• Title/Summary/Keyword: MR(Mixed-Reality)

Search Result 54, Processing Time 0.024 seconds

Musculoskeletal Rehabilitation Exercise Platform for Elderly based on MR (혼합현실 기반의 노인을 위한 근골격계 재활 운동 플랫폼)

  • Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.23 no.5
    • /
    • pp.63-70
    • /
    • 2023
  • In this paper, we propose a Mixed Reality based rehabilitation exercise solution with the goal of mitigating one of the most common chronic conditions among the elderly, musculoskeletal disorders. In modern society, as the number of elderly increases, more people engage in office work and engage in more sedentary activities. Due to repetitive work in the office, muscle strength decreases and this causes many difficulties in daily life. In this study, we developed a mixed reality based exercise platform to solve these chronic musculoskeletal diseases. VR is not appropriate for elderly because of dizziness. In addition, we developed a wearable sensor based on IMU and attached it to important parts of the upper body to motion tracking. We developed a algorithm synchronize to raw data from wearable sensor with in a vr avatar. Ederly can check in real time whether rehabilitation exercises are being performed accurately through the avatar.

A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents (실감콘텐츠를 활용한 공연장 마케팅 방안 연구)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
    • /
    • v.19 no.2
    • /
    • pp.309-318
    • /
    • 2018
  • We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

Verification Test on VVenC based MPEG MIV Framework (VVenC 기반 MPEG MIV 프레임워크 검증)

  • Oh, Kwan-Jung;Jeong, Jun Young;Lee, Gwangsoon;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2021.06a
    • /
    • pp.67-69
    • /
    • 2021
  • 인공 지능, 사물 인터넷, 클라우드 컴퓨팅, 빅데이터, 모바일을 중심으로 시작된 4차 산업혁명은 최근 메타버스(Metaverse)시대로 자연스럽게 확장되어 가고 있다. 메타버스 시대의 핵심 기술인 VR(Virtual Reality)/AR(Augmented Reality)/MR(Mixed Reality)과 이를 디스플레이 하기 위한 HMD(Head Mounted Display)나 글래스(glass) 장치들은 사용자에게 고품질 영상뿐만 아니라 3차원 공간에 대한 6DoF(Degrees of Freedom)급의 자유도를 제공해야 한다. 이에 발맞춰 MPEG에서는 최근 실사 및 CG(Computer Graphics)로 제작된 다시점 텍스쳐 및 깊이 영상에 대한 효과적인 압축 방법을 찾기 위한 MIV(MPEG Immersive Video) 표준화를 진행중이다. 본 논문은 최신 2차원 압축 표준인 VVC(Verstitle Video Coding)를 기반으로 MPEG MIV 1.0 표준 프레임워크를 검증해본다. 특히 높은 압축율에 비해 복잡도가 높은 VVC 표준의 특성을 고려하여 HHI에서 개발한 최적화 코덱인 VVenC를 이용하여 압축 효율과 복잡도 관점에서 MIV 표준 활용을 위한 최적의 솔루션을 찾고자 한다.

  • PDF

Study on Effect of Exercise Performance using Non-face-to-face Fitness MR Platform Development (비대면 휘트니스 MR 플랫폼 개발을 활용한 운동 수행 효과에 관한 연구)

  • Kim, Jun-woo
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.571-576
    • /
    • 2021
  • This study was carried out to overcome the problems of the existing fitness business and to build a fitness system that can meet the increased demand in the Corona situation. As a platform technology for non-face-to-face fitness edutainment service, it is a next-generation fitness exercise device that can use various body parts and synchronize network-type information. By synchronizing the exercise information of the fitness equipment, it was composed of learning contents through MR-based avatars. A quantified result was derived from examining the applicability of the customized evaluation system through momentum analysis with A.I analysis applying the LSTM-based algorithm according to the cumulative exercise effect of the user. It is a motion capture and 3D visualization fitness program for the application of systematic exercise techniques through academic experts, and it is judged that it will contribute to the improvement of the user's fitness knowledge and exercise ability.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
    • /
    • v.12 no.4
    • /
    • pp.50-71
    • /
    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
    • /
    • s.45
    • /
    • pp.197-214
    • /
    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Optimizing CNN Structure to Improve Accuracy of Artwork Artist Classification

  • Ji-Seon Park;So-Yeon Kim;Yeo-Chan Yoon;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
    • /
    • v.28 no.9
    • /
    • pp.9-15
    • /
    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1255-1258
    • /
    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

Real-time 3D Pose Estimation of Both Human Hands via RGB-Depth Camera and Deep Convolutional Neural Networks (RGB-Depth 카메라와 Deep Convolution Neural Networks 기반의 실시간 사람 양손 3D 포즈 추정)

  • Park, Na Hyeon;Ji, Yong Bin;Gi, Geon;Kim, Tae Yeon;Park, Hye Min;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2018.10a
    • /
    • pp.686-689
    • /
    • 2018
  • 3D 손 포즈 추정(Hand Pose Estimation, HPE)은 스마트 인간 컴퓨터 인터페이스를 위해서 중요한 기술이다. 이 연구에서는 딥러닝 방법을 기반으로 하여 단일 RGB-Depth 카메라로 촬영한 양손의 3D 손 자세를 실시간으로 인식하는 손 포즈 추정 시스템을 제시한다. 손 포즈 추정 시스템은 4단계로 구성된다. 첫째, Skin Detection 및 Depth cutting 알고리즘을 사용하여 양손을 RGB와 깊이 영상에서 감지하고 추출한다. 둘째, Convolutional Neural Network(CNN) Classifier는 오른손과 왼손을 구별하는데 사용된다. CNN Classifier 는 3개의 convolution layer와 2개의 Fully-Connected Layer로 구성되어 있으며, 추출된 깊이 영상을 입력으로 사용한다. 셋째, 학습된 CNN regressor는 추출된 왼쪽 및 오른쪽 손의 깊이 영상에서 손 관절을 추정하기 위해 다수의 Convolutional Layers, Pooling Layers, Fully Connected Layers로 구성된다. CNN classifier와 regressor는 22,000개 깊이 영상 데이터셋으로 학습된다. 마지막으로, 각 손의 3D 손 자세는 추정된 손 관절 정보로부터 재구성된다. 테스트 결과, CNN classifier는 오른쪽 손과 왼쪽 손을 96.9%의 정확도로 구별할 수 있으며, CNN regressor는 형균 8.48mm의 오차 범위로 3D 손 관절 정보를 추정할 수 있다. 본 연구에서 제안하는 손 포즈 추정 시스템은 가상 현실(virtual reality, VR), 증강 현실(Augmented Reality, AR) 및 융합 현실 (Mixed Reality, MR) 응용 프로그램을 포함한 다양한 응용 분야에서 사용할 수 있다.

Depth Image based Egocentric 3D Hand Pose Recognition for VR Using Mobile Deep Residual Network (모바일 Deep Residual Network을 이용한 뎁스 영상 기반 1 인칭 시점 VR 손동작 인식)

  • Park, Hye Min;Park, Na Hyeon;Oh, Ji Heon;Lee, Cheol Woo;Choi, Hyoung Woo;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2019.10a
    • /
    • pp.1137-1140
    • /
    • 2019
  • 가상현실(Virtual Reality, VR), 증강현실(Augmented Reality, AR), 혼합현실(Mixed Reality, MR) 분야에 유용한 인간 컴퓨터 인터페이스 기술은 필수적이다. 특히 휴먼 손동작 인식 기술은 직관적인 상호작용을 가능하게 하여, 다양한 분야에서 편리한 컨트롤러로 사용할 수 있다. 본 연구에서는 뎁스 영상 기반의 1 인칭 시점 손동작 인식을 위하여 손동작 데이터베이스 생성 시스템을 구축하여, 손동작 인식기 학습에 필요한 1 인칭(Egocentric View Point) 데이터베이스를 촬영하여 제작한다. 그리고 모바일 Head Mounted Device(HMD) VR 을 위한 뎁스 영상 기반 1 인칭 시점 손동작 인식(Hand Pose Recognition, HPR) 딥러닝 Deep Residual Network 를 구현한다. 최종적으로, 안드로이드 모바일 디바이스에 학습된 Residual Network Regressor 를 이식하고 모바일 VR 에 실시간 손동작 인식 시스템을 구동하여, 모바일 VR 상 실시간 3D 손동작 인식을 가상 물체와의 상호작용을 통하여 확인 한다.