• Title/Summary/Keyword: Virtual image

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Virtual View-point Depth Image Synthesis System for CGH (CGH를 위한 가상시점 깊이영상 합성 시스템)

  • Kim, Taek-Beom;Ko, Min-Soo;Yoo, Ji-Sang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.7
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    • pp.1477-1486
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    • 2012
  • In this paper, we propose Multi-view CGH Making System using method of generation of virtual view-point depth image. We acquire reliable depth image using TOF depth camera. We extract parameters of reference-view cameras. Once the position of camera of virtual view-point is defined, select optimal reference-view cameras considering position of it and distance between it and virtual view-point camera. Setting a reference-view camera whose position is reverse of primary reference-view camera as sub reference-view, we generate depth image of virtual view-point. And we compensate occlusion boundaries of virtual view-point depth image using depth image of sub reference-view. In this step, remaining hole boundaries are compensated with minimum values of neighborhood. And then, we generate final depth image of virtual view-point. Finally, using result of depth image from these steps, we generate CGH. The experimental results show that the proposed algorithm performs much better than conventional algorithms.

The Design and Implementation of Virtual Studio

  • Sul, Chang-Whan;Wohn, Kwang-Yoen
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1996.06b
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    • pp.83-87
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    • 1996
  • A virtual reality system using video image is designed and implemented. A participant having 2{{{{ { 1} over { 2} }}}}DOF can interact with the computer-generated virtual object using her/his full body posture and gesture in the 3D virtual environment. The system extracts the necessary participant-related information by video-based sensing, and simulates the realistic interaction such as collision detection in the virtual environment. The resulting scene obtained by compositing video image of the participant and virtual environment is updated in near real time.

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Low-Informative Region Detection based on Multi-Layer Perceptron for Automatical Insertion of Virtual Advertisement in Sports Image (스포츠 영상 내에서 자동적인 가상 광고 삽입을 위한 다층퍼셉트론 기반의 저정보 영역 검출)

  • Jung, Jae-Young;Kim, Jong-Ha
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.71-77
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    • 2017
  • Virtual advertisement is an advertising technique that using computer graphic in a media production such as a sports image for inserting product image, logo, advertising slogan, etc. Recently, the image insertion of virtual advertisement is actively spreading due to the satisfaction of technical element for the image insertion of virtual advertisement in sports advertisement by increasing of the image processing technology and the computing performance. In addition, image processing technology for automatic insertion has become an important research field in the virtual advertisement field. In this paper, we propose the method of extracting less-informative region by using image processing technique and machine learning to insert a virtual advertisement automatically in sports image. The proposed method analyzes the brightness level of image through the histogram and extracts the less-informative region using the machine learning method.

The Effects of Joystick-controlling and Walking-around on Navigating a Virtual Space

  • RYU, Jeeheon;PARK, Sanghoon;YANG, Eunbyul;JEONG, Museok
    • Educational Technology International
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    • v.21 no.2
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    • pp.125-153
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    • 2020
  • The advancement of virtual reality technology offers various locomotion options that support users' navigation behaviors in a virtual reality environment. This study was aimed at examining the effects of two navigation methods-joystick-controlling and walking-around-on users' perceived usability, behavioral engagement, and virtual presence. Fifty South Korean college students were recruited in the study, and they were assigned randomly to one of the two navigation conditions. Participants from each group were asked to observe a 3D object and complete the surveys. They were then asked to repeat the procedure with a 2D image. Using repeated-measures ANOVAs and MANOVA, we found that users using joystick-controlling reported higher usability and showed superior performance to the walking-around group on two tasks. Participants reported a higher behavioral engagement when observing the 2D image. Besides, they perceived a significantly higher virtual presence when observing the 2D image. Finally, we discussed the implications of the findings for the navigation method design.

The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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Resolving Occlusion Technique of Virtual Target on Real Image using DEM (DEM을 이용한 실영상기반 가상표적의 폐색처리기법)

  • Cha, Jeong-Hee;Jang, Hyo-Jong;Kim, Gye-Young
    • The KIPS Transactions:PartB
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    • v.13B no.7 s.110
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    • pp.663-670
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    • 2006
  • For virtual target to be displaying on real image realistically, it is essential to determine the location of the virtual object together with producing the occlusions area after registering two world. In this paper, we propose the new method to solve occlusions which happens during virtual target moves according to the simulated route on real image. For this purpose, we first construct three dimensional virtual world by DEM of experimental area and register CCD camera image on it by visual clues. Next, we also propose a method to solve the occlusion using snake and picking algorithm which can extract the three dimensional information of the position happening occlusion in the image and can use it when target moves that area. In the experiment, we proved the effectiveness of the proposed method in the environment which a partial occlusions happens.

Twin-Image Elimination in In-line Digital Holography Microscope (In-line 디지털 홀로그래피 현미경에서 쌍둥이 상 제거연구)

  • Cho, Hyung-Jun;Yu, Young-Hun
    • Korean Journal of Optics and Photonics
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    • v.18 no.2
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    • pp.117-121
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    • 2007
  • A fundamental problem in the in-line digital holography microscope is that the real image and virtual image and zero-order image are not separated spatially. In this paper, we have eliminated the zero-order noise by an averaging method and the twin image is divided using a geometrical set-up in an in-line digital holographic microscope. The size of the virtual image depends on the distance between the objective lens and the hologram plane and on the distance between the hologram plane and the image plane. We found that the virtual image size is smallest when the distance between the objective lens and the hologram plane is equal to the back focal length of the objective lens. We could divide the virtual image and real image by controlling the distance between the hologram plane and the objective lens.

Virtual Viewpoint Image Synthesis Algorithm using Multi-view Geometry (다시점 카메라 모델의 기하학적 특성을 이용한 가상시점 영상 생성 기법)

  • Kim, Tae-June;Chang, Eun-Young;Hur, Nam-Ho;Kim, Jin-Woong;Yoo, Ji-Sang
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.12C
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    • pp.1154-1166
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    • 2009
  • In this paper, we propose algorithms for generating high quality virtual intermediate views on the baseline or out of baseline. In this proposed algorithm, depth information as well as 3D warping technique is used to generate the virtual views. The coordinate of real 3D image is calculated from the depth information and geometrical characteristics of camera and the calculated 3D coordinate is projected to the 2D plane at arbitrary camera position and results in 2D virtual view image. Through the experiments, we could show that the generated virtual view image on the baseline by the proposed algorithm has better PSNR at least by 0.5dB and we also could cover the occluded regions more efficiently for the generated virtual view image out of baseline by the proposed algorithm.

A Study on the Comparison of 3D Virtual Clothing and Real Clothing by Neckline Type (네크라인 종류에 따른 3D 가상착의와 실제착의 비교 연구)

  • Nam, Young-Ran;Kim, Dong-Eun
    • Fashion & Textile Research Journal
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    • v.23 no.2
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    • pp.247-260
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    • 2021
  • While it is an important element of clothing construction, research has so far been very limited on the similarities between virtual and real clothing in terms of the type of neckline. The purpose of this study is to verify the similarity, accuracy of virtualization, and actuality of neckline, which all play an important role in individual impressions and image formation, and require considerable modification when fitting real samples. A total of 5 neckline models were selected through the analysis of dress composition textbooks. The selected designs were then planned and manufactured in muslin. The specimen clothes were then tested on a female model in her 20s. 2 kinds of virtual bodies were created in order to compare the real and the virtual dressing. The first virtual body was made through an Artec 3D Eva scan of the model, and the other was made by entering the model's measurements in a CLO 3D program. A visual image of the front, side, and back image of both the real and virtual dressing were subsequently collected. The collected images were then evaluated by 20 professional fashion workers who checked the similarity between the real and the virtual versions. The current study found that the similarity between the actual and virtual wearing of the five neckline designs with reality appeared higher with the virtual wearing image using the 3D-scanned body. The results of this study could provide further information on the selection of appropriate avatars to clothing companies that check the fit of clothing by utilizing 3D virtualized programs.

A Study on Robot OLP Compensation Based on Image Based Visual Servoing in the Virtual Environment (가상 환경에서의 영상 기반 시각 서보잉을 통한 로봇 OLP 보상)

  • Shin Chan-Bai;Lee Jeh-Woon;Kim Jin-Dae
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.3
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    • pp.248-254
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    • 2006
  • It is necessary to improve the exactness and adaptation of the working environment for the intelligent robot system. The vision sensor have been studied for a long time at this points. However, it has many processes and difficulties for the real usages. This paper proposes a visual servoing in the virtual environment to support OLP(Off-Line-Programming) path compensation and supplement the problem of complexity of the old kinematical calibration. Initial robot path could be compensated by pixel differences between real and virtual image. This method removes the varies calibrations and 3D reconstruction process in real working space. To show the validity of the proposed approach, virtual space servoing with stereo camera is carried out with WTK and openGL library for a KUKA-6R manipulator and updated real robot path.