• Title/Summary/Keyword: Feature Point Tracking

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Implementation of Constructor-Oriented Visualization System for Occluded Construction via Mobile Augmented-Reality (모바일 증강현실을 이용한 작업자 중심의 폐색된 건축물 시각화 시스템 개발)

  • Kim, Tae-Ho;Kim, Kyung-Ho;Han, Yunsang;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.2
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    • pp.55-68
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    • 2014
  • Some infrastructure these days is usually constructed under the ground for it to not interfere the foot-traffic of pedestrians, and thus, it is difficult to visually confirm the accurate location of the site where the establishments must be buried. These technical difficulties increase the magnitude of the problems that could arise from over-reliance on the experience of the worker or a mere blueprint. Such problems include exposure to flood and collapse. This paper proposes a constructor-oriented visualization system via mobile gadgets in general construction sites with occluded structures. This proposal is consisted with three stages. First, "Stage of detecting manhole and extracting features" detects and extracts the basis point of occluded structures which is unoccluded manhole. Next, "Stage of tracking features" tracks down the extracted features in the previous stage. Lastly, "Stage of visualizing occluded constructions" analyzes and synthesizes the GPS data and 3D objects obtained from mobile gadgets in the previous stages. This proposal implemented ideal method through parallel analysis of manhole detection, feature extraction, and tracking techniques in indoor environment, and confirmed the possibility through occluded water-pipe augmentation in real environment. Also, it offers a practical constructor-oriented environment derived from the augmented 3D results of occluded water-pipings.

Scanning Determination & Observation Features by Sex shown in the Process of Acquiring Visual Information - With the Object of Subway Station Hall Space - (시각정보획득과정에 나타난 주사판정과 성별 주시특성 - 지하철 홀 공간을 대상으로 -)

  • Kim, Jong-Ha;Choi, Gae-Young
    • Korean Institute of Interior Design Journal
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    • v.23 no.6
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    • pp.115-124
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    • 2014
  • This study has carried out scanning tests in order to figure out the features of scanning search by sex of space users, with the result of which the validity of data has been estimated. In this research, the scanning patterns were set up for verifying the typology of scanning paths and then the reason for determining scanning paths and the validity of estimation method were reviewed. Since the observation features depends on sex, the analysis of visual activities for acquiring any information in a space will reveal the intention and purpose of space users. The findings by analyzing the features of scanning pattern by sex which were found at the determination of scanning patterns can be defined as the followings. First, for estimating the process of space-information search, the movement distance at each point of continuative-observation data from the angle of eye-movement has been extracted, on the ground of which the fixation and movement of eye have been defined for the establishment of scanning-cut characteristics. Second, the scanning times were estimated for the extraction of effective observation data that would be used for comparative analysis, which showed that men had more data (3,398.2/64.4%) than women (2,998.2/55.6%). This enables the acknowledgment that the scanning cut of men was relatively less, which indicates that men will acquire more information on space than women in the process of observing any space. Third, men's scanning times (58.0 times/2.02 seconds) were less than those of women (71.9 times/1.39 seconds) while the scanning time of the former was longer than that of the latter, which shows the feature that it takes longer for men than women in scanning while the scanning times of the former is less than those of the latter. Fourth, the observation features can be determined that the combination of this result with the predominance character by sex for a general viewpoint to be employed indicates that while men employ mixed-scanning for observation activities to acquire space-information spending for longer time, women, by concentrated-scanning, focus on a single point for shorter time or stay at one location for a considerably long time for space-information acquirement.

A Store Recommendation Procedure in Ubiquitous Market for User Privacy (U-마켓에서의 사용자 정보보호를 위한 매장 추천방법)

  • Kim, Jae-Kyeong;Chae, Kyung-Hee;Gu, Ja-Chul
    • Asia pacific journal of information systems
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    • v.18 no.3
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    • pp.123-145
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    • 2008
  • Recently, as the information communication technology develops, the discussion regarding the ubiquitous environment is occurring in diverse perspectives. Ubiquitous environment is an environment that could transfer data through networks regardless of the physical space, virtual space, time or location. In order to realize the ubiquitous environment, the Pervasive Sensing technology that enables the recognition of users' data without the border between physical and virtual space is required. In addition, the latest and diversified technologies such as Context-Awareness technology are necessary to construct the context around the user by sharing the data accessed through the Pervasive Sensing technology and linkage technology that is to prevent information loss through the wired, wireless networking and database. Especially, Pervasive Sensing technology is taken as an essential technology that enables user oriented services by recognizing the needs of the users even before the users inquire. There are lots of characteristics of ubiquitous environment through the technologies mentioned above such as ubiquity, abundance of data, mutuality, high information density, individualization and customization. Among them, information density directs the accessible amount and quality of the information and it is stored in bulk with ensured quality through Pervasive Sensing technology. Using this, in the companies, the personalized contents(or information) providing became possible for a target customer. Most of all, there are an increasing number of researches with respect to recommender systems that provide what customers need even when the customers do not explicitly ask something for their needs. Recommender systems are well renowned for its affirmative effect that enlarges the selling opportunities and reduces the searching cost of customers since it finds and provides information according to the customers' traits and preference in advance, in a commerce environment. Recommender systems have proved its usability through several methodologies and experiments conducted upon many different fields from the mid-1990s. Most of the researches related with the recommender systems until now take the products or information of internet or mobile context as its object, but there is not enough research concerned with recommending adequate store to customers in a ubiquitous environment. It is possible to track customers' behaviors in a ubiquitous environment, the same way it is implemented in an online market space even when customers are purchasing in an offline marketplace. Unlike existing internet space, in ubiquitous environment, the interest toward the stores is increasing that provides information according to the traffic line of the customers. In other words, the same product can be purchased in several different stores and the preferred store can be different from the customers by personal preference such as traffic line between stores, location, atmosphere, quality, and price. Krulwich(1997) has developed Lifestyle Finder which recommends a product and a store by using the demographical information and purchasing information generated in the internet commerce. Also, Fano(1998) has created a Shopper's Eye which is an information proving system. The information regarding the closest store from the customers' present location is shown when the customer has sent a to-buy list, Sadeh(2003) developed MyCampus that recommends appropriate information and a store in accordance with the schedule saved in a customers' mobile. Moreover, Keegan and O'Hare(2004) came up with EasiShop that provides the suitable tore information including price, after service, and accessibility after analyzing the to-buy list and the current location of customers. However, Krulwich(1997) does not indicate the characteristics of physical space based on the online commerce context and Keegan and O'Hare(2004) only provides information about store related to a product, while Fano(1998) does not fully consider the relationship between the preference toward the stores and the store itself. The most recent research by Sedah(2003), experimented on campus by suggesting recommender systems that reflect situation and preference information besides the characteristics of the physical space. Yet, there is a potential problem since the researches are based on location and preference information of customers which is connected to the invasion of privacy. The primary beginning point of controversy is an invasion of privacy and individual information in a ubiquitous environment according to researches conducted by Al-Muhtadi(2002), Beresford and Stajano(2003), and Ren(2006). Additionally, individuals want to be left anonymous to protect their own personal information, mentioned in Srivastava(2000). Therefore, in this paper, we suggest a methodology to recommend stores in U-market on the basis of ubiquitous environment not using personal information in order to protect individual information and privacy. The main idea behind our suggested methodology is based on Feature Matrices model (FM model, Shahabi and Banaei-Kashani, 2003) that uses clusters of customers' similar transaction data, which is similar to the Collaborative Filtering. However unlike Collaborative Filtering, this methodology overcomes the problems of personal information and privacy since it is not aware of the customer, exactly who they are, The methodology is compared with single trait model(vector model) such as visitor logs, while looking at the actual improvements of the recommendation when the context information is used. It is not easy to find real U-market data, so we experimented with factual data from a real department store with context information. The recommendation procedure of U-market proposed in this paper is divided into four major phases. First phase is collecting and preprocessing data for analysis of shopping patterns of customers. The traits of shopping patterns are expressed as feature matrices of N dimension. On second phase, the similar shopping patterns are grouped into clusters and the representative pattern of each cluster is derived. The distance between shopping patterns is calculated by Projected Pure Euclidean Distance (Shahabi and Banaei-Kashani, 2003). Third phase finds a representative pattern that is similar to a target customer, and at the same time, the shopping information of the customer is traced and saved dynamically. Fourth, the next store is recommended based on the physical distance between stores of representative patterns and the present location of target customer. In this research, we have evaluated the accuracy of recommendation method based on a factual data derived from a department store. There are technological difficulties of tracking on a real-time basis so we extracted purchasing related information and we added on context information on each transaction. As a result, recommendation based on FM model that applies purchasing and context information is more stable and accurate compared to that of vector model. Additionally, we could find more precise recommendation result as more shopping information is accumulated. Realistically, because of the limitation of ubiquitous environment realization, we were not able to reflect on all different kinds of context but more explicit analysis is expected to be attainable in the future after practical system is embodied.

A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.