• Title/Summary/Keyword: 가상배경

Search Result 249, Processing Time 0.026 seconds

Optical Analysis of Film Colored Overlay for people with Scotopic Sensitivity Syndrome (광과민성증후군자를 위한 필름 색 오버레이의 광학적 특성 분석)

  • Jang, Young-Gun
    • Journal of Korean Ophthalmic Optics Society
    • /
    • v.17 no.4
    • /
    • pp.425-433
    • /
    • 2012
  • Purpose: Basic design of virtual colored overlay, film overlay, colored lenses and colored glasses for people with Scotopic Sensitivity Syndrome. Methods: I calculated sRGB and RGB values of the overlays from measured data. I evaluated the relationship between the combinational chromaticities composed of Galaxy Tab white background and film overlays and the chromaticities of pure film overlays. Results: Implementable sRGB and RGB values of the overlays is calculated. The chromaticities of film overlays are different from them with white paper background and them with Galaxy Tab's white background, but showed a certain relationship between them. Light transmittances of Intuitive Overlay are the most (59%-79%) among them and average light reflectance of Reading Ruler is least(8%). Conclusions: The sRGB values and the RGB values are directly applicable to implement assistive tools and the light transmittances are used to calculate ${\alpha}$, transparency of virtual overlay in IT devices. It is recommended to consider the chromaticity of white color in implementing virtual colored overlay in the case which the chromaticity is considerably different to theoretical chromaticity of white color.

Image Processing Based Virtual Reality Input Method using Gesture (영상처리 기반의 제스처를 이용한 가상현실 입력기)

  • Hong, Dong-Gyun;Cheon, Mi-Hyeon;Lee, Donghwa
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.24 no.5
    • /
    • pp.129-137
    • /
    • 2019
  • Ubiquitous computing technology is emerging as information technology advances. In line with this, a number of studies are being carried out to increase device miniaturization and user convenience. Some of the proposed devices are user-friendly and uncomfortable with hand-held operation. To address these inconveniences, this paper proposed a virtual button that could be used in watching television. When watching a video on television, a camera is installed at the top of the TV, using the fact that the user watches the video from the front, so that the camera takes a picture of the top of the head. Extract the background and hand area separately from the filmed image, extract the outline to the extracted hand area, and detect the tip point of the finger. Detection of the end point of the finger produces a virtual button interface at the top of the image being filmed in front, and the button activates when the end point of the detected finger becomes a pointer and is located inside the button.

Smoke Modeling and Rendering Techniques using Procedural Functions (절차적 함수를 이용한 연기 모델링 및 렌더링 기법)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.17 no.5
    • /
    • pp.905-912
    • /
    • 2022
  • Virtual reality, one of the core technologies of the 4th industrial revolution, is entering a new phase with the spread of low-cost wearable devices represented by Oculus. In the case of disaster evacuation drills, where practical training is almost impossible due to the risk of accidents, virtual reality is becoming a new alternative that enables effective training. In this paper, we propose a smoke modeling method that can be applied to fire evacuation drills implemented with virtual reality technology. In the event of a fire, smoke spreads along the aisle, and the density of the smoke changes over time. The proposed method models the smoke by applying a procedural function that can reflect the density of smoke calculated through simulation to the model in real-time. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke according to the user's movement.

Consider the directional hole filling method for virtual view point synthesis (가상 시점 영상 합성을 위한 방향성 고려 홀 채움 방법)

  • Mun, Ji Hun;Ho, Yo Sung
    • Smart Media Journal
    • /
    • v.3 no.4
    • /
    • pp.28-34
    • /
    • 2014
  • Recently the depth-image-based rendering (DIBR) method is usually used in 3D image application filed. Virtual view image is created by using a known view with associated depth map to make a virtual view point which did not taken by the camera. But, disocclusion area occur because the virtual view point is created using a depth image based image 3D warping. To remove those kind of disocclusion region, many hole filling methods are proposed until now. Constant color region searching, horizontal interpolation, horizontal extrapolation, and variational inpainting techniques are proposed as a hole filling methods. But when using those hole filling method some problem occurred. The different types of annoying artifacts are appear in texture region hole filling procedure. In this paper to solve those problem, the multi-directional extrapolation method is newly proposed for efficiency of expanded hole filling performance. The proposed method is efficient when performing hole filling which complex texture background region. Consideration of directionality for hole filling method use the hole neighbor texture pixel value when estimate the hole pixel value. We can check the proposed hole filling method can more efficiently fill the hole region which generated by virtual view synthesis result.

Analyses on limitations of binaural sound based on the first order Ambisonics for virtual reality audio (1차 Ambisonics에 의해 생성되는 가상현실 오디오용 양이 사운드의 한계에 대한 분석)

  • Chang, Ji-Ho;Cho, Wan-Ho.
    • The Journal of the Acoustical Society of Korea
    • /
    • v.38 no.6
    • /
    • pp.637-650
    • /
    • 2019
  • This paper analyzes the limitations of binaural sound that is reproduced with headphones based on Ambisonics for Virtual Reality (VR) audio. VR audio can be provided with binaural sound that compensates head rotation of a listener. Ambisonics is widely used for recording and reproducing ambient sound fields around a listener in VR audio, and the First order Ambisonics (FOA) is still being used for VR audio because of its simplicity. However, the maximum frequencies with this order is too low to perfectly reproduce ear signals, and thus the binaural reproduction has inherent limitations in terms of spectrum and sound localization. This paper investigates these limitations by comparing the signals arrived at ear positions in the reference field and the reproduced field. An incidence wave is defined as a reference field, and reproduced over virtual loudspeakers. Frequency responses, inter-aural level differences, and inter-aural phase differences are compared. The results show, above the maximum cut off frequency in general, that the reproduced levels decrease, and the horizontal localization can be provided only around the forward direction.

Relationships Among Participation Motives in Virtual Community, Sense of Community, Loyalty and Purchase Intention (가상공동체 참여동기와 공동체의식, 충성도 및 구매의도간의 관계에 관한 연구)

  • Moon, Jun-Yean;Choi, Ji-Hoon
    • Information Systems Review
    • /
    • v.5 no.2
    • /
    • pp.71-90
    • /
    • 2003
  • Virtual communities have been suggested to play important roles such as attracting customers, building customer loyalty, and leading to commercial transactions. Little research in marketing has focused on virtual communities in spite of its importance indicated by many practitioners and conceptual studies. More specifically, little research has empirically examined factors of customer participation and its consequences. This research investigate if customers' participation motives in virtual communities affect their sense of community and if sense of community affects customers' loyalty towards and purchase intentions from the website offering the community service. One hundred ninety six questionnaires were collected from individuals who have participated in and have been involved in online activities in various virtual communities. Major results of this research can be summarized as follows. First, participation motives employed significantly affected customers' sense of community and more specifically, perceived ease of use and perceived playfulness had a large influence on the customers' sense of community. Second, customers' sense of community positively affected their loyalty toward the community and more specifically, membership and emotional connection had a large influence on loyalty. Third, customers' sense of community did not affect directly their purchase intentions. Fourth, customers' loyalty toward virtual communities had a significant, positive, although marginal, influence on their purchase intentions.

A Hierarchical Bayesian Network for Real-Time Continuous Hand Gesture Recognition (연속적인 손 제스처의 실시간 인식을 위한 계층적 베이지안 네트워크)

  • Huh, Sung-Ju;Lee, Seong-Whan
    • Journal of KIISE:Software and Applications
    • /
    • v.36 no.12
    • /
    • pp.1028-1033
    • /
    • 2009
  • This paper presents a real-time hand gesture recognition approach for controlling a computer. We define hand gestures as continuous hand postures and their movements for easy expression of various gestures and propose a Two-layered Bayesian Network (TBN) to recognize those gestures. The proposed method can compensate an incorrectly recognized hand posture and its location via the preceding and following information. In order to vertify the usefulness of the proposed method, we implemented a Virtual Mouse interface, the gesture-based interface of a physical mouse device. In experiments, the proposed method showed a recognition rate of 94.8% and 88.1% for a simple and cluttered background, respectively. This outperforms the previous HMM-based method, which had results of 92.4% and 83.3%, respectively, under the same conditions.

Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
    • /
    • v.14 no.4
    • /
    • pp.411-417
    • /
    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.

Improvement of Graphic User Interface for Motion Database of Sign Language Avatar (수화 아바타의 동작 데이터베이스를 위한 그래픽 사용자 인터페이스의 개선)

  • Oh, Young-Joon;Park, Kwang-Hyun;Jung, Seong-Hoon;Jang, Hyo-Young;Bien, Zeung-Nam
    • 한국HCI학회:학술대회논문집
    • /
    • 2007.02a
    • /
    • pp.851-856
    • /
    • 2007
  • 수화는 청각장애인이 주로 사용하는 시각적인 언어이다. OpenGL 기반의 가상현실 공간을 배경으로 하여 청각장애인들이 쉽게 이해할 수 있는 수화 아바타의 움직임을 구현하기 위해, 본 논문에서는 수화 동작 데이터베이스를 구축하는 그래픽 사용자 인터페이스를 개발한다. 개발한 시스템에서는 아바타의 사실적인 표현과 친근감을 강조하기 위해 3D MAX 기반의 인체 아바타 모델의 픽셀 값을 ASE를 사용하여 C언어 코드로 변환함으로써 인간과 거의 비슷한 모델을 생성하였다. 손 모양 편집프로그램은 슬라이드 바를 사용하여 21개의 손 관절 각도를 조정할 수 있으며, 손 모양 코드번호와 손 모양 이름을 지정하여 수화단어 편집프로그램에서 사용하는 손 모양 데이터 형식으로 저장할 수 있다. 수화단어 편집프로그램은 수화단어 데이터 형식의 값을 설정하는 기능과 함께 손 모양 대칭복사, 검색, 추가, 수정, 삭제 기능을 제공함으로써 사용자가 손 모양을 쉽게 편집할 수 있도록 하였다. 손 모양 편집프로그램과 수화단어 편집프로그램을 사용하여 구성한 데이터베이스를 기반으로 수화 아바타가 가상현실 공간에서 인간과 유사한 움직임을 표현할 수 있도록 하였다.

  • PDF

Virtual Lecture Contents for Digital Logic Circuit Using Multimedia (멀티미디어를 이용한 디지털 논리 회로 콘텐츠)

  • Lim, Dong-Kyun;Oh, Won-Geun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.12 no.1
    • /
    • pp.59-64
    • /
    • 2008
  • In this paper, we developed an virtual lecture to study digital logic circuits. The contents is intended fer the students without or with little knowledge about electrics or electronics. For the beginners, the lecture contains the basic electronics and basic circuit theory as well as the degital logic circuits to be more practical lecture. And we developed the virtual circuit lab which uses real-like devices, circuits and interactive objects for the students to experience practical digital circuits. With the features described above, this contents would be useful for the beginners who want to studying digital logic circuits.