• Title/Summary/Keyword: 3D-Touch

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Comparison of LoG and DoG for 3D reconstruction in haptic systems (햅틱스 시스템용 3D 재구성을 위한 LoG 방법과 DoG 방법의 성능 분석)

  • Sung, Mee-Young;Kim, Ki-Kwon
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.711-721
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    • 2012
  • The objective of this study is to propose an efficient 3D reconstruction method for developing a stereo-vision-based haptics system which can replace "robotic eyes" and "robotic touch." The haptic rendering for 3D images requires to capture depth information and edge information of stereo images. This paper proposes the 3D reconstruction methods using LoG(Laplacian of Gaussian) algorithm and DoG(Difference of Gaussian) algorithm for edge detection in addition to the basic 3D depth extraction method for better haptic rendering. Also, some experiments are performed for evaluating the CPU time and the error rates of those methods. The experimental results lead us to conclude that the DoG method is more efficient for haptic rendering. This paper may contribute to investigate the effective methods for 3D image reconstruction such as in improving the performance of mobile patrol robots.

A Study on the Three-Dimensional Stability Analysis of the Slope (사면의 3차원 안정해석에 관한 연구)

  • Kim, Yeong-Su;Baek, Yeong-Sik;Seo, In-Seok
    • Geotechnical Engineering
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    • v.7 no.4
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    • pp.89-98
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    • 1991
  • This paper presents the three-dimensional stability analysis of the homogeneous, isotropic soil Slopes. Rotational slides are assumed with a cylindroid central part terminated with log-spiral curved ends. The ratio of threeiimensional minimum factor of safety to two 4imensional case is examined and factor of safety changes are showed for the ratio of cylinder length to slope height. On touch babes the following conclusions may be made 1. Factors of safety computed for 3-D geometry differ considerablely from ordir,arty 2-D factor of. safety. Sinoe Fn 1 Fa2 exceeds unity, threeiimensional effects tend to increase the factor of safety. 2. A,B LIU increase, the value of Fb3/ Fs2 decreases. 3. The ratio of Fr/Fs2 appears to be very sensitive to c and values.

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3D Simulation of Dental Implant Surgery Using Surgical Guide Stents (식립 보조도구를 이용한 3D 치아 임플란트 시술 시뮬레이션)

  • Park, Hyung-Wook;Kim, Myong-Soo;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.3
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    • pp.216-226
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    • 2011
  • Surgeon dentists usually rely on their experiential judgments from patients' oral plaster casts and medical images to determine the positional and directional information of implant fixtures and to perform drilling tasks during dental implant surgical operations. This approach, however, may cause some errors and deteriorate the quality of dental implants. Computer-aided methods have been introduced as supportive tools to alleviate the shortcomings of the conventional approach. In this paper, we present an approach of 3D dental implant simulation which can provide the realistic and immersive experience of dental implant information. The dental implant information is primarily composed of several kinds of 3D mesh models obtained as follows. Firstly, we construct 3D mesh models of jawbones, teeth and nerve curves from the patient's dental images using software $Mimics^{TM}$. Secondly, we construct 3D mesh models of gingival regions from the patient's oral impression using a reverse engineering technique. Thirdly, we select suitable types of implant fixtures from fixture database and determine the positions and directions of the fixtures by using the 3D mesh models and the dental images with software $Simplant^{TM}$. Fourthly, from the geometric and/or directional information of the jawbones, the gingival regions, the teeth and the fixtures, we construct the 3D models of surgical guide stents which are crucial to perform the drilling operations with ease and accuracy. In the application phase, the dental implant information is combined with the tangible interface device to accomplish 3D dental implant simulation. The user can see and touch the 3D models related with dental implant surgery. Furthermore, the user can experience drilling paths to make holes where fixtures are implanted. A preliminary user study shows that the presented approach can be used to provide dental students with good educational contents. With future work, we expect that it can be utilized for clinical studies of dental implant surgery.

A COG Variable Analysis of Air-rolling-breakfall in Judo (유도 공중회전낙법의 COG변인 분석)

  • Kim, Eui-Hwan;Chung, Chae-Wook;Kim, Sung-Sup
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.117-132
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    • 2005
  • It was to study a following research of "A Kinematic Analysis of Air-rolling-breakfall in Judo". The purpose of this study was to analyze the Center of Gravity(COG) variables when performing Air-rolling-breakfall motion, while passing forward over(PFO) to the vertical-hurdles(2m height, take off board 1m height) in judo. Subjects were four males of Y. University squad, who were trainees of the demonstration exhibition team, representatives of national level judoists and were filmed by four 5-VHS 16mm video cameras(60field/sec.) through the three dimensional film analysis methods.COG variable were anterior-posterior directional COG and linear velocity of COG, vertical directional COG and linear velocity of COG. The data collections of this study were digitized by KWON3D program computed The data were standardized using cubic spline interpolation based by calculating the mean values and the standard deviation calculated for each variables. When performing the Air-rolling-breakfall, from the data analysis and discussions, the conclusions were as follows : 1. Anterior-posterior directional COG(APD-COG) when performing Air-rolling-breakfall motion, while PFO over to the vertical-hurdles(2m height) in judo. The range of APD-COG by forward was $0.31{\sim}0.41m$ in take-off position(event 1), $1.20{\sim}1.33m$ in the air-top position(event 2), $2.12{\sim}2.30m$ in the touch-down position(event 3), gradually and $2.14{\sim}2.32m$ in safety breakfall position(event 4), respectively. 2 The linear velocity of APD-COG was $1.03{\sim}2.14m/sec$. in take-off position(event 1), $1.97{\sim}2.22m/sec$. gradually in the air-top position(event 2), $1.05{\sim}1.32m/sec$. in the touch-down position (event 3), gradual decrease and $0.91{\sim}1.23m/sec$. in the safety breakfall position(event 4), respectively. 3. The vertical directional COG(VD-COG) when performing Air-rolling-breakfall motion, while PFO to the vertical-hurdles(2m height) in judo. The range of VD-COG toward upward from mat was $1.35{\sim}1.46m$ in take-off position(event 1), the highest $2.07{\sim}2.23m$ in the air-top position(event 2), and after rapid decrease $0.3{\sim}0.58m$ in the touch-down position(event 3), gradual decrease $0.22{\sim}0.50m$ in safety breakfall position(event 4), respectively. 4. The linear velocity of VlJ.COG was $1.60{\sim}1.87m/sec$. in take-off position(event 1), $0.03{\sim}0.08m/sec$. gradually in the air-top position(event 2), $-4.37{\sim}\;-4.76m/sec$. gradual decrease in the touch-down position(event 3), gradual decrease and -4.40${\sim}\;-4.77m/sec$. in safety breakfall position(event 4), respectively. When performing Air-rolling-breakfall showed parabolic movement from take-off position to air-top position, and after showed vertical fall movement from air-top position to safety breakfall. In conclusion, Ukemi(breakfall) is safety fall method Therefore, actions need for performing safety fall movement, that decrease and minimize shock and impact during Air-rolling-breakfall from take-off board action to air-top position must be maximize of angular momentum, and after must be minimize in touch-down position and safety breakfall position.

The Relationship of Brand Awareness and User Experience in 3D GUI Mobile Phone (3D GUI 모바일폰의 사용자 경험과 브랜드 인지도의 상관관계)

  • Kim, Seung-In;Shin, Gwi-Ja
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.147-159
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    • 2010
  • The touch screen phone launched domestically in Korea, unlike the existing plane UI, it applied a cubic shape of 3D UI which provides three dimensional solid graphic. This study proposes to examine the correlation between the users' experience of 3D GUI, which were made by two different companies, and the brand. From this point of view, this study sets up a hypothesis about intimate correlation between individual differentiated brand and the user experience. Base on that, a model was designed. This study measured the satisfaction of user experience through the disclosure and non-disclosure of brand, focusing on 3D GUI cases which were launched so far, and it demonstrated that there was a clear difference in the degree of satisfaction. Through this examine, a brand was confirmed as one of the important element of user experience in using the 3D GUI that was launched competitively by companies. Therefore, the result of this study suggest that the designers need to establish strategies that make the brand as the core subject of design during the process of manufacturing product and service.

Development of a Low-Cost Thermal Image Hidden Fire Detector Using Open Source Hardware (오픈소스 하드웨어를 사용한 저비용 열화상 잔불탐지 장치 개발)

  • Moon, Sangook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1742-1745
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    • 2019
  • Hidden flame detection after allegedly extinguishing a fire cannot be emphasized enough. There are a few commercial hidden fire detection equipments which are imported, but the cost is relatively high. In this contribution, we propose a development of a low-cost, high-performance hidden flame detector using open-source hardware/software. We use Raspberry-pi based hardware board equipped with a TFT touch-screen LCD, a 3G modem, and an attachable battery device altogether integrated in a plastic case fabricated with a 3D printer. The proposed hidden flame detector shows the same performance of a commercial product FLIR E5 while consuming less than a half of the cost.

Direct Manipulation based Trajectory Inserting and Editing Methods for ARtalet Authoring Tool (디지로그 북 저작을 위한 감각형 조작 도구를 이용한 직조작 기반의 3D 객체의 이동궤적 삽입 및 편집 기술)

  • Ha, Tae-Jin;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.497-501
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    • 2009
  • 'Digilog Book' integrates advantages of existing paper book and immersive digital contents in augmented reality environment, which enables users to feel physical touch and get additional multisensory feedback. As a high level authoring user interface, 'ARtalet' provides an intuitive way to make Digilog Book through 3D user interface in augmented reality environment. This paper mentions trajectory inserting and editing methods of 3D objects, then combining method of the trajectory. 3D object is selected by camera tracked prop, and then transformation matrix relative to book plane is stored in real time based on timeframe. The saved trajectory is managed as templates, and user can make various compositions of trajectories. We expect that suggested methods can enhance interest of readers.

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OnDot: Braille Training System for the Blind (시각장애인을 위한 점자 교육 시스템)

  • Kim, Hak-Jin;Moon, Jun-Hyeok;Song, Min-Uk;Lee, Se-Min;Kong, Ki-sok
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.6
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    • pp.41-50
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    • 2020
  • This paper deals with the Braille Education System which complements the shortcomings of the existing Braille Learning Products. An application dedicated to the blind is configured to perform full functions through touch gestures and voice guidance for user convenience. Braille kit is produced for educational purposes through Arduino and 3D printing. The system supports the following functions. First, the learning of the most basic braille, such as initial consonants, final consonant, vowels, abbreviations, etc. Second, the ability to check learned braille by solving step quizzes. Third, translation of braille. Through the experiment, the recognition rate of touch gestures and the accuracy of braille expression were confirmed, and in case of translation, the translation was done as intended. The system allows blind people to learn braille efficiently.

A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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A Study on Developmental Direction of Interface Design for Gesture Recognition Technology

  • Lee, Dong-Min;Lee, Jeong-Ju
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.499-505
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    • 2012
  • Objective: Research on the transformation of interaction between mobile machines and users through analysis on current gesture interface technology development trend. Background: For smooth interaction between machines and users, interface technology has evolved from "command line" to "mouse", and now "touch" and "gesture recognition" have been researched and being used. In the future, the technology is destined to evolve into "multi-modal", the fusion of the visual and auditory senses and "3D multi-modal", where three dimensional virtual world and brain waves are being used. Method: Within the development of computer interface, which follows the evolution of mobile machines, actively researching gesture interface and related technologies' trend and development will be studied comprehensively. Through investigation based on gesture based information gathering techniques, they will be separated in four categories: sensor, touch, visual, and multi-modal gesture interfaces. Each category will be researched through technology trend and existing actual examples. Through this methods, the transformation of mobile machine and human interaction will be studied. Conclusion: Gesture based interface technology realizes intelligent communication skill on interaction relation ship between existing static machines and users. Thus, this technology is important element technology that will transform the interaction between a man and a machine more dynamic. Application: The result of this study may help to develop gesture interface design currently in use.