• Title/Summary/Keyword: Interactive 3D

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Behavior Engine for WebGL-based Interactive Contents (WebGL 기반의 상호작용 콘텐츠를 위한 행위 엔진)

  • Seo, Jin-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.862-865
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    • 2011
  • WebGL is a cross-platform web standard for a low-level 3D graphics API based on OpenGL ES 2.0 and presents 3D graphics in web browsers without installing extra plug-ins. The reason that WebGL is notable is because it is included in the HTML5 standard which is getting the spotlight as a next-generation RIA(Rich Internet Application) platform for variable devices such as PCs, smart phones, table PCs, and smart TVs. In this research, we would like to introduce and develop a behavior engine for easy and rapid authoring of complicated interactions and 3D object's behavior models in WebGL-based contents.

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Image-Based Approach for Modeling 3D Shapes with Curved Surfaces (곡면을 포함하는 형상의 영상을 이용한 모델링)

  • Lee, Man-Hee;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.34 no.1
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    • pp.38-48
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    • 2007
  • In this paper, we propose an image-based method for modeling 3D objects with curved surfaces based on the NURBS (Non-Uniform Rational B-Splines) representation. Starting from a few calibrated images, the user specifies the corresponding curves by means of an interactive user interface. Then, the 3D curves are reconstructed using stereo reconstruction. In order to fit the curves easily using the interactive user interface, NURBS curves and surfaces are employed. The proposed surface modeling techniques include surface building methods such as bilinear surfaces, ruled surfaces, generalized cylinders, and surfaces of revolution. In addition to these methods, we also propose various advanced surface modeling techniques, including skinned surfaces, swept surfaces, and boundary patches. Based on these surface modeling techniques, it is possible to build various types of 3D shape models with textured curved surfaces without much effort. Also, it is possible to reconstruct more realistic surfaces by using proposed view-dependent texture acquisition algorithm. Constructed 3D shape model with curves and curved surfaces can be exported in VRML format, making it possible to be used in different 3D graphics softwares.

Gesture based Natural User Interface for e-Training

  • Lim, C.J.;Lee, Nam-Hee;Jeong, Yun-Guen;Heo, Seung-Il
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.577-583
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    • 2012
  • Objective: This paper describes the process and results related to the development of gesture recognition-based natural user interface(NUI) for vehicle maintenance e-Training system. Background: E-Training refers to education training that acquires and improves the necessary capabilities to perform tasks by using information and communication technology(simulation, 3D virtual reality, and augmented reality), device(PC, tablet, smartphone, and HMD), and environment(wired/wireless internet and cloud computing). Method: Palm movement from depth camera is used as a pointing device, where finger movement is extracted by using OpenCV library as a selection protocol. Results: The proposed NUI allows trainees to control objects, such as cars and engines, on a large screen through gesture recognition. In addition, it includes the learning environment to understand the procedure of either assemble or disassemble certain parts. Conclusion: Future works are related to the implementation of gesture recognition technology for a multiple number of trainees. Application: The results of this interface can be applied not only in e-Training system, but also in other systems, such as digital signage, tangible game, controlling 3D contents, etc.

A control method and test results of utility interactive photovoltaic power generation systems (계통연계 태양광발전시스템의 제어기법 및 연계운전특성)

  • 안교상;임희천;황인호;주형준
    • Proceedings of the KIPE Conference
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    • 1999.07a
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    • pp.549-553
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    • 1999
  • This paper describes a design method of grid-connected photovoltaic power generation systems with three phase inverter. A 3-phase 50kW photovoltaic power generation system including a DC/AC inverter is designed and made in order to investigate the system performance for grid connection. Also the control scheme of a three phase current-controlled PWM inverter is presented by using d-q transformation. The experimental waveforms show that the proposed system has stable behavior with an unit power factor in utility-interactive operation.

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Relighting 3D Scenes with a Continuously Moving Camera

  • Kim, Soon-Hyun;Kyung, Min-Ho;Lee, Joo-Haeng
    • ETRI Journal
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    • v.31 no.4
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    • pp.429-437
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    • 2009
  • This paper proposes a novel technique for 3D scene relighting with interactive viewpoint changes. The proposed technique is based on a deep framebuffer framework for fast relighting computation which adopts image-based techniques to provide arbitrary view-changing. In the preprocessing stage, the shading parameters required for the surface shaders, such as surface color, normal, depth, ambient/diffuse/specular coefficients, and roughness, are cached into multiple deep framebuffers generated by several caching cameras which are created in an automatic manner. When the user designs the lighting setup, the relighting renderer builds a map to connect a screen pixel for the current rendering camera to the corresponding deep framebuffer pixel and then computes illumination at each pixel with the cache values taken from the deep framebuffers. All the relighting computations except the deep framebuffer pre-computation are carried out at interactive rates by the GPU.

An Interactive Approach Based on Genetic Algorithm Using Ridden Population and Simplified Genotype for Avatar Synthesis

  • Lee, Ja-Yong;Lee, Jang-Hee;Kang, Hoon
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.2 no.3
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    • pp.167-173
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    • 2002
  • In this paper, we propose an interactive genetic algorithm (IGA) to implement an automated 2D avatar synthesis. The IGA technique is capable of expressing user's personality in the avatar synthesis by using the user's response as a candidate for the fitness value. Our suggested IGA method is applied to creating avatars automatically. Unlike the previous works, we introduce the concepts of 'hidden population', as well as 'primitive avatar' and 'simplified genotype', which are used to overcome the shortcomings of IGA such as human fatigue or reliability, and reasonable rates of convergence with a less number of iterations. The procedure of designing avatar models consists of two steps. The first step is to detect the facial feature points and the second step is to create the subjectively optimal avatars with diversity by embedding user's preference, intuition, emotion, psychological aspects, or a more general term, KANSEI. Finally, the combined processes result in human-friendly avatars in terms of both genetic optimality and interactive GUI with reliability.

A Development for Interactive 3D Electronic Whiteboard (상호응답형 3D 전자칠판에 관한 연구)

  • Lee, Byong-Kwon;Kim, Doo-Hoon;Seo, Yu-Jeong;Choi, JinKu;Jeon, Joongman
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.04a
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    • pp.1318-1321
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    • 2012
  • 교실 현대화 또는 교과교실 지원 사업에 의하여 현재 대부분의 학교는 2D 형 LCD 타입의 전자칠판을 설치하여 운용하고 있으며, 현재는 3D 전자칠판의 도입이 활성화되고 있는 시기이다. 본 연구는 상호응답형 3D 전자칠판에 대한 연구이다. 상호응답형 3D 전자칠판의 구성은 영상을 제어를 위한 AD보드, 3D 변환을 위한 3D변환 포맷터, 해상도 제어를 위한 FRC보드로 결합되며, 상호응답형 전자칠판을 구현하기위해 {x,y,z} 좌표 축출을 위한 전자팬 및 양안 카메라 기술을 적용했다. 또한 실시간 3D 판서 운용을 위한 3D 판서소프트웨어에 대한 구현 방법과 운용 구성에 대하여 연구했다.

The Development of Fashion Design with Korean Images Using Digital Media - 3D Modeling Based On Maya (Qualoth) Program - (디지털 매체를 활용한 한국적 이미지 패션 디자인 개발 - Maya(Qualoth) 프로그램을 활용한 3차원 모델링 -)

  • Lee, Yoon-Kyung;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.58 no.6
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    • pp.42-53
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    • 2008
  • This study is about the development of Fashion Design using of Korean Motive applied Digital Medium. With rapid change during the 21st century, digital media has emerged as the most important communication tool to facilitate speedy and interactive conversation. The recent emergence of 'Mass Customization' is a good reflection of digital transition's interactive features, realizing product variation and customization through flexibility and immediate responsiveness. In this so-called digital era, fashion is a tool that facilitates the use of digital media, while acting as the object, or the purpose, where digital media can be applied. This study looked at the development situations and future utilization method regarding digital fashion, which was recreated through digital media. In this study, a new design process was developed through digital media and actually manufactured Korean image clothing to reflect the motif of plant found in Korean folk paintings. Three-Dimensional(3D) digital shape was dressed in virtual clothing for comparison, thereby adding some features of textile design to three-Dimensional(3D) shape. Through the process, the study can provide various potential accesses to future development of fashion design utilizing digital media.