• Title/Summary/Keyword: Virtual reality image

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A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

Adversarial learning for underground structure concrete crack detection based on semi­supervised semantic segmentation (지하구조물 콘크리트 균열 탐지를 위한 semi-supervised 의미론적 분할 기반의 적대적 학습 기법 연구)

  • Shim, Seungbo;Choi, Sang-Il;Kong, Suk-Min;Lee, Seong-Won
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.22 no.5
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    • pp.515-528
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    • 2020
  • Underground concrete structures are usually designed to be used for decades, but in recent years, many of them are nearing their original life expectancy. As a result, it is necessary to promptly inspect and repair the structure, since it can cause lost of fundamental functions and bring unexpected problems. Therefore, personnel-based inspections and repairs have been underway for maintenance of underground structures, but nowadays, objective inspection technologies have been actively developed through the fusion of deep learning and image process. In particular, various researches have been conducted on developing a concrete crack detection algorithm based on supervised learning. Most of these studies requires a large amount of image data, especially, label images. In order to secure those images, it takes a lot of time and labor in reality. To resolve this problem, we introduce a method to increase the accuracy of crack area detection, improved by 0.25% on average by applying adversarial learning in this paper. The adversarial learning consists of a segmentation neural network and a discriminator neural network, and it is an algorithm that improves recognition performance by generating a virtual label image in a competitive structure. In this study, an efficient deep neural network learning method was proposed using this method, and it is expected to be used for accurate crack detection in the future.

Omnidirectional Environmental Projection Mapping with Single Projector and Single Spherical Mirror (단일 프로젝터와 구형 거울을 활용한 전 방향프로젝션 시스템)

  • Kim, Bumki;Lee, Jungjin;Kim, Younghui;Jeong, Seunghwa;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.1
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    • pp.1-11
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    • 2015
  • Researchers have developed virtual reality environments to provide audience with more visually immersive experiences than previously possible. One of the most popular solutions to build the immersive VR space is a multi-projection technique. However, utilization of multiple projectors requires large spaces, expensive cost, and accurate geometry calibration among projectors. This paper presents a novel omnidirectional projection system with a single projector and a single spherical mirror.We newly designed the simple and intuitive calibration system to define the shape of environment and the relative position of mirror/projector. For successful image projection, our optimized omnidirectional image generation step solves image distortion produced by the spherical mirror and a calibration problem produced by unknown parameters such as the shape of environment and the relative position between the mirror and the projector. Additionally, the focus correction is performed to improve the quality of the projection. The experiment results show that our method can generate the optimized image given a normal panoramic image for omnidirectional projection in a rectangular space.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Matching Points Filtering Applied Panorama Image Processing Using SURF and RANSAC Algorithm (SURF와 RANSAC 알고리즘을 이용한 대응점 필터링 적용 파노라마 이미지 처리)

  • Kim, Jeongho;Kim, Daewon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.144-159
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    • 2014
  • Techniques for making a single panoramic image using multiple pictures are widely studied in many areas such as computer vision, computer graphics, etc. The panorama image can be applied to various fields like virtual reality, robot vision areas which require wide-angled shots as an useful way to overcome the limitations such as picture-angle, resolutions, and internal informations of an image taken from a single camera. It is so much meaningful in a point that a panoramic image usually provides better immersion feeling than a plain image. Although there are many ways to build a panoramic image, most of them are using the way of extracting feature points and matching points of each images for making a single panoramic image. In addition, those methods use the RANSAC(RANdom SAmple Consensus) algorithm with matching points and the Homography matrix to transform the image. The SURF(Speeded Up Robust Features) algorithm which is used in this paper to extract featuring points uses an image's black and white informations and local spatial informations. The SURF is widely being used since it is very much robust at detecting image's size, view-point changes, and additionally, faster than the SIFT(Scale Invariant Features Transform) algorithm. The SURF has a shortcoming of making an error which results in decreasing the RANSAC algorithm's performance speed when extracting image's feature points. As a result, this may increase the CPU usage occupation rate. The error of detecting matching points may role as a critical reason for disqualifying panoramic image's accuracy and lucidity. In this paper, in order to minimize errors of extracting matching points, we used $3{\times}3$ region's RGB pixel values around the matching points' coordinates to perform intermediate filtering process for removing wrong matching points. We have also presented analysis and evaluation results relating to enhanced working speed for producing a panorama image, CPU usage rate, extracted matching points' decreasing rate and accuracy.

Efficient Label Placement using Overlap-free Region and Background Analysis (중첩 자유 영역과 배경 분석을 이용한 효율적인 라벨 배치)

  • Lee, San-Won;Jeong, Seung-Do;Choi, Byung-Uk
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.43 no.6 s.312
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    • pp.85-96
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    • 2006
  • This paper deal with a method for efficient placing 2 dimensional virtual labels on the view plane. The proposed method has suitable computational costs for realtime processing and it overcomes the local minima problem which is not solved in previous automatic label placement algorithms, and also it enhances readability by placing labels in less congestion area on the view plane. Background analysis must be considered for label placement. However previous works do not concern with this problem seriously. And furthermore, automatic label placement algorithm and background analysis algorithm have been studied separately in their own field. This paper proposed the background analysis method using background color and texture component to enhance readability, and it is the first research about analyzing the background of color image and applying it in automatic label placement field. This paper shown improved placement performance through combining automatic label placement algorithm and background analysis algorithm organically, and various experiments verified it.

Comparison of Orthophotos and 3D Models Generated by UAV-Based Oblique Images Taken in Various Angles

  • Lee, Ki Rim;Han, You Kyung;Lee, Won Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.3
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    • pp.117-126
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    • 2018
  • Due to intelligent transport systems, location-based applications, and augmented reality, demand for image maps and 3D (Three-Dimensional) maps is increasing. As a result, data acquisition using UAV (Unmanned Aerial Vehicles) has flourished in recent years. However, even though orthophoto map production and research using UAVs are flourishing, few studies on 3D modeling have been conducted. In this study, orthophoto and 3D modeling research was performed using various angle images acquired by a UAV. For orthophotos, accuracy was evaluated using a GPS (Global Positioning System) survey that employed VRS (Virtual Reference Station) acquired checkpoints. 3D modeling was evaluated by calculating the RMSE (Root Mean Square Error) of the difference between the outline height values of buildings obtained from the GPS survey to the corresponding 3D modeling height values. The orthophotos satisfied the acceptable accuracy of NGII (National Geographic Information Institute) for a 1/500 scale map from all angles. In the case of 3D modeling, models based on images taken at 45 degrees revealed better accuracy of building outlines than models based on images taken at 30, 60, or 75 degrees. To summarize, it was shown that for orthophotos, the accuracy for 1/500 maps was satisfied at all angles; for 3D modeling, images taken at 45 degrees produced the most accurate models.

Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.473-483
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    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

A Study on The Grotesque Make-up in the Late 1990′s - Focused on Make-up Advertisements and Collections - (1990년대 후반 그로테스크 메이크업에 관한 연구 - 메이크업 광고와 컬렉션을 중심으로 -)

  • 장미숙;양숙희
    • The Research Journal of the Costume Culture
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    • v.8 no.3
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    • pp.436-499
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    • 2000
  • The purpose of this study is to be inquired social and cultural significance of the Grotesque phenomenon in the late 1990's make-up, as well as its experimentalism and avantgardism. The Grotesque is the aesthetic concept, which is composed of ambivalent structure of humor and horror, interest and disgust through join of heterogenous factors, distortion, extreme and overstatement in the patterns and materials of make-up. The Grotesque in the modern make-up is represented in the make-up advertisements and collections. In this paper, the author classified the Grotesque phenomenon with the Kitsch, the Machine, the Animal and the Devil, focused on heterogenous factors. The results are as follows. 1. The Kitsch in the make-up uses not cosmetics but imitations, ready-made goods, and ordinary materials. It expresses modern culture's laziness through shocking self-expression. 2. The Machine in the make-up means silver or white color's make-up, and represents cyber period's arrival through contrary irony, loss of the human value and the personifications of machine. At the same time, it is understood as the curing of human alinetion. 3. The Animal in the make-up utilizes the wild animal's horn, the reptiles'sputum, and the legend's animal. It points out a human false virtual image, and overturns make-up's traditional aesthetic concept. 4. The Devil in the make-up shows vampire's cuspid, demon's horn, artificial nail, and black color's make-up. It raises social irrationality and discrepancy of capitalism, and expresses paradoxically the nature of human life. The Devil in the make-up expresses the creator's innovation, anxiety of fin-de-siecle, and simultaneously criticizes and cures confused reality. It shows also avantgarde implementation of dissolution of traditional aesthetic concept and acceptance ugliness.

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A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.