• Title/Summary/Keyword: Merged Reality

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Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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A Study on Spatial Aesthetic Characteristics in Modern Fashion Converged with Virtual Reality Technology -Focusing on Fashion Shows, Fashion Exhibitions, and Fashion Design Apps- (가상현실 기술과 융합된 현대패션에 나타난 공간적 미학 특성 연구 -패션쇼, 패션전시, 패션디자인 앱을 중심으로-)

  • Liu, Shuai;Kwon, Mi Jeong
    • Journal of Fashion Business
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    • v.23 no.5
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    • pp.96-110
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    • 2019
  • With the continuous development of artificial intelligence using computers in the Fourth Industrial Age, the virtual space created by virtual reality experiences boosted by the power of artificial intelligence, provides a new experience for us. The purpose of this study is to explore the new aesthetics that the fashion industry provides to users in virtual space created by virtual reality technology. This research method is based on theoretical research on virtual reality technology and virtual space and constructs a research model applied to this research. The scope of this study is the application of virtual reality technology to fashion shows, fashion exhibitions, and fashion design apps on the website of professional virtual reality technology and fashion for the last five years from 2014 to 2019, which actively merged virtual reality technology with modern fashion. We will analyze the cases one by one. The results of this study are as follows. First, this study shows that the constructed virtual space of modern fashion using virtual reality technology creates three kinds of physical space, perceptual space, and imaginary space based on the commutative theory of virtual space formed by Swedish scholar J. $Widestr{\ddot{o}}m$. Second, virtual reality technology applied to fashion shows, fashion exhibitions, and fashion design apps is characterized by four aesthetic characteristics of presence, perceptual expansion, interactivity, and immersion in physical space, perception space, and imagination space.

STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION OF FLOW FIELD DATA (유동장 데이터의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Ha, J.H.;Kim, Byoung-Soo
    • 한국전산유체공학회:학술대회논문집
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    • 2010.05a
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    • pp.347-351
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    • 2010
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of flow data is briefly described. This study is an extension of our previous and on-going research efforts to develop DATA(Data Analysis and Visualization Application) program, which is a data visualization program developed by using Qt as GUI development environment and OpenGL as graphic library. The program is developed upon the framework of object-oriented programming and it was originally developed by using Qt 3.3.3 environment. In this research the program is converted into a Qt 4.3.3-compatible version, and this new version is developed on Visual Studio 2005. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the lift and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional data visualization with stereoscopic technique combined with 3D Monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic data visualization system.

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A Study on the Augmented Reality Display for Educating Power Tiller Operator using Chroma-key (크로마키를 이용한 증강현실 영상출력 연구)

  • Kim, Yu Yong;Noh, Jae Seung;Hong, Sun Jung
    • Journal of agriculture & life science
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    • v.51 no.1
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    • pp.205-212
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    • 2017
  • This study aimed to output augmented reality display using chroma-key so that power tiller simulator can be operated smoothly while wearing the head mounted display. In this paper, we propose a chroma-eliminating image filtering method. Experimental results show that the maximum and minimum values of hue, saturation and intensity were 0.52, 0.153, 0.57, 0.16, 1, and 0.12, respectively. A keypad was used to set the initial position of augmented reality adjusted with the front, back, top, bottom, left, and right buttons. The initial position value is always maintained and managed according to the trailer attachment and detachment. Finally, we show that the augmented reality merged with virtual image and the acquired image of operation device using coordinate values obtained from the HMD and the position tracking sensor as relative coordinates in Unity program that is the ultimate game development platform.

STUDY ON 3-D VIRTUAL REALITY FOR STEREOSCOPIC VISUALIZATION ON THE WEB (웹 환경에서의 입체적 가시화를 위한 3-D 가상현실 기법의 적용)

  • Lee, J.H.;Park, Y.C.;Kim, J.H.;Kim, B.S.
    • Journal of computational fluids engineering
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    • v.16 no.1
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    • pp.30-35
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    • 2011
  • In this paper, our effort to apply 3-D Virtual Reality system for stereoscopic visualization of mesh data on the web is briefly described. This study is an extension of our previous and on-going research efforts to develop an automatic grid generation program specialized for wing mesh, named as eGWing. The program is developed by using JAVA programming language, and it can be used either as an application program on a local computer or as an applet in the network environment. In this research advancing layer method(ALM) augmented by elliptic smoothing method is used for the structured grid generation. And to achieve a stereoscopic viewing capability, two graphic windows are used to render its own viewing image for the left and right eye respectively. These two windows are merged into one image using 3D monitor and the viewers can see the mesh data visualization results with stereoscopic depth effects by using polarizing glasses. In this paper three dimensional mesh data visualization with stereoscopic technique combined with 3D monitor is demonstrated, and the current achievement would be a good start-up for further development of low-cost high-quality stereoscopic mesh data visualization system which can be shared by many users through the web.

Producing a Virtual Object with Realistic Motion for a Mixed Reality Space

  • Daisuke Hirohashi;Tan, Joo-Kooi;Kim, Hyoung-Seop;Seiji Ishikawa
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.153.2-153
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    • 2001
  • A technique is described for producing a virtual object with realistic motion. A 3-D human motion model is obtained by applying a developed motion capturing technique to a real human in motion. Factorization method is a technique for recovering 3-D shape of a rigid object from a single video image stream without using camera parameters. The technique is extended for recovering 3-D human motions. The proposed system is composed of three fixed cameras which take video images of a human motion. Three obtained image sequences are analyzed to yield measurement matrices at individual sampling times, and they are merged into a single measurement matrix to which the factorization is applied and the 3-D human motion is recovered ...

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A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.

A Study on Characteristics of Self-Contained Three-Dimensional Organic Body found in Architecture of Ito Toyo (이토 토요의 건축에 나타난 자기완결적 3차원 조직체의 특성에 관한 연구)

  • Kim, Jong-Jin
    • Korean Institute of Interior Design Journal
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    • v.26 no.2
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    • pp.55-63
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    • 2017
  • Recent projects of Japanese architect, Ito Toyo have been evolved into innovative and experimental stages that are unique and different from other contemporary architects. Since Ito established his own office in 1971, there were several critical changes and developments in terms of architectural philosophy as well as design methods. Particularly, after Sendai Mediatheque, Ito has tended to focus on creating three-dimensional organic body in which architectural form, space, structure, facilities, images are merged all together. With this new type of three-dimensional structure, Ito aims to generate a new notion of architecture as 'living organism'. This paper tried to analyze Ito's new concept of architecture, design process of three-dimensional organic body and its ultimate characteristics and meanings. For the analysis, three projects were selected: Taichung Metropolitan Opera House(2005), Berkeley Art Museum and Pacific Film Archive(2007), The New Deichman Library in Oslo(2008). These projects clearly represent several types of three-dimensional organic body. After the comparative studies, it is found that, in Ito's design process and method, there are unique characters: ambivalent relationship between plan and three-dimensional form, aiming new/hyper reality through complicated collaboration of analogue and digital design tools, and contradictory relationship with surrounding urban context. Although there are some limitations and restrictions, ever-evolving Ito's design concept and methods are very much valid and meaningful in contemporary spatial design in various perspectives.

Visualization and Localization of Fusion Image Using VRML for Three-dimensional Modeling of Epileptic Seizure Focus (VRML을 이용한 융합 영상에서 간질환자 발작 진원지의 3차원적 가시화와 위치 측정 구현)

  • 이상호;김동현;유선국;정해조;윤미진;손혜경;강원석;이종두;김희중
    • Progress in Medical Physics
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    • v.14 no.1
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    • pp.34-42
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    • 2003
  • In medical imaging, three-dimensional (3D) display using Virtual Reality Modeling Language (VRML) as a portable file format can give intuitive information more efficiently on the World Wide Web (WWW). The web-based 3D visualization of functional images combined with anatomical images has not studied much in systematic ways. The goal of this study was to achieve a simultaneous observation of 3D anatomic and functional models with planar images on the WWW, providing their locational information in 3D space with a measuring implement using VRML. MRI and ictal-interictal SPECT images were obtained from one epileptic patient. Subtraction ictal SPECT co-registered to MRI (SISCOM) was performed to improve identification of a seizure focus. SISCOM image volumes were held by thresholds above one standard deviation (1-SD) and two standard deviations (2-SD). SISCOM foci and boundaries of gray matter, white matter, and cerebrospinal fluid (CSF) in the MRI volume were segmented and rendered to VRML polygonal surfaces by marching cube algorithm. Line profiles of x and y-axis that represent real lengths on an image were acquired and their maximum lengths were the same as 211.67 mm. The real size vs. the rendered VRML surface size was approximately the ratio of 1 to 605.9. A VRML measuring tool was made and merged with previous VRML surfaces. User interface tools were embedded with Java Script routines to display MRI planar images as cross sections of 3D surface models and to set transparencies of 3D surface models. When transparencies of 3D surface models were properly controlled, a fused display of the brain geometry with 3D distributions of focal activated regions provided intuitively spatial correlations among three 3D surface models. The epileptic seizure focus was in the right temporal lobe of the brain. The real position of the seizure focus could be verified by the VRML measuring tool and the anatomy corresponding to the seizure focus could be confirmed by MRI planar images crossing 3D surface models. The VRML application developed in this study may have several advantages. Firstly, 3D fused display and control of anatomic and functional image were achieved on the m. Secondly, the vector analysis of a 3D surface model was defined by the VRML measuring tool based on the real size. Finally, the anatomy corresponding to the seizure focus was intuitively detected by correlations with MRI images. Our web based visualization of 3-D fusion image and its localization will be a help to online research and education in diagnostic radiology, therapeutic radiology, and surgery applications.

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