• Title/Summary/Keyword: video reality

Search Result 386, Processing Time 0.026 seconds

Point Cloud Video Codec using 3D DCT based Motion Estimation and Motion Compensation (3D DCT를 활용한 포인트 클라우드의 움직임 예측 및 보상 기법)

  • Lee, Minseok;Kim, Boyeun;Yoon, Sangeun;Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.26 no.6
    • /
    • pp.680-691
    • /
    • 2021
  • Due to the recent developments of attaining 3D contents by using devices such as 3D scanners, the diversity of the contents being used in AR(Augmented Reality)/VR(Virutal Reality) fields is significantly increasing. There are several ways to represent 3D data, and using point clouds is one of them. A point cloud is a cluster of points, having the advantage of being able to attain actual 3D data with high precision. However, in order to express 3D contents, much more data is required compared to that of 2D images. The size of data needed to represent dynamic 3D point cloud objects that consists of multiple frames is especially big, and that is why an efficient compression technology for this kind of data must be developed. In this paper, a motion estimation and compensation method for dynamic point cloud objects using 3D DCT is proposed. This will lead to switching the 3D video frames into I frames and P frames, which ensures higher compression ratio. Then, we confirm the compression efficiency of the proposed technology by comparing it with the anchor technology, an Intra-frame based compression method, and 2D-DCT based V-PCC.

Study for making movie poster applied Augmented Reality (증강현실 영화포스터 제작연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.359-383
    • /
    • 2017
  • 3,000 years ago, since the first poster of humanity appeared in Egypt, the invention of printing technique and the development of civilization have accelerated the poster production technology. In keeping with this, the expression of poster has also been developed as an attempt to express artistic sensibility in a simple arrangement of characters, and now it has become an art form that has become a domain of professional designers. However, the technological development in the expression of poster is keep staying in two-dimensional, and is dependent on printing only that it is irrelevant to the change of ICT environment based on modern multimedia. Especially, among the many kinds of posters, the style of movie posters, which are the only objects for video, are still printed on paper, and many attempts have been made so far, but the movie industry still does not consider ICT integration at all. This study started with the feature that the object of the movie poster dealt with the video and attempted to introduce the augmented reality to apply the dynamic image of the movie to the static poster. In the graduation work of the media design major of a university in Korea, the poster of each works for promoting the visual work of the students was designed and printed in the form of a commercial film poster. Among them, 6 artworks that are considered to be suitable for augmented reality were selected and augmented reality was introduced and exhibited. Content that appears matched to the poster through the mobile device is reproduced on a poster of a scene of the video, but the text informations of the original poster are kept as they are, so that is able to build a moving poster looked like a wanted from the movie "Harry Potter". In order to produce this augmented reality poster, we applied augmented reality to posters of existing commercial films produced in two different formats, and found a way to increase the characteristics of AR contents. Through this, we were able to understand poster design suitable for AR representation, and technical expression for stable operation of augmented reality can be summarized in the matching process of augmented reality contents production.

Design of Virtual Reality content for supervising abusement

  • Kim, Minji;Lim, Chan
    • International journal of advanced smart convergence
    • /
    • v.8 no.4
    • /
    • pp.9-15
    • /
    • 2019
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

A Suggestion for the Convergent Type of the Cultural Content Production System Using Holography and Augmented Reality (홀로그래피와 증강현실을 활용한 융합형 문화콘텐츠 제작시스템 제안)

  • Oh, Moon Seok;Won, Jong Wook
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.8 no.4
    • /
    • pp.177-184
    • /
    • 2012
  • A hologram projects a 3 dimensional video as same as a real subject and it is made by principles of holography. Many researches about holographic technology have been developed. Studies for visualization of 3D videos, holographic storages, and optical media have proceeded mostly in engineering. It is hard to find any researches about the convergent system from the viewpoint of interactive elements and motion graphic design such as this paper's concept. Most studies of augmented reality have been developed in the domain of technology and education but the field of content production. AR has been convergent with various fields and media, so it is time to make an active progress in the study of convergent content development. The goal of this study is to develop cultural contents and create new values through the convergence of holography and AR. The purpose of this paper is to propose the way of developing the convergent type of cultural contents and construct the production system by the new approach to users using the convergence technology of holography and augmented reality.

A Study for Improving the Effectiveness of Safety and Health Education Based on the Empirical Education Utilizing Virtual Reality (안전보건교육의 실효성 제고 방안에 관한 연구: VR·AR기반 체험교육 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
    • /
    • v.23 no.3
    • /
    • pp.35-45
    • /
    • 2021
  • Activities to prevent industrial accidents can be divided into management of disaster risk factors of production facilities, disaster prevention systems and procedures, and human factors management. Human factor management is the last and most effective means to minimize disaster incidence and loss costs. The key strategy for this is safety and health education. However, formal or fictitious education is still being carried out in the industrial field. In addition, it is true that the application of practical use is insufficient due to the simple theoretical education based on knowledge transfer. In order to change the safety consciousness of employers and workers, we think that the paradigm of education should be changed from the traditional text and video-oriented lecture education method to experience-oriented education. The purpose of this study is to measure and analyze the effectiveness of safety education through education contents using VR(Virtual Reality) and AR(Augmented Reality) technology in keeping with the changing times of the 4th Industrial Revolution, And to suggest the direction of future safety and health education and content development trend.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
    • /
    • v.15 no.1
    • /
    • pp.69-76
    • /
    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.

Educational needs of severe trauma treatment simulation based on mixed reality: Applying focus group interviews to military hospital nurses (혼합현실 기반 중증외상 처치 시뮬레이션 교육 요구 조사: 군병원 간호사 대상 포커스 그룹 인터뷰 적용)

  • Jang, Seon Mi;Hwang, Sinwoo;Jung, Yoomi;Jung, Eunyoung
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.27 no.4
    • /
    • pp.423-435
    • /
    • 2021
  • Purpose: The purpose of this study is to identify the educational needs of a severe trauma treatment simulation program based on mixed reality which combines element of both virtual reality and augmented reality. Methods: Focus group interviews were conducted with ten military hospital nurses on February 4 and 5, 2021. The collected data were analyzed using a qualitative content analysis. As a framework for data analysis, the educational needs were clustered into the following four categories: teaching contents, teaching methods, teaching evaluation, and teaching environment. Results: The educational needs for each category that emerged were as follows: three subcategories including "realistic education reflecting actual clinical practice" and "motivating education" for teaching contents; five subcategories including "team-based education," "repeated education that acts as embodied learning," and "stepwise education" for teaching methods; six subcategories including "debriefing through video conferences," "team evaluation and evaluator in charge of the team," "combination of knowledge and practice evaluation" for teaching evaluation; six subcategories including "securing safety," "similar settings to real clinical environments," "securing of convenience and accessibility for learners," and "operating as continuing education" for teaching environment. Conclusion: The findings of this study can provide a guide for the development and operation of a severe trauma treatment simulation program based on mixed reality. Moreover, it suggests that research to identify the educational needs of various learners should be conducted.

Automatic Extraction of Focused Video Object from Low Depth-of-Field Image Sequences (낮은 피사계 심도의 동영상에서 포커스 된 비디오 객체의 자동 검출)

  • Park, Jung-Woo;Kim, Chang-Ick
    • Journal of KIISE:Software and Applications
    • /
    • v.33 no.10
    • /
    • pp.851-861
    • /
    • 2006
  • The paper proposes a novel unsupervised video object segmentation algorithm for image sequences with low depth-of-field (DOF), which is a popular photographic technique enabling to represent the intention of photographer by giving a clear focus only on an object-of-interest (OOI). The proposed algorithm largely consists of two modules. The first module automatically extracts OOIs from the first frame by separating sharply focused OOIs from other out-of-focused foreground or background objects. The second module tracks OOIs for the rest of the video sequence, aimed at running the system in real-time, or at least, semi-real-time. The experimental results indicate that the proposed algorithm provides an effective tool, which can be a basis of applications, such as video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing systems.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.19-28
    • /
    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Augmented Reality Framework to Visualize Information about Construction Resources Based on Object Detection (웨어러블 AR 기기를 이용한 객체인식 기반의 건설 현장 정보 시각화 구현)

  • Pham, Hung;Nguyen, Linh;Lee, Yong-Ju;Park, Man-Woo;Song, Eun-Seok
    • Journal of KIBIM
    • /
    • v.11 no.3
    • /
    • pp.45-54
    • /
    • 2021
  • The augmented reality (AR) has recently became an attractive technology in construction industry, which can play a critical role in realizing smart construction concepts. The AR has a great potential to help construction workers access digitalized information about design and construction more flexibly and efficiently. Though several AR applications have been introduced for on-site made to enhance on-site and off-site tasks, few are utilized in actual construction fields. This paper proposes a new AR framework that provides on-site managers with an opportunity to easily access the information about construction resources such as workers and equipment. The framework records videos with the camera installed on a wearable AR device and streams the video in a server equipped with high-performance processors, which runs an object detection algorithm on the streamed video in real time. The detection results are sent back to the AR device so that menu buttons are visualized on the detected objects in the user's view. A user is allowed to access the information about a worker or equipment appeared in one's view, by touching the menu button visualized on the resource. This paper details implementing parts of the framework, which requires the data transmission between the AR device and the server. It also discusses thoroughly about accompanied issues and the feasibility of the proposed framework.