• Title/Summary/Keyword: overlapped virtual

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Implementation of Mobile Virtual Colored Overlay for People with Scotopic Sensitivity Syndrome (광과민성 증후군자를 위한 태블릿 PC와 스마트폰 용 가상 색 오버레이 구현)

  • Jang, Young Gun
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.2
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    • pp.145-150
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    • 2013
  • A film colored overlay has been used as an assistive device for dyslexics, Recently, several virtual colored overlays which can be used in computer were developed. But mobile virtual overlay has not been developed yet. In this paper, I implemented a mobile overlay application which is based android operating system and displays a colored overlay of screen all the time while user can freely interact with rest of apps in normal manner by using root window and service. A method is presented to determine the source color of a virtual overlays by estimating alpha value of alpha blending algorithm through measurement of the chromaticity and transmissivity of film overlays and I implemented all colors which are presented by using Intuitive Overlays. Test results of the developed virtual overlay show that all colors of the overlays are almost identical to the colors of Intuitive Overlay by using the chroma meter CS-200A.

An Application Method of Augmented Reality Technology for Layout Planning of Housing Complex (주거단지 배치계획을 위한 증강현실 기술의 활용방안에 관한 기초연구)

  • Ryu, Jung-Rim;Choo, Seung-Yeon;Jo, Jin-Sung
    • Journal of the Korean housing association
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    • v.21 no.4
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    • pp.89-97
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    • 2010
  • Digital convergence era has been already started and is rapidly developed. Recently, convergency technology became an essential issue in all industries, and is expected to accelerate. This means that we can experience growth and change of architecture using new technology and approaching method. The AR (Augmented Reality) technology, among these convergence technology, is a kind of virtual reality technology that user can see a scene of real world which is overlapped by virtual world with additional information. It has been used in manufacturing and management in the whole industry fields including medical, mechanical, military field and so on because it can provide higher sense of reality. Thus, in this paper, we suggest the utilization of AR technology for organically connecting the roads, facilities, green area, landscape and others in the layout planning of housing complex. Users can see real world with virtual object by overlap computer graphic on the real world. This method provides users with various information about territoriality and openness. As the result of this study it is expected that this technology will help the layout planning of housing complex to become more reasonable in the aspect of design, time and cost.

Cauterizing Effect Animation for Virtual Surgery Medical Simulation (가상 수술 의료 시뮬레이션을 위한 소작 효과 애니메이션 기법)

  • Lee, Jeong-Jin;Lee, Ho;Kye, Hee-Won
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1175-1181
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    • 2011
  • Practice education using virtual medical simulation has been recently introduced to maximize the learning efficiency in clinical environment. Specially, in minimally invasive surgery, the necessity of virtual surgery medical simulation has been substantially increased. Since cauterizing effect occurred frequently in minimally invasive surgery has been represented by simple bleeding, realistic cauterizing effect animation has not been proposed yet. In this paper, we propose realistic real-time cauterizing effect animation. Proposed method changes the individual element of each vertex color of the mesh and uses sigmoid function to impose weights for the smooth color change inside the valid mesh region so that the results of cauterizing effect animation was realistic. In addition, by proposing cauterizing color buffer, overlapped cauterizing effects can be realistically represented. Proposed method greatly improves the sense of the real and absorption in virtual surgery medical simulation so that the education efficiency of doctors and students using medical simulation can be maximized.

Implementation of Traditional Architectural Heritage Using Augmented Reality (증강현실을 이용한 건축문화유산 구현)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.131-139
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    • 2012
  • Many researches are actively doing for digital implementation of traditional architectural heritage using multimedia and virtual reality technologies. In addition, various attempts are progressed to utilize the digitally implemented traditional architectural heritage as "contents." Nowadays, the digitally implemented traditional architectural heritage can be displayed on through the Internet and/or many multimedia appliances by these attempts. Recently, virtual reality technology, especially augmented reality technology, begins to grab the attention for digitally implementing architectural heritage. Augmented reality is a technology that makes possible to show the overlapped contents by piling up the virtual objects on the real world. Many studies for augmented reality are progressed because it has an advantage in interacting with virtual objects and information. This study proposes the method of digital implementation of traditional architectural heritage by using augmented reality technology. We presented the method and process of digital implementation of traditional architectural heritage with augmented reality technology. Moreover, digitally implemented traditional architectural heritage with augmented reality is compared with the contents implemented by other computer technologies. We, also, presented how to utilize the traditional architectural heritage contents by using augmented reality.

A Study on the Conceptual Frame for Spatial Study of Logistics Industry (물류산업의 공간연구를 위한 개념 체계에 관한 연구)

  • Sung, Sin-Je;Kang, Sang-Mok
    • Journal of the Korean Geographical Society
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    • v.46 no.1
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    • pp.81-99
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    • 2011
  • The purpose of this paper is to systemize the spatial studies of logistics industry by arranging the partially scattered current studies on spatial studies of logistics industry overall. Logistics industry now builds a complex spatial organization which has been developed to the stages of independent optimization by materials management and physical distribution providing specialized logistics services, logistics, and supply chain management including IT and management step by step. The complex spatial organization of logistics industry has been systematized with geographical space and virtual space, disintegration and integration, and intermediation and disintermediation. The three areas reported a dynamic characteristic overlapped in space. The dynamic characteristic has a dose relationship with interaction between IT and space of economic activities.

Markless System of Using Hand Tracking (핸드 트레킹을 이용한 Markerless 시스템)

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Kyeong-Og;Kim, Eung-Kon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.683-685
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    • 2010
  • Augmented reality is a technology for showing virtual objects overlapped with the real world as seen from the eyes of users. Studies are being conducted on effective communication methods using hand movements in augmented reality. Hand movements are an important means of human communication along with writing and voice. Space arrangement technology and hand tracking technology using markers to acquire virtual information in augmented reality have many limitations. This paper proposes tracking hand area for augmented object. The augmented objects change viewpoints by hand positions which improves the sense of three dimensions and immersion.

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Flying Cake: An Augmented Game on Mobile Device (Flying Cake: 모바일 단말기를 이용한 실감형 게임)

  • Park, An-Jin;Jung, Kee-Chul
    • Journal of KIISE:Software and Applications
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    • v.34 no.1
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    • pp.79-94
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    • 2007
  • In the ubiquitous computing age which uses a high quantity network, mobile devices such as wearable and hand-held ones with a small tamers and a wireless communication module will be widely used in near future. Thus, a lot of researches about an augmented game on mobile devices have been attempted recently. The existing augmented games used a traditional 'backpack' system and a pattern marker. The 'backpack' system is expensive, cumbersome and inconvenient to use, and because of the pattern marker, it is only possible to play the game in the previously installed palace. In this paper, we propose an augmented game called Flying Cake using a face region to create the virtual object(character) without the pattern marker, which manually indicates an overlapped location of the virtual object in the real world, on a small and mobile PDA instead of the cumbersome hardware. Flying Cake is an augmented shooting game. This game supplies us with two types: 1) a single player which attacks a virtual character on images captured by a camera in an outdoor physical area, 2) dual players which attack the virtual character on images which we received through a wireless LAN. We overlap the virtual character on the face region using a face detection technique, and users play Flying Cake though attacking the virtual character. Flying Cake supplies new pleasure to flayers with a new game paradigm through an interaction between the user in the physical world captured by the PDA camera and the virtual character in a virtual world using the face detection.

A Study on Design Parameters for Ready-made Ear Shell of Hearing Aids (보청기용 범용 이어쉘을 위한 설계 파라미터에 관한 연구)

  • Urtnasan, Erdenebayar;Jeon, Yu-Yong;Park, Gyu-Seok;Song, Young-Rok;Lee, Sang-Min
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.60 no.5
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    • pp.1055-1061
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    • 2011
  • In this study, main parameters: aperture, first bend and second bend which express a structure of ear canal are extracted in order to modeling and manufacture the ready-made ear shells of hearing aids. The proposed parameter extraction method consists of 2 important algorithms, aperture detection and feature detection. In the aperture detection algorithm, aperture of 3-D scanned virtual ear impression and parameters relating to ear shell of hearing aid are determined. The feature detection algorithm detects first bend, second bend, and related parameters. Through these two algorithms, parameters for aperture, first bend, and second bend are extracted to model the ready-made ear shell of hearing aid. The values of these extracted parameters from 36 people's right ear impression are analyzed and measured statistically. As a result of the analysis, it has been found that it is possible to classify ready-made ear shell parameters by age and size. The ready-made ear shell parameters are classified 3-size for 20 years old and 2-size for 60 years olde. Using 3D rhino program, virtual ready-made ear shell is reconstructed by parameters of every type, and simulated to model it. A final product was produced by transferring simulation result with rapid prototyping system. The modeled ready-made ear shell is evaluated with the objective and subjective method. Objective method is the comparison volume ratio and overlapped volume ratio of ear impression from randomly chosen 18 people and ready-made ear shell. And subjective method is that the final product of ready-made ear shell is used by users and the satisfaction number drawn from well fitting and comfortable testing was evaluated. In the result of the evaluation, it has been found that volume ration is 70%, big and middle size ready-made ear shell products are possible, and the satisfaction number is high.

Feature Map for Collision Detection in Motion-Based Game using Web Camera (웹 카메라를 이용한 체감형 게임의 충돌감지를 위한 특징맵)

  • Lee, Young-Jae;Lee, Dae-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.4
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    • pp.620-626
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    • 2008
  • We propose a feature map method to detect a collision for a motion-based game. The feature map can be made an optimally reduced motion data using subtraction image and virtual ball images according to image size and condition. And we calculate the overlapped ratio between moving image data and objects. This ratio is an invariant for detection even though image size is changed. And we compare this ration with collision detection constant, the feature map can detect fast collisions as well as the collided direction. To evaluate the method, we implemented a motion-base game that consists of a web cam, a player, an enemy, and some virtual balls, and we obtained some valid results for our method for the collision detection. The results demonstrated that the proposed approach is robust, and they can be used as a basic collide detection algorithm for a motion-based game where the size and the position of characters are continuously changing.

Evaluating the accuracy (trueness and precision) of interim crowns manufactured using digital light processing according to post-curing time: An in vitro study

  • Lee, Beom-Il;You, Seung-Gyu;You, Seung-Min;Kim, Dong-Yeon;Kim, Ji-Hwan
    • The Journal of Advanced Prosthodontics
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    • v.13 no.2
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    • pp.89-99
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    • 2021
  • PURPOSE. This study aimed to compare the accuracy (trueness and precision) of interim crowns fabricated using DLP (digital light processing) according to post-curing time. MATERIALS AND METHODS. A virtual stone study die of the upper right first molar was created using a dental laboratory scanner. After designing interim crowns on the virtual study die and saving them as Standard Triangulated Language files, 30 interim crowns were fabricated using a DLP-type 3D printer. Additively manufactured interim crowns were post-cured using three different time conditions-10-minute post-curing interim crown (10-MPCI), 20-minute post-curing interim crown (20-MPCI), and 30-minute post-curing interim crown (30-MPCI) (n = 10 per group). The scan data of the external and intaglio surfaces were overlapped with reference crown data, and trueness was measured using the best-fit alignment method. In the external and intaglio surface groups (n = 45 per group), precision was measured using a combination formula exclusive to scan data (10C2). Significant differences in accuracy (trueness and precision) data were analyzed using the Kruskal-Wallis H test, and post hoc analysis was performed using the Mann-Whitney U test with Bonferroni correction (α=.05). RESULTS. In the 10-MPCI, 20-MPCI, and 30-MPCI groups, there was a statistically significant difference in the accuracy of the external and intaglio surfaces (P<.05). On the external and intaglio surfaces, the root mean square (RMS) values of trueness and precision were the lowest in the 10-MPCI group. CONCLUSION. Interim crowns with 10-minute post-curing showed high accuracy.