• Title/Summary/Keyword: Projection-based Virtual Reality

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Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Robust Multithreaded Object Tracker through Occlusions for Spatial Augmented Reality

  • Lee, Ahyun;Jang, Insung
    • ETRI Journal
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    • v.40 no.2
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    • pp.246-256
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    • 2018
  • A spatial augmented reality (SAR) system enables a virtual image to be projected onto the surface of a real-world object and the user to intuitively control the image using a tangible interface. However, occlusions frequently occur, such as a sudden change in the lighting environment or the generation of obstacles. We propose a robust object tracker based on a multithreaded system, which can track an object robustly through occlusions. Our multithreaded tracker is divided into two threads: the detection thread detects distinctive features in a frame-to-frame manner, and the tracking thread tracks features periodically using an optical-flow-based tracking method. Consequently, although the speed of the detection thread is considerably slow, we achieve real-time performance owing to the multithreaded configuration. Moreover, the proposed outlier filtering automatically updates a random sample consensus distance threshold for eliminating outliers according to environmental changes. Experimental results show that our approach tracks an object robustly in real-time in an SAR environment where there are frequent occlusions occurring from augmented projection images.

Research trends in rehabilitation program for disabled applying virtual reality technology in Korea (가상현실기술을 적용한 국내 장애인재활프로그램 연구동향)

  • Kim, Mi-Jung
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.381-391
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    • 2015
  • The purpose of this study was to investigate the trends in research on the effects of virtual reality technology applied to rehabilitation for disabled. I have collected 60 papers published in Korea(2000-2014), and analyzed it by the P.I.C.O. method. As a result, adults and the elderly are most common subjects, and projection type has been used frequently in researches. It were included mostly balance, upper extremity function, and gait that the dependent variables represents the intervention effects. I interpreted it as the ICF factors. So, research topics were the most common mobility, in contrast to educational, vocational, recreational area as dealing with the participation area is very small. In the future, we should focused on social aspects for useful intervention in real life of people with disabilities based on virtual reality technology, and virtual reality technology should be easy to apply in terms of cost and accessibility.

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

Video-Based Augmented Reality without Euclidean Camera Calibration (유클리드 카메라 보정을 하지 않는 비디오 기반 증강현실)

  • Seo, Yong-Deuk
    • Journal of the Korea Computer Graphics Society
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    • v.9 no.3
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    • pp.15-21
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    • 2003
  • An algorithm is developed for augmenting a real video with virtual graphics objects without computing Euclidean information. Real motion of the camera is obtained in affine space by a direct linear method using image matches. Then, virtual camera is provided by determining the locations of four basis points in two input images as initialization process. The four pairs of 2D location and its 3D affine coordinates provide Euclidean orthographic projection camera through the whole video sequence. Our method has the capability of generating views of objects shaded by virtual light sources, because we can make use of all the functions of the graphics library written on the basis of Euclidean geometry. Our novel formulation and experimental results with real video sequences are presented.

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A Precise Tracking System for Dynamic Object using IR sensor for Spatial Augmented Reality (공간증강현실 구현을 위한 적외선 센서 기반 동적 물체 정밀 추적 시스템)

  • Oh, JiSoo;Park, Jinho
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.115-122
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    • 2017
  • As the era of the fourth industrial revolution began, augmented reality showed infinite possibilities throughout society. However, current augmented reality systems such as head-mount display and hand-held display systems suffer from various problems such as weariness and nausea, and thus space-augmented reality, which is a projector-based augmented reality technology, is attracting attention. Spacial augmented reality requires precise tracking of dynamic objects to project virtual images in order to increase realism of augmented reality and induce user 's immersion. The infrared sensor-based precision tracking algorithm developed in this paper demonstrates very robust tracking performance with an average error rate of less than 1.5% and technically opens the way towards advanced augmented reality technologies such as tracking for arbitrary objects, and Socially, by easy-to-use tracking algorithms for non-specialists, it allows designers, students, and children to easily create and enjoy their own augmented reality content.

Free Control of Projection-based Display using a Virtual Camera (가상카메라를 이용한 투사기반 디스플레이의 자유조정 기법)

  • Park, Ji-Young;Kim, Myoung-Hee
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.126-129
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    • 2006
  • 가상카메라 개념을 이용하여 프로젝터를 움직이지 않고도 투사 영상의 크기, 위치, 회전을 자유롭게 조정할 수 있는 디스플레이 기법을 제안한다. 먼저 디스플레이 초기화를 통해 가상의 3차원 공간을 설정하고 공간 내에 디스플레이 할 원본영상이 표시된 스크린과 가상카메라를 위치시킨다. 3차원 공간을 바라보는 가상카메라는 스크린을 바라보는 사용자의 눈을 가정하는 것이므로, 사용자는 가상카메라의 위치 및 속성을 지정함으로써 결과적으로 자신의 위치에 따라 투사영상의 크기조정, 위치조정, 회전의 모드 종류 및 조정 정도를 자유롭게 결정하여 최적의 화면을 볼 수 있다.

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Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

Reliable Camera Pose Estimation from a Single Frame with Applications for Virtual Object Insertion (가상 객체 합성을 위한 단일 프레임에서의 안정된 카메라 자세 추정)

  • Park, Jong-Seung;Lee, Bum-Jong
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.499-506
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    • 2006
  • This Paper describes a fast and stable camera pose estimation method for real-time augmented reality systems. From the feature tracking results of a marker on a single frame, we estimate the camera rotation matrix and the translation vector. For the camera pose estimation, we use the shape factorization method based on the scaled orthographic Projection model. In the scaled orthographic factorization method, all feature points of an object are assumed roughly at the same distance from the camera, which means the selected reference point and the object shape affect the accuracy of the estimation. This paper proposes a flexible and stable selection method for the reference point. Based on the proposed method, we implemented a video augmentation system that inserts virtual 3D objects into the input video frames. Experimental results showed that the proposed camera pose estimation method is fast and robust relative to the previous methods and it is applicable to various augmented reality applications.

Video Augmentation of Virtual Object by Uncalibrated 3D Reconstruction from Video Frames (비디오 영상에서의 비보정 3차원 좌표 복원을 통한 가상 객체의 비디오 합성)

  • Park Jong-Seung;Sung Mee-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.421-433
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    • 2006
  • This paper proposes a method to insert virtual objects into a real video stream based on feature tracking and camera pose estimation from a set of single-camera video frames. To insert or modify 3D shapes to target video frames, the transformation from the 3D objects to the projection of the objects onto the video frames should be revealed. It is shown that, without a camera calibration process, the 3D reconstruction is possible using multiple images from a single camera under the fixed internal camera parameters. The proposed approach is based on the simplification of the camera matrix of intrinsic parameters and the use of projective geometry. The method is particularly useful for augmented reality applications to insert or modify models to a real video stream. The proposed method is based on a linear parameter estimation approach for the auto-calibration step and it enhances the stability and reduces the execution time. Several experimental results are presented on real-world video streams, demonstrating the usefulness of our method for the augmented reality applications.

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