• Title/Summary/Keyword: virtual face image

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EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

Viewpoint interpolation of face images using an ellipsoid model (타원체 MODEL을 사용한 얼굴 영상의 시점합성에 관한 연구)

  • Yoon, Na-Ree;Lee, Byung-Uk
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.6C
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    • pp.572-578
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    • 2007
  • To establish eye contact in video teleconferencing, it is necessary to synthesize a front view image by viewpoint interpolation. We can find the viewing direction of a user, and interpolate an image seen from that viewpoint, which will result in a face image observed from the front. There are two categories of previous research: image based method and model based method. The former is simple to calculate, however, it shows limited performance for complex objects. And the latter is robust to noise while it is computationally expensive. We propose to approximate face images as ellipses and match them to build an ellipsoid and then synthesize a new image from a given virtual camera position. We show that it is simple and robust from various experiments.

Study on input data for developing virtual fitting model at internet apparel shopping sites and comparison of the results (인터넷 의류 판매 사이트의 가상피팅모델 구축을 위한 입력정보 종류와 결과 비교)

  • 천종숙;최현영
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.1-10
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    • 2002
  • A web based virtual try-on provides customers a more enjoyable shopping experience that visualize clothes on personal mannequin. The researchers compared virtual fitting models which were developed in 2000 at Korea and in 2000 and 2002 at U.S. The results of this study as follows: The information about user's body size was required to input for selection of a virtual fitting model. 7 to 19 different body size, shape, and face features including weight and height were needed for visualizing virtual fitting model. The body type of the U.S virtual fitting model(My virtual model) was selected by front view silhouette for women, and by shoulder width and midriff silhouette for men. The more detailed information was required for developing Korean virtual fitting model. The additional body size information required in the site were leg and arm lengths, waist length, and thigh and ankle circumferences. The body proportion of Korean cyber personal mannequin was longer and narrower than the U.S cyber personal mannequin. It was recommended that standardized body length, width, and depth proportions calculated from national anthropometric data must be applied for developing Korean virtual fitting model. With application of more detailed information on face feature and advanced graphic image technology the 'My virtual model in 2002 resembled the human body shape of various race.

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A Study on the Realization of Virtual Simulation Face Based on Artificial Intelligence

  • Zheng-Dong Hou;Ki-Hong Kim;Gao-He Zhang;Peng-Hui Li
    • Journal of information and communication convergence engineering
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    • v.21 no.2
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    • pp.152-158
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    • 2023
  • In recent years, as computer-generated imagery has been applied to more industries, realistic facial animation is one of the important research topics. The current solution for realistic facial animation is to create realistic rendered 3D characters, but the 3D characters created by traditional methods are always different from the actual characters and require high cost in terms of staff and time. Deepfake technology can achieve the effect of realistic faces and replicate facial animation. The facial details and animations are automatically done by the computer after the AI model is trained, and the AI model can be reused, thus reducing the human and time costs of realistic face animation. In addition, this study summarizes the way human face information is captured and proposes a new workflow for video to image conversion and demonstrates that the new work scheme can obtain higher quality images and exchange effects by evaluating the quality of No Reference Image Quality Assessment.

Development of Intelligent Position Compensation Scheme for Virtual Game Interface (실감 게임 인터페이스를 위한 지능형 위치 보정 기법 개발)

  • Kim, Sung-Ho;Yun, Seong-Ung
    • Journal of Institute of Control, Robotics and Systems
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    • v.15 no.4
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    • pp.439-444
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    • 2009
  • Recently, a wide range of next-generation's game consoles has been developed by many game makers. Particularly, active interaction between users and games is required more than ever before for giving gamers the fullest pleasure. In this work, an infrared image sensor based position recognition system which can be used for virtual game interface is proposed. Furthermore, two kinds of compensation algorithms and Extended Kalman Filter are utilized to enhance the performance of the proposed system. The proposed system can effectively generate the position of the gamer in the face of the coordinate distortion and noise. To verity the feasibilities of the proposed system, various experiments are carried out.

A Study of Experiential Exhibition Format Using VR Technology at Sanxingdui Museum

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.172-177
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    • 2023
  • This study explores the feasibility and potential of using virtual reality (VR) technology to enhance the museum viewing experience through digital media. In an increasingly digital world, museums face the challenge of adapting to changing visitor expectations. This study explores the integration of virtual reality and digital media as a means to engage, educate, and attract museum visitors in a novel, immersive way. By analyzing its advantages, challenges, and practical implications, this study aims to elucidate the feasibility of this transformative approach.

Development and Effects of Virtual Geological Field Trip Program using 360° 3D Panorama Technique (360° 3D 파노라마 기술을 적용한 VFT 개발 및 효과)

  • Kim, Hee Soo
    • Journal of the Korean Society of Earth Science Education
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    • v.8 no.2
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    • pp.193-205
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    • 2015
  • In this study, a Virtual geological Field Trip(VFT) learning program using 3D panorama virtual reality techniques was developed to learn about the Gongju city 7 area located in Chungcheongnam-do, Korea. The developed $360^{\circ}$ 3D VFT program can show every face of observational points and interact as zoom-in, zoom-out and image rotation. For the educational effects of the materials, it is provided with a compass, a protractor, enlarged images, pop-up windows, etc.. The program was applied to the class of 35 gifted students in middle school to investigate the effectiveness of the program. The results showed that positive responses of the students were 90% or more. When geological field trip problems like cost, safety, distance occur in geological learning procedure of middle school science, this VFT program can become as a supplementary learning material and a solution.

Representation of Dynamic Facial ImageGraphic for Multi-Dimensional (다차원 데이터의 동적 얼굴 이미지그래픽 표현)

  • 최철재;최진식;조규천;차홍준
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1291-1300
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    • 2001
  • This article come to study the visualization representation technique of eye brain of person, basing on the ground of the dynamic graphics which is able to change the real time, manipulating the image as graphic factors of the multi-data. And the important thought in such realization is as follows ; corresponding the character points of human face and the parameter control value which obtains basing on the existing image recognition algorithm to the multi-dimensional data, synthesizing the image, it is to create the virtual image from the emotional expression according to the changing contraction expression. The proposed DyFIG system is realized that it as the completing module and we suggest the module of human face graphics which is able to express the emotional expression by manipulating and experimenting, resulting in realizing the emotional data expression description and technology.

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Virtual Make-up System Using Light and Normal Map Approximation (조명 및 법선벡터 지도 추정을 이용한 사실적인 가상 화장 시스템)

  • Yang, Myung Hyun;Shin, Hyun Joon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.55-61
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    • 2015
  • In this paper, we introduce a method to synthesize realistic make-up effects on input images efficiently. In particular, we focus on shading on the make-up effects due to the lighting and face curvature. By doing this, we can synthesize a wider range of effects realistically than the previous methods. To do this, the information about lighting information together with the normal vectors on all pixels over the face region in the input image. Since the previous methods that compute lighting information and normal vectors require relatively heavy computation cost, we introduce an approach to approximate lighting information using cascade pose regression process and normal vectors by transforming, rendering, and warping a standard 3D face model. The proposed method consumes much less computation time than the previous methods. In our experiment, we show the proposed approximation technique can produce naturally looking virtual make-up effects.

Dynamic Manipulation of a Virtual Object in Marker-less AR system Based on Both Human Hands

  • Chun, Jun-Chul;Lee, Byung-Sung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.4 no.4
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    • pp.618-632
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    • 2010
  • This paper presents a novel approach to control the augmented reality (AR) objects robustly in a marker-less AR system by fingertip tracking and hand pattern recognition. It is known that one of the promising ways to develop a marker-less AR system is using human's body such as hand or face for replacing traditional fiducial markers. This paper introduces a real-time method to manipulate the overlaid virtual objects dynamically in a marker-less AR system using both hands with a single camera. The left bare hand is considered as a virtual marker in the marker-less AR system and the right hand is used as a hand mouse. To build the marker-less system, we utilize a skin-color model for hand shape detection and curvature-based fingertip detection from an input video image. Using the detected fingertips the camera pose are estimated to overlay virtual objects on the hand coordinate system. In order to manipulate the virtual objects rendered on the marker-less AR system dynamically, a vision-based hand control interface, which exploits the fingertip tracking for the movement of the objects and pattern matching for the hand command initiation, is developed. From the experiments, we can prove that the proposed and developed system can control the objects dynamically in a convenient fashion.