• Title/Summary/Keyword: object orientation

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Human Performance Evaluation of Virtual Object Moving Task in the Different Temporal, Spatial and Pictorial Resolution of a Stereoscopic Display (가상현실 표시장치에서의 시간적, 공간적, 회화적 해상도에 따른 가상물체 이동작업의 인간성능 평가)

  • Park, Jae-Hee
    • IE interfaces
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    • v.18 no.1
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    • pp.82-87
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    • 2005
  • Most of virtual reality systems ask users to control 3D objects or to navigate 3D world using 3D controllers. To maximize the human performance in the control, the design of virtual reality system and its input and output devices should be optimized. In this study, an experiment was designed to investigate the effects of three resolution factors of a virtual reality system on the human performance. Six subjects conducted the experiment for the factors; two frame rates, three spatial resolutions, and three pictorial contents. The result showed that the greater the spatial resolution was, the higher the human performance was. For the temporal resolution, fixed frame rate at 18 Hz was better than the varied maximized frame rate. For the pictorial contents, the virtual space with orientation cues marked the greatest performance than the other two conditions; the virtual space without any orientation cue and the virtual space like real world. These results could be applied for the design of virtual reality systems.

Comparison of User Interaction Alternatives in a Tangible Augmented Reality Environment (감각형 증강현실 기반 상호작용 대안들의 비교)

  • Park, Sang-Jin;Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.6
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    • pp.417-425
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    • 2012
  • In recent years, great attention has been paid to using simple physical objects as tangible objects to improve user interaction in augmented reality (AR) environments. In this paper, we address AR-based user interaction using tangible objects, which has been used as a key component for virtual design evaluation of engineered products including digital handheld products. We herein consider the use of two types (product-type and pointer-type) of tangible objects. The user creates input events by touching specified parts of the product-type object with the pointer-type object, and the virtual product reacts to the events by rendering its visual and auditory contents on the output devices. The product-type object is used to reflect the geometric shape of a product of interest and to determine its position and orientation in the AR environment. The pointer-type object is used to recognize the reference position of the pointer (or finger) in the same environment. The rapid prototype of the product is employed as a good alternative to the product-type object, but various alternatives to the pointer-type object can be considered according to fabrication process and touching mechanism. In this paper, we present four alternatives to the pointer-type object and investigate their strong and weak points by performing experimental comparison of their various aspects including interaction accuracy, task performance, and qualitative user experience.

Model-Based Quantitative Reengineering for Identifying Components from Object-Oriented Systems (객체지향 시스템으로부터 컴포넌트를 식별하기 위한 모델 기반의 정량적 재공학)

  • Lee, Eun-Joo
    • The KIPS Transactions:PartD
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    • v.14D no.1 s.111
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    • pp.67-82
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    • 2007
  • Due to the classes in object-orientation, which are too detailed and specific, their reusability can be decreased. Components, considered to be more coarse-grained compared to objects, help maintain software complexity effectively and facilitate software reuse. Furthermore, component technology becomes essential by the appearance of the new frameworks, such as MDA, SOA, etc. Consequently, it is necessary to reengineer an existing object-oriented system into a component-based system suitable to those new environments. In this paper, we propose a model-based quantitative reengineering methodology to identify components from object-oriented systems. We expand system model and process, which are defined in our prior work, more formally and precisely. A system model, constructed from object-oriented system, is used to extract and refine components in quantitative ways. We develop a supporting tool and show effectiveness of the methodology through applying it to an existing object-oriented system.

Integrated Object Representations in Visual Working Memory Examined by Change Detection and Recall Task Performance (변화탐지와 회상 과제에 기초한 시각작업기억의 통합적 객체 표상 검증)

  • Inae Lee;Joo-Seok Hyun
    • Korean Journal of Cognitive Science
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    • v.35 no.1
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    • pp.1-21
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    • 2024
  • This study investigates the characteristics of visual working memory (VWM) representations by examining two theoretical models: the integrated-object and the parallel-independent feature storage models. Experiment I involved a change detection task where participants memorized arrays of either orientation bars, colored squares, or both. In the one-feature condition, the memory array consisted of one feature (either orientations or colors), whereas the two-feature condition included both. We found no differences in change detection performance between the conditions, favoring the integrated object model over the parallel-independent feature storage model. Experiment II employed a recall task with memory arrays of isosceles triangles' orientations, colored squares, or both, and one-feature and two-feature conditions were compared for their recall performance. We found again no clear difference in recall accuracy between the conditions, but the results of analyses for memory precision and guessing responses indicated the weak object model over the strong object model. For ongoing debates surrounding VWM's representational characteristics, these findings highlight the dominance of the integrated object model over the parallel independent feature storage model.

Rotating Brush Strokes to Track Movement for Painterly Rendering (회학적 렌더링에서 움직임을 따라 회전하는 붓질 기법)

  • Han, Jeong-Hun;Gi, Hyeon-U;Kim, Hyo-Won;O, Gyeong-Su
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.426-432
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    • 2008
  • We introduce a method of rendering a scene lying 3D objects which is like that artist draw on a canvas by brushing. Painting is the art area presenting something created by color and line on 2D plane. We are brushing on billboards on screen space for the 2D brushing effect according to the definition of "Painting". Brushing orientation is haven to rotate for preventing the orientation in the first scene in the case that object or camera are moving. If the brushing isn't rotated, shower-door effect is watched on the scene as undesirable result We present a brushing rotating method for keeping the orientation changing the direction of view and object rigid animation. The brushing direction is computed with Horn's 2D similarity transform by least-square solution. We watched the changing brushing to track the motion of object and view.

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Robust 3-D Motion Estimation Based on Stereo Vision and Kalman Filtering (스테레오 시각과 Kalman 필터링을 이용한 강인한 3차원 운동추정)

  • 계영철
    • Journal of Broadcast Engineering
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    • v.1 no.2
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    • pp.176-187
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    • 1996
  • This paper deals with the accurate estimation of 3- D pose (position and orientation) of a moving object with reference to the world frame (or robot base frame), based on a sequence of stereo images taken by cameras mounted on the end - effector of a robot manipulator. This work is an extension of the previous work[1]. Emphasis is given to the 3-D pose estimation relative to the world (or robot base) frame under the presence of not only the measurement noise in 2 - D images[ 1] but also the camera position errors due to the random noise involved in joint angles of a robot manipulator. To this end, a new set of discrete linear Kalman filter equations is derived, based on the following: 1) the orientation error of the object frame due to measurement noise in 2 - D images is modeled with reference to the camera frame by analyzing the noise propagation through 3- D reconstruction; 2) an extended Jacobian matrix is formulated by combining the result of 1) and the orientation error of the end-effector frame due to joint angle errors through robot differential kinematics; and 3) the rotational motion of an object, which is nonlinear in nature, is linearized based on quaternions. Motion parameters are computed from the estimated quaternions based on the iterated least-squares method. Simulation results show the significant reduction of estimation errors and also demonstrate an accurate convergence of the actual motion parameters to the true values.

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Applying Transformation to the Absolutely Positioned Object in SVE (SVE에서 절대위치를 갖는 오브젝트에 변형의 적용)

  • 정동현;이창섭;송창근
    • Proceedings of the Korean Information Science Society Conference
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    • 2004.10b
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    • pp.616-618
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    • 2004
  • The Simple Virtual Environment (SVE) library is the application programming interface fur creating the virtual environment easily. Even though it has a lot of efficient features, applying transformation to absolutely positioned objects is difficult. In this paper, we designed a simple method with which it is possible to rotate the absolutely positioned object freely. To test the method, we designed a simple virtual environment. The environment is designed with people, street and building objects. To reduce time consumption of displaying high-detailed people models, we only used texture-based objects. The person objects are modeled as quadric-shape and textured with front-view images of people. To make more realistic environment, objects always change its orientation themselves following to the user location. The result and the testing environment will be demonstrated.

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3D object recognition using the CAD model and stereo vision

  • Kim, Sung-Il;Choi, Sung-Jun;Won, Sang-Chul
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.669-672
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    • 2003
  • 3D object recognition is difficult but important in computer vision. The important thing is to understand about the relationship between a geometric structure in three dimensions and its image projection. Most 3D recognition systems construct models either manually or by training the pose and orientation of the objects. But both approaches are not satisfactory. In this paper, we focus on a commercial CAD model as a third type of model building for vision. The models are expressed in Initial Graphics Exchanges Specification(IGES) output and reconstructed in a pinhole camera coordinate.

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Content-based Video Information Retrieval and Streaming System using Viewpoint Invariant Regions

  • Park, Jong-an
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.2 no.1
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    • pp.43-50
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    • 2009
  • This paper caters the need of acquiring the principal objects, characters, and scenes from a video in order to entertain the image based query. The movie frames are divided into frames with 2D representative images called "key frames". Various regions in a key frame are marked as key objects according to their textures and shapes. These key objects serve as a catalogue of regions to be searched and matched from rest of the movie, using viewpoint invariant regions calculation, providing the location, size, and orientation of all the objects occurring in the movie in the form of a set of structures collaborating as video profile. The profile provides information about occurrences of every single key object from every frame of the movie it exists in. This information can further ease streaming of objects over various network-based viewing qualities. Hence, the method provides an effective reduced profiling approach of automatic logging and viewing information through query by example (QBE) procedure, and deals with video streaming issues at the same time.

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Development of an Efficient Force Reflection Algorithm for a Virtual Environment (가상환경을 위한 효율적인 힘방향 알고리즘의 개발)

  • 권혁조;김기호;오재윤
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.60-63
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    • 2000
  • In this study, efficient force reflection algorithm is developed for the Haptic Display by using a proxy concept and friction model. When there are not any contacted obstacles the proxy is following human operator's command trajectory in the 3D virtual space. But when the operator's command trajectory is locating inside of the object, the proxy is constrained by the surface of the object. Here only with the information of the proxy position and operator's command trajectory at every time step, we can calculate the reflection force and its orientation. To display the friction force between two virtual stiff material which are sliding against each other, modified Karnopp's friction model is used. In the friction model, a damping term and a Stribeck effect term are included to display the relative velocity effect and stick-slip effect at the very low relative velocity region respectively.

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