• Title/Summary/Keyword: mixed reality

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Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • v.4 no.3
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

Interface for HMD based AR Applications (HMD 기반 중강현실 응용을 위한 인터페이스)

  • Ahn, Sang-Chul;Lee, Kyong-Joon;Kim, Hyoung-Gon
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.39-46
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    • 2007
  • In this paper, we propose that we can use our mobile devices as an effective interface for HMD-based augmented reality(AR) applications. Recently most People have mobile devices, with which they usually watch movies and connect internet So, people get accustomed to the mobile devices. In addition, the mobile devices can show various markers on their displays so that we can implement various AR applications. So, the mobile devices are quite good interface for AR applications. In the paper, we show how we can use the mobile devices as Interface for AR applications by implementing some AR experiments.

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Research of the Turnout Maintenance Training System using Mixed Reality (혼합현실을 이용한 분기기 유지보수 교육시스템 연구)

  • Song, Yong-Soo;Kim, Yong-Kyu;Shin, Duck-Ho;Chang, Sang-Hoon
    • Proceedings of the KSR Conference
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    • 2011.10a
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    • pp.1511-1516
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    • 2011
  • The maintenance of the turnout is composed of signal field and track field on business, the electrical and mechanical field on system. adjustment and maintenance carry forward through coordination with these fields. In the case of turnout equipment used in a first phase of Seoul-Busan high-speed train, it is treated by classifying as mechanical adjustments and electrical adjustments. Mechanical adjustment is conducted with focus on fine adjustment to meet maintenance standards limits(1mm or less) about interval of basic rail and tongue rail about each part of track transition equipment. This refers to mechanical adjustments performed mainly with physical changes and movement characteristics between basic rail and tongue rail by considering the overall environment surrounding track side of section installed track transition equipment. However, these series of maintenance are conducted in state that high-speed train is not in the process from 1 am to 4 am at night, but common workers for maintenance are not familiar with the operation and checking about various situation, and the workers are even insufficient. Maintenance training using mixed reality is conducted in the place of business, we tried to overcome several problems of safety and time reduction through this training.

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Energie-Passagen: Zur Inszenierung des interaktiven Denkraums (에네르기-파사젠: 인터랙티브 사고 공간 연출에 관한 연구)

  • Fleischmann, Monika;Strauss, Wolfgang
    • The Journal of Art Theory & Practice
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    • no.10
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    • pp.133-158
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    • 2010
  • Der Beitrag befasst sich mit der partizipatorischen Inszenierung von Medienkunst im $\"{o}$ffentlichen Raum. Das Medienkunstprojekt' Energie-Passagen' von Monika Fleischmann und Wolfgang Strauss ist ein Ausdruck des Ubergangs zwischen realer und virtueller $\"{U}$mgebung. In der Verbindung von physikalischem Raum und digitalen Artefakten er$\"{o}$ffnet die Installation einen real/virtuell $\"{u}$berlagerten Wahrnehmungsraum und misst die Energie der Stadt auf metaphorische Weise. Die gemeinsame Erfahrung des Lesens und Schreibens t$\"{a}$glicher Nachrichten und ihrer Transformation in ein Sprachspiel assoziativer Splitter und Plateaus zu einer rhizomatischen Verweisstruktur bestimmt die interaktive Handlung. Das Publikum wird zu kommunikativer Performanz eingeladen und die Interaktivit$\"{a}$t des Geschehens wird als Statistik der Ereignisse im Internet dokumentiert und als Energie-Bild der Stadt visualisiert. Inszeniert als ein Fluss von Worten, wird die Installation zu einem begehbaren Informationsbrowser, der zum Flanieren in den Nachrichten einl$\"{a}$dt. Die Idee einer Mixed-Reality-B$\"{u}$hne bestimmt den interaktiven Denkraum zum Lesen und Be-Schreiben der Stadt.

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RECOGNIZING NEEDLE POSITION USING BOOK-ATTACHED CAMERA FOR SUPPORTING "WATOJI"

  • Kamon, Sayaka;Uranishi, Yuki;Sasaki, Hiroshi;Manabe, Yoshitsugu;Chihara, Kunihiro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.760-763
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    • 2009
  • "Watoji" is a Japanese traditional book binding technique. An aim of this research develops a support system which everyone can make Watoji easily by. This system uses a working situation by recognizing a position of a needle and annotating to a book directly by mixed reality technique. Additionally, a technique of recognizing a working situation at a book is sewn by a needle is proposed. The proposed system of recognizing a position of a needle is build, then we experiment recognizing of a needle from an image. Furthermore, setting up Watoji on the system, we experiment recognizing of a position of a needle. An experimental result shows recognizing a needle from an acquired image from a camera. Using this result, a working situation can be recognized. Then, suitable information to a working situation can be presented.

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Real-virtual Point Cloud Augmentation Method for Test and Evaluation of Autonomous Weapon Systems (자율무기체계 시험평가를 위한 실제-가상 연계 포인트 클라우드 증강 기법)

  • Saedong Yeo;Gyuhwan Hwang;Hyunsung Tae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.3
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    • pp.375-386
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    • 2024
  • Autonomous weapon systems act according to artificial intelligence-based judgement based on recognition through various sensors. Test and evaluation for various scenarios is required depending on the characteristics that artificial intelligence-based judgement is made. As a part of this approach, this paper proposed a LiDAR point cloud augmentation method for mixed-reality based test and evaluation. The augmentation process is achieved by mixing real and virtual LiDAR signals based on the virtual LiDAR synchronized with the pose of the autonomous weapon system. For realistic augmentation of test and evaluation purposes, appropriate intensity values were inserted when generating a point cloud of a virtual object and its validity was verified. In addition, when mixing the generated point cloud of the virtual object with the real point cloud, the proposed method enhances realism by considering the occlusion phenomenon caused by the insertion of the virtual object.

Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

A Study on Sensor-Based Upper Full-Body Motion Tracking on HoloLens

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.39-46
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    • 2021
  • In this paper, we propose a method for the motion recognition method required in the industrial field in mixed reality. In industrial sites, movements (grasping, lifting, and carrying) are required throughout the upper full-body, from trunk movements to arm movements. In this paper, we use a method composed of sensors and wearable devices that are not vision-based such as Kinect without using heavy motion capture equipment. We used two IMU sensors for the trunk and shoulder movement, and used Myo arm band for the arm movements. Real-time data coming from a total of 4 are fused to enable motion recognition for the entire upper body area. As an experimental method, a sensor was attached to the actual clothes, and objects were manipulated through synchronization. As a result, the method using the synchronization method has no errors in large and small operations. Finally, through the performance evaluation, the average result was 50 frames for single-handed operation on the HoloLens and 60 frames for both-handed operation.

Mixed reality visualization in shoulder arthroplasty: is it better than traditional preoperative planning software?

  • Sejla Abdic;Nicholas J. Van Osch;Daniel G. Langohr;James A. Johnson;George S. Athwal
    • Clinics in Shoulder and Elbow
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    • v.26 no.2
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    • pp.117-125
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    • 2023
  • Background: Preoperative traditional software planning (TSP) is a method used to assist surgeons with implant selection and glenoid guide-pin insertion in shoulder arthroplasty. Mixed reality (MR) is a new technology that uses digital holograms of the preoperative plan and guide-pin trajectory projected into the operative field. The purpose of this study was to compare TSP to MR in a simulated surgical environment involving insertion of guide-pins into models of severely deformed glenoids. Methods: Eight surgeons inserted guide-pins into eight randomized three-dimensional-printed severely eroded glenoid models in a simulated surgical environment using either TSP or MR. In total, 128 glenoid models were used and statistically compared. The outcomes compared between techniques included procedural time, difference in guide-pin start point, difference in version and inclination, and surgeon confidence via a confidence rating scale. Results: When comparing traditional preoperative software planning to MR visualization as techniques to assist surgeons in glenoid guide pin insertion, there were no statistically significant differences in terms of mean procedure time (P=0.634), glenoid start-point (TSP=2.2±0.2 mm, MR=2.1±0.1 mm; P=0.760), guide-pin orientation (P=0.586), or confidence rating score (P=0.850). Conclusions: The results demonstrate that there were no significant differences between traditional preoperative software planning and MR visualization for guide-pin placement into models of eroded glenoids. A perceived benefit of MR is the real-time intraoperative visibility of the surgical plan and the patient's anatomy; however, this did not translate into decreased procedural time or improved guide-pin position.

GENIIS, a New Hybrid Algorithm for Solving the Mixed Chinese Postman Problem

  • Choi, Myeong-Gil;Thangi, Nguyen-Manh;Hwang, Won-Joo
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.39-58
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    • 2008
  • Mixed Chinese Postman Problem (MCPP) is a practical generalization of the classical Chinese Postman Problem (CPP) and it could be applied in many real world. Although MCPP is useful in terms of reality, MCPP has been proved to be a NP-complete problem. To find optimal solutions efficiently in MCPP, we can reduce searching space to be small effective searching space containing optimal solutions. We propose GENIIS methodology, which is a kind of hybrid algorithm combines the approximate algorithms and genetic algorithm. To get good solutions in the effective searching space, GENIIS uses approximate algorithm and genetic algorithm. This paper validates the usefulness of the proposed approach in a simulation. The results of our paper could be utilized to increase the efficiencies of network and transportation in business.