• Title/Summary/Keyword: 360-degree-camera

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A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.

Stitching Method of Videos Recorded by Multiple Handheld Cameras (다중 사용자 촬영 영상의 영상 스티칭)

  • Billah, Meer Sadeq;Ahn, Heejune
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.3
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    • pp.27-38
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    • 2017
  • This Paper Presents a Method for Stitching a Large Number of Images Recorded by a Large Number of Individual Users Through a Cellular Phone Camera at a Venue. In Contrast to 360 Camera Solutions that Use Existing Fixed Rigs, these Conditions must Address New Challenges Such as Time Synchronization, Repeated Transformation Matrix Calculations, and Camera Sensor Mismatch Correction. In this Paper, we Solve this Problem by Updating the Transformation Matrix Using Time Synchronization Method Using Audio, Sensor Mismatch Removal by Color Transfer Method, and Global Operation Stabilization Algorithm. Experimental Results Show that the Proposed Algorithm Shows better Performance in Terms of Computation Speed and Subjective Image Quality than that of Screen Stitching.

Multiple SL-AVS(Small size & Low power Around View System) Synchronization Maintenance Method (다중 SL-AVS 동기화 유지기법)

  • Park, Hyun-Moon;Park, Soo-Huyn;Seo, Hae-Moon;Park, Woo-Chool
    • Journal of the Korea Society for Simulation
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    • v.18 no.3
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    • pp.73-82
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    • 2009
  • Due to the many advantages including low price, low power consumption, and miniaturization, the CMOS camera has been utilized in many applications, including mobile phones, the automotive industry, medical sciences and sensoring, robotic controls, and research in the security field. In particular, the 360 degree omni-directional camera when utilized in multi-camera applications has displayed issues of software nature, interface communication management, delays, and a complicated image display control. Other issues include energy management problems, and miniaturization of a multi-camera in the hardware field. Traditional CMOS camera systems are comprised of an embedded system that consists of a high-performance MCU enabling a camera to send and receive images and a multi-layer system similar to an individual control system that consists of the camera's high performance Micro Controller Unit. We proposed the SL-AVS (Small Size/Low power Around-View System) to be able to control a camera while collecting image data using a high speed synchronization technique on the foundation of a single layer low performance MCU. It is an initial model of the omni-directional camera that takes images from a 360 view drawing from several CMOS camera utilizing a 110 degree view. We then connected a single MCU with four low-power CMOS cameras and implemented controls that include synchronization, controlling, and transmit/receive functions of individual camera compared with the traditional system. The synchronization of the respective cameras were controlled and then memorized by handling each interrupt through the MCU. We were able to improve the efficiency of data transmission that minimizes re-synchronization amongst a target, the CMOS camera, and the MCU. Further, depending on the choice of users, respective or groups of images divided into 4 domains were then provided with a target. We finally analyzed and compared the performance of the developed camera system including the synchronization and time of data transfer and image data loss, etc.

A Reference Frame Selection Method Using RGB Vector and Object Feature Information of Immersive 360° Media (실감형 360도 미디어의 RGB 벡터 및 객체 특징정보를 이용한 대표 프레임 선정 방법)

  • Park, Byeongchan;Yoo, Injae;Lee, Jaechung;Jang, Seyoung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
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    • v.24 no.4
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    • pp.1050-1057
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    • 2020
  • Immersive 360-degree media has a problem of slowing down the video recognition speed when the video is processed by the conventional method using a variety of rendering methods, and the video size becomes larger with higher quality and extra-large volume than the existing video. In addition, in most cases, only one scene is captured by fixing the camera in a specific place due to the characteristics of the immersive 360-degree media, it is not necessary to extract feature information from all scenes. In this paper, we propose a reference frame selection method for immersive 360-degree media and describe its application process to copyright protection technology. In the proposed method, three pre-processing processes such as frame extraction of immersive 360 media, frame downsizing, and spherical form rendering are performed. In the rendering process, the video is divided into 16 frames and captured. In the central part where there is much object information, an object is extracted using an RGB vector per pixel and deep learning, and a reference frame is selected using object feature information.

A Study on User Presence and Satisfaction according to the Position and Height Difference of 360-degree VR Cameras in Exhibition/Performance VR Content (전시·공연 VR 콘텐츠에서 360도 VR 카메라의 위치와 높이 차이에 따른 사용자 프레즌스 및 만족도에 관한 연구)

  • Kim, Sang-il;Lee, Jae-Hyun
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.508-518
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    • 2021
  • Recently as a result of covid 19, it has emphasis on the importance of non-contact. VR content has been attracting attention as an alternative to visual arts, media art, new media exhibitions and performances with limited offline activities. Although interest in 360 VR video contents such as VR contents for exhibitions and performances is increasing, research on immersion and satisfaction is focused on games and animation VR contents. In this paper, it verified the effect of the difference in the position and height of the VR camera in exhibitions and performances on the user's presence and satisfaction. For this experiment, the presence and satisfaction were measured after experiencing the VR contents of the convergence exhibition and performance filmed at different locations and heights. As a result of the experiment, the difference of VR camera's position had a significant effect on presence and satisfaction, the difference of VR camera's height had a significant effect only Realistic immersion of the presence.

Technology to create a 360-degree panorama of a square room using a single projector and a hemispherical mirror (1대의 프로젝터와 반구형 반사경을 이용한 사각방 360도 파노라마 생성 기법)

  • Lee, Jung-jik;Park, Yoen-yong;Lee, Yun-sang;Lee, Jun-yuep;Jung, Eun-yeong;Yu, Rim;Kang, Myongjin;Jung, Moon-ryul
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.133-142
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    • 2020
  • In this research, we describe the method of implementing a 360-degree panorama using one projector, in terms of hardware and in the production of projected pre-distortion images. We propose a method of installing a projector and a reflector on the central ceiling of the space to minimize the shadows generated based on the position of the spectators. We used a virtual camera and virtual space where the projector and hemisphere positions were set to the same as in the exhibition space in Unity. After the image projected on the screen was mapped on the wall of the virtual space, the pre-distortion image was created by the method of capturing from the virtual camera using the ray tracing technique. When the produced pre-distortion image is hemispherical reflected and projected by the projector installed at the same position as the virtual camera, the image is reflected and projected 360 degrees on the panoramic screen.

A Study on the Benefits and Issues of 360-degree VR Performance Videos (360도 VR공연영상의 효과와 문제점 연구)

A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.

A Decision Support Model for Intelligent Facility Management through the Digital Transformation

  • Lee, Junsoo;Kim, Kang Hyun;Cha, Seung Hyun;Koo, Choongwan
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.485-492
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    • 2020
  • Information on the energy consumption of buildings that can be obtained through conventional methods is limited. Therefore, this study aims to develop a model that can support decision making about building facility management through digital transformation technologies. Through the IoT sensor, the building's energy data and indoor air quality data are collected, and the monitored data is visualized through the ELK Stack and produced as a dashboard. In addition, the target building is photographed with a 360-degree camera and maps using a tool to create a 360-degree tour. Using such digital transformation technologies, users of buildings can obtain various information in real time without visiting buildings directly. This can lead to changes in actions or actions for building management, supporting facility management decisions, and consequently reducing building energy consumption.

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Approaching Vehicles Alert System Based on the 360 Degree Camera (360 도 카메라를 활용한 보행 시 차량 접근 알림 시스템)

  • Yoon, Soyeon;Kim, Eun-ji;Lee, Won-young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.556-559
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    • 2021
  • 해당 연구는 Insta evo 360° 카메라로 촬영한 Equirectangular 형태의 영상을 활용하여 보행자에게 위험한 차량을 구분한 후 실시간적으로 차량 접근 알림을 주는 시스템에 관한 연구이다. 360° 영상 속 위험 차량 탐지와 추적을 위해 파노라마와 일반도로 이미지 데이터 세트로 전이학습 된 You Look Only Once v5 (YOLOv5), 객체 추적 알고리즘 Simple Online and Realtime Tracking with a Deep Association Metric (DeepSORT), 그리고 실험을 통해 개발한 비 위험 차량 필터링 알고리즘을 활용한다. Insta evo 360° 카메라를 머리 위에 얹어 촬영한 영상을 개발한 최종 시스템에 적용한 결과, 약 90% 정확도로 영상에서 비 위험 차량과 위험 차량을 구분할 수 있고, 위험 차량의 경우 차량의 방향을 시각적으로 알려줄 수 있다. 본 연구를 바탕으로 보행자 시야각 외부의 위험 차량에 대한 경고 알림을 주어 보행자 교통사고 발생 가능성을 줄이고, 전방위를 볼 수 있는 360° 카메라의 활용 분야가 보행 안전 시스템뿐만 아니라 더 다양해질 것으로 기대한다.