• Title/Summary/Keyword: Virtual image

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Implementation of Virtual Violin with a Kinect (키넥트를 이용한 가상 바이올린 구현)

  • Shin, Young-Kyu;Kang, Dong-Gil;Lee, Jung-Chul
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.3
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    • pp.85-90
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    • 2014
  • In this paper, we propose a virtual violin implementation using the detection of bowing and finger dropping position from the estimated finger tip and finger board information with the 3D image data from a Kinect. Violin finger board pattern and depth information are extracted from the color image and depth image to detect the touch event on the violin finger board and to identify the touched position. Final decision of activated musical alphabet is carried out with the finger drop position and bowing information. Our virtual violin uses PC MIDI to output synthesized violin sound. The experimental results showed that the proposed method can detect finger drop position and bowing detection with high accuracy. Virtual violin can be utilized for the easy and convenient interface for a beginner to learn playing violin with the PC-based learning software.

The Image Summarization Algorithm for Reviewing the Virtual Reality Experience (가상현실 경험을 복습시켜주는 사진 정리 알고리즘)

  • Kwak, Eun-Joo;Cho, Yong-Joo;Cho, Hyun-Sang;Park, Kyoung-Shin
    • The KIPS Transactions:PartB
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    • v.15B no.3
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    • pp.211-218
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    • 2008
  • In this paper, we proposed a new image summarization algorithm designed for automatically summarizing user's snapshot photos taken in a virtual environment based on user's context information and educational contents, and then presenting a summarized photos shortly after user's virtual reality experience. While other image summarization algorithms used date, location, and keyword to effectively summarize a large amount of photos, this algorithm is intended to improve users' memory retention by recalling their interests and important educational contents. This paper first describes some criteria of extracting the meaningful images to improve learning effects and the identification rate calculations, followed by the system architecture that integrates the virtual environment and the viewer interface. It will also discuss a user study to model the algorithm's optimal identification rate and then future research directions.

Multimedia Presentation Authoring and Virtual Collaboration in Medicine

  • Hong, Chul-Eui
    • Journal of information and communication convergence engineering
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    • v.8 no.6
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    • pp.690-696
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    • 2010
  • Web-based virtual collaboration is increasingly gaining popularity in almost every area in our society due to the fact that it can bridge the gap imposed by time and geographical constraints. However, in medical field, such collaboration has been less popular than other fields. Some of the reasons were timeliness, security, and preciseness of the information they are dealing with. In this paper, we are proposing a web-based distributed medical collaboration system called Virtual Collaboration System for Medicine (VCSM) for medical doctors that meet the needs. The proposed system consists of two parts - multimedia presentation and recordable virtual collaboration. The former supports synchronized multimedia presentation using Synchronous Multimedia Integration Language (SMIL.) It allows synchronization of the contents of a PowerPoint presentation file and a video file. The presentation may be provided to the participants before the discussion begins. Next, in the virtual collaboration stage, participants can use text along with associated symbols during the discussion over the presented medical images. The symbols such as arrows or polygons can be set or removed dynamically to represent areas of interest in digital images using so called layered architecture that separates image layer from annotation layer. XML files are used to record participants' opinions along with the symbols over some particular images

The Design and Communication Strategy of Virtual Idols "Luo Tianyi(洛天依)"

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.45-54
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    • 2023
  • The digital age start in earnest with the widespread use of the Internet. As a digital product, virtual idols bring new value to the design and dissemination of commercial brand images. "Luo Tianyi" is the world's first avatar and VOCALOID voice bank of Chinese. It has a large number of fans in China and is widely used in brand promotion. Therefore, "Luo Tianyi" is taken as the research object. Initially, we investigated the virtual idols through books, literature on the internet and other materials. Then we discussed semiotics and theories related to culture code brand design methodology (CCBD). After that, putting the above theories into practice, combined with brand design cases, we analyzed the strategy of virtual idols in brand promotion and dissemination, at last, we have the conclusion as followed. The results show that the virtual idols, visual symbol of "Luo Tianyi" can express the Index and Symbol corresponding to the brand information according to the characteristics of the brand. As an image of cultural code, "Luo Tianyi" can present three visual images at the same time, which are contemporary, traditional and future. In addition, these three visual images are presented in a strong and weak combination, which has a positive impact on the visual communication of the brand.

Virtual Reality Community Gait Training Using a 360° Image Improves Gait Ability in Chronic Stroke Patients

  • Kim, Myung-Joon
    • The Journal of Korean Physical Therapy
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    • v.32 no.3
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    • pp.185-190
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    • 2020
  • Purpose: Gait and cognitive impairment in stroke patients exacerbate fall risk and mobility difficulties during multi-task walking. Virtual reality can provide interesting and challenging training in a community setting. This study evaluated the effect of community-based virtual reality gait training (VRGT) using a 360-degree image on the gait ability of chronic stroke patients. Methods: Forty-five chronic stroke patients who were admitted to a rehabilitation hospital participated in this study. Patients meeting the selection criteria were randomly divided into a VRGT group (n=23) and a control group (n=22). Both these groups received general rehabilitation. The VRGT group was evaluated using a 360-degree image that was recorded for 50 minutes a day, 5 days per week for a total of 6 weeks after their training. The control group received general treadmill training for the same amount of time as that of the VRGT group. The improvement in the spatiotemporal parameters of gait was evaluated using a gait analyzer system before and after training. Results: The spatiotemporal gait parameters showed significant improvements in both groups compare with the baseline measurements (p<0.05), and the VRGT group showed more improvement than the control group (p<0.05). Conclusion: Community-based VRGT has been shown to improve the walking ability of chronic stroke patients and is expected to be used in rehabilitation of stroke patients in the future.

Prestack migration using seismic interferometry (탄성파 간섭파를 이용한 중합전 구조보정)

  • Kim, Young-Wan;Jang, Seong-Hyung;Yoon, Wang-Jung;Suh, Sang-Yong
    • 한국신재생에너지학회:학술대회논문집
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    • 2008.10a
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    • pp.203-207
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    • 2008
  • Prestack depth migration is used to image for complex geological structure such as faults, folds, and subsalt. In this case, it is widely used the surface reflection data as a input data. However, the surface reflection data have intrinsic problems to image the subsalt and the salt flank due to the complex wavefields and multiples which come from overburden. For overcoming the structural defect of the surface reflection data in the imaging, I used the virtual sources in terms of seismic interferometry to image the subsurface and suppress the multiples using the velocity model of the lower part of the virtual sources. The results of the prestack depth migration using virtual source gathers and velocity model below receivers are similar geological interfaces to the results from shot gathers of the conventional ocean bottom seismic survey. And especially artificial interfaces by multiples were suppressed without applying any other data processing to eliminate multiples. This study results by numerical modeling can make a valuable imaging tool when it is applied to satisfied field data for specific condition.

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Aspherical prism lens design and manufacture of a small size and light wight EGD (비구면 프리즘 렌즈를 이용한 소형 경량의 EGD용 광학계 설계 및 제작)

  • Kim, Tae-Ha;Park, Kwang-Bum;Kim, Mi-Jung;Park, Young-Su;Kim, Hwi-Woon;Moon, Hyun-Chan
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2007.11a
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    • pp.454-454
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    • 2007
  • Eye Glass Display (EGD) with microdisplay to realize the virtual display can make the large screen, so virtual image has been developed by using microdisplay panel. This paper shows study of spherical prism lens design and manufacture of a small size and light weigh EGD with 0.59" OLED panel. Code V is used and it designed an aspherical prism lens about eye relief 25mm and 42 degree of filed of view (FOV). With the application this aspheric prism lens to OLED type's microdisplay, virtual image showed 60 inch at 2m. It had less than 2% of distortion value and modulation transfer function in axial had 30% of resolution with 32 lp/mm spatial frequency. We made an injection molding bases to lens designed.

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Analysis of Image Processing Characteristics in Computed Radiography System by Virtual Digital Test Pattern Method (Virtual Digital Test Pattern Method를 이용한 CR 시스템의 영상처리 특성 분석)

  • Choi, In-Seok;Kim, Jung-Min;Oh, Hye-Kyong;Kim, You-Hyun;Lee, Ki-Sung;Jeong, Hoi-Woun;Choi, Seok-Yoon
    • Journal of radiological science and technology
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    • v.33 no.2
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    • pp.97-107
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    • 2010
  • The objectives of this study is to figure out the unknown image processing methods of commercial CR system. We have implemented the processing curve of each Look up table(LUT) in REGIUS 150 CR system by using virtual digital test pattern method. The characteristic of Dry Imager was measured also. First of all, we have generated the virtual digital test pattern file with binary file editor. This file was used as an input data of CR system (REGIUS 150 CR system, KONICA MINOLTA). The DICOM files which were automatically generated output files by the CR system, were used to figure out the processing curves of each LUT modes (THX, ST, STM, LUM, BONE, LIN). The gradation curves of Dry Imager were also measured to figure out the characteristics of hard copy image. According to the results of each parameters, we identified the characteristics of image processing parameter in CR system. The processing curves which were measured by this proposed method showed the characteristics of CR system. And we found the linearity of Dry Imager in the middle area of processing curves. With these results, we found that the relationships between the curves and each parameters. The G value is related to the slope and the S value is related to the shift in x-axis of processing curves. In conclusion, the image processing method of the each commercial CR systems are different, and they are concealed. This proposed method which uses virtual digital test pattern can measure the characteristics of parameters for the image processing patterns in the CR system. We expect that the proposed method is useful to analogize the image processing means not only for this CR system, but also for the other commercial CR systems.

Performance Evaluation of VTON (Virtual-Try-On) Algorithms using a Pair of Cloth and Human Image (이미지를 사용한 가상의상착용 알고리즘들의 성능 분석)

  • Tuan, Thai Thanh;Minar, Matiur Rahman;Ah, Heejune
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.6
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    • pp.25-34
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    • 2019
  • VTON (Virtual try-on) is a key technology that can activate the online commerce of fashion items. However, the early 3D graphics-based methods require the 3D information of the clothing or the human body, which is difficult to secure realistically. In order to overcome this problem, Image-based deep-learning algorithms such as VITON (Virtual image try-on) and CP-VTON (Characteristic preserving-virtual try-on) has been published, but only a sampled results on performance is presented. In order to examine the strength and weakness for their commercialization, the performance analysis is needed according to the complexity of the clothes, the object posture and body shape, and the degree of occlusion of the clothes. In this paper, IoU and SSIM were evaluated for the performance of transformation and synthesis stages, together with non-DL SCM based method. As a result, CP-VTON shows the best performance, but its performance varies significantly according to posture and complexity of clothes. The reasons for this were attributed to the limitations of secondary geometric deformation and the limitations of the synthesis technology through GAN.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.