• Title/Summary/Keyword: 마커시스템

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Real-time Geometric Correction System for Digital Image Projection onto Deformable Surface (변형 가능한 곡면에서의 디지털 영상 투영을 위한 실시간 기하 보정 시스템)

  • Lee, Young-Bo;Han, Sang-Hun;Kim, Jung-Hoon;Lee, Dong-Hoon;Yun, Tae-Soo
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.39-44
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    • 2008
  • This paper proposes a real-time geometric correction system based on a projector to project digital images onto deformable surface. Markers use to trace lots of corresponding points would spoil the projected image when the projector projects a digital image onto the surface because they leave marks on the surface. In addition, it is difficult to build a real-time geometric correction system since bottlenecks occur through the process of the geometric correction for projecting images. In this paper, we use invisible infrared markers and a vertex shader of GPU using Cg TookKit of NVIDIA in order to eliminate disadvantage and bottlenecks in the process of markers recognition so that it is possible to project natural correction images in real-time. As a result, this system overlays an interactive virtual texture onto the real paper by using the geometric transformation. Therefore, it is possible to develop variation of AR(Augmented Reality) based on digital contents systems.

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Evaluation of orthodontics for treating temporo-mandibular joint disorders using a stereo camera (스테레오 카메라를 이용한 측두하악관절 교정장치(NO SICK)의 성능 평가)

  • Yun, Hong-Ii;Park, Joon-Su;Chung, Koo-Yeong;Shin, Ki-Young;Park, Joon-Ki
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.5
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    • pp.359-366
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    • 2015
  • TMJ(TemporoMandibular Joint) is considered as the most important articulation in human body for maintaining the balance. Thus it is one of the main treatment areas in Chiropractic. Instead of Chiropractic treatment, NOSICK, a TMJ balancing device, can be used. As there is no such device to quantify the effect of NOSICK, a system was developed to measure the effect of NOSICK. This system is composed of stereo vision, infrared lights, and infrared through filter, etc. It requires optical markers for the measurement. 8 land markers were selected from the face which will show different displacement as NOSICK is applied. 11 test subjects were measured with the system developed with and without NOSICK applied. Quantifiable displacement of markers before and after applying NOSICK was successfully measured with the system developed.

Development of a Low-cost Monocular PSD Motion Capture System with Two Active Markers at Fixed Distance (일정간격의 두 능동마커를 이용한 저가형 단안 PSD 모션캡쳐 시스템 개발)

  • Seo, Pyeong-Won;Kim, Yu-Geon;Han, Chang-Ho;Ryu, Young-Kee;Oh, Choon-Suk
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.46 no.2
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    • pp.61-71
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    • 2009
  • In this paper, we propose a low-cost and compact motion capture system which enables to play motion games in PS2(Play Station 2). Recently, motion capture systems which are being used as a part in film producing and making games are too expensive and enormous systems. Now days, motion games using common USB camera are slow and have two-dimension recognition. But PSD sensor has a few good points, such as fast and low-cost. In recently year, 3D motion capture systems using 2D PSD (Position Sensitive Detector) optic sensor for motion capturing have been developed. One is Multi-PSD motion capture system applying stereo vision and another is Single-PSD motion capture system applying optical theory ship. But there are some problems to apply them to motion games. The Multi-PSD is high-cost and complicated because of using two more PSD Camera. It is so difficult to make markers having omni-direction equal intensity in Single-PSD. In this research, we propose a new theory that solves aforementioned problems. It can measure 3D coordination if separated two marker's intensity is equal to. We made a system based on this theory and experimented for performance capability. As a result, we were able to develop a motion capture system which is a single, low-cost, fast, compact, wide-angle and an adaptable motion games. The developed system is expected to be useful in animation, movies and games.

Flying Disc Golf Path-Tracing System Using Smart-Marker (스마트마커 연동 원반골프 경로 추적 시스템)

  • Choi, Chang-Hee;Lim, Jea-Yun;Choi, Kyung-wha
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.12
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    • pp.1942-1949
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    • 2016
  • This paper proposed automatic path-tracing methods for Flying Disc Golf by adopting IoT comcepts at smart-marker. We tried to implement service system by making database. Smart-marker's configurations & roles are proposed. By making test-boards and adoption to various Flying Disc Golf games, the efficiency is proved. The positions and distances captured by the smart-marker are transferred to the smart-pole per each hole. The smart-pole captured them and transfers to web-server which is databased them. The result can be searched by web or smartphone in real time.

Positioning System for Mobile Robot using Hall Sensor (홀센서를 이용한 이동로봇의 위치인식 시스템)

  • Kim, Eui-Sun;Lee, Chang-Ki;Kim, Ki-Jung;Kim, Won-Ho;Park, Ju-Yong;Lim, Hyung-Kyu;Park, Se-Won
    • Proceedings of the KIEE Conference
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    • 2007.07a
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    • pp.1754-1755
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    • 2007
  • 영구자석을 사용한 마커가 설치된 자기장 이동 경로에서 이동 로봇의 경로 인식을 위한 위치인식 시스템이다. 저가의 홀센서를 일정 간격의 열로 배치한 센서를 설계 제작하고, 그 센서를 이용하여 측정된 마커의 자계 값을 이용하여 경로상의 위치를 인식할 수 있도록 하였다. 마커의 극성을 인식하는 새로운 방법을 제시하고, 인식된 극성을 코드화하여 경로상의 특이점들에 배치함으로써 경로 이동 중에 그 점들의 위치를 인식하도록 하였으며, 로봇은 그 위치에서 미리 정해진 행동을 하도록 프로그램 하였다. 센서들 간의 통신 방법을 논하였고, 각 센서들에서 얻어진 정보로부터 이동 로봇의 경로상의 위치인 측방향 변위 오차와 방향각 오차를 기하학적으로 산출한다.

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An Implementation of Table-top based Augmented Reality System for Motor Rehabilitation of the Paretic Hand (손 마비환자의 재활운동을 위한 테이블-탑 증강현실 시스템 구현)

  • Lee, Seokjun;Park, Kil Houm;Lee, Yang Soo;Kwak, Ho Wan;Moon, Gye Wan;Choi, Jae Hun;Jung, Soon Ki
    • Journal of Korea Multimedia Society
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    • v.16 no.2
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    • pp.254-268
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    • 2013
  • This paper presents an augmented reality (AR) based rehabilitation exercise system to enhance the motor function of the hands for the paretic/hemi-paretic patient. The existing rehabilitation systems rely on mechanical apparatus for palsy rehabilitation, but we aim to use the rehabilitation system at home with easy configuration and minimized equipment by the computer vision based approach. The proposed method evaluates the interaction status of the fingertip action by using the position and the contact of the fingertip markers. We obtain the 2D positions of the fingertip markers from a single camera, and then transform the 3D positions from the calibrated camera space by using an ARToolKit marker. We adopt simple geometric calculation by the conversion of the 2D interest points into the 3D interaction points for the simple interactive task in AR environment. Some experimental results show that the proposed method is practical and simply applicable to the applications with personal AR interaction.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Implementation of a Bubble Popping System for Educational Augmented Reality (교육용 증강 현실을 위한 버블 포핑 시스템 구현)

  • Lee, Woo-Keun;Jung, Da-Un;Choi, Chang-Yeol;Kim, Man-Bae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.11a
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    • pp.371-374
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    • 2009
  • 가상 현실과 현실 세계가 공존하는 증강 현실은 현재 및 향후 실감미디어 콘텐츠에 중요한 역할을 할 것으로 기대된다. 증강 현실은 게임, 엔터테인먼트, 교육 분야 등에서 응용에 따라 다양한 기술들의 결합이 요구된다. 본 논문에서는 교육적 효과를 주는 버블 포핑 증강 현실 기법을 제안한다. 버블 포핑 시스템은 비디오 입력용 웹캠, 마커 패턴 영상, 그래픽 구 버블 객체, 그래픽 마우스 등으로 구성된다. 일반 마우스의 이동에 따라 그래픽 마우스가 3차원 공간상에서 이동하면서 버블과의 충돌이 발생하게 되면, 충돌시 발생하는 버블의 이벤트로 동적 움직임, 터짐 등의 버블 효과를 구현할 수 있는 방법을 제안한다. 충돌 검출은 카메라와 마커 패턴의 좌표계 및 버블의 3차원 공간위치, 그리고 3차원 모델 데이터를 이용하여 구현한다. 제안 시스템은 ARToolkit을 기반으로 제작되었으며, 시각적인 마커 기반 시스템으로 버블의 움직임과 사용자의 인터랙션을 통해, 버블 포핑의 증강현실을 전달한다. 향후, 현재 개발 중인 포스 피드백 기능이 있는 진동촉각공간 햅틱 마우스와 접목하여 보다 실감적인 증강현실 기술을 개발할 예정이다.

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Evaluation of Accuracy About 2D vs 3D Real-Time Position Management System Based on Couch Rotation when non-Coplanar Respiratory Gated Radiation Therapy (비동일평면 호흡동조방사선치료 시 테이블 회전에 따른 2D vs 3D Real-Time Position Management 시스템의 정확성 평가)

  • Kwon, Kyung-Tae;Kim, Jung-Soo;Sim, Hyun-Sun;Min, Jung-Whan;Son, Soon-Yong;Han, Dong-Kyoon
    • Journal of radiological science and technology
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    • v.39 no.4
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    • pp.601-606
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    • 2016
  • Because of non-coplanar therapy with couch rotation in respiratory gated radiation therapy, the recognition of marker movement due to the change in the distance between the infrared camera and the marker due to the rotation of the couch is called RPM (Real-time The purpose of this paper is to evaluate the accuracy of motion reflections (baseline changes) of 2D gating configuration (two dot marker block) and 3D gating configuration (six dot marker block). The motion was measured by varying the couch angle in the clockwise and counterclockwise directions by $10^{\circ}$ in the 2D gating configuration. In the 3D gating configuration, the couch angle was changed by $10^{\circ}$ in the clockwise direction and compared with the baseline at the reference $0^{\circ}$. The reference amplitude was 1.173 to 1.165, the couch angle at $20^{\circ}$ was 1.132, and the couch angle at $1.0^{\circ}$ was 1.083. At $350^{\circ}$ counterclockwise, the reference amplitude was 1.168 to 1.157, the couch angle at $340^{\circ}$ was 1.124, and the couch angle at $330^{\circ}$ was 1.079. In this study, the phantom is used to quantitatively evaluate the value of the amplitude according to couch change.

Augmented Book as an Interface Between Real Environment and Virtual Environment (현실과 가상환경의 인터페이스로써의 증강 책)

  • Kim, Dong-Hee;Yoon, Jong-Hyun;Park, Jong-Seung
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.801-806
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    • 2008
  • This paper proposes an augmented reality application called augmented book. The augmented book provides an interface to the virtual objects and virtual environments using a real book. In the augmented book a user observes and manipulates the 3D visualization of virtual objects. Three different types of markers are introduced for the manipulation of virtual objects. By moving the control marker, the user controls the virtual objects. Our augmented book can be used as an interface for various kinds of 3D contents such as contents of real books or product catalogs.

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