 잘 보여 줄 수 있는 실제 사례를 제시하였다. 이러한 연구를 통해 유비쿼터스 게임의 활성화에 도움이 될 수 있으며, 테마파크 및 체험관에 적용되는 기능성 콘텐츠로서 게임의 영역을 확장할 수 있을 것으로 기대할 수 있다. This research will suggest a Digital Physical Field Game (Digital PFG) as a new ubiquitous paradigm. Based on the evolution of videogame paradigm which is affected by the social paradigm evolves, meanings of "participation" and "communication" as an interaction in the videogames are examined. Additionally, a general concept of ubiquitous games and its limitations are also investigated. Based on that, a new game paradigm which contains a concept of ubiquitous games, Digital PFG's main concepts and examples are newly designed and proposed. As contributions of this research, next are expected, such as, improved immersive contents for the serious games and new approaches to the theme and science parks design as a user participated digital contents.
Recovery of 3-D Motion from Time-Varying Image Flows
Kwang Yun Wohn,Soon Ki Jung 한국정보과학회 1996 Journal of Electrical Engineering and Information Vol.1 No.2
In this paper we deal with the problem of recovering 3-D motion and structure from a time-varying 2-D velocity vector field. A great deal has been done on this topic, most of which has concentrated on finding necessary and sufficient conditions for there to be a unique 3-D solution corresponding to a given 2-D motion. While previous work provides useful theoretical insight, in most situations the known algorithms have turned out to be too sensitive to be of much practical use. It appears that any robust algorithm must improve the 3-D solution over time. As a step toward such algorithm, we present a method for recovering 3-D motion and structure from a given time-varying 2-D velocity vector field. The surface of the object in the scene is assumed to be locally planar. It is also assumed that 3-D velocity vectors are piecewise constant over three consecutive frames (or two snapshots of flow field). Our farmulation relates 3-D motion and object geometry with the optical flow vector as well as its spatial and temporal derivatives. The linearization parameters, or equivalently. the first-order flow approximation (in space and time) is sufficient to recover rigid body motion and local surface structure from the local instantaneous flow field. We also demonstrate. through a sensitivity analysis carried out for synthetic and natural motions in space. that 3-D motion can be recovered reliably.