• 제목/요약/키워드: VR images

검색결과 135건 처리시간 0.021초

Sub ROI 변화가 노출지수에 미치는 영향 (Effects of The Sub ROI Changes on Exposure Index)

  • 주영철;홍동희
    • 한국방사선학회논문지
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    • 제17권7호
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    • pp.1149-1155
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    • 2023
  • 본 연구에서는 Sub ROI의 변화가 노출지수(exposure index; EI)에 미치는 영향을 알아보고, 임상에서 Sub ROI 변경 시 발생될 수 있는 EI값의 변화에 대한 지표를 제시하고자 한다. 본 연구는 복부 방사선검사와 유사한 설정을 위해, 아크릴 20 cm의 피사체를 대상으로 진행하였고, 아크릴 한 장의 제원은 20×20×5 cm이다. 조사조건은 80 kVp , 320 mA, 25 ms, SID 110 cm로 동일하게 적용하였으며, Sub ROI는 장비사에서 제공하는 5가지 type을 이용하여 각 type별 30개의 영상을 획득하였고, 장비에서 제공하는 EI값과 환자입사선량(entrance skin exposure; ESE)를 비교분석 하였다. Sub ROI 변화에 따른 EI의 평균값은 LS의 경우 101.18±0.27 이었으며, AEC는 106.57±0.31, VR은 107.74±0.39, HR은 107.90±0.38, SS는 109.72±0.32로 나타났다(p<0.01). Sub ROI 타입 별(LS, AEC, VR, HR, SS) ESE 평균값은 476.45±1.71 μGy, 476.92±1.48 μGy, 476.14±2.30 μGy, 475.61±1.96 μGy, 477.14±1.46 μGy로 측정되었고, 통계적으로 유의한 차이가 있었다(p<0.01). 본 연구결과 Sub ROI 타입에 따른 EI는 최소값을 나타낸 LS(109.72)를 기준으로, AEC는 5.3%, VR은 6.4%, HR은 6.6%, SS는 8.4% 증가하였으며, 평균적으로 5.3% 증가하였다. ESE의 평균값은 HR(475.61 μGy)타입이 최소값을 나타냈으며, 이를 기준으로 AEC는 0.27%, VR은 0.11%, LS는 0.17%, SS는 0.32% 증가하였고, 전체 적으로 약 0.17% 높아졌다.

디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰 (A Study on the Photorealism of Digital Architectural Rendering Images)

  • 김종국
    • 한국산학기술학회논문지
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    • 제19권2호
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    • pp.238-246
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    • 2018
  • 최근 3D 디지털 렌더링 및 CGI 소프트웨어의 급격한 발전으로 디지털 렌더링 이미지에서 매우 사실적인 포토리얼리즘의 구현이 가능해졌다. 건축 시각화 분야는 영화, 게임, 가상현실 등 다른 디지털 렌더링이 응용되는 분야의 기반 환경을 창조하는 역할을 하므로 디지털 건축 렌더링 이미지의 포토리얼리즘에 관한 심도 갚은 논의가 필요한 상황이다. 이에 본 연구는 건축 시각화 분야에서 디지털 렌더링 이미지의 포토리얼리즘을 구현하기 위한 원칙을 정립하고 세부 요소들을 분석하였다. 이를 위하여 기존의 선행 연구를 이론적으로 분석하여 서로간의 상관관계를 밝히고 이후의 신기술을 이용한 건축 렌더링 이미지로부터 포토리얼리즘의 4가지 원칙(물리적으로 정확한 빛의 계산, 정확한 오브젝트 형상의 재현, 사실적인 재질과 텍스쳐의 표현, 사진에 나타나는 카메라의 특성 재현)을 도출하였다. 이 원칙들의 세부 항목들을 포토리얼리즘을 구현하기 위한 필수적인 요소들과 아티스트의 판단에 따라 취사선택이 가능한 요소로 분류하였으며, 선택적 요소들은 무작위성과 관련이 깊으며 이것이 포토리얼리스틱 건축 렌더링의 다양한 스타일을 결정하는 원인임을 고찰하였다.

주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화 (Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result)

  • 박지영;서지현;김성희;이선민;김명희
    • 정보처리학회논문지A
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    • 제15A권3호
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    • pp.141-149
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    • 2008
  • 본 연구에서는 설계모델과 주물 응고의 유한차분법 기반 해석결과를 결합하여 가시화하는 새로운 방법을 제안하고 VR 디스플레이를 도입하여 입체 가시화함으로써 보다 효과적인 분석작업 환경을 제공한다. 먼저 기존 해석 소프트웨어를 사용하여 얻어진 응고해석 결과를 사각형 메쉬모델로 복원하여 복원모델의 모든 정점의 색이 해당 위치의 온도수치를 표현하도록 한다. 다음으로 설계모델의 모든 정점에 대해 가장 가까운 복원모델의 정점을 탐색함으로써 두 모델을 대응하고 대응점의 색을 설계모델 정점에 지정한다. 이때 설계 모델은 최소의 정점으로 모델의 형상이 이루어져 있어 정점의 분포가 복원모델에 비해 균일하지 않으므로 특정 임계값을 설정하여 삼각형 변의 길이가 이보다 큰 경우 정점을 추가함으로써 형태를 유지하는 메쉬 분할을 수행한다. 구현된 시스템은 설계모델 상에서 응고해석 데이터를 가시화함으로써 사용자가 분석객체 세부영역의 정확한 기하정보를 파악할 수 있으며 VR 디스플레이를 통해 실감나는 작업환경을 제공함으로써 보다 빠르고 효과적으로 문제발생여부를 판단할 수 있다.

시공간상의 궤적 분석에 의한 제스쳐 인식 (Gesture Recognition by Analyzing a Trajetory on Spatio-Temporal Space)

  • 민병우;윤호섭;소정;에지마 도시야끼
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제26권1호
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    • pp.157-157
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    • 1999
  • Researches on the gesture recognition have become a very interesting topic in the computer vision area, Gesture recognition from visual images has a number of potential applicationssuch as HCI (Human Computer Interaction), VR(Virtual Reality), machine vision. To overcome thetechnical barriers in visual processing, conventional approaches have employed cumbersome devicessuch as datagloves or color marked gloves. In this research, we capture gesture images without usingexternal devices and generate a gesture trajectery composed of point-tokens. The trajectory Is spottedusing phase-based velocity constraints and recognized using the discrete left-right HMM. Inputvectors to the HMM are obtained by using the LBG clustering algorithm on a polar-coordinate spacewhere point-tokens on the Cartesian space .are converted. A gesture vocabulary is composed oftwenty-two dynamic hand gestures for editing drawing elements. In our experiment, one hundred dataper gesture are collected from twenty persons, Fifty data are used for training and another fifty datafor recognition experiment. The recognition result shows about 95% recognition rate and also thepossibility that these results can be applied to several potential systems operated by gestures. Thedeveloped system is running in real time for editing basic graphic primitives in the hardwareenvironments of a Pentium-pro (200 MHz), a Matrox Meteor graphic board and a CCD camera, anda Window95 and Visual C++ software environment.

AN EMPHASIZED HIGHLIGHT MODEL OF METALLIC OBJECT ON CAVE SYSTEM IN CONSIDERATION OF CONTRAST AND PARALLAX

  • Watanabe, Yasuji;Makino, Mitsunori
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 2009년도 IWAIT
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    • pp.644-648
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    • 2009
  • Accurate rendering of a virtual scene in real time has been one of important issues for virtual reality (VR) technology. Specular reflection of light has been studied a long time, which is always seen on a metallic object and causes occasionally very strong brightness (highlight). Due to restriction of number of gradation of brightness (usually 256), maximum brightness and contrast ratio, the highlight is relatively weakly represented by displays and projectors. In addition, specular reflection will be take influence of binocular parallax and motion parallax, because it is light to reflect in a specific course. Therefore in this paper, an emphasized highlight model of a metallic object on the CAVE system is proposed. Decreasing brightness slightly on neighbor area of highlighted area, the proposed method increases contrast ratio between the highlighted area and neighbor area. Furthermore, using features of CAVE, the proposed method also represents glance (blink). When a metallic object moves, the method alternatively represents images with highlight and without highlight for both eyes. Since the difference of images for both eyes influences binocular parallax and motion parallax, a userfeels glance more realistically.

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Multi-Screen Virtual Reality System : VROOM - Hi-Resolution and four-screen Stereo Image Projection System -

  • NAKAJIMA, Masayuki;TAKAHASHI, Hiroki
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.95-100
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    • 1997
  • In this paper, we report a system specifications of Hi-resolution and four-screen stereo image projection system which was established in VBL(Venture Business Laboratory) at Tokyo Institute of Technology on 3rd July 1996. The system is 3m $\times$ 3m $\times$2.2m rectangular parallelepiped composed of three 150inch side screens and floor. Host computers can generate virtual environment s in real-time and four projecters project these images to the screens. Viewers are, therefore, surrounded by these screens and an illusion of immersion can be created. Because, the views of users are completely covered with the projection images and many kinds of interactive devices can be used in this system. Moreover, many users can have experience the virtual environments at the same time. Usually, this kind of system uses hi-performance graphics workstations for host computers. One is SGI(Silicon Graphics, Inc.) Onyx with 3 Reality Engines. The other system is 4 personal computers. Because hi-performance and low price graphics accelerators for personal computer have been developed in these years, the abilities of VR(Virtual Reality) systems based on personal computers should be investigated.

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360° 실시간 영상처리를 통한 모바일 AR_HMD 콘텐츠 개발을 위한 연구 (Study on the Content Development of Mobile AR_HMD through a Real Time 360 Image Processing.)

  • 이창현;김영섭;김연민;박인호;최재학;이용환;한우리
    • 반도체디스플레이기술학회지
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    • 제15권2호
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    • pp.66-69
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    • 2016
  • Recently, augmented reality and virtual reality in the ICT sector have been highlighted. So also interested in related HMD areas to facilitate contact with the VR content is being attend. This paper proposes a method for implementing to the virtual reality through the mobile HMD device with the real time 360 image. This system is required the real time 360 image streaming server configuration and image processing for augmented reality and virtual reality. The configuration of the streaming server is configured the DB server to store images and the relay server that can relay images to other devices. Augmented image processing module is composed based on markerless tracking, and there are four modules that are recognition, tracking, detecting and learning module. Also, the purpose of this paper is shown the augmented 360 image processing through the Mobile HMD.

An Efficient Feature Point Extraction Method for 360˚ Realistic Media Utilizing High Resolution Characteristics

  • Won, Yu-Hyeon;Kim, Jin-Sung;Park, Byuong-Chan;Kim, Young-Mo;Kim, Seok-Yoon
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.85-92
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    • 2019
  • In this paper, we propose a efficient feature point extraction method that can solve the problem of performance degradation by introducing a preprocessing process when extracting feature points by utilizing the characteristics of 360-degree realistic media. 360-degree realistic media is composed of images produced by two or more cameras and this image combining process is accomplished by extracting feature points at the edges of each image and combining them into one image if they cover the same area. In this production process, however, the stitching process where images are combined into one piece can lead to the distortion of non-seamlessness. Since the realistic media of 4K-class image has higher resolution than that of a general image, the feature point extraction and matching process takes much more time than general media cases.

인터넷 기반 가상 디자인 스튜디오에서 하이브리드 건축 협업 설계 방법론에 관한 연구 (An Internet-based Hybrid Design Methodology for Collaborative Virtual Design Studio)

  • 박재완;최진원
    • 한국실내디자인학회논문집
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    • 제40호
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    • pp.158-164
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    • 2003
  • The rapid development of information technology has much influence on architectural design. Collaboration beyond time and space has been possible by networking the work environment and digital products. Thus, the virtual design studio on architectural design is getting more important than ever before. This research investigates a virtual design studio methodology for effective collaboration. The building design process and the communication model are studied and possible modes of design collaboration are defined. This paper proposes an internet-based Virtual Reality(VR) communication tool as well as new design methodology that we call the 'Hybrid Design Methodology'. We expect that this design methodology will dramatically increase design feedbacks, and thus results in better design alternatives. There are two issues involved in developing the collaborative virtual design studio: 1) an intuitive interface that presents collaborative relations, and 2) three-dimensional computer-mediated communication tool using sketch as a modeling method. Further research issues identified at the end of the research include developing algorithms that translate mapping images to polygons for the drafting phase in the design process.

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.