• Title/Summary/Keyword: 가상 센서

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A Study on the Dynamic Expression of Fabrics based on RGB-D Sensor and 3D Virtual Clothing CAD System (RGB-D 센서 및 3D Virtual Clothing CAD활용에 의한 패션소재의 동적표현 시스템에 대한 연구)

  • Lee, Jieun;Kim, Soulkey;Kim, Jongjun
    • Journal of Fashion Business
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    • v.17 no.1
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    • pp.30-41
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    • 2013
  • Augmented reality techniques have been increasingly employed in the textile and fashion industry as well as computer graphics sectors. Three-dimensional virtual clothing CAD systems have also been widely used in the textile industries and academic institutes. Motion tracking techniques are grafted together in the 3D and augmented reality techniques in order to develop the virtual three-dimensional clothing and fitting systems in the fashion and textile industry sectors. In this study, three-dimensional virtual clothing sample has been prepared using a 3D virtual clothing CAD along with a 3D scanning and reconstruction system. Motion of the user has been captured through an RGB-D sensor system, and the virtual clothing fitted on the user's body is allowed to move along with the captured motion flow of the user. Acutal fabric specimens are selected for the material characterization. This study is a primary step toward building a comprehensive system for the user to experience interactively virtual clothing under real environment.

Design and Implementation of Rowing Machine System using VR Contents (VR 콘텐츠를 응용한 로잉머신 시스템의 설계 및 구현)

  • Ban, Hyun-Jin;Yun, Da-young;Kim, Jae-rim;Baek, Se-yeon;Lee, Na-young;Chang, Young-hyun;Kim, Jung-min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.05a
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    • pp.91-94
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    • 2020
  • 본 연구에서는 4차 산업혁명의 핵심 분야인 가상현실을 헬스 엔터테인먼트 서비스에 응용하는 시스템을 개발하였다. 스마트폰에 내장된 GPS와 GYRO센서를 활용하여 로잉머신의 동작 상태를 이중 데이터로 측정하고, 분석한 값을 활용해서 Unity를 사용하여 AR 어플리케이션을 설계, 구현하였다. 어플리케이션을 AR 글라스를 통해 실행한 결과, 생동감 넘치는 운동 환경을 사용자에게 제공한다. 그러나 사용자의 시각적 부담 과다로 인하여 로잉머신 운동효과 경험에 부분적 장애를 유발할 수 있어 2차적 개선으로 VR 콘텐츠로 전환을 적용하여 안전한 운동효과를 검증하였다. 본 연구의 VR 콘텐츠 개선기술을 적용하면 사용자 안전에 우선하는 헬스 엔터테인먼트 시장의 활성화가 기대된다.

Spatial domain-based encapsulation scheme (공간 도메인 기반 캡슐화 방안)

  • Lee, Sangmin;Nam, Kwijung;Rhee, Seongbae;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.818-820
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    • 2022
  • 포인트 클라우드 데이터는 자율 주행 기술, 가상 현실 및 증강 현실에서 사용될 3차원 미디어 중 하나로 각광 받고 있다. 국제 표준화 기구인 MPEG(Moving Picture Expert Group)에서는 포인트 클라우드 데이터의 효율적인 압축을 위해 G-PCC(Geometry-based Point Cloud Compression) 및 V-PCC(Video-based Point Cloud Compression)의 표준화를 진행 중에 있다. 그 중, G-PCC는 본래 단일 프레임의 압축을 수행하는 정지 영상 압축 방식이지만, LiDAR(Light Detection And Ranging) 센서를 통해 획득된 동적 포인트 클라우드 프레임에 대한 압축의 필요성이 대두됨에 따라 G-PCC 그룹에서는 Inter-EM(Exploratory Model)을 신설하여 LiDAR 포인트 클라우드 프레임의 압축에 관한 연구를 시작하였다. Inter-EM의 압축 비트스트림은 G-PCC 비트스트림과 마찬가지로 효과적인 전송 및 소비를 위해 미디어 저장 포맷인 ISOBMFF(ISO-based Media File Format)으로 캡슐화될 수 있다. 이때, 포인트 클라우드 프레임들은 자율 주행 등의 서비스에 사용하기 위해 시간 도메인뿐만 아니라 공간 도메인을 기반으로도 소비될 수 있어야 하지만, 공간 도메인을 기반으로 콘텐츠를 임의 접근하여 소비하는 방식은 기존 2D 영상의 시간 도메인 기반 소비방식과 차이로 인해 기존에 논의된 G-PCC 캡슐화 방안만으로는 지원이 제한된다. 이에, 본 논문에서는 G-PCC 콘텐츠를 공간 도메인에 따라 소비하기 위한 ISOBMFF 캡슐화 방안에 대한 파일 포맷을 제안하고자 한다.

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Research on Ways to Apply Smart Livestock Farming Based on Metaverse (메타버스 기반의 축사 스마트팜 적용 방안 연구)

  • YeonJae Oh
    • Smart Media Journal
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    • v.13 no.2
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    • pp.136-144
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    • 2024
  • In recent years, with the rapid development of IT technology and the aging of the population, various solutions to the labor shortage have emerged. In the livestock industry, there are an increasing number of management systems that utilize artificial intelligence technology. The Metaverse Smart Farm is a system that combines the digital virtual world with advanced agricultural technology. With this system, farmers can monitor the health of their animals in real time without having to visit the barns, and analyze the data collected through sensors and cameras for more efficient agricultural management. In addition, the barn environment can be adjusted through a remote control function, which is expected to reduce labor and revitalize the livestock industry.

A Prototype for Real-time Indoor Evacuation Simulation System using Indoor IR Sensor Information (적외선 센서정보기반 실시간 실내 대피시뮬레이션 시스템 프로토타입)

  • Nam, Hyun-Woo;Kwak, Su-Yeong;Jun, Chul-Min
    • Spatial Information Research
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    • v.20 no.2
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    • pp.155-164
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    • 2012
  • Indoor fire simulators have been used to analyse building safety in the events of emergency evacuation. These applications are primarily focused on simulating evacuation behaviors for the purpose of checking building structural problems in normal time rather than in real time situations. Therefore, they have limitations in handling real-time evacuation events with the following reasons. First, the existing models mostly experiment the artificial situations using randomly generated evacuees while real world requires actual data. Second, they take too long time in operation to generate real time data. Third, they do not produce optimal results to be used in rescueing or evacuation guidance. In order to solve these limitations, we suggest a method to build an evacuation simulation system that can be used in real-world emergency situations. The system performs numerous simulations in advance according to varying distributions of occupants. Then the resulting data are stored in DBMS. The actual person data captured in infrared sensor network are compared with the simulation data in DBMS and the querried data most closely is provided to the user. The developed system is tested using a campus building and the suggested processes are illustrated.

Grid Structure-Based Mobility Support Scheme for Sink Groups in Wireless Sensor Networks (무선 센서 네트워크에서 격자 구조 기반 이동 싱크 그룹 지원 방안)

  • Yim, Yongbin;Lee, Euisin;Kim, Sang-Ha
    • KIPS Transactions on Computer and Communication Systems
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    • v.6 no.5
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    • pp.239-246
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    • 2017
  • Communications for mobile sink groups such as rescue teams or platoons bring about a new challenging issue for handling group mobility in wireless sensor networks. Recently, a group region-based approach has been proposed to send data to a mobile sink group. However, it uses excessive flooding for 3 steps (group region discovery, region information notification, and data dissemination) to support mobile sink group. Thus, it causes high energy consumption and data delivery failure. Moreover, its per-sink mobility supporting scheme makes energy consumption and data delivery failure more serious. Thus, this paper proposes an Energy-efficient and Reliable Mobile Group communication protocol (ERMG) to support a mobile sink group, which exploits a virtual grid structure. For the group region discover and notification and the data dissemination, ERMG uses communications with only cell heads of grid cells that manages group sinks. ERMG also uses a per-grid based scheme to support sink mobility. Simulation results show that ERMG has 30% less energy consumption and 6% more desired delivery deadline success ratio than the existing protocols.

Line Tracking Method of AGV using Sensor Fusion (센서융합을 이용한 AGV의 라인 트레킹 방법)

  • Jung, Kyung-Hoon;Kim, Jung-Min;Park, Jung-Je;Kim, Sung-Shin;Bae, Sun-Il
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.1
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    • pp.54-59
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    • 2010
  • This paper present to study the guidance system as localization technique using sensor fusion and line tracking technique using virtual line for AGV(autonomous guided vehicle). An existing AGV could drive on decided line only. And representative guidance systems of such guidance system are magnet-gyro guidance and wired guidance. However, those have had the high cost of installation and maintenance, and the difficulty of system change according to variation of working environment. To solve such problems, we make the localization system which is fused with a laser navigation and gyro, encoder. The system is robust against noise, and flexible according to working environment through sensor fusion. For line tracking of laser navigation without wire guidance, we set the virtual line in program, and design the driving controller based on difference of angle and distance between AGV's position and decided virtual line. To experiment, we use the AGV which is made by ourselves, and experiment the line tracking repeatedly on same experimental environment. In result, maximum distance error between decided virtual line and AGV's position was less than 49.93mm, and we verified that the proposed system is efficient for line tracking of actual AGV.

In-network Aggregation Query Processing using the Data-Loss Correction Method in Data-Centric Storage Scheme (데이터 중심 저장 환경에서 소설 데이터 보정 기법을 이용한 인-네트워크 병합 질의 처리)

  • Park, Jun-Ho;Lee, Hyo-Joon;Seong, Dong-Ook;Yoo, Jae-Soo
    • Journal of KIISE:Databases
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    • v.37 no.6
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    • pp.315-323
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    • 2010
  • In Wireless Sensor Networks (WSNs), various Data-Centric Storages (DCS) schemes have been proposed to store the collected data and to efficiently process a query. A DCS scheme assigns distributed data regions to sensor nodes and stores the collected data to the sensor which is responsible for the data region to process the query efficiently. However, since the whole data stored in a node will be lost when a fault of the node occurs, the accuracy of the query processing becomes low, In this paper, we propose an in-network aggregation query processing method that assures the high accuracy of query result in the case of data loss due to the faults of the nodes in the DCS scheme. When a data loss occurs, the proposed method creates a compensation model for an area of data loss using the linear regression technique and returns the result of the query including the virtual data. It guarantees the query result with high accuracy in spite of the faults of the nodes, To show the superiority of our proposed method, we compare E-KDDCS (KDDCS with the proposed method) with existing DCS schemes without the data-loss correction method. In the result, our proposed method increases accuracy and reduces query processing costs over the existing schemes.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Efficient Correlation Channel Modeling for Transform Domain Wyner-Ziv Video Coding (Transform Domain Wyner-Ziv 비디오 부호를 위한 효과적인 상관 채널 모델링)

  • Oh, Ji-Eun;Jung, Chun-Sung;Kim, Dong-Yoon;Park, Hyun-Wook;Ha, Jeong-Seok
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.47 no.3
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    • pp.23-31
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    • 2010
  • The increasing demands on low-power, and low-complexity video encoder have been motivating extensive research activities on distributed video coding (DVC) in which the encoder compresses frames without utilizing inter-frame statistical correlation. In DVC encoder, contrary to the conventional video encoder, an error control code compresses the video frames by representing the frames in the form of syndrome bits. In the meantime, the DVC decoder generates side information which is modeled as a noisy version of the original video frames, and a decoder of the error-control code corrects the errors in the side information with the syndrome bits. The noisy observation, i.e., the side information can be understood as the output of a virtual channel corresponding to the orignal video frames, and the conditional probability of the virtual channel model is assumed to follow a Laplacian distribution. Thus, performance improvement of DVC systems depends on performances of the error-control code and the optimal reconstruction step in the DVC decoder. In turn, the performances of two constituent blocks are directly related to a better estimation of the parameter of the correlation channel. In this paper, we propose an algorithm to estimate the parameter of the correlation channel and also a low-complexity version of the proposed algorithm. In particular, the proposed algorithm minimizes squared-error of the Laplacian probability distribution and the empirical observations. Finally, we show that the conventional algorithm can be improved by adopting a confidential window. The proposed algorithm results in PSNR gain up to 1.8 dB and 1.1 dB on Mother and Foreman video sequences, respectively.