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윤민성,Yoon, M.S. 한국전자통신연구원 2020 전자통신동향분석 Vol.35 No.5
In 3D computer graphics, a depth map is an image that provides information related to the distance from the viewpoint to the subject's surface. Stereo sensors, depth cameras, and imaging systems using an active illumination system and a time-resolved detector can perform accurate depth measurements with their own light sources. The 3D image information obtained through the depth map is useful in 3D modeling, autonomous vehicle navigation, object recognition and remote gesture detection, resolution-enhanced medical images, aviation and defense technology, and robotics. In addition, the depth map information is important data used for extracting and restoring multi-view images, and extracting phase information required for digital hologram synthesis. This study is oriented toward a recent research trend in deep learning-based 3D data analysis methods and depth map information extraction technology using a convolutional neural network. Further, the study focuses on 3D image processing technology related to digital hologram and multi-view image extraction/reconstruction, which are becoming more popular as the computing power of hardware rapidly increases.
윤민성,Yoon, M.S. 한국전자통신연구원 2017 전자통신동향분석 Vol.32 No.5
Digital holography is a computational operation and photo-electronic technology that enables calculating, encoding, and reconstructing a 3D scene based on the interference of a coherent light-wave field. The spatial light modulator in a holographic 3D display decodes a computer-generated hologram to optically regenerate a 3D scene in various depths, thus facilitating to match convergence and accommodation of the human eyes. This paper introduces recent technologies related with the content for digital holography called an ultimate 3D display.
박중기,윤민성,김재한,추현곤,최진수,김진웅,Park, J.K.,Yoon, M.S.,Kim, J.H.,Choo, H.G.,Choi, J.S.,Kim, J.W. 한국전자통신연구원 2015 전자통신동향분석 Vol.30 No.3
디지털 홀로그래피는 가간섭성 광원을 이용하여 광파의 진폭 정보뿐만 아니라 위상 정보를 기록 또는 재생하는 기술이다. 이러한 홀로그래피 방식의 광파 재생은 광파를 산란시키는 3차원 대상물을 정확하게 표현할 수 있어서 이상적인 디스플레이 방법으로 여겨진다. 본고에서는 디지털 홀로그래픽 디스플레이와 기존의 홀로그래픽 디스플레이가 갖고 있는 제한된 시야각을 확장하여 360도 방향에서 홀로그램 입체영상을 자유자재로 즐길 수 있는 테이블탑 형태의 홀로그래픽 디스플레이 기술을 소개한다.
홍성진,이승욱,윤민성,박지영,이수웅,김아영,정일권,Hong, S.J.,Lee, S.W.,Yoon, M.S.,Park, J.Y.,Lee, S.W.,Kim, A.Y.,Jeong, I.K. 한국전자통신연구원 2020 전자통신동향분석 Vol.35 No.5
With the development of artificial intelligence (AI) and 5G technology, an ecosystem of digital content is gradually becoming intelligent, immersive, and convergent. However, there is not enough ultra-realistic content for the ecosystem. For ultra-realistic content services, creative content technologies using AI are being developed. This paper introduces the trends in and prospects of creative content technologies such as 3D content creation, digital holography, image-based motion recognition, content analysis/understanding/searching, sport AI, and content distribution.
디지털 에셋 창작을 위한 생성형 AI 기술 동향 및 발전 전망
이기석,이승욱,윤민성,유정재,오아름,최인문,김대욱,K.S. Lee,S.W. Lee,M.S. Yoon,J.J. Yu,A.R. Oh,I.M. Choi,D.W. Kim 한국전자통신연구원 2024 전자통신동향분석 Vol.39 No.2
With the recent rapid development of artificial intelligence (AI) technology, its use is gradually expanding to include creative areas and building new content using generative AI solutions, reaching beyond existing data analysis and reasoning applications. Content creation using generative AI faces challenges owing to technical limitations and other aspects such as copyright compliance. Nevertheless, generative AI may increase the productivity of experts and overcome barriers to creative work by allowing users to easily express their ideas as digital content. Thus, various types of applications will continue to emerge. As images and videos can be created using text input on a prompt, generative AI allows to create and edit digital assets quickly. We present trends in generative AI technology for images, videos, three-dimensional (3D) assets and scenes, digital humans, interactive content, and interfaces. In addition, the prospects for future technological development in this field are discussed.
산과 알칼리 공정으로 제조한 어육 수리미의 가열 겔에 미치는 근형질단백질과 NaCl의 영향
박주동(Joo Dong Park),윤수성(Soo-Seong Yoon),정춘희(Chun Hee Jung),조민성(Min Sung Cho),최영준(Yeung Joon Choi) 한국식품영양과학회 2003 한국식품영양과학회지 Vol.32 No.4
pH 2.5와 pH 10.5에서 어육 단백질을 용해시키고, pH 5.0 부근에서 침전 단백질을 회수한 후, pH를 중성 부근으로 재조절하여 제조한 7종 어류의 산과 알칼리 수리미의 수율을 수세 수리미와 비교하고 이들 수리미의 가열 젤에 미치는 근형질 단백질과 NaCl의 영향을 punch test와 색차계로 측정하였다. 알칼리 수리미의 수율은 수세 수리미와 산 수리미에 비하여 높았으나, 파괴강도,변형값 및 백색도는 낮았다. 근형질 단백질을 첨가한 가열 겔의 파괴강도는 첨가하지 않은 가열 겔에 비하여 유의적으로 높은 파괴강도와 변형 값을 가졌으나, 백색도는 다소 감소하였다. 염은 첨가 농도가 증가함에 따라 파괴강도 값은 감소하였으나, 변형값은 유의적인 차이를 보이지 않았고, 백색도는 다소 증가하는 것으로 나타났다. SDS-PAGE 상에서 산 수리미의 myosin heavy chain과 actin은 급속히 분해하였으며, 수세 수리미와 알칼리 수리미사이에는 큰 차이가 없었다. 알칼리 수리미의 수율과 가열 겔의 파괴강도, 변형 및 백색도 값에 미루어 알칼리 수리미 제조 공정은 kamaboko 형의 연제품 제조에 활용이 가능한 것으로 판단하였다. Surimi yields from acid and alkaline processing of 5 fishes were compared to those from conventional processing. Effect of sarcoplasmic protein and NaCl on heating gel from acid and alkaline surimi were also investigated by punch test and color. Yield of alkaline surimi was higher than that of conventional surimi. However, the breaking force, deformation and whiteness of heating gel from alkaline surimi were lower than those of heating gel from conventional surimi. The sarcoplasmic protein increased a breaking force and a deformation of gel. A breaking force was decreased, but deformation not significantly with NaCl concentration. Myosin heavy chain (MHC) and actin were greatly degraded in acid processing. Alkaline process for surimi is a valuable way of increasing the utilization of frozen and pelagic fishes, and making kamaboko-type products.
김종성,장시환,양성일,윤민성,Kim, J.S.,Jang, S.H.,Yang, S.I.,Yoon, M.S. 한국전자통신연구원 2021 전자통신동향분석 Vol.36 No.4
Outdoor sports activities have been restricted by serious air pollution, such as fine dust and yellow dust, and abnormal meteorological change, such as heatwave and heavy snow. These environmental problems have rapidly increased the demand for indoor sports activities. Virtual sports, such as virtual golf, virtual baseball, virtual soccer, etc., allow playing various sports games without going outdoors. Indoor sports industries and markets have seen rapid growth since the advent of virtual sports. Most virtual sports platforms use screen-based virtual reality techniques, which are why they are called screen sports. However, these platforms cannot support various sports games, especially virtual match games, such as squash, boxing, and so on, because existing screen-based virtual reality sports techniques use real balls and players. This article presents screen-based haptic-augmented reality technologies for a new virtual sports platform. The new platform does not use real balls and players to solve the limitations of previous platforms. Here, various technologies, including human motion tracking, human action recognition, haptic feedback, screen-based augmented-reality systems, and augmented-reality sports content, are unified for the new virtual sports platform. From these haptic-augmented reality technologies, the proposed platform supports sports games, including indoor virtual matches, that existing virtual sports platforms cannot support.