• Title/Summary/Keyword: 360 VR

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Fast Content-preserving Seam Estimation for Real-time High-resolution Video Stitching (실시간 고해상도 동영상 스티칭을 위한 고속 콘텐츠 보존 시접선 추정 방법)

  • Kim, Taeha;Yang, Seongyeop;Kang, Byeongkeun;Lee, Hee Kyung;Seo, Jeongil;Lee, Yeejin
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.1004-1012
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    • 2020
  • We present a novel content-preserving seam estimation algorithm for real-time high-resolution video stitching. Seam estimation is one of the fundamental steps in image/video stitching. It is to minimize visual artifacts in the transition areas between images. Typical seam estimation algorithms are based on optimization methods that demand intensive computations and large memory. The algorithms, however, often fail to avoid objects and results in cropped or duplicated objects. They also lack temporal consistency and induce flickering between frames. Hence, we propose an efficient and temporarily-consistent seam estimation algorithm that utilizes a straight line. The proposed method also uses convolutional neural network-based instance segmentation to locate seam at out-of-objects. Experimental results demonstrate that the proposed method produces visually plausible stitched videos with minimal visual artifacts in real-time.

Improving the Functions of Digital Textbooks to Prepare for the post COVID-19 (포스트 코로나를 대비한 디지털교과서의 기능 개선)

  • Kim, Hong-sun;Jeong, Young-sik
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.283-288
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    • 2021
  • In the COVID-19 situation, digital textbooks have been used in many schools. In order for digital textbooks to become active even in the post COVID-19 era, the functions of digital textbooks must be improved. Digital textbooks are traditional book-type textbooks with glossaries, video materials, and evaluation questions added. Recently, they are being used usefully for practical education by providing realistic contents such as Augmented Reality, Virtual Reality, and 360 images. Therefore, in this study, in order to prepare for the post COVID-19, we found the functional problems of digital textbooks and suggested a way to improve them. First, the layout of digital textbooks should be developed as a responsive layout, deviating from the same form as a book-type textbook. Second, digital textbooks and learning management systems must be integrated. Third, by developing a digital textbook for teachers, teachers should be able to directly reorganize the contents or add external materials. Fourth, learning analysis should be possible using data recorded in digital textbooks. Fifth, in the 2022 revised curriculum, various subjects should be developed as digital textbooks.

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Investigation into Weathering Degree and Shear Wave Velocity for Decomposed Granite in Hongsung (홍성 지역 화강 풍화 지층에 대한 풍화도 및 전단파 속도 고찰)

  • Sun, Chang-Guk;Kim, Bo-Hyun;Chung, Choong-Ki
    • Proceedings of the Korean Geotechical Society Conference
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    • 2005.10a
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    • pp.360-372
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    • 2005
  • The weathering degree and shear wave velocity, $V_S$, were evaluated for decomposed granite layers in Hongsung, where earthquake damages have occurred. The subsurface geological layers and their $V_S$ profiles were determined, respectively, from boring investigations and seismic tests such as crosshole, downhole and SASW tests. The subsurface layers were composed of 10 to 40 m thickness of weathered residual soil and weathered rock in most sites. In the laboratory, the weathering indexes with depth were estimated based on the results of X-ray fluorescence analysis using samples obtained from field, together with the dynamic soil properties determined from resonant column tests using reconstituted specimens. According to the results, it was examined that most weathering degrees represented such as VR, Li, CIA, MWPI and WIP were decreased with increasing depth with exception of RR and CWI. For weathered residual soils in Hongsung, the $V_S's$ determined from borehole seismic tests were slightly increased with increasing depth, and were similar to those from resonant column tests. Furthermore, the $V_S$ values were independent on the weathering degrees, which were decreased with depth.

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A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

Phenomenological Modeling of Newly Discovered Eclipsing Binary 2MASS J18024395 + 4003309 = VSX J180243.9+400331

  • Andronov, Ivan L.;Kim, Yonggi;Kim, Young-Hee;Yoon, Joh-Na;Chinarova, Lidia L.;Tkachenko, Mariia G.
    • Journal of Astronomy and Space Sciences
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    • v.32 no.2
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    • pp.127-136
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    • 2015
  • We present a by-product of our long term photometric monitoring of cataclysmic variables. 2MASS J18024395 +4003309 = VSX J180243.9 +400331 was discovered in the field of the intermediate polar V1323 Her observed using the Korean 1-m telescope located at Mt. Lemmon, USA. An analysis of the two-color VR CCD observations of this variable covers all the phase intervals for the first time. The light curves show this object can be classified as an Algol-type variable with tidally distorted components, and an asymmetry of the maxima (the O'Connell effect). The periodogram analysis confirms the cycle numbering of Andronov et al. (2012) and for the initial approximation, the ephemeris is used as follows: Min I. BJD = 2456074.4904+0.3348837E. For phenomenological modeling, we used the trigonometric polynomial approximation of statistically optimal degree, and a recent method "NAV" ("New Algol Variable") using local specific shapes for the eclipse. Methodological aspects and estimates of the physical parameters based on analysis of phenomenological parameters are presented. As results of our phenomenological model, we obtained for the inclination $i=90^{\circ}$, $M_1=0.745M_{\odot}$, $M_2=0.854M_{\odot}$, $M=M_1+M_2=1.599M_{\odot}$, the orbital separation $a=1.65{\cdot}10^9m=2.37R_{\odot}$ and relative radii $r_1=R_1/a=0.314$ and $r_2=R_2/a=0.360$. These estimates may be used as preliminary starting values for further modeling using extended physical models based on the Wilson & Devinney (1971) code and it's extensions

Omnidirectional Environmental Projection Mapping with Single Projector and Single Spherical Mirror (단일 프로젝터와 구형 거울을 활용한 전 방향프로젝션 시스템)

  • Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.1-11
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    • 2015
  • Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.

A Study on the Application method of Digital Media in Commercial Space - Using Persona-based Scenario Approach - (상업공간 디지털미디어 적용방안에 관한 연구 - 페르소나 기반 사용자 시나리오 기법으로 -)

  • An, Se-Yun;Kim, So-Yeon;Cao, Wen-jia
    • Korean Institute of Interior Design Journal
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    • v.26 no.1
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    • pp.33-42
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    • 2017
  • Interior design especially the design developments for commercial spaces should ensure the economy of spaces. This is the marketing for space. It is necessary to understand the design elements of commercial space for the efficient using of digital media of space marketing. In this research decided to design application schemes for shopping mall by searching fashion shopping behaviors of users with persona-base scenario approach. Collected the information of users behavior base on case analysis of advance research to make personas. And develop scenario base personas for knowing the needs of users. And then made 4 schemes as the solution. Scheme 1. Customers can get the information and communication with the staff through with media screen in one room of shopping mall. The data of customers can be recorded for providing information or product recommendation personality. Forecast to preferred by group trip or customers that don't like walking around in shopping mall. Scheme 2. Install a media screen at entrance of a store in shopping mall and show special effect to raise customers' attention who walk through from the front of the store. Through with this customers will stay for long time and raise curiosity to get in the store. And the media screen also provide information of store and products. Scheme 3. Customers can get the information of products with using smart phone to scan QR cord in labels of products and record. Customers can finish whole shopping behaviors without the help of store staff. And can make buying decision even have left shopping mall as a online mode. Scheme 4. Store managers can record the products and the environment of store with 360 camera and update to website. Then customers can browse the virtual space with VR glasses. That make customers can have the real shopping experience without being in the store. In this study, have presented schemes of digital media in commercial space. But there are various of commercial space. In this study was presented schemes for shopping mall by searching fashion shopping behaviors of users. And look forward the researches about specific space setting and other type of commercial space for space development.