• Title/Summary/Keyword: Virtual Camera

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Real-time 3D Pose Estimation of Both Human Hands via RGB-Depth Camera and Deep Convolutional Neural Networks (RGB-Depth 카메라와 Deep Convolution Neural Networks 기반의 실시간 사람 양손 3D 포즈 추정)

  • Park, Na Hyeon;Ji, Yong Bin;Gi, Geon;Kim, Tae Yeon;Park, Hye Min;Kim, Tae-Seong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2018.10a
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    • pp.686-689
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    • 2018
  • 3D 손 포즈 추정(Hand Pose Estimation, HPE)은 스마트 인간 컴퓨터 인터페이스를 위해서 중요한 기술이다. 이 연구에서는 딥러닝 방법을 기반으로 하여 단일 RGB-Depth 카메라로 촬영한 양손의 3D 손 자세를 실시간으로 인식하는 손 포즈 추정 시스템을 제시한다. 손 포즈 추정 시스템은 4단계로 구성된다. 첫째, Skin Detection 및 Depth cutting 알고리즘을 사용하여 양손을 RGB와 깊이 영상에서 감지하고 추출한다. 둘째, Convolutional Neural Network(CNN) Classifier는 오른손과 왼손을 구별하는데 사용된다. CNN Classifier 는 3개의 convolution layer와 2개의 Fully-Connected Layer로 구성되어 있으며, 추출된 깊이 영상을 입력으로 사용한다. 셋째, 학습된 CNN regressor는 추출된 왼쪽 및 오른쪽 손의 깊이 영상에서 손 관절을 추정하기 위해 다수의 Convolutional Layers, Pooling Layers, Fully Connected Layers로 구성된다. CNN classifier와 regressor는 22,000개 깊이 영상 데이터셋으로 학습된다. 마지막으로, 각 손의 3D 손 자세는 추정된 손 관절 정보로부터 재구성된다. 테스트 결과, CNN classifier는 오른쪽 손과 왼쪽 손을 96.9%의 정확도로 구별할 수 있으며, CNN regressor는 형균 8.48mm의 오차 범위로 3D 손 관절 정보를 추정할 수 있다. 본 연구에서 제안하는 손 포즈 추정 시스템은 가상 현실(virtual reality, VR), 증강 현실(Augmented Reality, AR) 및 융합 현실 (Mixed Reality, MR) 응용 프로그램을 포함한 다양한 응용 분야에서 사용할 수 있다.

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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    • v.24 no.5
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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.

Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

Untact Social VR Video-based Tour Scheduling (언택트형 소셜 VR 영상기반 투어 스케줄링)

  • Yang, Seung-Hae;Lee, Duck-Hee;Kim, Hak-Chun
    • Journal of the Health Care and Life Science
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    • v.8 no.2
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    • pp.127-133
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    • 2020
  • While only the experts could create the contents in the existing VR contents business, in the proposed "Untact Social VR Video-Based Tour Scheduling", the GUI (Graphic User Interface) allows anyone to easily and quickly share the information taken through VR camera after creating. It is intended to serve as a variety of SNS-based media by developing a structure that can be shared in html format after creating with the GUI menus. In particular, it is applied to companies that operate the SNS-type publicity projects including experience facilities and viewing facilities, and the various SNS-type publicity businesses that create the VR contents. Communication is clear compared to the existing homepage-based information delivery method, and It aims to provide universality that anyone can easily edit in an environment where only experts can edit VR video contents of.

B-COV:Bio-inspired Virtual Interaction for 3D Articulated Robotic Arm for Post-stroke Rehabilitation during Pandemic of COVID-19

  • Allehaibi, Khalid Hamid Salman;Basori, Ahmad Hoirul;Albaqami, Nasser Nammas
    • International Journal of Computer Science & Network Security
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    • v.21 no.2
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    • pp.110-119
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    • 2021
  • The Coronavirus or COVID-19 is contagiousness virus that infected almost every single part of the world. This pandemic forced a major country did lockdown and stay at a home policy to reduce virus spread and the number of victims. Interactions between humans and robots form a popular subject of research worldwide. In medical robotics, the primary challenge is to implement natural interactions between robots and human users. Human communication consists of dynamic processes that involve joint attention and attracting each other. Coordinated care involves sharing among agents of behaviours, events, interests, and contexts in the world from time to time. The robotics arm is an expensive and complicated system because robot simulators are widely used instead of for rehabilitation purposes in medicine. Interaction in natural ways is necessary for disabled persons to work with the robot simulator. This article proposes a low-cost rehabilitation system by building an arm gesture tracking system based on a depth camera that can capture and interpret human gestures and use them as interactive commands for a robot simulator to perform specific tasks on the 3D block. The results show that the proposed system can help patients control the rotation and movement of the 3D arm using their hands. The pilot testing with healthy subjects yielded encouraging results. They could synchronize their actions with a 3D robotic arm to perform several repetitive tasks and exerting 19920 J of energy (kg.m2.S-2). The average of consumed energy mentioned before is in medium scale. Therefore, we relate this energy with rehabilitation performance as an initial stage and can be improved further with extra repetitive exercise to speed up the recovery process.

The Effect of 360-degree VR Tourism Contents Motivations, Flow, Continuance Usage Intention on Visit Intention - For Chinese Student in Korea (360° VR 관광 콘텐츠의 이용동기, 플로우, 지속사용의도가 방문의도에 미치는 영향 - 한국 체류 중국인 유학생 대상으로)

  • Seok, Hwayoon;Lu, Chen;Nam, Yoonjae
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.389-398
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    • 2022
  • Recently, tourism and leisure related VR contents have gained attention of potential tourists. Therefore, this study aimed to analyze investigate the effects of 360-degree VR tourism contents motivations, flow, continuance usage intention on visit intention for Chinese student in Korea. This study found that hedonic benefit and personal benefit exerted a positive influence on visit intention of contents users. However, vividness and usability did not influence on visit intention. Moreover, flow exerted a significant influence on visit intention but continuance usage intention did not influence on visit intention. The study is significant in shedding light on whether the motivations, flow, continuance usage intention of 360-degree VR tourism contents influences visit intention. It is suggested that the consumption of 360-degree VR tourism contents can be a useful marketing tool for strength of intention to visit.

A Study on Interior Simulation based on Real-Room without using AR Platforms (AR 플랫폼을 사용하지 않는 실제 방 기반 인테리어 시뮬레이션 연구)

  • Choi, Gyoo-Seok;Kim, Joon-Geon;Lim, Chang-Muk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.1
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    • pp.111-120
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    • 2022
  • It is essential to make a purchase decision to make sure that the furniture matches well with other structures in the room. Moreover, in the Untact Marketing situation caused by the COVID-19 crisis, this is becoming an even more impact factor. Accordingly, methods of measuring length using AR(Augmented Reality) are emerging with the advent of AR open sources such as ARCore and ARKit for furniture arrangement interior simulation. Since this existing method using AR generates a Depth Map based on a flat camera image and it also involves complex three-dimensional calculations, limitations are revealed in work that requires the information of accurate room size using a smartphone. In this paper, we propose a method to accurately measure the size of a room using only the accelerometer and gyroscope sensors built in smartphones without using ARCore or ARKit. In addition, as an example of application using the presented technique, a method for applying a pre-designed room interior to each room is presented.

Development of Criteria for Predicting Delamination in Cabinet Walls of Household Refrigerators (냉장고 캐비닛 벽면에서 발생하는 박리현상 예측을 위한 평가 기준 개발에 관한 연구)

  • Park, Jin Seong;Kim, Sung Ik;Lee, Gun Yup;Cho, Jong Rae
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.21 no.4
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    • pp.1-13
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    • 2022
  • Household refrigerator cabinets must undergo cyclic testing at -20 ℃ and 65 ℃ for quality control (QC) after their production is complete. These cabinets were assembled from different materials, including acrylonitrile butadiene styrene (ABS), polyurethane (PU) foam, and steel plates. However, different thermal expansion values could be observed owing to differences in the mechanical properties of the materials. In this study, a technique to predict delamination on a refrigerator wall caused by thermal deformation was developed. The mechanical properties of ABS and PU foams were tested, theload factors causing delamination were analyzed, delamination was observed using a high-speed camera, and comparison and verification in terms of stress and strain were performed using a finite element model (FEM). The results indicated that the delamination phenomenon of a refrigerator wall can be defined in two cases. A method for predicting and evaluating delamination was established and applied in an actual refrigerator. To determine the effect of temperature changes on the refrigerator, strain measurements were performed at the weak point and the stress was calculated. The results showed that the proposed FEM prediction technique can be used as a basis for virtual testing to replace future QC testing, thus saving time and cost.

Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

Visual Tracking Technique Based on Projective Modular Active Shape Model (투영적 모듈화 능동 형태 모델에 기반한 영상 추적 기법)

  • Kim, Won
    • Journal of the Korea Society for Simulation
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    • v.18 no.2
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    • pp.77-89
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    • 2009
  • Visual tracking technique is one of the essential things which are very important in the major fields of modern society. While contour tracking is especially necessary technique in the aspect of its fast performance with target's external contour information, it sometimes fails to track target motion because it is affected by the surrounding edges around target and weak egdes on the target boundary. To overcome these weak points, in this research it is suggested that PDMs can be obtained by generating the virtual 6-DOF motions of the mobile robot with a CCD camera and the image tracking system which is robust to the local minima around the target can be configured by constructing Active Shape Model in modular base. To show the effectiveness of the proposed method, the experiment is performed on the image stream obtained by a real mobile robot and the better performance is confirmed by comparing the experimental results with the ones of other major tracking techniques.