• Title/Summary/Keyword: realistic telepresence

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Real-time Eye Contact System Using a Kinect Depth Camera for Realistic Telepresence (Kinect 깊이 카메라를 이용한 실감 원격 영상회의의 시선 맞춤 시스템)

  • Lee, Sang-Beom;Ho, Yo-Sung
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.4C
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    • pp.277-282
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    • 2012
  • In this paper, we present a real-time eye contact system for realistic telepresence using a Kinect depth camera. In order to generate the eye contact image, we capture a pair of color and depth video. Then, the foreground single user is separated from the background. Since the raw depth data includes several types of noises, we perform a joint bilateral filtering method. We apply the discontinuity-adaptive depth filter to the filtered depth map to reduce the disocclusion area. From the color image and the preprocessed depth map, we construct a user mesh model at the virtual viewpoint. The entire system is implemented through GPU-based parallel programming for real-time processing. Experimental results have shown that the proposed eye contact system is efficient in realizing eye contact, providing the realistic telepresence.

Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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User Interfaces for Visual Telepresence in Human-Robot Interaction Using Wii Controller (WII 컨트롤러를 이용한 사람과 로봇간 원격작동 사용자 인터페이스)

  • Jang, Su-Hyung;Yoon, Jong-Won;Cho, Sung-Bae
    • Journal of the HCI Society of Korea
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    • v.3 no.1
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    • pp.27-32
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    • 2008
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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A Study on the Teleoperation of the Unmanned Grounded Vehicle for Improving Telepresence (원격지 현장감을 향상시키기 위한 무인차량 원격조종에 관한 연구)

  • Lee, Tae-Gon;Ryu, Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.6
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    • pp.553-558
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    • 2010
  • In this paper, we proposed a teleoperation scheme of unmanned grounded vehicle to improve telepresence. Especially, bilateral control architecture for transmitting realistic steering feeling to the remote driver is investigated. System architecture of the teleoperated remote vehicle is introduced with visual, auditory and kinesthetic haptic channel. Several bilateral control architectures are proposed for transmitting remote steering feeling, and subject tests are done to evaluate the performance. Position-force bilateral control architecture with returning torque compensation algorithm shows best performance.

A Study on the Service Provision Direction of the National Library for Children and Young Adults in the 5G Era

  • Noh, Younghee;Ro, Ji Yoon
    • International Journal of Knowledge Content Development & Technology
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    • v.11 no.2
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    • pp.77-105
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    • 2021
  • In order to establish a digital-based use environment for the provision of new information services suitable for the 5G era, it is necessary to discuss the direction of service provision by the National Library of Children and Young Adults in the 5G era. Based on utilization services in other fields, library services in the 5G era, including the development and provision of employee education and training services, ultra-high-definition and 360-degree realistic contents and education on library use, provision of multi-dimensional realistic media streaming broadcasting services, provision of telepresence education programs, activation of virtual communities, implementation of hologram performance halls/exhibit centers, and provision of unmanned book delivery services, environment monitoring, safety monitoring, and customized services, were proposed. In addition, based on 5G service, 5G technology, and library application direction, advancing into a producing and supporting base for ultra-realistic and immersive contents in the 5G era, strengthening online and mobile services in the non-contact era, and establishing a smart library environment were proposed as the service provision direction for the National Library of Children and Young Adults in the 5G era.

Realistic Seeing Through Method and Device Through Adaptive Registration between Building Space and Telepresence Indoor Environment

  • Lee, Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.101-107
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    • 2020
  • We propose a realistic seeing through visualization methods in mixed reality environment. When a user wants to see specific location beyond a wall in indoor environment. The proposed system recognizes and registers the selected area using environment modelling and feature-based tracking. Then the selected area is diminished and the specific location is visualized in real-time. With the proposed seeing through methods, a user can understand spatial relationship of the building and can easily find the target location. We conducted a user study comparing the seeing through method to conventional indoor navigation service in order to investigate the potential of the proposed seeing through method. The proposed seeing through method was evaluated in navigation time in comparison with conventional approach. The proposed method enable users to navigate target locations 30% faster than the conventional approach.

A Virtual Sailor Training Platform for Fire Drills on Ship (선박 화재 대응 훈련을 위한 가상 선원 훈련 플랫폼 개발)

  • Jung, Jin-Ki;Park, Jin-Hyoung
    • Journal of Navigation and Port Research
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    • v.40 no.4
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    • pp.189-196
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    • 2016
  • We propose a virtual sailor training platform which supports emergency drills for ship's fire in virtual environment. Proposed platform not only enhances training efficiency by providing immersiveness, but also enables a consolidated virtual training due to the network-based multiplayer capabilities. Based on the offline fire simulation results using FDS and CFAST the platform visualizes a realistic fire spread in real-time. The training platform on the basis of the fire training material of the maritime safety education institute induces equipment proficiency and environment adaptation throughout immersive virtual environment in addition to procedure proficiency as well. In the implementation we showed that the equipment and environment controls and telepresence improve the training proficiency and enable collaborative virtual training that participates multiple trainees and induces cooperation for a common goal. Implementation of the platform demonstrated the skill mastery capability of the drill such as efficient fire apparatus controls and passenger controls.