• Title/Summary/Keyword: 이미지 기반 가상현실

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Efficient 3D Geometric Structure Inference and Modeling for Tensor Voting based Region Segmentation (효과적인 3차원 기하학적 구조 추정 및 모델링을 위한 텐서 보팅 기반 영역 분할)

  • Kim, Sang-Kyoon;Park, Soon-Young;Park, Jong-Hyun
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.49 no.3
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    • pp.10-17
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    • 2012
  • In general, image-based 3D scenes can now be found in many popular vision systems, computer games and virtual reality tours. In this paper, we propose a method for creating 3D virtual scenes based on 2D image that is completely automatic and requires only a single scene as input data. The proposed method is similar to the creation of a pop-up illustration in a children's book. In particular, to estimate geometric structure information for 3D scene from a single outdoor image, we apply the tensor voting to an image segmentation. The tensor voting is used based on the fact that homogeneous region in an image is usually close together on a smooth region and therefore the tokens corresponding to centers of these regions have high saliency values. And then, our algorithm labels regions of the input image into coarse categories: "ground", "sky", and "vertical". These labels are then used to "cut and fold" the image into a pop-up model using a set of simple assumptions. The experimental results show that our method successfully segments coarse regions in many complex natural scene images and can create a 3D pop-up model to infer the structure information based on the segmented region information.

Futuristic VR image presentation technique for better mobile commerce effectiveness (모바일 상거래 효과를 높이기 위한 미래형 VR 이미지 프레젠테이션 기술)

  • Park, Ji-seop
    • Trans-
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    • v.10
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    • pp.73-113
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    • 2021
  • Previous studies show that VR images can influence consumers' attitudes and behaviors by evoking imagination. In this study, we introduce a reality-based closed-loop 3D image (hereafter Virtualgraph). Then we try to see whether such image would increase evocativeness in a mobile commerce environment and whether higher telepresence of the visual image of a product can increase the purchase intention of that product. In order to find the above, we developed a model comprised of constructs containing telepresence, perceived value price, perceived food quality, and vividness of visual imagery questionnaire (VVIQ). We used Virtualgraph application to conduct an experiment, and then conducted an interview as well as a survey. As results of the experiment, survey and interview, we found the followings. First, users evoke imagination better with Virtualgraph than with still images. Second, increased evocativeness affects purchase intention if the perceived quality of fresh food product is satif actory. Third, increased evocativeness makes users value products higher and do even much higher when the perceived quality of fresh food product is good. From the interview, we could find that the experimental group had higher purchase intentions and perceived products as more expensive ones. Also, they perceived images of products clearer and more vivid than did the control group. We also discuss the strategic implications of using Virtualgraph in mobile shopping malls.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A Methodology of approach on Information from Social Network Service (Mass Collaboration 사례를 통한 SNS 정보 활용 접근 방법)

  • Lim, Soo-Min;Kim, Hyoung-Joong;Joo, Sang-Hyung
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.1579-1581
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    • 2011
  • 페이스북(Facebook)과 트위터(Twitter)등으로 각광 받는 소셜 네트워크 서비스(Social Network Service)는 사용자의 온라인과 오프라인에 구축된 인맥 네트워크를 기반으로 한다. SNS내의 소셜커머스, 소셜어플리케이션 등의 다양한 기능이 추가 되면서 새로운 온라인 서비스 시장이 등장하게 되었다. 초기의 새로운 가상 인맥 늘리기 수단으로 사용되었던 SNS서비스는 스마트폰의 등장과 카메라, 마이크 등의 추가 디바이스와 서비스간의 연계가 가능해 지면서 이용자들의 새로운 정보 생성과 실시간 커뮤니케이션이 가능해 졌다. 또한 SNS를 통한 정보의 흐름은 텍스트 기반의 한방향 정보 전달 틀에서 소리와 이미지, 동영상등의 다양한 미디어가 취합되는 공간이 됨으로서 사용자와 다른 사용자간의 상호 작용이 가능한 쌍방향 소통으로 현실의 정보를 보다 정확하고 빠르게 전달할 수 있는 하나의 미디어 형태로 진화하는 중이다. 본 논문에서는 소셜 서비스에서 생성된 정보가 집단 협업(Mass Collaboration)을 이룰 때 갖는 신뢰성을 기대하여 키워드 중심의 정보 형성에 따른 SNS 활용 방법을 제시한다.

Design and Implementation of a Web-based 3D Virtual Gallery using Panorama Images (Panorama 영상을 이용한 Web기반 3D 가상 Gallery의 설계 및 구현)

  • 김응곤;박경남
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.655-664
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    • 2002
  • In this paper, we implemented a web-based 3D virtual pottery gallery Using VR authoring tools. With this system, we expect to cause learning motives and Provide more realistic and interactive learning space. Out system was implemented by making panorama images and 3D object modules using Photo Vista. Object Modeler and Reality Studio. Users can connect to this web site(http://artstory.x-y.net), rotate a pottery panoramically, and zoom it in or out. We designed this virtual gallery can have beneficial influence on students' aesthetic aspects through realistic work appreciations in their art education processes.

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Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

멀티미디어 기술 기반 방송제작 체계

  • 김경수
    • Communications of the Korean Institute of Information Scientists and Engineers
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    • v.20 no.5
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    • pp.10-16
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    • 2002
  • 디지털 기술의 급속한 발전에 의한 디지털 방송의 도입은 방송환경에 커다란 변혁을 초래하고 있다. 기술의 발전은 방송, 통신, 컴퓨터를 융합시킨 새로운 미디어 서비스를 등장시키고 있으며, 이러한 미디어의 융합은 지금까지 독자적인 영역에서 발전하여 오던 각각의 미디어들이 가지고 있는 한계성 또는 단점을 상호보완적으로 개선함으로써 서비스 능력을 대폭적으로 향상시키는 방향으로 전개되고 있다. 이와같은 디지털 시대의 대변혁은 멀티미디어 서비스를 그 중심축으로 하고 있으며, 이른바 방송통신 융합시대의 경쟁력 있는 서비스를 도입하기 위한 미디어간, 국가간의 경계영역을 초월한 글로벌 경쟁체제가 급속히 진전되어 가고 있다. 이와 같은 미디어의 융합 현상에 따라 제작 환경도 새로운 디지털 방송 서비스를 효율적으로 지원하도록 전환되어야 한다. 디지털 방송의 특징인 고품질 및 다채널 시대를 맞아 방송 콘텐츠의 재활용도를 높이는 것은 매우 중요하며, 데이터 방송, 인터넷 방송 등 다양한 기능의 서비스를 도입하기 위해선 제작 체계의 개선이 뒷받침되어야 한다. 따라서 본 논문에서는 새로운 제작 환경에 대해서 살펴보고자 한다. 특히, 컴퓨터 기반의 제작 환경 구축에 핵심 요소인 넌리니어 편집시스템과 방송 콘텐츠를 효율적으로 관리하고 재활용할 수 있는 디지털 아카이브에 대해 소개하고자 한다. 테이프 대신 하드디스크를 기록 매체로 하는 넌리니어(non-linear) 시스템의 등장에 따라 방송 프로그램 제작에 대한 새로운 개념의 정립이 필요하게 되었으며, 이를 근간으로 하는 새로운 프로그램 제작환경, 즉 네트워크에 의해 컴퓨터와 데이터베이스를 연결하여 제작으로부터 송출가지 통합관리가 가능한 새로운 방송 프로그램 제작환경, 이른바 멀티미디어 제작환경을 구축하는 것이 디지털 방송 시대의 방송 사업자에게 가장 중요한 과제중의 하나가 되었다. 멀티미디어 제작환경을 구축함으로써 영상, 음성 및 다양한 부가 데이터를 포함하는 멀티미디어 프로그램을 편리하게 제작할 수 있으며, 데이터베이스로부터 필요한 영상 이미지를 자유롭게 합성, 조작하는 등, 매우 다양하고 편리한 제작기법을 활용할 수 있다. 또한 멀티미디어를 응용한 제작 분야로서 컴퓨터 그래픽스 기술은 방송의 사전제작에 커다란 기여를 하고 있으며, 이미 선거방송을 비롯한 여러가지 프로그램은 가상스튜디오와 가상캐릭터 기술을 활용하여 제작하고 있다. 방송사업자는 이러한 멀티미디어 제작시스템을 근간으로 영상검색, 영상 합성, 스크립트 편집, 가상현실 응용 등 고도의 제작 기법을 활용함으로써 사용자 친화성, 다이나믹한 표현, 실시간, 대화성을 특징으로 하는 다양한 멀티미디어 서비스를 시청자에게 제공할 수 있을 것이다.

Real-Time Rendering of a Displacement Map using an Image Pyramid (이미지 피라미드를 이용한 변위 맵의 실시간 렌더링)

  • Oh, Kyoung-Su;Ki, Hyun-Woo
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.5_6
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    • pp.228-237
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    • 2007
  • displacement mapping enables us to add realistic details to polygonal meshes without changing geometry. We present a real-time artifacts-free inverse displacement mapping method. In each pixel, we construct a ray and trace the ray through the displacement map to find an intersection. To skip empty regions safely, we traverse the image pyramid of displacement map in top-down order. Furthermore, when the displacement map is enlarged, intersection with bilinear interpolated displacement map can be found. When the displacement map is at distance, our method supports mipmap-like prefiltering to enhance image quality and speed. Experimental results show that our method can produce correct images even at grazing view angles. Rendering speed of a test scene is over hundreds of frames per second and the influence of resolution of displacement map to rendering speed is little. Our method is simple enough to be added to existing virtual reality systems easily.

A Study on Pipe Model Registration for Augmented Reality Based O&M Environment Improving (증강현실 기반의 O&M 환경 개선을 위한 배관 모델 정합에 관한 연구)

  • Lee, Won-Hyuk;Lee, Kyung-Ho;Lee, Jae-Joon;Nam, Byeong-Wook
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.32 no.3
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    • pp.191-197
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    • 2019
  • As the shipbuilding and offshore plant industries grow larger and more complex, their maintenance and inspection systems become more important. Recently, maintenance and inspection systems based on augmented reality have been attracting much attention for improving worker's understanding of work and efficiency, but it is often difficult to work with because accurate matching between the augmented model and reality information is not. To solve this problem, marker based AR technology is used to attach a specific image to the model. However, the markers get damaged due to the characteristic of the shipbuilding and offshore plant industry, and the camera needs to be able to detect the entire marker clearly, and thus requires sufficient space to exist between the operator. In order to overcome the limitations of the existing AR system, in this study, a markerless AR was adopted to accurately recognize the actual model of the pipe system that occupies the most processes in the shipbuilding and offshore plant industries. The matching methodology. Through this system, it is expected that the twist phenomenon of the augmented model according to the attitude of the real worker and the limited environment can be improved.