• Title/Summary/Keyword: Video reality

Search Result 392, Processing Time 0.032 seconds

Registration of Video Avatar by Comparing Real and Synthetic Images (실제와 합성영상의 비교에 의한 비디오 아바타의 정합)

  • Park Moon-Ho;Ko Hee-Dong;Byun Hye-Ran
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.33 no.8
    • /
    • pp.477-485
    • /
    • 2006
  • In this paper, video avatar, made from live video streams captured from a real participant, was used to represent a virtual participant. By using video avatar to represent participants, the sense of reality for participants can be increased, but the correct registration is also an important issue. We configured the real and virtual cameras to have the same characteristics in order to register the video avatar. Comparing real and synthetic images, which is possible because of the similarities between real and virtual cameras, resolved registration between video avatar captured from real environment and virtual environment. The degree of incorrect registration was represented as energy, and the energy was then minimized to produce seamless registration. Experimental results show the proposed method can be used effectively for registration of video avatar.

Building Mixed Reality System for a VR Flight Simulator (비행 VR 시뮬레이터를 위한 혼합 현실 환경의 구축)

  • 이종환;한순흥
    • Journal of the Korea Society for Simulation
    • /
    • v.13 no.2
    • /
    • pp.45-52
    • /
    • 2004
  • This paper presents a prototype visualization system of mixed reality for a VR flight simulator. The chroma key technique is used to build the mixed reality model for a VR flight simulator. The Daedeok science town can be visualized in real time according to the rider control. He can also see his own hand/foot operating the control stick/rudder as well as virtual environment projected to the blue-screen using a video-see-through HMD.

  • PDF

A Proposal of VST-HMD based XR Experience Framework for Immersive Cultural Heritage Site Education (몰입형 문화유산 현장 교육을 위한 VST-HMD 기반 XR 체험 프레임워크 제안)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2020.07a
    • /
    • pp.397-400
    • /
    • 2020
  • 본 논문에서는 문화유산 현장에서의 몰입형 교육을 위한 VST(Video See-through) 방식의 HMD(Head Mounted Display) 기반 XR(eXtended Reality) 체험 프레임워크를 제안한다. 매장문화재적 요소가 강한 문화유산 현장의 경우 실물이 남아있지 않아 교육 및 체험 측면에서 흥미로운 정보 전달이 어렵다. 최근 모바일 기기의 대중적인 확산에 따라 이를 이용해 문화유산 현장에 소실된 문화유산을 AR(Augmented Reality)로 복원 및 시각화하거나 관련 정보를 제공하는 연구들이 이루어졌으며, 나아가 OST(Optical See-through) 방식의 안경형 AR 디스플레이를 활용하는 사례들도 등장했다. 그러나 이러한 연구들은 기기의 특성으로 인해 몰입감과 사용성 측면에서 한계점을 보였으며, 단순히 소실된 문화유산의 복원된 모습을 정적으로 시각화하는 것에 그쳐 문화유산 현장에 내재된 동적인 역사 스토리를 재현한다는 측면에서 부족한 점이 있었다. 본 논문에서는 문화유산 현장에서 VST-HMD를 이용하여 AR 기반의 정적 문화유산 시각화뿐만 아니라 VR(Virtual Reality) 기반의 동적 역사 스토리 애니메이션을 제공하는 XR 체험 프레임워크를 제안하여 더욱 몰입감 있고 만족스러운 문화유산 교육을 제공하는 방안에 대해 검토한다.

  • PDF

Video see-through HMD based Hand Interface for Augmented Reality (Video see-through HMD 기반 증강현실을 위한 손 인터페이스)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02a
    • /
    • pp.169-174
    • /
    • 2006
  • 본 논문에서는 Video see-through HMD 에 기반 하여 증강 현실을 위한 손 인터페이스를 제안한다. 착용형 컴퓨터의 입력 장치로써 Video see-through HMD 에 부착된 USB 카메라로부터 영상을 입력 받은 후, HSV 컬러 공간에서 탐색 윈도우 안의 개체를 이중 임계 값을 이용해 손과 팔이 포함된 객체로 분리한다. 그 다음 거리 변형 행렬을 이용하여 손과 팔을 분리하고, 볼록 다각형 외각점 추출을 통해 손 끝의 좌표를 검출한다. 이를 기반으로 한 어플리케이션 "AR-Memo"은 현실세계에서 손끝에 가상의 펜을 증강하여 메모를 하고 이동중에 손바닥을 통해 메모를 볼 수 있다. 증강 현실 기반 손 인터페이스를 사용함으로써 사용자는 이동중에도 직관적으로 입력을 할 수 있다. 또한 어떠한 물리적인 장치나 마커를 손에 부착하지 않기 때문에 자연스러운 인터페이스이다. 본 시스템은 착용형 컴퓨터와 결합되어 사용자에게 편리한 인터페이스를 제공할 수 있을 것으로 기대된다.

  • PDF

REPRESENTATION OF NAVIGATION INFORMATION FOR VISUAL CAR NAVIGATION SYSTEM

  • Joo, In-Hak;Lee, Seung-Yong;Cho, Seong-Ik
    • Proceedings of the KSRS Conference
    • /
    • 2007.10a
    • /
    • pp.508-511
    • /
    • 2007
  • Car navigation system is one of the most important applications in telematics. A newest trend of car navigation system is using real video captured by camera equipped on the vehicle, because video can overcome the semantic gap between map and real world. In this paper, we suggest a visual car navigation system that visually represents navigation information or route guidance. It can improve drivers' understanding about real world by capturing real-time video and displaying navigation information overlaid on it. Main services of the visual car navigation system are graphical turn guidance and lane change guidance. We suggest the system architecture that implements the services by integrating conventional route finding and guidance, computer vision functions, and augmented reality display functions. What we designed as a core part of the system is visual navigation controller, which controls other modules and dynamically determines visual representation methods of navigation information according to a determination rule based on current location and driving circumstances. We briefly show the implementation of system.

  • PDF

Development of VR Image contents platform in online market (온라인 마켓의 VR 영상 플랫폼 개발)

  • Ahn, In-Soo
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.01a
    • /
    • pp.213-214
    • /
    • 2018
  • 온라인 마켓을 통한 교육용 영상콘텐츠의 유통은 안정적인 시장을 형성하고 있지만, 오프라인 교육의 효과를 전적으로 대체하기는 어려운 것으로 나타났다. IT 기술의 발전에 따른 가상현실 시장인 VR(Virtual Reality)이 주목 받고 있으며 이를 접목한 다양한 콘텐츠가 대중에게 서비스 되고 있다. 본 연구에서는 온라인에서 교육적인 효과를 향상시킬 수 있는 교육용 VR 영상 플랫폼 제공 방안을 제안한다.

  • PDF

Research Issues and Major Design Considerations on Video See-through HMDs (비디오 씨쓰루 HMD 연구 동향과 주요 설계 고려 요소)

  • Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.5 no.2
    • /
    • pp.345-353
    • /
    • 2019
  • The Video See-through HMD(VSHMD) captures real-world view through a camera set mounted in front of the HMD. The VSHMD outputs this visual information in real time through the display in the HMD, which technique can be used as mixed reality, augmented reality, and virtual reality device. Recently, there is growing interest in VSHMD due to the rapid development of camera and display technology. However, VSHMD is still not free from many technical huddles and human factor issues. This paper summarizes the VSHMD related researches so far, presents the major issues to be solved in advance, and suggests design considerations that should be beneficial to VSHMD development, focused on the human factors, that presents solutions to effectively overcome the limitations of VSHMD functionalities in current.

A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • Journal of Broadcast Engineering
    • /
    • v.24 no.7
    • /
    • pp.1209-1220
    • /
    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

Efficacy of kaleidoscope, virtual reality, and video games to alleviate dental anxiety during local anesthesia in children: a randomized clinical trial

  • Karthik Anchala;Voppathotty Tirumala;Kanamarlapudi Venkata Saikiran;Niharika Reddy Elicherla;Shaik Rahul;Sivakumar Nuvvula
    • Journal of Dental Anesthesia and Pain Medicine
    • /
    • v.24 no.3
    • /
    • pp.195-204
    • /
    • 2024
  • Background: Distraction is a technique used to divert a patient's attention from unpleasant procedures. This study aimed to evaluate the effectiveness of kaleidoscopy, virtual reality, and video games in reducing anxiety and pain during invasive dental procedures in children. Methods: Sixty-six children aged 6 to 9 years were randomly assigned to three groups during local anesthesia administration: Group 1 (kaleidoscope), Group 2 (virtual reality), and Group 3 (mobile video games). The anxiety of the children was evaluated using physiological measures (heart rate) at three different time points: before, during, and after the procedure. The Raghavendra, Madhuri, and Sujata pictorial scale was used as a subjective measure before and after the procedure. Subjective measures of pain were assessed using the Wong-Baker Faces Pain Scale. The data were statistically analyzed using the Kruskal-Wallis and Wilcoxon signed-rank tests. Results: In the intergroup comparison, there were no statistically significant differences in the physiological measures of anxiety scores between the three groups before, during, and after distraction. Raghavendra, Madhuri, and Sujata pictorial scale scores were assessed before and after distraction, but no statistically significant differences were observed. Among the three groups, the children in Group 2 showed a significant reduction in pain scores. Conclusion: Compared with kaleidoscopes and video games, virtual reality is a promising distraction technique for reducing dental fear, anxiety, and pain during local anesthesia administration in children.