• Title/Summary/Keyword: AR Object

Search Result 165, Processing Time 0.025 seconds

Ghost Imaging With Classically Correlated Beams (고전 상관관계를 갖는 두 빛을 이용한 고스트 이미징)

  • Bae, Sam-Yong;Youn, Sun-Hyun
    • Korean Journal of Optics and Photonics
    • /
    • v.16 no.6
    • /
    • pp.481-484
    • /
    • 2005
  • Quantum ghost imaging uses quantum mechanically entangled photons to form an image of an object. The quantum ghost image is also obtained by means of classical coincidence measurements with a classically correlated light source[1,2]. In this work we performed classical coincidence imaging experiments with classically correlated beams in their direction of propagation. We observed the ghost interference patterns which were usually made by quantum mechanically entangled states and we also analyze in detail the mechanism of the ghost imaging with classically correlated lights. We made? the classically correlated source with an Ar laser and controlled the direction of the light by a mirror? mounted on a small speaker.

Real-Time Plasma Process Monitoring with Impedance Analysis and Optical Emission Spectroscopy

  • Jang, Hae-Gyu;Kim, Dae-Kyoung;Kim, Hoon-Bae;Han, Sa-Rum;Chae, Hee-Yeop
    • Proceedings of the Korean Vacuum Society Conference
    • /
    • 2010.02a
    • /
    • pp.473-473
    • /
    • 2010
  • Plasma is widely used in various commercial etchers and chemical vapor deposition. Unfortunately, real-time plasma process monitoring is still difficult. Some methods of plasma diagnosis is improved, however, it is possible for real-time plasma diagnosis to use non-intrusive probe only. In this research, the object is to investigate the suitability of using impedance analysis and optical emission spectroscopy (OES) for real-time plasma process monitoring. It is assumed that plasma system is a equivalent circuit. Therefore, V-I probe is used for measuring impedance, which can be a new non-intrusive probe for plasma diagnosis. From impedance data, we tried to analyse physical properties of plasma. And OES, the other method of plasma diagnosis, is a typical non-intrusive probe for analyzing chemical properties. The amount of the OES data is typically large, so this poses a difficulty in extracting relevant information. To solve this problem, principal component analysis (PCA) can be used. For fundamental information, Ar plasma and $O_2$ plasma are used in this experiment. This method can be applied to real-time endpoint and fault detections.

  • PDF

Smart AGV based on Object Recognition and Task Scheduling (객체인식과 작업 스케줄링 기반 스마트 AGV)

  • Lee, Se-Hoon;Bak, Tae-Yeong;Choi, Kyu-Hyun;So, Won-Bin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2019.07a
    • /
    • pp.251-252
    • /
    • 2019
  • 본 논문에서는 기존의 AGV보다 높은 안전성과 Task Scheduling을 바탕으로 한 효율적인 AGV를 제안하였다. AGV는 객체인식 알고리즘인 YOLO로 다른 AGV를 인식하여 자동으로 피난처로 들어간다. 또한 마커인식 알고리즘인 ar_markers를 이용하여 그 위치가 적재소인지 생산 공정인지를 판단하여 각 마커마다 멈추고 피난처에 해당하는 Marker가 인식되고 다른 AGV가 인식되면 피난처로 들어가는 동작을 한다. 이 모든 로그는 Mobius를 이용해 Spring기반의 웹 홈페이지로 확인할 수 있으며, 작업스케줄 명령 또한 웹 홈페이지에서 내리게 된다. 위 작업스케줄은 외판원, 벨만-포드 알고리즘을 적용한 뒤 강화학습알고리즘 중 하나인 DQN을 이용해 최적 값을 도출해 내고 그 값을 DB에 저장해 AGV가 움직일 수 있도록 한다. 본 논문에서는 YOLO와 Marker 그리고 웹을 사용하는 AGV가 기존의 AGV에 비해 더욱 가볍고 큰 시설이 필요하지 않다는 점에서 우수함을 보인다.

  • PDF

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.06a
    • /
    • pp.1-3
    • /
    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

  • PDF

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.359-383
    • /
    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

Single-Camera Micro-Stereo 4D-PTV (단일카메라 마이크로 스테레오 4D-PTV)

  • Doh, Deog-Hee;Cho, Young-Beom;Lee, Jae-Min;Kim, Dong-Hyuk;Jo, Hyo-Jae
    • Transactions of the Korean Society of Mechanical Engineers B
    • /
    • v.34 no.12
    • /
    • pp.1087-1092
    • /
    • 2010
  • A micro 3D-PTV system has been constructed using a single camera system. Two viewing holes were created behind the object lens of the microscopic system to construct a stereoscopic viewing image. A hybrid recursive PTV algorithm was used. A concept of epipolar line was adopted to eliminate many spurious candidates. Three-dimensional velocity vector fields were obtained by calculating the three-dimensional displacements of particles that were identified as being identical. The system consists of a laser light source (Ar-ion, 500 mW), one high-definition camera ($1028{\times}1024$ pixels, 500 fps), a circular plate with two viewing holes, and a host computer. The performance of the developed algorithm was tested using artificial images. The characteristic of the vector recovery ratio was investigated for the particle numbers. A micro backward-facing step channel ($H{\times}h{\times}W:\;36{\mu}m{\times}70{\mu}m{\times}3000{\mu}m$) was measured using the developed measurement system. The results were in good qualitative agreement with other results.

Non-face-to-face online home training application study using deep learning-based image processing technique and standard exercise program (딥러닝 기반 영상처리 기법 및 표준 운동 프로그램을 활용한 비대면 온라인 홈트레이닝 어플리케이션 연구)

  • Shin, Youn-ji;Lee, Hyun-ju;Kim, Jun-hee;Kwon, Da-young;Lee, Seon-ae;Choo, Yun-jin;Park, Ji-hye;Jung, Ja-hyun;Lee, Hyoung-suk;Kim, Joon-ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.577-582
    • /
    • 2021
  • Recently, with the development of AR, VR, and smart device technologies, the demand for services based on non-face-to-face environments is also increasing in the fitness industry. The non-face-to-face online home training service has the advantage of not being limited by time and place compared to the existing offline service. However, there are disadvantages including the absence of exercise equipment, difficulty in measuring the amount of exercise and chekcing whether the user maintains an accurate exercise posture or not. In this study, we develop a standard exercise program that can compensate for these shortcomings and propose a new non-face-to-face home training application by using a deep learning-based body posture estimation image processing algorithm. This application allows the user to directly watch and follow the trainer of the standard exercise program video, correct the user's own posture, and perform an accurate exercise. Furthermore, if the results of this study are customized according to their purpose, it will be possible to apply them to performances, films, club activities, and conferences

Analysis on Connecting User Experience of Metaverse Related with Landscape Architecture - Focused on Meta-Everland - (메타버스 조경 공간의 이용자 경험 분석 - 메타 에버랜드를 중심으로 -)

  • Yoon, Heejin;Kim, Youngmin
    • Journal of the Korean Institute of Landscape Architecture
    • /
    • v.51 no.4
    • /
    • pp.16-30
    • /
    • 2023
  • As the concept of metaverse has received great attention, interest in metaverse related to landscape architecture is also increasing. The aim of this research is to understand the potential and tasks of applying metaverse in the field of landscape architecture by analyzing the user experience of a metaverse platform. The object of the research is Meta-Everland built in the Roblox platform, which has the most users among landscape architectural metaverses in Korea. NPS of 30 users who have been to Everalnd was investigated after using Meta-Everland with interviews. NPS before the metaverse experience was -16 and NPS after the experience was -24. This result means that the promotion level was lowered after the experience of the metaverse. There were three causes of lowered NPS: lack of users, low-quality graphics and interface, and lack of content. The factor of lack of users was the result of the other two problems. The factor of low technical quality is hard to be improved in a short period of time. Therefore, the main task to improve the metaverse is developing better metaverse content related to landscape architecture. It is more appropriate to develop metaverse-specific content rather than improve reality issues. Applying AR and VR devices, enhancing communication function, and developing potential as a simulation device are needed to be considered.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.6
    • /
    • pp.1321-1330
    • /
    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.

Effects of Load Center of Gravity and Feet Positions on Peak EMG Amplitude at Low Back Muscles While Lifting Heavy Materials (중량물 들기 작업시 물체 무게중심 및 발의 위치가 허리 근육의 최대 EMG 진폭에 미치는 영향)

  • Kim, Sun-Uk;Han, Seung Jo
    • Journal of Korean Society of Occupational and Environmental Hygiene
    • /
    • v.22 no.3
    • /
    • pp.257-264
    • /
    • 2012
  • Objectives: This study's aims were to evaluate the effects of load center of gravity within an object lifted and feet placements on peak EMG amplitude acting on bilateral low back muscle groups, and to suggest adequate foot strategies with an aim to reducing low back pain incidence while lifting asymmetric load. Methods: The hypotheses that asymmetric load imposes more peak EMG amplitude on low back muscles contralateral to load center of gravity than symmetric load and maximum peak EMG amplitude out of bilateral ones can be relieved by locating one foot close to load center of gravity in front of the other were established based on biomechanics including safety margin model and previous researches. 11 male subjects were required to lift symmetrically a 15.8kg object during 2sec according to each conditions; symmetric load-parallel feet (SP), asymmetric load-parallel feet (AP), asymmetric load-one foot contralateral to load center of gravity in front of the other (AL), and asymmetric load-one foot ipsilateral to load center of gravity in front of the other (AR). Bilateral longissimus, iliocostalis, and multifidus on right and left low back area were selected as target muscles, and asymmetric load had load center of gravity 10cm deviated to the right from the center in the frontal plane. Results: Greater peak EMG amplitude in left muscle group than in right one was observed due to the effect of load center of gravity, and mean peak EMG amplitudes on both sides was not affected by load center of gravity because of EMG balancing effect. However, the difference of peak EMG amplitudes between both sides was significantly affected by it. Maximum peak EMG amplitude out of both sides and the difference of peak EMG amplitude between both sides could be reduced with keeping one foot ipsilateral to load center of gravity in front of the other while lifting asymmetric load. Conclusions: It was likely that asymmetric load lead to the elevated incidence of low back pain in comparison with symmetric load based on maximum peak EMG amplitude occurrence and greater imbalanced peak EMG amplitude between both sides. Changing feet positions according to the location of load center of gravity was suggested as one intervention able to reduce the low back pain incidence.