• Title/Summary/Keyword: VR images

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Detection for Contrast Media Extravasation using Bolus Tracking Systems of CT (CT Bolus Tracking System을 이용한 조영제의 혈관외유출 검출)

  • Kweon, Dae-Cheol;Lee, Yong-Gu
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.9
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    • pp.137-142
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    • 2016
  • When injecting intravenously of CT inspection, the effusion of the contrast meium can induce the tissue damage with the blood vessel outside. We detect extravasation which is generated in the course where we inject the contrast medium into the blood vessel. And we use the bolus tracking system for the detection of that. By using MPR and VR images, moreover we detected the extravasation in order to prevent the tissue damage. In order to detect the effusion of the contrast medium, we used 16-MDCT and 64-MDCT. Three dimensional images about the outflow of the blood vessel can provide the treatment information which is important in the patient treatment. Moreover we applied the image processing technique in order to improve sharpness between contrast media and organization. And sharpness and contrast was improved.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.

From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

Prediction of Decompensation and Death in Advanced Chronic Liver Disease Using Deep Learning Analysis of Gadoxetic Acid-Enhanced MRI

  • Subin Heo;Seung Soo Lee;So Yeon Kim;Young-Suk Lim;Hyo Jung Park;Jee Seok Yoon;Heung-Il Suk;Yu Sub Sung;Bumwoo Park;Ji Sung Lee
    • Korean Journal of Radiology
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    • v.23 no.12
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    • pp.1269-1280
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    • 2022
  • Objective: This study aimed to evaluate the usefulness of quantitative indices obtained from deep learning analysis of gadoxetic acid-enhanced hepatobiliary phase (HBP) MRI and their longitudinal changes in predicting decompensation and death in patients with advanced chronic liver disease (ACLD). Materials and Methods: We included patients who underwent baseline and 1-year follow-up MRI from a prospective cohort that underwent gadoxetic acid-enhanced MRI for hepatocellular carcinoma surveillance between November 2011 and August 2012 at a tertiary medical center. Baseline liver condition was categorized as non-ACLD, compensated ACLD, and decompensated ACLD. The liver-to-spleen signal intensity ratio (LS-SIR) and liver-to-spleen volume ratio (LS-VR) were automatically measured on the HBP images using a deep learning algorithm, and their percentage changes at the 1-year follow-up (ΔLS-SIR and ΔLS-VR) were calculated. The associations of the MRI indices with hepatic decompensation and a composite endpoint of liver-related death or transplantation were evaluated using a competing risk analysis with multivariable Fine and Gray regression models, including baseline parameters alone and both baseline and follow-up parameters. Results: Our study included 280 patients (153 male; mean age ± standard deviation, 57 ± 7.95 years) with non-ACLD, compensated ACLD, and decompensated ACLD in 32, 186, and 62 patients, respectively. Patients were followed for 11-117 months (median, 104 months). In patients with compensated ACLD, baseline LS-SIR (sub-distribution hazard ratio [sHR], 0.81; p = 0.034) and LS-VR (sHR, 0.71; p = 0.01) were independently associated with hepatic decompensation. The ΔLS-VR (sHR, 0.54; p = 0.002) was predictive of hepatic decompensation after adjusting for baseline variables. ΔLS-VR was an independent predictor of liver-related death or transplantation in patients with compensated ACLD (sHR, 0.46; p = 0.026) and decompensated ACLD (sHR, 0.61; p = 0.023). Conclusion: MRI indices automatically derived from the deep learning analysis of gadoxetic acid-enhanced HBP MRI can be used as prognostic markers in patients with ACLD.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Panoramic 3D Reconstruction of an Indoor Scene Using Depth and Color Images Acquired from A Multi-view Camera (다시점 카메라로부터 획득된 깊이 및 컬러 영상을 이용한 실내환경의 파노라믹 3D 복원)

  • Kim, Se-Hwan;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.24-32
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    • 2006
  • 본 논문에서는 다시점 카메라부터 획득된 부분적인 3D 점군을 사용하여 실내환경의 3D 복원을 위한 새로운 방법을 제안한다. 지금까지 다양한 양안차 추정 알고리즘이 제안되었으며, 이는 활용 가능한 깊이 영상이 다양함을 의미한다. 따라서, 본 논문에서는 일반화된 다시점 카메라를 이용하여 실내환경을 복원하는 방법을 다룬다. 첫 번째, 3D 점군들의 시간적 특성을 기반으로 변화량이 큰 3D 점들을 제거하고, 공간적 특성을 기반으로 주변의 3D 점을 참조하여 빈 영역을 채움으로써 깊이 영상 정제 과정을 수행한다. 두 번째, 연속된 두 시점에서의 3D 점군을 동일한 영상 평면으로 투영하고, 수정된 KLT (Kanade-Lucas-Tomasi) 특징 추적기를 사용하여 대응점을 찾는다. 그리고 대응점 간의 거리 오차를 최소화함으로써 정밀한 정합을 수행한다. 마지막으로, 여러 시점에서 획득된 3D 점군과 한 쌍의 2D 영상을 동시에 이용하여 3D 점들의 위치를 세밀하게 조절함으로써 최종적인 3D 모델을 생성한다. 제안된 방법은 대응점을 2D 영상 평면에서 찾음으로써 계산의 복잡도를 줄였으며, 3D 데이터의 정밀도가 낮은 경우에도 효과적으로 동작한다. 또한, 다시점 카메라를 이용함으로써 수 시점에서의 깊이 영상과 컬러 영상만으로도 실내환경 3D 복원이 가능하다. 제안된 방법은 네비게이션 뿐만 아니라 상호작용을 위한 3D 모델 생성에 활용될 수 있다.

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Development of App Contents for Information Realistic Experience based on AR (증강현실 기반의 인포메이션 실감체험을 위한 앱 콘텐츠 개발)

  • Moon, Hee Jeoung
    • Journal of Korea Multimedia Society
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    • v.23 no.11
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    • pp.1428-1434
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    • 2020
  • Virtual reality (VR) and augmented reality (AR) technologies can interact intuitively using virtual 3D images. Information signs on buildings that are frequently used by the public play a very important role in conveying information. However, the current information sign has different understanding and interpretation, and it is difficult to communicate quickly and intuitively for interaction. The purpose of this study is to increase the efficiency of information signing through information provision using mobile augmented reality. The InfoAR app not only guides you to the destination of the building, but also acts as a marker for the logo image. The logo image created based on the feature points recognizes the information of the destination. It is converted to AR through a mobile app, allowing users to easily find their destination by obtaining specific information. In addition, it presents interactions that can enlarge, reduce, move, and rotate information about virtual objects augmented through a function called AR. In the future, if user convenience and usability of the interface are added, research is conducted, and the level of completion is improved, such as using VR contents and promotions and business cards, it is expected that highly useful contents will be produced.

Enhancing Immersiveness in Video see-through HMD based Immersive Model Realization (Video see-through HMD 기반 실감 모델 재현시의 몰입감 향상 방법론)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.685-686
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    • 2006
  • Recently, various AR-based product design methodologies have been introduced. In this paper, we propose technologies for enhancing robust augmentation and immersive realization of virtual objects. A robust augmentation technology is developed for various lighting conditions and a partial solution is proposed for the hand occlusion problem that occurs when the virtual objects overlay the user' hands. It provides more immersive or natural images to the users. Finally, vibratory haptic cues by page motors as well as button clicking force feedback by modulating pneumatic pressures are proposed while interacting with virtual widgets. Also our system reduces gabs between modeling spaces and user spaces. An immersive game-phone model is selected to demonstrate that the users can control the direction of the car in the racing game by tilting a tangible object with the proposed augmented haptic and robust non-occluded visual feedback. The proposed methodologies will be contributed to the immersive realization of the conventional AR system.

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Analysis of Emotional Responses to Different Graphical Styles of Natural Scenery in Video Games (게임에서의 자연풍경의 그래픽 스타일 차이에 따른 감성 반응 분석)

  • Hansun Hong;Seongsu Kim;Minji Kang;Juyoung Lee
    • Journal of Environmental Science International
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    • v.32 no.12
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    • pp.979-985
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    • 2023
  • After the outbreak of COVID-19, the demand for home-enjoyable video games has surged, driven by extended pandemic conditions and resulting in rapid graphic technology advancements. Consequently, games with diverse expression techniques have emerged, captivating players. Virtual Reality (VR) environments predominantly feature natural landscapes, with advancing graphic technology enabling lifelike scenes. The rise in individuals seeking solace through natural elements in games has followed suit. As VR technology and metaverse interest grow, more people are exposed to digital imagery. However, evidence on the influence of graphic expression methods on emotional response to that is lacking. Our study examined user emotional responses, focusing on natural landscapes in digital graphics of games. Analyzing a group of 47 young adults as frequent digital media consumers, we studied reactions to different image styles (Realism, Semi-Realism, Stylized). In the analysis, Realism-style images were perceived the most positively, while emotional responses to natural landscapes with different graphical expressions showed no significant differences. Results suggest that recognizing digital natural landscapes may outweigh expression style impacting the evaluation of digital nature. This study's empirical analysis enhances the understanding of digital nature's application to actual situations.

Three Dimensional Reconstruction on Computed Tomograms of Fish Bones (생선가시의 전산화 단층촬영 자료에 삼차원 재구성법을 적용한 연구)

  • Park, Joong Hyun;Woo, Kuk Sung;Yoo, Young Sam;Kim, Dong Won;Lee, Han Bee
    • Korean Journal of Bronchoesophagology
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    • v.18 no.2
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    • pp.49-55
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    • 2012
  • Background and Objectives This study was conducted to gather three dimensional images from computed tomogram in detecting and gaining information about fish bones. Materials and Methods Thirty-nine fish bones and 2 chicken leg bones were used. Bones sandwiched between the cotton sheets were placed into the 3 plastic boxes. Computed tomogram of the bones in the boxes were reconstructed three-dimensionally by Xelis (Infinitt, Korea) to make images of MPR, MIP and VR images. The images were compared with real chicken bones and fish bones as to possibility of detection, finding of location and orientation, and evaluation of shape and calculation of size. Results All 41 bones were detected in all reconstructed images. Distance to the bones from reference point can be measured and orientation can be checked. Shapes were similar between matched images of all real bones. Conclusion The results indicate the usefulness of 3D reconstruction technique in getting informations about fish bones.

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