• Title/Summary/Keyword: Immersive VR

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A Prototype of Operation Room Simulation in $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스뎀을 이용한 수술실 시뮬레이션 프로토타입)

  • 박성원;김명희
    • Proceedings of the Korea Society for Simulation Conference
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    • 2003.06a
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    • pp.19-22
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    • 2003
  • 가상현실을 응용한 의료 시뮬레이션은 가상의 3차원 인체모델을 대상으로 위험부담 없이 정확하고 반복적인 훈련 및 교육을 할 수 있는 환경을 제공하기 때문에 의료 시뮬레이션 분야에 도입되어 효과적으로 활용될 수 있다. 본 논문에서는, 사용자와의 상호작용이 가능하고, 기존의 데스크탑 기반 모니터와 테이블 형태의 가상환경 보다 몰입된 가상공간을 체험할 수 있도록 해주는 CAVE$^{TM}$-like 시스템에서의 수술실 환경 프로토타입을 구현하였다. 이를 위하여, 인체의 주요 장기와 뼈를 삼차원 모델로 생성하고, 이 삼차원 모델과 동시에 이에 대한 이차원 단면 영상과 각각의 명칭 및 구조를 설명하는 해부도를 제공하도록 하였다. 또한 실제 수술실과 유사한 환경을 제공해 줌으로써 몰입감을 향상시킨다. 이에 덧붙여 VRML의 센서와 자바 스크립트를 사용하여 인터렉션을 제공하며 보다 현실감 있는 환경을 제공한다

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A Study on VR Immersive Navigation Technology using Locomotion Interface (보행 이동장치를 이용한 가상현실 체감 네비게이션에 관한 연구)

  • Kim, Baek-Chul;Kang, Joong-Weon;Ha, Seong-Bog;Cha, Moo-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.1685-1686
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    • 2015
  • 보행 이동장치 기술은 가상현실 시뮬레이터 환경에서 사용자의 보행 이동을 이용한 공간 탐색과 네비게이션을 가능하게 하여, 훈련 시뮬레이터 시스템의 체감 몰입감과 훈련 충실도를 향상시키는 휴먼 인터페이스 기술이다. 본 연구에서는 현재까지 개발된 다양한 보행 이동 인터페이스 기술들을 분석하고, 체감 네비게이션을 이용한 훈련 몰입도 향상 방안에 대해 소개하며, 훈련 시뮬레이터 시스템에 통합하기 위한 보행 이동 시스템의 설계 과정을 기술한다.

A Smartphone-based Virtual Reality Visualization System for Human Activities Classification

  • Lomaliza, Jean-Pierre;Moon, Kwang-Seok;Park, Hanhoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.45-46
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    • 2018
  • This paper focuses on human activities monitoring problem using onboard smartphone sensors as data generator. Monitoring such activities can be very important to detect anomalies and prevent disease from patients. Machine learning (ML) algorithms appear to be ideal approaches to use for processing data from smartphone to get sense of how to classify human activities. ML algorithms depend on quality, the quantity and even more important, the properties or features, that can be learnt from data. This paper proposes a mobile virtual reality visualization system that helps to view data representation in a very immersive way so that its quality and discriminative characteristics may be evaluated and improved. The proposed system comes as well with a handy data collecting application that can be accessed directly by the VR visualization part.

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Implementing VVC Tile Extractor for 360-degree Video Streaming Using Motion-Constrained Tile Set

  • Jeong, Jong-Beom;Lee, Soonbin;Kim, Inae;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1073-1080
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    • 2020
  • 360-degree video streaming technologies have been widely developed to provide immersive virtual reality (VR) experiences. However, high computational power and bandwidth are required to transmit and render high-quality 360-degree video through a head-mounted display (HMD). One way to overcome this problem is by transmitting high-quality viewport areas. This paper therefore proposes a motion-constrained tile set (MCTS)-based tile extractor for versatile video coding (VVC). The proposed extractor extracts high-quality viewport tiles, which are simulcasted with low-quality whole video to respond to unexpected movements by the user. The experimental results demonstrate a savings of 24.81% in the bjøntegaard delta rate (BD-rate) saving for the luma peak signal-to-noise ratio (PSNR) compared to the rate obtained using a VVC anchor without tiled streaming.

A Study on Cyber Sickness according to Shader Application of 3D Objects in Virtual Reality Content (가상현실(VR) 콘텐츠에서 3D 객체의 셰이더 적용에 따른 사이버 멀미 연구)

  • Lee, SuYeol;Bak, Seon-Hui;Bae, Jong-Hwan
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1560-1566
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    • 2021
  • Cyber Sickness, which occurs when using Virtual Reality contents, is the most serious problem in immersive Virtual Reality contents. The purpose of this study is to identify the effects and causes of graphic environmental factors on Cyber Sickness in Virtual Reality contents. To this end, cyber sickness experiments were conducted according to the light source and material settings, which are most commonly used in graphical environmental elements. Cyber Sickness measurements were based on the Simulator Sickness Question(SSQ) tool to derive an index that causes Cyber Sickness As a result of the analysis, the smaller the surface roughness, the higher the degree of Cyber Sickness, and the smaller the surface roughness, the smoother the surface of the 3D object, and many specular reflections from the light source occurred, which was confirmed to be the cause of great Cyber Sickness.

A Study on the Gaming Experience of the Movie <1917> - Focused on the Digital Moving Long Take Shot (영화 <1917>의 게임적 체험 연구 - 디지털 무빙 롱테이크 쇼트를 중심으로)

  • Ryu, Woo Hyun;Jung, Won Sik
    • Journal of Korea Multimedia Society
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    • v.25 no.2
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    • pp.411-420
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    • 2022
  • Entering the digital cinema era, movies and games are remediating each other. The shots of digital movies are being transformed into realistic content through digital Moving long-take shots that transcend time and space and move smoothly. At this time, the digital Moving long take shot that continuously captures the space in all directions without an external screen induces a game experience. In addition, the camera that constantly accompanies the person enhances the sense of immersion in the game in a way similar to the point of view of the game. While various immersive device contents represented by VR, AR and XR are emerging, the advent of <1917> suggests significant implications for post-cinema in that it creates a game experience while maintaining the traditional screen environment and cinematic paradigm.

Development of an Immersive Virtual Reality-Based Bathroom Self-Remodeling System

  • Mi-Young Song
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.4
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    • pp.63-72
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    • 2024
  • The size of the home interior market is growing rapidly as interest in interiors and self-interiors has increased due to the recent rapid increase in single-person households. Most of the Bathroom remodeling is done by requesting an offline interior contractor and then visually checking it in the final completion stage, so it is not easy to re-construct even if the customer is dissatisfied. Therefore, this study developed an immersive virtual reality-based Bathroom self-remodeling system that can visually check space and design from the design stage to the final stage by incorporating VR technology to feel realistic in virtual reality. The bathroom structure may select the basic structure of the predefined bathroom space or freely set the size of the bathroom space. For furniture items, you can choose the washbasin, toilet, bathtub, shower booth that are essential elements of the bathroom and others(mounting rack, trash bin, handle). The tile texture may change the texture of the selected tile at a desired wall position by selecting various textures. In particular,, the texture of the wall tile can be varied by selecting horizontal, vertical and inclined directions at the desired angle according to the needs of the user and the contractor. As a future research project, this system will enable indoor sharing between users who are physically far away in real-time, allowing direct experience in virtual spaces, connection to purchases, and request estimates.

An Efficient Object Extraction Scheme for Low Depth-of-Field Images (낮은 피사계 심도 영상에서 관심 물체의 효율적인 추출 방법)

  • Park Jung-Woo;Lee Jae-Ho;Kim Chang-Ick
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1139-1149
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    • 2006
  • This paper describes a novel and efficient algorithm, which extracts focused objects from still images with low depth-of-field (DOF). The algorithm unfolds into four modules. In the first module, a HOS map, in which the spatial distribution of the high-frequency components is represented, is obtained from an input low DOF image [1]. The second module finds OOI candidate by using characteristics of the HOS. Since it is possible to contain some holes in the region, the third module detects and fills them. In order to obtain an OOI, the last module gets rid of background pixels in the OOI candidate. The experimental results show that the proposed method is highly useful in various applications, such as image indexing for content-based retrieval from huge amounts of image database, image analysis for digital cameras, and video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing system.

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Automatic Extraction of Focused Video Object from Low Depth-of-Field Image Sequences (낮은 피사계 심도의 동영상에서 포커스 된 비디오 객체의 자동 검출)

  • Park, Jung-Woo;Kim, Chang-Ick
    • Journal of KIISE:Software and Applications
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    • v.33 no.10
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    • pp.851-861
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    • 2006
  • The paper proposes a novel unsupervised video object segmentation algorithm for image sequences with low depth-of-field (DOF), which is a popular photographic technique enabling to represent the intention of photographer by giving a clear focus only on an object-of-interest (OOI). The proposed algorithm largely consists of two modules. The first module automatically extracts OOIs from the first frame by separating sharply focused OOIs from other out-of-focused foreground or background objects. The second module tracks OOIs for the rest of the video sequence, aimed at running the system in real-time, or at least, semi-real-time. The experimental results indicate that the proposed algorithm provides an effective tool, which can be a basis of applications, such as video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing systems.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.