• Title/Summary/Keyword: video reality

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Video Augmentation of Virtual Object by Uncalibrated 3D Reconstruction from Video Frames (비디오 영상에서의 비보정 3차원 좌표 복원을 통한 가상 객체의 비디오 합성)

  • Park Jong-Seung;Sung Mee-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.421-433
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    • 2006
  • This paper proposes a method to insert virtual objects into a real video stream based on feature tracking and camera pose estimation from a set of single-camera video frames. To insert or modify 3D shapes to target video frames, the transformation from the 3D objects to the projection of the objects onto the video frames should be revealed. It is shown that, without a camera calibration process, the 3D reconstruction is possible using multiple images from a single camera under the fixed internal camera parameters. The proposed approach is based on the simplification of the camera matrix of intrinsic parameters and the use of projective geometry. The method is particularly useful for augmented reality applications to insert or modify models to a real video stream. The proposed method is based on a linear parameter estimation approach for the auto-calibration step and it enhances the stability and reduces the execution time. Several experimental results are presented on real-world video streams, demonstrating the usefulness of our method for the augmented reality applications.

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Emotional adjective profiles of various odor stimuli (감성형용사를 사용한 다양한 향의 프로파일)

  • Jung, Yun-Jin;Lee, Guk-Hee;Li, Hyung-Chul O.;Kim, Shin-Woo
    • Science of Emotion and Sensibility
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    • v.18 no.2
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    • pp.75-84
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    • 2015
  • Although various methods have been proposed and utilized for video reality improvement, use of olfaction still remains at a rudimentary stage. Previous research reported reality improvement effect of some scents when a video displayed specific objects whose odors matched to the scents provided. In addition, another study showed that provision of scents that correspond to the prevailing color of a video improves sense of immersion. However, the above studies have clear limitations because not all videos have specific odor or obvious color. Assuming, in this study, that sensibility-based scent provision in the absence of main odor or color will increase sense of reality, the present study aimed at building adjective profiles of various scents that convey different sensibilities. To this end, in Experiments 1 and 2, we collected a set of adjectives appropriate for description of scents, and in Experiment 3, we built profiles of 16 scents using 30 adjectives. In addition, we grouped scents of similar sensibilities using cluster analysis. These results could be used not only for video reality improvement but also for the purposes of emphasizing product concepts or store positioning, etc.

A Study of Effectiveness on Military Training of Army Anti-aircraft Weapon using Virtual Reality (가상현실을 이용한 육군 대공무기 교육효과에 관한 연구)

  • Kim, Do-heon;Min, Seung-hee;Kim, Yeek-hyun
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.499-507
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    • 2021
  • This study compares the educational effect using real equipment, virtual reality, and video to improve the educational and training effect of the army and verifies which method of education is excellent. The Army has made a lot of efforts to realize the actual training environment, however, it is increasingly difficult to provide the actual training environment because of 1) restrictions on securing training sites and urbanization, 2) deepening conflicts with the people, and 3) difficulties in acquiring defense budget. To resolve these issues, the use of virtual reality(VR) has the advantage to experience actual battlefield indirectly and could save budget by training in a virtual battlefield environment. In particular, in the case of dangerous or expensive weapons systems, is further required. Hence this paper studies how effective virtual reality is compared to the actual weapons system. virtual reality(VR) education is less effective than actual equipment education, but it is higher than video education. Based on this research result, it will be used as a basic data for the analysis of educational effects based in virtual reality(VR).

Trends in the Telepresence Technologies and Services Beyond 5G (5G를 향한 영상회의 기술 및 서비스 동향)

  • Lee, H.K.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.20-29
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    • 2017
  • In this paper, a video conferencing system, which has been attracting significant attention as an immersive telepresence service owing to the recent emergence of 5G networks, is described. We propose a service platform for Giga Media based video conferencing for 5G convergence services. The video conferencing service consists of a traditional structure that provides information exchange through the transmission of video and voice of remote participants using a Multipoint Control Unit (MCU), a browser-based video conferencing based on WebRTC, a multi-view point video conferencing, and holographic telepresence centered on mixed reality. The paper introduces the trends and detailed structures of various technologies used in the video conferencing system, and compares the video conferencing system technologies and video conferencing service characteristics for the integrated Giga Media platform.

Study of Model Based 3D Facial Modeling for Virtual Reality (가상현실에 적용을 위한 모델에 근거한 3차원 얼굴 모델링에 관한 연구)

  • 한희철;권중장
    • Proceedings of the IEEK Conference
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    • 2000.11c
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    • pp.193-196
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    • 2000
  • In this paper, we present a model based 3d facial modeling method for virtual reality application using only one front of face photography. We extract facial feature using facial photography and modify mesh of the basic 3D model by the facial feature. After this , We use texture mapping for more similarity. By experiment, we know that the modeling technic is useful method for Movie, Virtual Reality Application, Game , Clothing Industry , 3D Video Conference.

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Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

The Effects of Watching a Virtual Reality (VR) Forest Video on Stress Reduction in Adults

  • Hong, Sungjun;Joung, Dawou;Lee, Jeongdo;Kim, Da-Young;Kim, Soojin;Park, Bum-Jin
    • Journal of People, Plants, and Environment
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    • v.22 no.3
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    • pp.309-319
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    • 2019
  • This study was conducted to investigate the effects of watching a virtual reality (VR) forest video on stress reduction in adults. Experiments were performed in an artificial climate chamber where temperature, humidity and illumination were controlled. To cause stress in subjects, the subjects were asked to multiply two digit numbers by one digit numbers for two minutes. The subjects then watched a VR forest video for five minutes. During the experiment, the heart rate variability (HRV) and heart rate (HR) of subjects were continuously measured for evaluating their physiological state. After measuring the baseline and watching a VR forest video, their psychological state was evaluated using the profile of mood state (POMS), semantic differential (SD) method, and positive affect and negative affect schedule (PANAS). The results of physiological evaluation after watching a VR forest video showed a decrease in the stress index and HR, an increase in the activity of the parasympathetic nervous system, and the standard deviation of normal to normal RR intervals (SDNN). The results of psychological assessment confirmed that watching a VR forest video induced "comfort", "natural", and "soothed" feelings in subjects. In addition, watching a VR forest video decreased "tension-anxiety (T-A)", "depression-dejection (D)", "anger-hostility (A-H)", "fatigue (F)", "total mood disturbance (TMD)", and increased "vigor (V)" compared to the base line, and decreased "negative affect" and increased "positive affect." These results indicate that watching a VR forest video decreases adults' stress index, stabilizes physiological state, and has a positive impact on psychological state. The findings of this study can serve as a basis for providing forest welfare services to people in the blind spots of forest welfare, and can lay a foundation for the adoption of VR, one of the technologies of the fourth industrial revolution in forestry.

VR User Interface using Multipurpose Visual Language System (다목적시각언어를 이용한 가상현실 사용자 인터페이스)

  • Kim, Youngjong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.2
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    • pp.31-39
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    • 2016
  • In this paper planed Virtual Reality user interface that recently hot issue using MVLS(Multipurpose Visual Language System). Proposed system is planed for more with ease approach new type environment system. The point of this system is for more few the number of time of act to get want to result. That is easy build for Virtual Reality environment system that user so far, who did not experience. Also too, application to the environment through Multipurpose Visual Language System based, can be required to increase the case of user of existing applications, not only a simple application infrastructure Virtual Reality. This has the advantage of being able to under Virtual Reality condition the environment for the use of a wide range of applications such as view TV, video and other contents. By using the proposed system, the experience in virtual realities that have not felt during the general public to be able to easily and quickly, virtual reality or 3D Expected to can one step closer to the needs of general and industry.

Analysis of the cause of VIMS for minimizing VR nausea in VR environment (VR 환경에서의 사이버 멀미 최소화를 위한 어지럼증 유발 원인 분석)

  • Lee, Jae-Gap;Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.19 no.3
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    • pp.133-138
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    • 2018
  • VR technology is a technology that allows a user to experience virtual reality close to reality by wearing an HMD (Head Mounted Display) device. Recently, as the interest in VR technology increases due to the 4th industrial revolution, various HMD devices are spreading. As a result, VR technology is being rapidly applied to various fields, but many of them still experience VR nausea. VR nausea is caused mainly by visual factors, unlike motion nausea, such as car nausea, sea nausea, and air nausea. Such occurrence of VR nausea may be caused by the characteristics of visual information of VR video contents, the hardware characteristics of HMD devices blocking the external visual field, or the physical specificity of individuals, and it is difficult to distinguish the causes. In this paper, we aim to analyze the characteristics of Visually Induced Motion Nausea images focusing on VR video content, which is the cause of VR nausea, in order to search for minimization of Cyber sickness occurrence.

A Real-time Augmented Video System using Chroma-Pattern Tracking (색상패턴 추적을 이용한 실시간 증강영상 시스템)

  • 박성춘;남승진;오주현;박창섭
    • Journal of Broadcast Engineering
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    • v.7 no.1
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    • pp.2-9
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    • 2002
  • Recently. VR( Virtual Reality) applications such as virtual studio and virtual character are wifely used In TV programs. and AR( Augmented Reality) applications are also belong taken an interest increasingly. This paper introduces a virtual screen system. which Is a new AR application for broadcasting. The virtual screen system is a real-time video augmentation system by tracking a chroma-patterned moving panel. We haute recently developed a virtual screen system.'K-vision'. Our system enables the user to hold and morse a simple panel on which live video, pictures of 3D graphics images can appear. All the Images seen on the panel change In the correct perspective, according to movements of the camera and the user holding the panel, in real-time. For the purpose of tracking janet. we use some computer vision techniques such as blob analysis and feature tracking. K-vision can work well with any type of camera. requiring no special add-ons. And no need for sensor attachments to the panel. no calibration procedures required. We are using K-vision in some TV programs such as election. documentary and entertainment.