• Title/Summary/Keyword: 마커 이미지

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Measurement Technique of Indoor location Based on Markerless applicable to AR (AR에 적용 가능한 마커리스 기반의 실내 위치 측정 기법)

  • Kim, Jae-Hyeong;Lee, Seung-Ho
    • Journal of IKEEE
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    • v.25 no.2
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    • pp.243-251
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    • 2021
  • In this paper, we propose a measurement technique of indoor location based on markerless applicable to AR. The proposed technique has the following originality. The first is to extract feature points and use them to generate local patches to enable faster computation by learning and using only local patches that are more useful than the surroundings without learning the entire image. Second, learning is performed through deep learning using the convolution neural network structure to improve accuracy by reducing the error rate. Third, unlike the existing feature point matching technique, it enables indoor location measurement including left and right movement. Fourth, since the indoor location is newly measured every frame, errors occurring in the front side during movement are prevented from accumulating. Therefore, it has the advantage that the error between the final arrival point and the predicted indoor location does not increase even if the moving distance increases. As a result of the experiment conducted to evaluate the time required and accuracy of the measurement technique of indoor location based on markerless applicable to AR proposed in this paper, the difference between the actual indoor location and the measured indoor location is an average of 12.8cm and a maximum of 21.2cm. As measured, the indoor location measurement accuracy was better than that of the existing IEEE paper. In addition, it was determined that it was possible to measure the user's indoor location in real time by displaying the measured result at 20 frames per second.

Design and Implementation of Frontal-View Algorithm for Smartphone Gyroscopes (스마트폰 자이로센서를 이용한 Frontal-View 변환 알고리즘 설계 및 구현)

  • Cho, Dae-Kyun;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.199-206
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    • 2012
  • Attempt to use as a marker of natural objects directly in the real world, but there is a way to use the accelerometer of the smartphone, to convert the Frontal-View virtual, because it asks only the pitch of the camera, from the side there is a drawback that can not be converted to images. The proposed algorithm, to obtain the rotation matrix of axis 3 pitch, roll, yaw, we set the reference point of the yaw of the target image. Then, to compensate for the rotation matrix to determine Myon'inji any floor, wall, the ceiling of the target image. Finally, to obtain the homography matrix for obtaining the Frontal-View to account for the difference between the gyro sensor coordinate system and image coordinate system, so we can get the Frontal-View from the captured images through the projection transformation was designed. Was tested to convert Frontal-View the picture was taken in an environment smartphone environment surrounding floor, walls and ceiling in order to evaluate the conversion program Frontal-View has been implemented, in this paper, design and The conversion algorithm implementation, it was confirmed that to convert a regular basis Frontal-View footage taken from multiple angles.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Full mouth rehabilitation with dental implant utilizing 3D digital image and CAD/CAM system: case report (3차원 디지털 영상과 CAD/CAM 시스템을 활용한 전악 임플란트 수복 증례)

  • Kang, Se-Ha;Jeong, Seung-Mi;Shin, Jae-Ok;Fang, Jeong-Whan;Kim, Dae-Hwan;Choi, Byung-Ho
    • Journal of Dental Rehabilitation and Applied Science
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    • v.31 no.2
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    • pp.158-168
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    • 2015
  • This article describes how to use digital system in a fully edentulous case that diagnosis to definitive prosthesis fabrication. While proceeding oral scan and CBCT taking, digital markers were attached on maxillary palate and lower existing denture. Using CBCT image and oral scan image, the bone contour and anatomical structures were analyzed and flapless surgical guide, customized abutment and prosthesis were made. After the osseointegration, the definitive prosthesis was fabricated using the oral scan image with scan body. It provides clinicians with a fast workflow and improves clinical efficiency.

Development of 4D System Linking AR and 3D Printing Objects for Construction Porject (AR과 3D 프린팅 객체를 연계한 건설공사 4D 시스템 구성 연구)

  • Park, Sang Mi;Kim, Hyeon Seung;Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.2
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    • pp.181-189
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    • 2021
  • In order to increase the practical usability of the virtual reality(VR)-based BIM object in the construction site, the difference between the virtual image and the real image should be resolved, and when it is applied to the construction schedule management function, it is necessary to reduce the image gap between the virtual completion and the actual completion. In this study, in order to solve this problem, a prototype of 4D model is developed in which augmented reality (AR) and 3D printing technologies are linked, and the practical usability of a 4D model linked with two technologies is verified. When a schedule simulation is implemented by combining a three-dimensional output and an AR object, it is possible to provide more intuitive information as a tangible image-based schedule information when compared to a simple VR-based 4D model. In this study, a methodology and system development of an AR implementation system in which subsequent activities are simulated in 4D model using markers on 3D printing outputs are attempted.

Implant prosthesis for fully edentulous patients using intra-oral scanning and abutment merging technique: A case report (무치악 환자에서 구강 스캔과 지대주 중첩을 이용한 임플란트 보철수복 증례)

  • Hwang, Chan-Hyeon;Jeong, Seung-Mi;Kim, Yong-Jun;Kim, Kyeong-Hee;Fang, Jeong-Whan;Kim, Dae-Hwan;Choi, Byung-Ho
    • The Journal of Korean Academy of Prosthodontics
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    • v.55 no.1
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    • pp.61-70
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    • 2017
  • In this case, the impression surface of the existing denture was scanned and was inverted three-dimensionally to express the residual ridge form. Implant planning was performed on the superimposed data of the CT with the scanned image of the denture with radiopaque markers attached. At the day of surgery, customized abutments fabricated in accordance with the form of the gingival margin were linked with fixtures and temporary restorations were set. In the process of fabricating the final prosthesis after the osseointegration of implant fixture, the intraoral scan images at abutment level were merged with images of the abutments scanned and stored before implant surgery. By fabricating the final prosthesis with the abutments obtained by merging can increase the marginal fitness of the final prosthesis and simplify the clinical process.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Crop proteomics: Practical method for high resolution of two-dimensional electrophoresis (작물 단백질체 분석을 위한 이차원 전기영동 사용법)

  • Kim, U.G.;Jung, Hwa-Jin;Lee, Su-Ji;Kim, Sun-Tae
    • Journal of Plant Biotechnology
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    • v.39 no.1
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    • pp.81-92
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    • 2012
  • Two-dimensional gel electrophoresis (2-DGE) is one of the most important technologies for high-resolution separation of proteins for proteomics. In this study, we present a detail 2-DGE protocol which allows detection and quantification of total plant proteins separated on gels to improve matching in image analysis. This protocol highlighted here may be useful for researchers, who like to first study for the development of protein biomarkers involved in development, biotic and abiotic stresses in plant.

Local variable binarization and color clustering based object extraction for AR object recognition (AR 객체인식 기술을 위한 지역가변이진화와 색상 군집화 기반의 객체 추출 방법)

  • Cho, JaeHyeon;An, HyeonWoo;Moon, NamMe
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.05a
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    • pp.481-483
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    • 2018
  • AR은 VR과 달리 실세계 공간의 객체에 대한 서비스를 제공하므로 서비스 개발을 방해하는 많은 요인들이 발생한다. 이를 보완하기위해 비주얼 마커, SLAM, 객체인식 등 여러 AR 기술이 존재한다. 본 논문은 AR 기술 중에서 객체인식의 정확도 향상을 위해 지역가변 이진화(Local variable binarization)와 색상의 군집화를 사용해서 이미지에서 객체를 추출하는 방법을 제안한다. 지역 가변화는 픽셀을 순차적으로 읽어 들이면서 픽셀 주위의 값의 평균을 구하고, 이 값을 해당 픽셀의 임계 값으로 사용하는 알고리즘이다. 픽셀마다 주위 색상 값에 의해 임계 값이 변화되므로 윤곽선 표현이 기존의 이진화보다 뚜렷이 나타난다. 색상의 군집화는 객체의 중요색상과 배경의 중요색상을 중심으로 유사한 색상끼리 군집화 하는 것이다. 객체 내에서 가장 많이 나온 값과 객체 외에 가장 많이 나온 값을 각 각 기준으로 색조와 채도의 값을 Euclidean 거리를 사용해 객체의 색상과 배경 색상을 분리했다.

Study of machine learning model for predicting non-small cell lung cancer metastasis using image texture feature (Image texture feature를 이용하여 비소세포폐암 전이 예측 머신러닝 모델 연구)

  • Hye Min Ju;Sang-Keun Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.313-315
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    • 2023
  • 본 논문에서는 18F-FDG PET과 CT에서 추출한 영상인자를 이용하여 비소세포폐암의 전이를 예측하는 머신러닝 모델을 생성하였다. 18F-FDG는 종양의 포도당 대사 시 사용되며 이를 추적하여 환자의 암 세포를 진단하는데 사용되는 의료영상 기법 중 하나이다. PET과 CT 영상에서 추출한 이미지 특징은 종양의 생물학적 특성을 반영하며 해당 ROI로부터 계산되어 정량화된 값이다. 본 연구에서는 환자의 의료영상으로부터 image texture 프절 전이 예측에 있어 유의한 인자인지를 확인하기 위하여 AUC를 계산하고 단변량 분석을 진행하였다. PET과 CT에서 각각 4개(GLRLM_GLNU, SHAPE_Compacity only for 3D ROI, SHAPE_Volume_vx, SHAPE_Volume_mL)와 2개(NGLDM_Busyness, TLG_ml)의 image texture feature를 모델의 생성에 사용하였다. 생성된 각 모델의 성능을 평가하기 위해 accuracy와 AUC를 계산하였으며 그 결과 random forest(RF) 모델의 예측 정확도가 가장 높았다. 추출된 PET과 CT image texture feature를 함께 사용하여 모델을 훈련하였을 때가 각각 따로 사용하였을 때 보다 예측 성능이 개선됨을 확인하였다. 추출된 영상인자가 림프절 전이를 나타내는 바이오마커로서의 가능성을 확인할 수 있었으며 이러한 연구 결과를 바탕으로 개인별 의료 영상을 기반으로 한 비소세포폐암의 치료 전략을 수립할 수 있을 것이라 기대된다.

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