• Title/Summary/Keyword: Object-VR

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Density Scalability of Video Based Point Cloud Compression by Using SHVC Codec (SHVC 비디오 기반 포인트 클라우드 밀도 스케일러빌리티 방안)

  • Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.709-722
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    • 2020
  • Point Cloud which is a cluster of numerous points can express 3D object beyond the 2D plane. Each point contains 3D coordinate and color data basically, reflectance or etc. additionally. Point Cloud demand research and development much higher effective compression technology. Video-based Point Cloud Compression (V-PCC) technology in development and standardization based on the established video codec. Despite its high effective compression technology, point cloud service will be limited by terminal spec and network conditions. 2D video had the same problems. To remedy this kind of problem, 2D video is using Scalable High efficiency Video Coding (SHVC), Dynamic Adaptive Streaming over HTTP (DASH) or diverse technology. This paper proposed a density scalability method using SHVC codec in V-PCC.

Evaluating the Competitiveness of Asian Construction Companies through Patent Analysis

  • Ji, Woojong;Lee, Dongmin;Lim, Hyunsu;Pyo, Kiyoun;Lee, Dongyoun;Lee, Hak-Ju;Park, Insung;Kang, Kyung-In
    • Journal of the Korea Institute of Building Construction
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    • v.20 no.2
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    • pp.199-212
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    • 2020
  • In evaluating the competitiveness of construction companies and their development strategies, patents are a useful and objective source of technical information. In this study, the cutting-edge technologies of construction industries of China, Japan, and South Korea were investigated based on the data of patent applications filed by a total of 15 construction companies (five companies from each country). The related technologies were classified into six core technology groups based on their keywords. After that, we used four patent analysis methods: time series analysis, IP (Intellectual Property) emergence level analysis, spiral module analysis, and OS (Object-Solution) Matrix analysis, to identify the promising technologies/vacant technologies for global construction companies in China, Japan, and South Korea, and to analyze the technical competitiveness of the three countries. The findings of this study showed that each country can claim a relative technological advantage over the others. Overall, 3D printing and offsite construction technology, data acquisition technology, AR and VR technology are expected to be promising in the Asian region. The present study contributes to the body of knowledge by expanding our understanding of technological innovation for the competitiveness of companies and the technology development strategies pursued by the construction industries of China, Japan, and South Korea.

Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

CIVE: Context-based Interactive System for Heterogeneous Distributed Virtual Environments (이기종 분산 가상 환경을 위한 컨텍스트 기반 상호작용 시스템)

  • Jang, Sei-Ie;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of KIISE:Computer Systems and Theory
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    • v.32 no.5
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    • pp.209-218
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    • 2005
  • In this paper, we propose CIVE, context-based interactive system for heterogeneous distributed virtual environments that delivers contexts irom real world to virtual environment and vice versa. The proposed system ronsists of obi-UCAM for generating user's contexts, NAVER for managing virtual environment, and Interface for linking obi-UCAM with NAVER. The connection between real and virtual worid through context is brneficial in following ways. Firstly. CIVE Provides a personalized user interface for virtual environment according to a user profile such as identity, age and vernacular. Secondly, translating all input signals into context, it guarantees adaptive access that enables a user to exploit unencumbered input devices controlling a shared object in virtual environment even if he moves with his own device from a virtual system to another. Finally, it provides a mechanism for synchronizing distributed virtual systems that share context representing changes at remote nodes. The context reduces the inconsistency of representing the same data among heterogeneous systems. Therefore, CIVE plays an important role in implementing VR applications such as teleconference, game and entertainment.

Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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A Study on Virtual Assembly Simulation Using Virtual Reality Technology (가상현실 기술을 이용한 가상 조립 시뮬레이션에 대한 연구)

  • Kim, Yong-Wan;Park, Jin-Ah
    • Journal of Korea Multimedia Society
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    • v.13 no.11
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    • pp.1715-1727
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    • 2010
  • Although a hand haptic interaction which provides direct and natural sensation is the most natural way of interacting with VR environment, the hand haptic interaction has still limitations with respect to the complexity of articulated hand and related hardware capabilities. Particularly, virtual assembly simulation which refers to the verification process of digital mockup in product development lifecycle is one of the most challenging topics in virtual reality applications. However, hand haptic interaction is considered as a big obstacle, because difficulty initial grasping and non-dextrous manipulation remain as unsolved problems. In this paper, we propose that common hand haptic interactions involves two separate stages with different aspects. We present the hand haptic interaction method enables us to stably grasp a virtual object at initial grasping and delicately manipulate an object at task operating by one's intention. Therefore, proposed method provides the robustness using grasping quality and dextrous manipulation using physically simulation. We conducted experiments to evaluate the effectiveness of our proposed method under different display environments -monoscopic and stereoscopic. From 2-way ANOVA test, we show that the proposed method satisfies two aspects of hand haptic interaction. Finally, we demonstrated an actual application of various assembly simulation for relatively complex models.

2D Interpolation of 3D Points using Video-based Point Cloud Compression (비디오 기반 포인트 클라우드 압축을 사용한 3차원 포인트의 2차원 보간 방안)

  • Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.692-703
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    • 2021
  • Recently, with the development of computer graphics technology, research on technology for expressing real objects as more realistic virtual graphics is being actively conducted. Point cloud is a technology that uses numerous points, including 2D spatial coordinates and color information, to represent 3D objects, and they require huge data storage and high-performance computing devices to provide various services. Video-based Point Cloud Compression (V-PCC) technology is currently being studied by the international standard organization MPEG, which is a projection based method that projects point cloud into 2D plane, and then compresses them using 2D video codecs. V-PCC technology compresses point cloud objects using 2D images such as Occupancy map, Geometry image, Attribute image, and other auxiliary information that includes the relationship between 2D plane and 3D space. When increasing the density of point cloud or expanding an object, 3D calculation is generally used, but there are limitations in that the calculation method is complicated, requires a lot of time, and it is difficult to determine the correct location of a new point. This paper proposes a method to generate additional points at more accurate locations with less computation by applying 2D interpolation to the image on which the point cloud is projected, in the V-PCC technology.