• Title/Summary/Keyword: Top-view

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Lane Departure Detection Using a Partial Top-view Image (부분 top-view 영상을 이용한 차선 이탈 검출)

  • Park, Han-dong;Oh, Jeong-su
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.8
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    • pp.1553-1559
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    • 2017
  • This paper proposes a lane departure detection algorithm using a single camera equipped in front of a vehicle. The proposed algorithm generates a partial top-view image for a small ROI (region of interest) designated on the top-view space form the image acquired by the camera, detects lanes on the small partial top-view image, and makes a decision on the lane departure by checking overlap between the pre-assigned virtual vehicle and the detected lanes. The proposed algorithm also includes the removal of lines occurred by road symbols (noises) disturbing the lane departure detection between lanes and the prediction of lost lanes using lane information of previous fames. In lane departure detection test using real road videos, the proposed algorithm makes the right decision of 99.0% in lane keeping conditions and 94.7% in lane departure conditions.

Lane Departure Warning System Using Top-view Space (Top-view 공간을 활용한 차선 이탈 경보 시스템)

  • Park, Han-dong;Oh, Jeong-su
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.815-818
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    • 2016
  • Forward collision warning systems(FCWS) and lane departure warning systems(LDWS) need regions of interest for detecting lanes and objects as road regions. In general, the lane departure warning system using a vehicle front camera is tracking a lane curve using RANSAC or the like in the form of a straight line obtained image are compared with the center of the vehicle. This algorithm has weaknesses that requires a wide range of the lane being vulnerable to the curve. This paper presents an algorithm that checks whether the current lane departure by car from the Top-view space. The algorithm also can check whether the vehicle in the lane departure of the narrow range, and shows the result that is almost not affected by noise.

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Recognition of Lanes, Stop Lines and Speed Bumps using Top-view Images (탑뷰 영상을 이용한 차선, 정지선 및 과속방지턱 인식)

  • Ahn, Young-Sun;Kwak, Seong Woo;Yang, Jung-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.65 no.11
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    • pp.1879-1886
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    • 2016
  • In this paper, we propose a real-time recognition algorithm of lanes, stop lines and speed bumps on roads for autonomous vehicles. First, we generate a top-view using the image transmitted from a camera that is installed to see the front of a vehicle. To speed up the processing, we simplify the mapping algorithm in constructing a top-view wherein the region of interest (ROI) is concerned. The features of lanes, stop lines and speed bumps, which are composed of lines, are searched in the edge image of the top-view, then followed by labeling and clustering specialized to detect straight lines. The width of lines, distances from the center of a vehicle, and curvature of each cluster are considered to select final candidates. We verify the proposed algorithm on real roads using the commercial car (KIA K7) which is converted into an autonomous vehicle.

Efficient Top-k Query Processing Algorithm Using Grid Index-based View Selection Method (그리드 인덱스 기반 뷰 선택 기법을 이용한 효율적인 Top-k 질의처리 알고리즘)

  • Hong, Seungtae;Youn, Deulnyeok;Chang, Jae Woo
    • KIISE Transactions on Computing Practices
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    • v.21 no.1
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    • pp.76-81
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    • 2015
  • Research on top-k query processing algorithms for analyzing big data have been spotlighted recently. However, because existing top-k query processing algorithms do not provide an efficient index structure, they incur high query processing costs and cannot support various types of queries. To solve these problems, we propose a top-k query processing algorithm using a view selection method based on a grid index. The proposed algorithm reduces the query processing time by retrieving the minimum number of grid cells for the query range, by using a grid index-based view selection method. Finally, we show from our performance analysis that the proposed scheme outperforms an existing scheme, in terms of both query processing time and query result accuracy.

Thickness and Angle Dependent Microcavity Properties in Top-Emission Organic Light-Emitting Diodes (상부 발광 유기 발광 소자에서 두께와 시야각에 따른 마이크로 캐비티 특성)

  • Lee, Won-Jae
    • Journal of the Korean Institute of Electrical and Electronic Material Engineers
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    • v.24 no.1
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    • pp.32-35
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    • 2011
  • Top-emission device has a merit of high aperture ratio and narrow emission spectrum compared to that of bottom-emission one. Emission spectra of top-emission organic light-emitting diodes depending on a layer thickness and view angle were analyzed using a theory of microcavity. Device structure was manufactured to be Al (100 nm)/TPD/$Alq_3$/LiF (0.5 nm)/Al (2 nm)/Ag (30 nm). N,N'-diphenyl-N,N'- di (m-tolyl)-benzidine (TPD) and tris (8-hydroxyquinoline) aluminium (Alq3) were used as a hole-transport layer and emission layer, respectively. And a thickness of TPD and Alq3 layer was varied in a range of 40 nm~70 nm and 60 nm~110 nm, respectively. Angle-dependent emission spectrum out of the device was measured with a device fixed on a rotating plate. Since the top-emission device has a property of microcavity, it was observed that the emission spectrum shift to a longer wavelength region as the organic layer thickness increases, and to a shorter wavelength region as the view angle increases. Layer thickness and view-angle dependent emission spectra of the device were analyzed in terms of microcavity theory. A reflectivity of semitransparent cathode and optical path length were deduced.

Perspectives of Game in Terms of Interactivity between Game Texts and Players (게임 텍스트와 플레이어의 인터랙티브적 관점에서 본 게임의 시점)

  • Kihl, Tae-Suk;Chang, Jun-O
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.51-59
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    • 2008
  • This article focuses on perspectives of game in terms of interactivity between game texts and players. There are many points of view which have been discussed, such as first person point of view, third person point of view, top-down point of view, side-view point of view, quarter-view point of view, and isometric point of view, but they are too insufficient to fully explain the perspectives of game from the viewpoint of the interactivity. This paper examines the function of player and game manufacturer as implied authors on interactive point of view, and discusses the perspectives of game through a sense of distance between players as implied author and player characters.

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A Study on Shadow Handling in Top-Down View 2D Games (탑-다운 뷰 2D 게임의 그림자 처리에 대한 연구)

  • SangWon Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.83-84
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    • 2023
  • 2D 게임의 이미지들은 2D 스프라이트(Sprite) 조각들을 같은 평면에 겹쳐 그리는 방식으로 표현한다. 탑다운 뷰(Top-Down View) 2D 게임 시점은 평면의 그림에 입체적인 묘사를 함으로써 캐릭터나 오브젝트가 수직으로 일어서 있는듯한 3D 느낌을 전달한다. 그러나 실제로는 2D 평면이므로 3D 그림자 맵(Shadow Map) 방식을 사용할 수 없는 단점이 있다. 본 논문에서는 2D 스프라이트 오브젝트의 그림자를 3D 그림자맵으로 생성하는 방법과 동반되는 이슈들을 제시한다.

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Organic-layer thickness dependent optical properties of top emission organic light-eitting diodes (전면 유기 발광 소자의 유기물층 두께 변화에 따른 광학적 특성)

  • An, Hui-Chul;Joo, Hyun-Woo;Na, Su-Hwan;Kim, Tae-Wan;Hong, Jin-Woong;Oh, Yong-Cheul;Song, Min-Joung
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.06a
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    • pp.413-414
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    • 2008
  • We have studied an organic layer thickness dependent optical properties and microcavity effects for top-emission organic light-emitting diodes. Manufactured top emission device, structure is Al(100nm)ITPD(xnm)/$Alq_3$(ynm)/LiF(0.5nm)/Al(23nm). While a thickness of hole-transport layer of TPD was varied from 35 to 65nm, an emissive layer thickness of $Alq_3$ was varied from 50 to 100nm for two devices. A ratio of those two layers was kept to about 2:3. Variation of the layer thickness changes a traverse time of injected carriers across the organic layer, so that it may affect on the chance of probability of exciton formation. View-angle dependent emission spectra were measured for the optical measurements. Top-emission devices show that the emission peak wavelength shifts to longer wavelength as the organic layer thickness increases. For instance, it shifts from 490 to 555nm in the thickness range that we used. View-angle dependent emission spectra show that the emission intensity decreases as the view-angle increases. The organic layer thickness-dependent emission spectra show that the full width at half maximum decreases as the organic layer thickness increases. Top emission devices show that the full width at half maximum changes from 90 to 35nm as the organic layer thickness increases. In top-emission device, the microcavity effect is more vivid as the organic layer thickness increases.

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A Study on the Functional Requirement Analysis for the Development of PDM System (제품정보관리 시스템 개발을 위한 기능 분석에 관한 연구)

  • 한관희;박찬우
    • Korean Journal of Computational Design and Engineering
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    • v.7 no.1
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    • pp.42-56
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    • 2002
  • Presented in this study is a top-down functional requirement analysis procedure and the desired functionalities for PDM system development, and the benefits of top-down approach over a conventional bottom-up approach is also shown. For the purpose of top-down requirement analysis for PDM system, this study proposes 4P modeling view. 4P modeling view is defined as a modeling perspective for classifying functional requirements and integrating product-related information objects that must be man-aged within PDM systems. Based on 4P modeling templates, benchmarking analysis of commercially major PDM products is conducted and as a result of this analysis, this study suggests desired functionalities for PDM system.

Compare View Styles in the Smartphone AR Car Driving Game (스마트폰 AR 차 운전 게임에서 사용자 시점 비교)

  • Shin, Ji-Hye;Kim, Seungwon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1009-1011
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    • 2021
  • 게임에서 플레이어에게 시각적으로 제공되는 환경을 View라고 하는데, View의 전환만으로도 전혀 다른 게임의 경험이 가능하다. 본 논문에서는 car racing game에서 View의 전환에 따른 게임의 경험 차이를 비교하였다. 우리는 ARcore 라이브러리를 사용하여 AR car racing game을 구현하였고 virtual joystick을 사용한 Interaction 방법을 구현하였다. Top down view와 first person view의 차이점이 플레이어의 실감에 어떠한 영향을 미치는지 연구하기 위해 두 view을 구현하여 pilot study를 수행하였다.