• Title/Summary/Keyword: virtual object

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Calibration Method of Plenoptic Camera using CCD Camera Model (CCD 카메라 모델을 이용한 플렌옵틱 카메라의 캘리브레이션 방법)

  • Kim, Song-Ran;Jeong, Min-Chang;Kang, Hyun-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.2
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    • pp.261-269
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    • 2018
  • This paper presents a convenient method to estimate the internal parameters of plenoptic camera using CCD(charge-coupled device) camera model. The images used for plenoptic camera calibration generally use the checkerboard pattern used in CCD camera calibration. Based on the CCD camera model, the determinant of the plenoptic camera model can be derived through the relationship with the plenoptic camera model. We formulate four equations that express the focal length, the principal point, the baseline, and distance between the virtual camera and the object. By performing a nonlinear optimization technique, we solve the equations to estimate the parameters. We compare the estimation results with the actual parameters and evaluate the reprojection error. Experimental results show that the MSE(mean square error) is 0.309 and estimation values are very close to actual values.

Integration of Laser Scanning and Three-dimensional Models in the Legal Process Following an Industrial Accident

  • Eyre, Matthew;Foster, Patrick;Speake, Georgina;Coggan, John
    • Safety and Health at Work
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    • v.8 no.3
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    • pp.306-314
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    • 2017
  • Background: In order to obtain a deeper understanding of an incident, it needs to be investigated to "peel back the layers" and examine both immediate and underlying failures that contributed to the event itself. One of the key elements of an effective accident investigation is recording the scene for future reference. In recent years, however, there have been major advances in survey technology, which have provided the ability to capture scenes in three dimension to an unprecedented level of detail, using laser scanners. Methods: A case study involving a fatal incident was surveyed using three-dimensional laser scanning, and subsequently recreated through virtual and physical models. The created models were then utilized in both accident investigation and legal process, to explore the technologies used in this setting. Results: Benefits include explanation of the event and environment, incident reconstruction, preservation of evidence, reducing the need for site visits, and testing of theories. Drawbacks include limited technology within courtrooms, confusion caused by models, cost, and personal interpretation and acceptance in the data. Conclusion: Laser scanning surveys can be of considerable use in jury trials, for example, in case the location supports the use of a high-definition survey, or an object has to be altered after the accident and it has a specific influence on the case and needs to be recorded. However, consideration has to be made in its application and to ensure a fair trial, with emphasis being placed on the facts of the case and personal interpretation controlled.

A Study on the Design Tendency of Contemporary Architecture Introducing New Media Art Concept - Focusing on the change for way of information transmission change and media development - (뉴 미디어 아트의 개념을 도입한 현대 건축의 디자인 경향에관한 연구 - 미디어 발전과 정보 전달 방식의 변화를 중심으로 -)

  • Cho, Kyoung-Soo;Woo, Ji-Chang
    • Korean Institute of Interior Design Journal
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    • v.19 no.2
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    • pp.66-72
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    • 2010
  • The purpose of this study is to pronounce design trends in contemporary architecture collaborated with new media art concept. Currently, the prevalence of media presence has evolved perspectives on contemporary aesthetics today. To make clear demonstration on the issue, this study categorized new media art's expressional characteristics applied in the contemporary architectural design in conjunction with analytical researches on typologies and expressional characteristics appear in new media art. More specifically, the study selected architects who adopted new media art's expressional characteristics into their works from the year 2000 and performed analytical case studies with regard to the effect of the new media art into their architectural practices. By following methodologies mentioned above, conclusively the study categorized distinct expressional characteristics appears in contemporary architecture as a result of merging with new media art. The characteristics of the new media art appeared in contemporary architecture are categorized into three groups such as the design controlling external environment, the design utilizing web environment and the design participated by users. These observation could be translated that architects could present interactive design between users and building as a result from architect's capability of designing protocols which generate variable forms, colors and patterns in architecture. In particular, architecture utilizing web environment has characteristic capability of configurating user's program in virtual space. Also it is anticipated to suggest new patterns in generating architectural programs and forms. These patterns would not recognize the city merely as an incident or fragmented image but would configurate forms and images constructed by individual notional character. In conclusion, the architecture itself is expected to perform as media to open up opportunities that enables to contribute in expediting interactions among environment, users, and buildings by deviating from perspectives of representation as an object expressed in modernism architecture or as a classical decoration in post-modernism architecture in the past era.

Post-Rendering 3D Warping using Projective Texture (투영 텍스춰를 이용한 렌더링 후 3차원 와핑)

  • Park, Hui-Won;Ihm, In-Seong
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.8
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    • pp.431-439
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    • 2002
  • Due to the recent development of graphics hardware, real-time rendering of complex scenes is still a challenging task. As results of researches on image based rendering, the rendering schemes based on post-rendering 3D warping have been proposed. In general, these methods produce good rendering results. However, they are not appropriate for real-time rendering since it is not easy to accelerate the time-consuming algorithms within graphics subsystem. As an attempt to resolve this problem of the post-rendering 3D warping technique, we present a new real-time scheme based on projective texture. In our method, two reference images obtained by rendering complicated objects at two consecutive points of time are used. Rendering images of high quality for intermediate points of time are obtained by projecting the reference images onto a simplified object, and then blending the resulting images. Our technique will be effectively used in developing real-time graphics applications such as 3D games and virtual reality software and so on.

Robust Extraction of Facial Features under Illumination Variations (조명 변화에 견고한 얼굴 특징 추출)

  • Jung Sung-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.10 no.6 s.38
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    • pp.1-8
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    • 2005
  • Facial analysis is used in many applications like face recognition systems, human-computer interface through head movements or facial expressions, model based coding, or virtual reality. In all these applications a very precise extraction of facial feature points are necessary. In this paper we presents a method for automatic extraction of the facial features Points such as mouth corners, eye corners, eyebrow corners. First, face region is detected by AdaBoost-based object detection algorithm. Then a combination of three kinds of feature energy for facial features are computed; valley energy, intensity energy and edge energy. After feature area are detected by searching horizontal rectangles which has high feature energy. Finally, a corner detection algorithm is applied on the end region of each feature area. Because we integrate three feature energy and the suggested estimation method for valley energy and intensity energy are adaptive to the illumination change, the proposed feature extraction method is robust under various conditions.

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Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

A Study about Appraise on Acoustic Performance of small-scaled Multi-Purpose Hall, using Auralization (가청화를 이용한 소규모 다목적 홀의 음향 성능평가에 관한 연구)

  • Ju, Duck-Hoon;Yun, Jae-Hyun;Kim, Jae-Soo
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.148-152
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    • 2007
  • In recent days, on account of the cultural development and the improvement of citizen's consciousness level, it is the real situation that the construction of small-scaled Multi-Purpose Hall where various cultural events could be performed, is on increasing. However, since the most of Multi-Purpose Hall had been designed and built up without any consideration on Acoustic Factor, many problems are on occurring thereat. Since those small-scaled Multi-Purpose Hall have been mostly used with the finishing material which contains a high degree of Acoustic Absorption indiscreetly, both diffusion and reflection of sound are not establishing properly, and because thereverberation of sound is very low, in case of musical performance by musical instrument, its sound hears too arid and stiff, there occurs some acoustic defect such as it becomes difficult for music appreciation with sufficient timbre, so that the capability improvement on the matter is urgently requiring situation. Therefore, this Study has tried to seize the satisfaction level about the small-scaled Multi-Purpose Hall after betterment of the acoustic performance by appraise the acoustic condition of the Hall, using Auralization Technique that can experience Virtual Acoustic Field regarding to the small-scaled Multi-Purpose Hall as its object. It is deemed that such research result could be practically used as the useful material which enables to bring a reduction effect of construction cost as well asenhancement of the acoustic performance through its presupposition?control on the acoustic problem when construction or renovation of other similar small-scaled Multi-Purpose Hall in the future.

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Realization of Haptic Collaboration System over Super-high-resolution Networked Tiled Display (초고해상도 네트워크 디스플레이 기반 촉감형 협업 시스템의 구현)

  • Son, Seok-Ho;Kim, Jong-Won
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.572-578
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    • 2009
  • This paper introduce a structure of haptic collaboration system over high resolution tiled-display, and proposes a object based efficient display method for high resolution display in integrated system. in addition, a modeling of visualization system is defined to evaluate performance of the proposed method. Both haptic system and tiled-display system have requirements of computational power. A haptic device is unstable if haptic rendering rate is less than 1kHz. A requirement of tiled-display systems is frame rate of display. It requires update of 30 frame fer sec. If we use these systems independently, we can satisfy each requirements. However, if we integrate two systems, performance of entire system significantly decreases because of lack of resources. In this paper, therefore, we propose a segmentation-based display method for ultra high resolution display in integrated system. The proposed method reduces redundancy of display data by reducing a display rate of static objects. Finally, a modeling of visualization system is defined to evaluate performance of the proposed method.

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Research on E-commerce Live Broadcast Based on Interaction Ritual Chain Theory (인터랙티브 의식 체인 이론을 바탕으로 전자상거래 생방송 연구)

  • Tang, Xiao-Xue;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.15-21
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    • 2020
  • E-commerce live broadcast is a new online shopping model that has gradually emerged in China in recent years. In the e-commerce live broadcast, the audience gathered into a buying group by watching and participating in virtual interaction, and obtained stable emotional energy from it. Closely following the concept of emotional energy, with the help of the interaction ritual chain model, the components of e-commerce live broadcast can be clarified. And the paper shows how individuals can form a buying group in social interaction. I will take the interaction behavior in e-commerce live broadcast as the research object and observe the phenomenon based on the theory of interaction ritual, then come up with the interaction ritual chain model of E-commerce live broadcast group.

Automatic Camera Pose Determination from a Single Face Image

  • Wei, Li;Lee, Eung-Joo;Ok, Soo-Yol;Bae, Sung-Ho;Lee, Suk-Hwan;Choo, Young-Yeol;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1566-1576
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    • 2007
  • Camera pose information from 2D face image is very important for making virtual 3D face model synchronize with the real face. It is also very important for any other uses such as: human computer interface, 3D object estimation, automatic camera control etc. In this paper, we have presented a camera position determination algorithm from a single 2D face image using the relationship between mouth position information and face region boundary information. Our algorithm first corrects the color bias by a lighting compensation algorithm, then we nonlinearly transformed the image into $YC_bC_r$ color space and use the visible chrominance feature of face in this color space to detect human face region. And then for face candidate, use the nearly reversed relationship information between $C_b\;and\;C_r$ cluster of face feature to detect mouth position. And then we use the geometrical relationship between mouth position information and face region boundary information to determine rotation angles in both x-axis and y-axis of camera position and use the relationship between face region size information and Camera-Face distance information to determine the camera-face distance. Experimental results demonstrate the validity of our algorithm and the correct determination rate is accredited for applying it into practice.

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