• Title/Summary/Keyword: Mobile Virtual Viewer

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Proposal of Collaborative Application Prototype based on Mobile Virtual Viewer System (모바일 가상 뷰어 시스템 기반의 협업 어플리케이션 프로토타입 제안)

  • Park, Jae Hyun;Park, Min Hee
    • Journal of Korea Multimedia Society
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    • v.22 no.8
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    • pp.897-912
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    • 2019
  • The growth of domestic fashion industry market went sluggish affected by long-term slow growth and shrinking consumer sentiment since 2012, and the entire market has shown a slight growth since 2017. Yet only some conglomerates or global businesses experience this growth. Small and medium-sized fashion companies or rising fashion designers in South Korea, face real limitations and problems poor capital, lack of professional workforce, experience, information and educational opportunity as well as difficulty of acquiring distribution network, which lead to further polarization between conglomerates and small businesses. Thus, this study proposed mobile virtual viewer system-based collaborative application prototype capable of overcoming limitations and problems drawn by analyzing business environment of domestic brands launched by rising fashion designers. Especially, through applied template-based 3D virtual fashion design technology and performing the entire process in the virtual reality beyond spatial and temporal restraints, it is assumed that more effective and efficient outcomes can be obtained compared to the previous method.

Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Design and Implementation of Mobile VNC System for GUI Control and Monitoring of Remote Computer (원격 컴퓨터의 GUI 제어와 모니터링을 위한 Mobile VNC 시스템 설계 및 구현)

  • Chon Hee-ja;Seo Jung-Hee;Park Hung-Bog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.5
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    • pp.912-919
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    • 2005
  • The Growth in wireless Internet has made Networking possible at anytime and anywhere. So mobile devices like cellular phone and PDA are now used in various fields. In particular, the mobility of mobile devices has a great advantage in remote control. This paper designed and implemented a Mobile VNC system that transmitted the screen image of a remote computer, control the remote computer GU and monitor all by cellular phone. The proposed system consists of a Mobile Viewer un on the cellular phone, VNC Server m on a number of remote computers and a VNC Monitor. For communication between the VNC Server and the Mobile Viewer the MRFB protocol is used. The screen image transmitted to the Mobile Viewer is encoded in the PNG format supported by SK-VM, the Java execution environment of the Cellular phone. According to implementation results, the image is about $2KB\~8KB$. According to the 65 times transmission test, the average frame per second is 4.93fps in the emulator and a real cellular phone takes 0.8fps. Therefore, the proposed system is more efficient than existing systems.

A study on SLA(Scanned Linear Array) Applications for Mobile Communication Units (이동통신 단말기용 SLA(Scanned Linear Array) 적용에 관한 연구)

  • 김인회;안원석;문현찬
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 1998.06a
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    • pp.275-278
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    • 1998
  • In recent years, miniaturization has become the key factor in the development of mobile communication system. Portable communications and computing devices suffer from two conflicting requirements which are device size to be as small as possible and large, high resolution display. These problems can be solved by virtual display. Any display in which the user views an image through an optical system is a virtual display. It provides a display which is high resolution, appears large to the viewer and at the same time occupies little physical space. In this study, handhold units of mobile communication was investigated through use of the SLA(Scanned Linear Array). The basic SLA mechanism comprises a linear array of LED's, a magnifying lens, and a scan mirror. To optimize virtual image, we investigated optical system design and operating condition for each part.

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Construction of HMD-based Interactive Realistic Media Algorithm Using L-System (L-System을 이용한 HMD기반 인터렉티브 실감형 미디어 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.23 no.1
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    • pp.58-66
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    • 2020
  • 5G-based HMD technology grew rapidly in the context of the environment change of convergence technology media and mobile networks in the fourth industrial era. It has also grown into a core technology that transforms our digital visual system. However, there is no research or system that can understand and verify radical visual system changes. Therefore, it is necessary to have an engineering understanding and verification of the diffusion of HMD media imaging devices. Beyond the distinction between virtual and real, research is urgently needed on the new three-dimensional interface of the 21st century through viewer participation. For this reason, research on the algorithm structure of interactive video media using L-System is an essential process and will be a guide to understanding the virtual reality interactive environment.

Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
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    • v.36 no.5
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    • pp.791-798
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    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.

3D Stereoscopic Augmented Reality with a Monocular Camera (단안카메라 기반 삼차원 입체영상 증강현실)

  • Rho, Seungmin;Lee, Jinwoo;Hwang, Jae-In;Kim, Junho
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.11-20
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    • 2016
  • This paper introduces an effective method for generating 3D stereoscopic images that gives immersive 3D experiences to viewers using mobile-based binocular HMDs. Most of previous AR systems with monocular cameras have a common limitation that the same real-world images are provided to the viewer's eyes without parallax. In this paper, based on the assumption that viewers focus on the marker in the scenario of marker based AR, we recovery the binocular disparity about a camera image and a virtual object using the pose information of the marker. The basic idea is to generate the binocular disparity for real-world images and a virtual object, where the images are placed on the 2D plane in 3D defined by the pose information of the marker. For non-marker areas in the images, we apply blur effects to reduce the visual discomfort by decreasing their sharpness. Our user studies show that the proposed method for 3D stereoscopic image provides high depth feeling to viewers compared to the previous binocular AR systems. The results show that our system provides high depth feelings, high sense of reality, and visual comfort, compared to the previous binocular AR systems.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.