• Title/Summary/Keyword: 이미지 기반 가상현실

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A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.169-178
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    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

Fashion attribute-based mixed reality visualization service (패션 속성기반 혼합현실 시각화 서비스)

  • Yoo, Yongmin;Lee, Kyounguk;Kim, Kyungsun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.2-5
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    • 2022
  • With the advent of deep learning and the rapid development of ICT (Information and Communication Technology), research using artificial intelligence is being actively conducted in various fields of society such as politics, economy, and culture and so on. Deep learning-based artificial intelligence technology is subdivided into various domains such as natural language processing, image processing, speech processing, and recommendation system. In particular, as the industry is advanced, the need for a recommendation system that analyzes market trends and individual characteristics and recommends them to consumers is increasingly required. In line with these technological developments, this paper extracts and classifies attribute information from structured or unstructured text and image big data through deep learning-based technology development of 'language processing intelligence' and 'image processing intelligence', and We propose an artificial intelligence-based 'customized fashion advisor' service integration system that analyzes trends and new materials, discovers 'market-consumer' insights through consumer taste analysis, and can recommend style, virtual fitting, and design support.

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Mono-Vision Based Satellite Relative Navigation Using Active Contour Method (능동 윤곽 기법을 적용한 단일 영상 기반 인공위성 상대항법)

  • Kim, Sang-Hyeon;Choi, Han-Lim;Shim, Hyunchul
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.43 no.10
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    • pp.902-909
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    • 2015
  • In this paper, monovision based relative navigation for a satellite proximity operation is studied. The chaser satellite only uses one camera sensor to observe the target satellite and conducts image tracking to obtain the target pose information. However, by using only mono-vision, it is hard to get the depth information which is related to the relative distance to the target. In order to resolve the well-known difficulty in computing the depth information with the use of a single camera, the active contour method is adopted for the image tracking process. The active contour method provides the size of target image, which can be utilized to indirectly calculate the relative distance between the chaser and the target. 3D virtual reality is used in order to model the space environment where two satellites make relative motion and produce the virtual camera images. The unscented Kalman filter is used for the chaser satellite to estimate the relative position of the target in the process of glideslope approaching. Closed-loop simulations are conducted to analyze the performance of the relative navigation with the active contour method.

Prediction Based Dynamic Level of Detail in Flight Simulator (항공시뮬레이터에서 예측 기반의 동적 LOD 적용방안)

  • Kim, DongJin;Lim, Juho;Kim, Ki-Il
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.7
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    • pp.1363-1368
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    • 2016
  • Fast rendering speed is one of key functions to provide realistic scenes in flight simulator. However, since flight simulator mostly operates with high volume terrain data, rendering speed is reduced and changed very rapidly when it handles file containing too much vertexs. So, previous schemes make use of Level of Details (LOD) scheme to prevent this problem. But, since LOD is applied after the large number of vertexs are detected, transition between scenes is not completely smooth. To solve this problem, in this paper, we propose a new dynamic LOD scheme which controls LOD level in advance through prediction of vertex overload. To verify the proposed scheme, we implement the proposed scheme in our flight simulation through OpenSceneGraph(OSG) and identify the reduced number of vertexs and enhanced Frame Per Second (FPS) by comparing real data with predicted one.

Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Technology Development for Improving Animation Performance Based on Train Route Patterns (열차 경로 패턴기반 애니메이션 성능 개선 기술 개발)

  • Lee, Duk-Hee;Yang, Won-Mo;Kim, Yong-Il;Yang, Yun-Hee;Shin, Yong-Tae
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.11 no.5
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    • pp.136-146
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    • 2012
  • As information technology used for simulation and virtual reality developed, there is a growing interest in animation technologies which will effectively deliver simulation results to users. Various efforts have been made to improve animation performance, like playback quality and speed, input-output speed and storage space reduction. However, earlier studies generally focused on image compression frame by frame. To significantly improve storage space and playback speed, animation data should be vectorized. Also, spatial and temporal duplication have to be removed. In this study, animation data structure was improved fundamentally through establishment of hierarchy and vectorization. Also Spatial and temporal duplication of animation data was removed through vectorization based on train route. As a result, storage space was reduced, input-output speed and playback speed were considerably improved. According to the test, additional Patternization which followed vectorization brought reduction of over 80% in storage space and input-output speed was quadrupled. Patternization technology can be used as a proper storage method of animation data, and can provide user-specific animation by small data transmission.

GPU-only Terrain Rendering for Walk-through (Walk-through를 지원하는 GPU 기반 지형렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.71-80
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    • 2007
  • In this paper, we introduce an efficient GPU-based real-time rendering technique applicable to every kind of game. Our method, without an extra geometry, can represent terrain just with a height map. It makes it possible to freely go around in the air or on the surface, so we can directly apply it to any computer games as well as a virtual reality. Since our method is not based on any geometrical structure, it doesn't need special LOD policy and the precision of geometrical representation and visual quality absolutely depend on the resolution of height map and color map. Moreover, GPU-only technique allows the general CPU to be dedicated to more general work, and as a result, enhances the overall performance of the computer. To date, there have been many researches related to the terrain representation, but most of them rely on CPU or confmed its applications to flight simulation, Improving existing displacement mapping techniques and applying it to our terrain rendering, we completely ruled out the problems, such as cracking, poping etc, which cause in polygon-based techniques, The most important contributions are to efficiently deal with arbitrary LOS(Line Of Sight) and dramatically improve visual quality during walk-through by reconstructing a height field with curved patches. We suggest a simple and useful method for calculating ray-patch intersections. We implemented all these on GPU 100%, and got tens to hundreds of framerates with height maps a variety of resolutions$(256{\times}256\;to\;4096{\times}4096)$.

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Development of Autonomous Vehicle Learning Data Generation System (자율주행 차량의 학습 데이터 자동 생성 시스템 개발)

  • Yoon, Seungje;Jung, Jiwon;Hong, June;Lim, Kyungil;Kim, Jaehwan;Kim, Hyungjoo
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.19 no.5
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    • pp.162-177
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    • 2020
  • The perception of traffic environment based on various sensors in autonomous driving system has a direct relationship with driving safety. Recently, as the perception model based on deep neural network is used due to the development of machine learning/in-depth neural network technology, a the perception model training and high quality of a training dataset are required. However, there are several realistic difficulties to collect data on all situations that may occur in self-driving. The performance of the perception model may be deteriorated due to the difference between the overseas and domestic traffic environments, and data on bad weather where the sensors can not operate normally can not guarantee the qualitative part. Therefore, it is necessary to build a virtual road environment in the simulator rather than the actual road to collect the traning data. In this paper, a training dataset collection process is suggested by diversifying the weather, illumination, sensor position, type and counts of vehicles in the simulator environment that simulates the domestic road situation according to the domestic situation. In order to achieve better performance, the authors changed the domain of image to be closer to due diligence and diversified. And the performance evaluation was conducted on the test data collected in the actual road environment, and the performance was similar to that of the model learned only by the actual environmental data.

Research on Infrastructure technology of Stereoscopic Object Expression Utilizing the Grabcut algorithm (Grabcut 알고리즘을 활용한 Stereoscopic 객체표현 기반 기술 연구)

  • Lee, Min ho;Choi, Jin yeong;Lee, Jong hyeok;Cha, Jae sang
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.17 no.5
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    • pp.151-159
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    • 2018
  • Recently, stereoscopic technology has become a potential for blue ocean as a new growth power industry, and interest in it has been steadily increasing with the development of virtual and augmented reality technologies. Various methods such as binocular parallax and polarized glasses have been developed and used for stereoscopic image expression, but they have limitations such as eye damage, headache, crosstalk and resolution degradation. In this paper, we present a new method of stereoscopic image representation that can overcome the limitations and verify its applicability through basic experiments for object extraction and real - time image representation.