• Title/Summary/Keyword: 가상배경

Search Result 248, Processing Time 0.027 seconds

A Theoric Study of Network-GPS Construction Using Stochastic Modelling (통계학적 모델링을 통한 Network-GPS 구축의 이론적 고찰)

  • 배경호;박운용;이기부;이동락
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
    • /
    • 2004.11a
    • /
    • pp.61-64
    • /
    • 2004
  • 현재 GPS를 이용한 위성측위시스템은 기존의 DGPS에 의한 정밀도 향상 차원을 넘어 상시관측소를 활용한 기준국의 활용 증대 및 다양한 동시 사용자의 욕구를 충족시키기 위해 여러 가지 연구들이 진행되고 있다 현재 국내 연구동향으로 VRS-RTK (Virtual Reference Station Real Time Kinematic)에 대한 기초 연구가 진행 중에 있으며 해양수산부의 전파를 이용한 비콘 방식과 표준과학연구원 천문대에서는 MBC와 연계한 FM-DARC(Data Radio Channel)방식 등이 활용 방안으로 준비중에 있으며, 여러 기관과 대학 연구 기관에서 기초 연구가 진행 중에 있다. 따라서 이미 독일, 싱가폴, 일본 등에서 활용하고 있는 VRS의 연구를 보다 심화하여 현재 각기 다른 기관에서 보유하고 있는 70여개의 GPS 상시관측소의 효율적인 활용과 대 국민 서비스를 제공할 수 있는 시스템이 절실히 필요한 시기이다. 따라서 본 논문에서는 이런 가상관측의 결과를 산출할 수 있는 통계학적 모델링을 통한 가상관측 보정값을 산출할 수 있는 보정값을 제시할 수 있는 알고리즘 개발에 그 목적이 있다. 향후 알고리즘 개발이 완료되면 통계학적 모델링을 통해 단일 기준점에 의한 GPS 측량에서 불가능한 위치 결정 네트웍의 가상 관측을 가능하게 할 것이며, 신뢰성 있는 미지정수 해를 만들 수 있을 것이다.

  • PDF

Recognition method of multiple objects for virtual touch using depth information (깊이 정보를 이용한 가상 터치에서 다중 객체 인식 방법)

  • Kwon, Soon-Kak;Lee, Dong-Seok
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.21 no.1
    • /
    • pp.27-34
    • /
    • 2016
  • In this paper, we propose how to recognize a multi-touch in the virtual touch type. Virtual touch has an advantage that it is installed only simple depth camera compared to the physical touch manners and it can be implemented with low cost for extracting an object exactly from only the difference of the depth values between the object and background. However, the accuracy for implementing the multi-touch has lowered. This paper presents a method to increase the accuracy of the multi-touch through the algorithms of binarization, labelling, and object tracking for multi-object recognition. Simulation results show that the proposed method can provide a variety of multi-touch events.

Boundary Noise Removal and Hole Filling Algorithm for Virtual Viewpoint Image Generation (가상시점 영상 생성을 위한 경계 잡음 제거와 홀 채움 기법)

  • Ko, Min-Soo;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.37 no.8A
    • /
    • pp.679-688
    • /
    • 2012
  • In this paper, performance improved hole-filling algorithm including boundary noise removing pre-process which can be used for an arbitrary view synthesis with given two views is proposed. Boundary noise usually occurs because of the boundary mismatch between the reference image and depth map and common-hole is defined as the occluded region. These boundary noise and common-hole created while synthesizing a virtual view result in some defects and they are usually very difficult to be completely recovered by using only given two images as references. The spiral weighted average algorithm gives a clear boundary of each object by using depth information and the gradient searching algorithm is able to preserve details. In this paper, we combine these two algorithms by using a weighting factor ${\alpha}$ to reflect the strong point of each algorithm effectively in the virtual view synthesis process. The experimental results show that the proposed algorithm performs much better than conventional algorithms.

Review of Research Trends on Virtual Reality-Based Intervention for Students with Autism Spectrum Disorders and Intervention Characteristics (자폐 범주성 학생을 위한 가상현실 기반 중재 연구동향 및 중재 특성 고찰)

  • Yang, Yi;Lee, Suk-Hyang;Suh, Min-Kyung
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.2
    • /
    • pp.623-636
    • /
    • 2017
  • The use of virtual reality(VR)-based interventions for students with autism spectrum disorders(ASD) has received special attention as evidence-based practices for its feasiblity, practicality, and appropriateness. However, there is little research to investigate the effects of VR-based intervention for students with ASD in Korea. This study identifies and reviews studies applying VR-based interventions. In total, 13 experimental studies were found that examine the effects of VR interventions published from 1990 to 2016. The selected studies were analyzed by 6 variables including publication year, participants, research design, independent variable, dependent variable, and outcome. The results of this study showed the feasibility of the implementing VR-based interventions in various age group students with ASD. In addition, the utilization of VR techniques was particularly effective in improving a wide range of social communication skills including facial recognition, empathy, joint attention, understanding social context, and resolving issues due to limited cognitive abilities. Several recommendations for the future study on VR-based intervention for students with ASD such as interdisciplinary approach to VR-based interventions, support needs regarding characteristics of ASD, generalization and maintenance of acquired technology, and consideration for participants' cultural background. were discussed.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
    • /
    • v.15
    • /
    • pp.1-24
    • /
    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Image Stitching for generating panorama image (Image Stitching 기술을 이용한 Panorama 영상 생성)

  • Bang, Jung Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.287-288
    • /
    • 2016
  • 본 논문에서는 한 위치에서 여러방향으로 찍은 사진들을, Image Stitching 기술을 통해 Panorama 영상을 만드는 과정에 대해 연구한다. VR이 주목 받게 됨에 따라 스마트폰이나 360도 카메라를 사용하여 이미지 스티칭 기법을 사용하여 연속적인 사진을 보여주게 되는되 이를 구현 하기 위한 배경 연구들을 분석하고 구현해 봄으로 속도 향상을 아이디어들에 대하여 연구한다.

  • PDF

편재형 컴퓨팅 환경에서의 e-비즈니스 현안

  • 김영국
    • Proceedings of the CALSEC Conference
    • /
    • 2003.09a
    • /
    • pp.255-260
    • /
    • 2003
  • 연구배경 □ 어떠한 시간과 장소에서도 사용 가능한(유비쿼터스, 편재형)통신 환경의 실현 O IPv6의 보급 O무선 네트워크의 보편화 O이동단말의 소형화 및 성능향상 O다양한 서비스와 어플리케이션 등 □유비쿼터스 통신 환경을 기반으로 한 전자상거래(M-, U-Commerce) O온, 오프 연동 및 유,무선 연동의 비즈니스 모델 O실물공간과 가상공간의 상거래를 연결, 통합하는 모델 O기술적으로는 위치기반, 지능화, 개인화된 고객서비스 가능(중략)

  • PDF

A Study on applying Ink Painting to VR animation Packground (VR 애니메이션 배경으로의 수묵화 적용방법 연구)

  • Hou, zheng-dong;Choi, Chul-Young
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2018.05a
    • /
    • pp.411-412
    • /
    • 2018
  • 중국 수묵 애니메이션의 확대 발전을 위해서는 수묵 애니메이션의 퀄리티와 양적인 확대가 필요하다. 이를 위해 수묵화 이미지를 이용해 수묵 애니메이션 구현을 최적화하는 방법으로 애니메이션 장르를 다양화해 양적인 문제를 해결하는 방법을 찾으려 했다. 기술이 발달함에 따라 가상현실 콘텐츠로의 수묵 애니메이션 제작에 필요한 적용 방법을 기 제작된 수묵 애니메이션을 바탕으로 VR 확대 연구를 진행해 보았다.

  • PDF

A Side-and Rear-View Image Registration System for Eliminating Blind Spots (차량의 사각 지대 제거를 위한 측/후방 카메라 영상 정합 시스템)

  • Park, Min-Woo;Jang, Kyung-Ho;Jung, Soon Ki;Yoon, Pal-Joo
    • Journal of KIISE:Software and Applications
    • /
    • v.36 no.8
    • /
    • pp.653-663
    • /
    • 2009
  • In this paper, we propose a blind spots elimination system using three cameras. A wide-angle camera is attached on trunk for eliminating blind spots of a rear-view mirror and two cameras are attached on each side-view mirror for eliminating blind spots of vehicle's sides. In order to eliminate blind spots efficiently, we suggest a method to build a panoramic mosaic view with two side images and one wide-angle rear image. First, we obtain an undistorted image from a wide-angle camera of rear-view and calculate the focus-of-contraction (FOC) in undistorted images of rear-view while the car is moving straight forward. Second, we compute a homography among side-view images and an undistorted image of rear-view in flat road scenes. Next, we perform an image registration process after road and background region segmentation. Finally, we generate various views such as a cylinder panorama view, a top view and an information panoramic mosaic view.

Stereoscopic Video Compositing with a DSLR and Depth Information by Kinect (키넥트 깊이 정보와 DSLR을 이용한 스테레오스코픽 비디오 합성)

  • Kwon, Soon-Chul;Kang, Won-Young;Jeong, Yeong-Hu;Lee, Seung-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.38C no.10
    • /
    • pp.920-927
    • /
    • 2013
  • Chroma key technique which composes images by separating an object from its background in specific color has restrictions on color and space. Especially, unlike general chroma key technique, image composition for stereo 3D display requires natural image composition method in 3D space. The thesis attempted to compose images in 3D space using depth keying method which uses high resolution depth information. High resolution depth map was obtained through camera calibration between the DSLR and Kinect sensor. 3D mesh model was created by the high resolution depth information and mapped with RGB color value. Object was converted into point cloud type in 3D space after separating it from its background according to depth information. The image in which 3D virtual background and object are composed obtained and played stereo 3D images using a virtual camera.