• Title/Summary/Keyword: Object Manipulation

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An Efficient Framework for Making Spatial Augmented Reality Digital Contents (공간 증강 현실 디지털 콘텐츠 제작을 위한 효율적인 프레임워크)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.77-84
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    • 2013
  • We introduce a new framework for making spatial augmented reality contents fast and with low cost. The framework allows us to make projection-based augmented reality using off-the-shelf webcams and projectors. Contents producers can make a projection-based augmented reality contents easy and fast by setting a webcam and a projector and then controlling user interfaces of our framework. Since most of previous solutions are expensive and it is too difficult that the producers apply augmented reality techniques themselves, the framework helps them to concentrate contents. Once we set a webcam and a projector correctly, our framework projects a virtual object contents according to the manipulation of a trackable real object. As a result we can see realistic augmented reality contents.

A Development of HVF (Hnagul Vector Format) for Internet GIS (인터넷 지리 정보 시스템을 위한 HVF (Hnagul Vector Format)의 개발)

  • Moon, Jin-Yong;Koo, Yong-Wan
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.2
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    • pp.321-327
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    • 2000
  • Geographical Information System (GIS) is composed of hardware, software, data, and methods. Among the components, data is considered to be the most important factor in GIS. In this paper, we describes HVF, the most recent technology pioneered by GIS researchers. HVF is a format for efficient usage of spatial object in order to express, save and transform in Internet GIS. Fist, we describe the definition of HVF syntax, then the implementation of Header Section Generation Module and Main Section Generation Module through the API. Second, we develop a spatial object converter for HVF to transform figures into data structures, which are compatible among different GIS applications. For this purpose, we design and implement three units of modules, which are File Manipulation, HVF Import and HVF Export Module. Since the issues of network traffic and Hangul processing in Internet GIS are important, we expecially consider development of HVF in terms of spatial data size.

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Development of Spatial Object Converter for a Map Services in Mobile Environment (모바일 환경에서 지도 서비스를 위한 공간 객체 변환기의 개발)

  • Moon, Jin-Yong
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.31-36
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    • 2012
  • Since the national standard topographic map is made by DXF format which is the results of the National Geographic Information System project and lots of CAD data and scanners can be used to acquire the data easily, the imports of existing DXF file will decrease the costs and time for data acquisition process. In addition, the spatial data such as topographic map should be able to convert to the middle file format such as PostScript in order to be exported into other systems. For this purpose, I design and implement three units of modules, which are File Manipulation Module, MVF Import Module, and MVF Export Module. Finally, I verify the actual transformation of topographic map that are DXF file format by conducting the series of tests.

Recording and Replay Interface to manipulate 3D Structured Objects (3D 객체의 구조에 기반을 둔 기록 및 재생 인터페이스)

  • Koo, In-Young;Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.737-740
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    • 2009
  • 3D VR modeling data can be used for powerful expression in construction, because it gives help to navigate a construction in 3D space easily. But the current status of VR technique visualizes only an external shape of a construction. A construction has not only its external shape data but also its constructive information. The constructive information is very important and can be expressed as the process of construction and deconstruction. Thus we research on recording and replay interface to manipulate 3D structured objects for the process of construction and deconstruction.

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An instrumented Glove for Grasp specification in virtual reality based point-and-direct telerobotics

  • Yun, Myung-Hwan;Cannon, David;Freivalds, Andris
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.141-146
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    • 1996
  • Hand posture and force, which define aspects of the way an object is grasped, are features of robotics manipulation. A means for specifying these grasping "flavors" has been developed that uses an instrumented glove equipped with joint and force sensors. The new grasp specification system is being used at the Pennsylvania State University (Penn State) in a Virtual Reality based Point-and-Direct(VR-PAD) robotics implementation. In the Computer Integrated Manufacturing (CIM) Laboratory at Penn State, hand posture and force data were collected for manipulating bricks and other items that require varying amounts of force at multiple pressure points. The feasibility of measuring desired grasp characteristics was demonstrated for a modified Cyberglove impregnated with FSR (Force Sensitive Resistor) pressure sensors in the fingertips. A joint/force model relating the parameters of finger articulation and pressure to various lifting tasks was validated for the instrumented "wired" glove. Operators using such a modified glove may ultimately be able to configure robot grasping tasks in environments involving hazardous waste remediation, flexible manufacturing, space operations and other flexible robotics applications. In each case, the VR-PAD approach improved the computational and delay problems of real-time multiple-degree-of-freedom force feedback telemanipulation.ck telemanipulation.

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Development of a Real Time 3D Collaboration and Part Information Brokering System Using WWW(World Wide Web) (웹을 이용한 실시간 3차원 공동작업 부품정보중개시스템 개발)

  • 최영상;김영호
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.2
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    • pp.87-99
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    • 1999
  • We developed a Part Information Brokering System, namely PIBS, that can inter-link part suppliers and buyers using WWW(World Wide Web). The major contribution of this paper is that the system provides a 3D collaboration environment that enables multiple users to share the same workspace where they cooperatively manipulate part features in real time. PIBS carries out two major functions: one to maintain part data in a part library, and the other to provide the means for the clients to cooperate. An object-oriented database is used for the part library which stores apart information registered by part suppliers. VRML(Virtual Reality Modeling Language) the ISO standard for 3D visualization on WWW, is used to represent 3D part models. Several Java programs have been implemented to support synchronous and a synchronous communication of the 3D models. Once the users are interconnected through the system, a user's manipulation of part objects is transparently and instantaneously transmitted to the others. This means that all the participants can are the same view and movement of the 3D part models. Since the system is developed using a Java applet-server architecture, it requires no additional software other than standard web browser. The prototype system has been successfully implemented, and demonstrated its applicability to virtual 3D part information sharing.

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Arthroscopic rotator cuff surgery without traction system in the lateral position (측와위에서 견인 기구 없이 시행하는 견관절경하 회전근 개 수술)

  • Moon, Young-Lae;Jung, Heuk-Jun
    • Clinics in Shoulder and Elbow
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    • v.6 no.1
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    • pp.50-54
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    • 2003
  • Object: To evaluate the efficiencies of the arthroscopic rotator cuff surgery which is Performed without the traction system in the lateral decubitus position. Methods: Twenty-nine cases of the arthroscopic rotator cuff surgery performed without the traction system in the lateral decubitus position were studied from February, 2002 to January, 2005. We performed a repair using the arthroscopic debridement and the arthroscopic rotator cuff repair, or using the mini-open incision technique after the confirmation of rotator cuff tear, then, the arthroscopic subacromial decompression was performed after the confirmation of subacromial lesions Results: We could easily find the subscapularis tear which was often overlooked in the arthroscopic rotator cuff surgery performed with the traction surgery by the relaxation of the subscapularis, as the arm position was internally rotate about 45 to 70 degrees from abducted position. We found that the operation time was reduced 14 minutes shorter than the operation time of the controlled group which had the surgery with the traction system on the average. We also found that there were no neurovascular complications from all cases. Conclusions: The arthroscopic rotator cuff surgery without traction system in the lateral decubitus position provided the better visual field, easy manipulation of the joint and reducing operation time.

Radius Measurement of Fillet Regions of Polygonal Models by using Optimum Orthogonal Planes (최적 근사 직교평면을 이용한 폴리곤 모델의 필렛 반지름 측정)

  • Han Y,-H.
    • Korean Journal of Computational Design and Engineering
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    • v.10 no.2
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    • pp.114-120
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    • 2005
  • This paper presents a novel method for radius measurement of fillet regions of polygonal models by using optimum onhogonal planes. The objective function for finding an optimum onhogonal plane is designed based on the orthogonality between the normal vectors of the faces in a filet region and the plane that is to be found. Direct search methods are employed to solve the defined optimization problem since no explicit derivatives of the object function can be calculated. Once an optimum orthogonal plane is obtained, the intersection between the onhogonal plane and the faces of interest is calculated, and necessary point data in the fillet region for measuring radii are extracted by some manipulation. Then, the radius of the fillet region in question is measured by least squares fitting of a circle to the extracted point data. The proposed radius measuring method could eliminate the burden of defining a plane for radius measurement, and automatically find a necessary optimum orthogonal plane. It has an advantage in that it can measure fillet radii without prior complicated segmentation of fillet regions and explicit information of neighboring surfaces. The proposed method is demonstrated trough some mea-surement examples.

Study on Application of Reverse Engineering by Generation of the Free-Form Surface (자유 곡면 생성을 통한 역공학 적용에 관한 연구)

  • Hur, Sung-Min;Choi, Jae-Won;Lee, Seok-Hee
    • Journal of the Korean Society for Precision Engineering
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    • v.18 no.10
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    • pp.168-177
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    • 2001
  • Reverse engineering has been widely used for the shape reconstruction of an object without CAD data and the measurement of clay or wood models fur the development of new products. To generate a surface from measured points by a laser scanner, typical steps include the scanning of a clay or wood model, the generation of compatible input curves, the generation of a surface and manufacturing data like G code or STL file. A laser scanner has a great potential to get geometrical data of a model for its frost measuring speed and higher precision. The data from a laser scanner are composed of many line stripes of points including small spikes and noise. A new approach using automated surface generating algorithm is introduced to deal with problems during reverse engineering process. And the input data and the generated surface are represented in IGES format, thus can be supplied to other CAD/CAM software without any data manipulation.

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