• 제목/요약/키워드: VR images

검색결과 136건 처리시간 0.023초

Brain Hologram Visualization for Diagnosis of Tumors using Graphic Imaging

  • Nam, Jenie;Kim, Young Jae;Lee, Seung Hyun;Kim, Kwang Gi
    • Journal of Multimedia Information System
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    • 제3권3호
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    • pp.47-52
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    • 2016
  • This research paper examines the usage of graphic imaging in Holographic Projections to further advance the medical field. It highlights the importance and necessity of this technology as well as avant-garde techniques applied in the process of displaying images in digital holography. This paper also discusses the different types of applications for holograms in society today. Different tools were utilized to transfer a set of a cancer patient's brain tumor data into data used to produce a 3D holographic image. This image was produced through the transfer of data from one program to another. Through the use of semi-automatic segmentation through the seed region method, we were able to create a 3D visualization from Computed Tomography (CT) data.

PHOTOMETRY AND SPECTROSCOPY OF THE SPIRAL GALAXY NGC7678

  • ANN HONG-BAE;KIM JEONG-MI
    • Journal of The Korean Astronomical Society
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    • 제29권2호
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    • pp.255-268
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    • 1996
  • We present VR CCD photometry and long-slit spectroscopy of a late type spiral galaxy NGC 7678. The grey scale images and isophotal maps illustrate the presence of a weak bar from which spiral arms emerge. There are many HII regions along the spiral arms, but bright giant HII regions are more concentrated in the massive southern arm. The bright compact nucleus of NGC 7678 is bluer than bulge and bar. The spectral features of the nucleus and HII regoins are very similar but the nuclear spectra shows higher $[NII]{\lambda}6583/H_\alpha$ than those of the HII regions. The nucleus of NGC 7678 seems to be intermediate type between HII region nulcei and LINERs by the ratio of $[NII]{\lambda}6583/H_\alpha$, but it is more likely to be HII region-like nucleus if we consider the $[NII]{\lambda}6716,6731/H_\alpha$ together. The star formation rate is estimated to be about $0.2 M_\bigodot\;yr^{-1}$ based on the $H_\alpha$ flux.

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Exterior Design of Electric Vehicle Using Web Based Human Sensibility Assessment (Web 기반의 감성평가를 활용한 전기자동차 익스테리어 디자인)

  • Jang, Phil-Sik;Choi, Chool-Heon
    • Journal of the Ergonomics Society of Korea
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    • 제25권4호
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    • pp.63-69
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    • 2006
  • Consumer satisfaction and feelings with form play an essential role in determining the success of a product. However, contemporary industrial design processes typically employ designer driven, intuitive methods for generating and evaluating form concepts. This paper describes the implementation process of web based design support system that helps assess customer's feelings or sensibilities of forms created in each stages of design process. The present web based approach provides designers with fast and various feedbacks about their design in each stage by using assessment with object VR and web 3D as well as ordinary 2D images. Practical application for exterior design of electric vehicle was illustrated and the further refinement of the design support system was discussed.

Noise Modeling of ToF Camera Images using Skellam Distribution (Skellam 분포를 이용한 ToF 카메라 영상의 노이즈 모델링)

  • Kang, Ju-Mi;Kim, Sung-Jei;Ryu, Hanna
    • Proceedings of the Korea Information Processing Society Conference
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    • 한국정보처리학회 2019년도 추계학술발표대회
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    • pp.1073-1075
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    • 2019
  • 최근 VR/AR, 자율주행차 등 다양한 응용분야가 주목 받으며 Time of Flight (ToF) 카메라와 같은 사물과 카메라 간의 거리를 측정할 수 있는 3D 카메라를 활용한 연구가 활발히 진행되고 있다. 정확한 영상 정보를 획득하기 위해, ToF 카메라 센서에 의해 발생할 수 있는 노이즈를 모델링하는 것은 필수적이다. 본 논문에서 우리는 ToF 카메라 센서에 의해 발생하는 노이즈를 모델링하기 위해 Skellam 분포를 도입한다. 연속하는 거리 영상의 픽셀 차에 대한 분포를 분석함으로써 Skellam 분포 적용의 타당성을 제시한다. ToF 카메라의 노이즈 모델링을 통해 ToF 카메라 센서에 발생하는 노이즈를 제거하고 출력 영상의 품질을 향상시킬 것으로 기대한다.

Interaction art using Video Synthesis Technology

  • Kim, Sung-Soo;Eom, Hyun-Young;Lim, Chan
    • International Journal of Advanced Culture Technology
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    • 제7권2호
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    • pp.195-200
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    • 2019
  • Media art, which is a combination of media technology and art, is making a lot of progress in combination with AI, IoT and VR. This paper aims to meet people's needs by creating a video that simulates the dance moves of an object that users admire by using media art that features interactive interactions between users and works. The project proposed a universal image synthesis system that minimizes equipment constraints by utilizing a deep running-based Skeleton estimation system and one of the deep-running neural network structures, rather than a Kinect-based Skeleton image. The results of the experiment showed that the images implemented through the deep learning system were successful in generating the same results as the user did when they actually danced through inference and synthesis of motion that they did not actually behave.

Seeking for a Curriculum of Dance Department in the University in the Age of the 4th Industrial Revolution (4차 산업혁명시대 대학무용학과 커리큘럼의 방향모색)

  • Baek, Hyun-Soon;Yoo, Ji-Young
    • Journal of Korea Entertainment Industry Association
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    • 제13권3호
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    • pp.193-202
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    • 2019
  • This study focuses on what changes are required as to a curriculum of dance department in the university in the age of the 4th industrial revolution. By comparing and analyzing the curricula of dance department in the five universities in Seoul, five academic subjects as to curricula of dance department, which covers what to learn for dance education in the age of the 4th industrial revolution, are presented. First, dance integrative education, the integration of creativity and science education, can be referred to as a subject that stimulates ideas and creativity and raises artistic sensitivity based on STEAM. Second, the curriculum characterized by prediction of the future prospect through Big Data can be utilized well in dealing with dance performance, career path of dance-majoring people, and job creation by analyzing public opinion, evaluation, and feelings. Third, video education. Seeing the images as modern major media tends to occupy most of the expressive area of art, dance by dint of video enables existing dance work to be created as new form of art, expanding dance boundaries in academic and performing art viewpoint. Fourth, VR and AR are essential techniques in the era of smart media. Whether upcoming dance studies are in the form of performance or education or industry, for VR and AR to be digitally applied into every relevant field, keeping with the time, learning about VR and AR is indispensable. Last, the 4th industrial revolution and the curriculum of dance art are needed to foresee the changes in the 4th industrial revolution and to educate changes, development and seeking in dance curriculum.

Self-calibration of a Multi-camera System using Factorization Techniques for Realistic Contents Generation (실감 콘텐츠 생성을 위한 분해법 기반 다수 카메라 시스템 자동 보정 알고리즘)

  • Kim, Ki-Young;Woo, Woon-Tack
    • Journal of Broadcast Engineering
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    • 제11권4호
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    • pp.495-506
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    • 2006
  • In this paper, we propose a self-calibration of a multi-camera system using factorization techniques for realistic contents generation. The traditional self-calibration algorithms for multi-camera systems have been focused on stereo(-rig) camera systems or multiple camera systems with a fixed configuration. Thus, it is required to exploit them in 3D reconstruction with a mobile multi-camera system and another general applications. For those reasons, we suggest the robust algorithm for general structured multi-camera systems including the algorithm for a plane-structured multi-camera system. In our paper, we explain the theoretical background and practical usages based on a projective factorization and the proposed affine factorization. We show experimental results with simulated data and real images as well. The proposed algorithm can be used for a 3D reconstruction and a mobile Augmented Reality.

Local Differential Pixel Assessment Method for Image Stitching (영상 스티칭의 지역 차분 픽셀 평가 방법)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • 제24권5호
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    • pp.775-784
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    • 2019
  • Image stitching is a technique for solving the problem of narrow field of view of a camera by composing multiple images. Recently, as the use of content such as Panorama, Super Resolution, and 360 VR increases, the need for faster and more accurate image stitching technology is increasing. So far, many algorithms have been proposed to satisfy the required performance, but the objective evaluation method for measuring the accuracy has not been standardized. In this paper, we present the problems of PSNR and SSIM(Structural similarity index method) measurement methods and propose a Local Differential Pixel Mean method. The LDPM evaluation method that includes geometric similarity and brightness measurement information is proved through a test, and the advantages of the evaluation method are revealed through comparison with SSIM.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • 제17권7호
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

The Trends of Cyber Counseling and Psychotherapy (사이버 상담 및 심리치료 동향)

  • Park, Jisun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제23권12호
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    • pp.1571-1577
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    • 2019
  • There is a growing interest in psychological counseling and pyschotherapy and many experts are working to help clients more efficiently. Given the many advantages of cyber counseling can be a good alternative to traditional face-to-face counseling. This paper examines the trends of cyber counseling and psychotherapy in South Korea. As a result, when comparing traditional counseling with cyber counseling, cyber counseling had advantages such as high accessibility, convenience, cost reduction effect, and inconvenience in face-to-face counseling. In addition, cyber counseling in South Korea began in the late 1980s, and many studies were conducted for teenagers who are familiar with ICT. Lastly, I briefly researched the current status of cyber counseling and psychotherapy in South Korea. Currently, more active cyber counseling and psychotherapeutic interventions are being carried out using images, AI, and VR. However, because the interdisciplinary approach is somewhat lacking, it is necessary to develop various counseling and psychotherapy programs and verify the effectiveness through the interdisciplinary approach.