• Title/Summary/Keyword: Mixed Reality Space

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Visual Positioning System based on Voxel Labeling using Object Simultaneous Localization And Mapping

  • Jung, Tae-Won;Kim, In-Seon;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.302-306
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    • 2021
  • Indoor localization is one of the basic elements of Location-Based Service, such as indoor navigation, location-based precision marketing, spatial recognition of robotics, augmented reality, and mixed reality. We propose a Voxel Labeling-based visual positioning system using object simultaneous localization and mapping (SLAM). Our method is a method of determining a location through single image 3D cuboid object detection and object SLAM for indoor navigation, then mapping to create an indoor map, addressing it with voxels, and matching with a defined space. First, high-quality cuboids are created from sampling 2D bounding boxes and vanishing points for single image object detection. And after jointly optimizing the poses of cameras, objects, and points, it is a Visual Positioning System (VPS) through matching with the pose information of the object in the voxel database. Our method provided the spatial information needed to the user with improved location accuracy and direction estimation.

Mixed-reality simulation for orthognathic surgery

  • Fushima, Kenji;Kobayashi, Masaru
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.38
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    • pp.13.1-13.12
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    • 2016
  • Background: Mandibular motion tracking system (ManMoS) has been developed for orthognathic surgery. This article aimed to introduce the ManMoS and to examine the accuracy of this system. Methods: Skeletal and dental models are reconstructed in a virtual space from the DICOM data of three-dimensional computed tomography (3D-CT) recording and the STL data of 3D scanning, respectively. The ManMoS uniquely integrates the virtual dento-skeletal model with the real motion of the dental cast mounted on the simulator, using the reference splint. Positional change of the dental cast is tracked by using the 3D motion tracking equipment and reflects on the jaw position of the virtual model in real time, generating the mixed-reality surgical simulation. ManMoS was applied for two clinical cases having a facial asymmetry. In order to assess the accuracy of the ManMoS, the positional change of the lower dental arch was compared between the virtual and real models. Results: With the measurement data of the real lower dental cast as a reference, measurement error for the whole simulation system was less than 0.32 mm. In ManMoS, the skeletal and dental asymmetries were adequately diagnosed in three dimensions. Jaw repositioning was simulated with priority given to the skeletal correction rather than the occlusal correction. In two cases, facial asymmetry was successfully improved while a normal occlusal relationship was reconstructed. Positional change measured in the virtual model did not differ significantly from that in the real model. Conclusions: It was suggested that the accuracy of the ManMoS was good enough for a clinical use. This surgical simulation system appears to meet clinical demands well and is an important facilitator of communication between orthodontists and surgeons.

Realistic Seeing Through Method and Device Through Adaptive Registration between Building Space and Telepresence Indoor Environment

  • Lee, Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.101-107
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    • 2020
  • We propose a realistic seeing through visualization methods in mixed reality environment. When a user wants to see specific location beyond a wall in indoor environment. The proposed system recognizes and registers the selected area using environment modelling and feature-based tracking. Then the selected area is diminished and the specific location is visualized in real-time. With the proposed seeing through methods, a user can understand spatial relationship of the building and can easily find the target location. We conducted a user study comparing the seeing through method to conventional indoor navigation service in order to investigate the potential of the proposed seeing through method. The proposed seeing through method was evaluated in navigation time in comparison with conventional approach. The proposed method enable users to navigate target locations 30% faster than the conventional approach.

A Study on Multimedia Processor Architecture (멀티미디어 프로세서 아키텍쳐에 관한 연구)

  • Park, Chun-Myoung;Lee, Taek-Keun
    • Proceedings of the IEEK Conference
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    • 2005.11a
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    • pp.1177-1180
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    • 2005
  • This paper present a method of constructing the multimedia processor architecture. The proposed multimedia processor architecture be able to handle each text, sound, and video in one chip. Also it have interactive function that is a characteristics of multimedia. Specially, the proposed multimedia processor be able to addressing nodes in memory map without software, and it is completely reconfigurable depend on data. Also it as able to process time and space common that have synchronous/asynchronous and it is able to protect continuous and dynamic media bus collision, and local and overall common memory structure. The proposed multimedia processor architecture apply to virtual reality and mixed reality.

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Genre Oriented Characteristics of Virtual Reality Programs (가상 리얼리티 프로그램의 장르적 특성)

  • Hong, Sook-Yeong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.202-212
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    • 2010
  • The purpose of this study is at clarifying what the genre oriented characteristics of virtual reality programs are. For this, the tests of 'We Are Married' being broadcasted in 'Sunday, Sunday Night' Part 1 of MBC from episode 1 to 8. As a result of analysis, this program was mixing together virtuality and reality by placing the image of virtual couple's life and presentness of entertainers existing in reality appearing at the studio. Also, it was forming sympathy with users as it satisfies fantasy and sense of reality toward marriage by the entertainer couples showing love and conflict that may happen between real couples after setting various categories of couple types. Also, through the device for the public space to confess private feelings through television, it shows the boundary between public domain and private domain breaking up. Along with this, it has implemented amusement characteristics by inspiring enjoyment of users by a substituted satisfaction through various forms of impressions presented to spouse such as materials, effort, gesture or language, etc. Accordingly, the virtual reality program shows authenticity, fiction and amusement by being mixed together and we can see that such genre oriented characteristics act as important strategy appealing to users based on breakup of boundary and genre oriented ambiguity.

Extended Reality-based Simultaneous Multi Presence for Remote Cooperative Work

  • Lee, Jun;Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.23-30
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    • 2021
  • In this paper, we propose an extended reality-based simultaneous multi presence system in a process of remote cooperative work. The proposed system generates a ring-shaped invisible screen which surrounds a user, and it provides position and manipulation of remote workspace and personal workspace. With the proposed system, the user easily navigates the several workspace for the remote collaboration or he/she selects a specific space for immersion. The proposed system also provides manipulation of personal workspace for the user during the remote cooperative work. We conducted a user study to prove effectiveness of the proposed system. According to the results, the proposed system increased understanding spatial information and usage of time during the remote cooperative work.

Cross-covariance 3D Coordinate Estimation Method for Virtual Space Movement Platform (가상공간 이동플랫폼을 위한 교차 공분산 3D 좌표 추정 방법)

  • Jung, HaHyoung;Park, Jinha;Kim, Min Kyoung;Chang, Min Hyuk
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.41-48
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    • 2020
  • Recently, as the demand for the mobile platform market in the virtual/augmented/mixed reality field is increasing, experiential content that gives users a real-world felt through a virtual environment is drawing attention. In this paper, as a method of tracking a tracker for user location estimation in a virtual space movement platform for motion capture of trainees, we present a method of estimating 3D coordinates of the 3D cross covariance through the coordinates of the markers projected on the image. In addition, the validity of the proposed algorithm is verified through rigid body tracking experiments.

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
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    • s.45
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    • pp.197-214
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    • 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.

A Study on the Boundary Identified in the Immersive Space (이머시브 공간에서 나타나는 경계성 연구)

  • Son, Seo-Yeon;Ahn, Seong-Mo
    • Korean Institute of Interior Design Journal
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    • v.27 no.2
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    • pp.45-54
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    • 2018
  • Immersive space is a new type of space, which is converged with other domains and expressed in various ways and here, a mutual exchange between space and participants is realized with active intervention of participants. The purpose of this study is to examine boundary changes and characteristics in virtual space and reality or inside and outside, focusing on immersive space. For this study, a case analysis was conducted, based on the key words regarding flow experience and boundary characteristics in immersive space. The boundary characteristics extracted are as follow. First, while immersive space is overlapped in many different ways, the boundary in space gradually changes and one unique and convergent space is formed. Also, a combination of overlap is made with internal and external physical force and a convergent boundary is created. Second, forms are mixed in diverse ways and an unrealistic boundary space is revealed. For new experience, it has familiar, but new experiential characteristics and also shows an expanded boundary by the medium of different domains. Third, a simultaneous space, based on variability of time and space, has an ambiguous boundary due to a meaningless physical boundary of space and changing into a space region constantly, it becomes an unlimited variable space. Fourth, a linear expansion-based emergent space has nonlinearity, which creates a meaningless boundary, recognized as an irregular, dynamic and transformative space and expands to a creative space. In conclusion, it is anticipated that based on diverse characteristics found in immersive space, this study would give unlimited inspiration to many design fields and art creation activities and contribute to a further development through continued research on immersive space.

An Exploratory Study Examining the Effects of Place Creativity and Workplace Attire on Consumer Trust, Attitude, and Purchase Intention in the Virtual E-Commerce Environment (가상현실 쇼핑 경험 시 공간 창의성과 판매원 아바타 의상의 격식성이 소비자의 상품 구매의사에 미치는 영향)

  • Song, Stephen W.;Shin, Mincheol;Lee, Sanguk;Chung, Donghun
    • Journal of Information Technology Services
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    • v.19 no.3
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    • pp.75-87
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    • 2020
  • This study empirically investigates the design factors that could engender positive impacts on consumers' user experiences with respect to trust, attitude, and intent to purchase a product promoted in the virtual reality (VR) e-commerce environment. Guided by previous literature, we specifically test the role of schema congruity due to the design of the space and virtual agent on trust, attitude, and purchase intention in the context of VR e-commerce. To test the effect of the congruency between user's schema and virtual environment design on user intentions, a 2 × 2 mixed ANOVA design experiment was conducted with place creativity (Low vs. High) as a within factor and workplace attire (Casual vs. Formal) as a between factor. The result showed support for the effect of schema congruity on trust, in that interaction of the two factors were found. Significant positive relationship between trust, attitude, and purchase intention was found. Further implications are discussed based on results.