• Title/Summary/Keyword: virtual rotation

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Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

Nursing Students' Experiences on Pediatric Nursing Simulation Practice (간호대학생의 아동간호시뮬레이션 실습경험)

  • Shin, Hyun-Sook;Shim, Ka-Ka
    • Journal of East-West Nursing Research
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    • v.16 no.2
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    • pp.147-155
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    • 2010
  • Purpose: The purpose of this study is to identify the simulation experiences of nursing baccalaureate students in their pediatric rotation. Methods: Fifty-three students responded to open-ended questions after three sessions of pediatric simulation experiences. The practice reflection notes of the students were also analyzed to identify educational outcomes coming from nursing simulation experiences. Results: The open-ended questions and practice reflection notes showed that simulated pediatric practice provided a virtual experience within safe environment. It also increased learning motivation, clinical decision making, and overall self-confidence of the nursing students. Conclusion: The findings of this study suggest that simulation can enhance the quality of nursing education through positive clinical experiences.

Realtime Facial Expression Representation Method For Virtual Online Meetings System

  • Zhu, Yinge;Yerkovich, Bruno Carvacho;Zhang, Xingjie;Park, Jong-il
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.212-214
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    • 2021
  • In a society with Covid-19 as part of our daily lives, we had to adapt ourselves to a new reality to maintain our lifestyles as normal as possible. An example of this is teleworking and online classes. However, several issues appeared on the go as we started the new way of living. One of them is the doubt of knowing if real people are in front of the camera or if someone is paying attention during a lecture. Therefore, we encountered this issue by creating a 3D reconstruction tool to identify human faces and expressions actively. We use a web camera, a lightweight 3D face model, and use the 2D facial landmark to fit expression coefficients to drive the 3D model. With this Model, it is possible to represent our faces with an Avatar and fully control its bones with rotation and translation parameters. Therefore, in order to reconstruct facial expressions during online meetings, we proposed the above methods as our solution to solve the main issue.

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Levy-type solution for analysis of a magneto-electro-elastic panel

  • Jia He;Xuejiao Zhang;Hong Gong;H. Elhosiny Ali;Elimam Ali
    • Steel and Composite Structures
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    • v.46 no.6
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    • pp.719-729
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    • 2023
  • This paper studies electro-magneto-mechanical bending studying of the cylindrical panels based on shear deformation theory. The cylindrical panel is constrained with two simply-supported edges at longitudinal direction and two clamped boundary conditions at circumferential direction. The governing equations are derived based on the principle of virtual work in cylindrical coordinate system. Levy-type solution of the governing equations is derived to reduce two dimensional PDEs to a 2D ODEs. The reduced ordinary differential equation is solved using the Eigen-value Eigen-vector method for the clamped-clamped boundary condition. The electro-magneto-mechanical bending results are obtained to show that every displacement, rotation and electromagnetic potentials how change with changes of initial electromagnetic potentials and mechanical loads along longitudinal and circumferential directions.

A CT Simulator Phantom for Geometrica1 Test (CT 시뮬레이터의 기하학적 성능평가용 팬톰)

  • Min, Chul-Kee;Yi, Byong-Yong;Ahn, Seung-Do;Choi, Eun-Kyung;Chang, Hye-Sook
    • Radiation Oncology Journal
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    • v.18 no.4
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    • pp.337-344
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    • 2000
  • Purpose :To design and test test CT simulator phantom for geometrical test. Materials and Methods : The PMMA phantom was designed as a cylinder which is 20 cm in diameter and 24 cm in length, along with a 25$\times25\times31cm^{3}$ rectangular parallelepiped. Radio-opaque wires of which diameter is 0.8 mm are attached on the other surface of the phantom as a spiral. The rectangular phantom was made of four 24$\times24\times0.5 cm^{3}$ square plates and each plate had a 24$\times24 cm^{2}$, 12$\times12cm^{2}$, 6$\times6 cm$^{2}$ square line. The squares were placed to face the cylinder at angles 0 $^{\circ}$ , 15 $^{\circ}$ , 30 $^{\circ}$ ,respectively. The rectangular phantom made it possible to measure the field size, couch angle, the collimator angle, the isocenter shift and the SSD, the measurements of the gantry angle from the cylindrical part. A virtual simulation software, AcOSim, offered various conditions to perform virtual simulations and these results were used to perform the geometrical Quality assurance of CT simulator. Results : A 0.3$\~$0.5 mm difference was found on the 24 cm field size which was created with the DRR measurements obtained by scanning of the rectangular phantom. The isocenter shift, the collimator rotation, the couch rotation, and the gantry rotation test showed 0.5$\~$1 mm, 0.5$\~$l$^{\circ}$ 0.5$\~$ 1$^{\circ}$ , and 0.5-1 $^{\circ}$ differences, respectively. We could not find any significant differences between the results from the two scanning methods. Conclusion :The geometrical test phantom developed in the study showed less than 1 mm (or 1 $^{\circ}$ ) differences. The phantom could be used as a routine geometrical QC/QA tools, since the differences are within clinically acceptable ranges.

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A 3D Terrain Reconstruction System using Navigation Information and Realtime-Updated Terrain Data (항법정보와 실시간 업데이트 지형 데이터를 사용한 3D 지형 재구축 시스템)

  • Baek, In-Sun;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.157-168
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    • 2010
  • A terrain is an essential element for constructing a virtual world in which game characters and objects make various interactions with one another. Creating a terrain requires a great deal of time and repetitive editing processes. This paper presents a 3D terrain reconstruction system to create 3D terrain in virtual space based on real terrain data. In this system, it converts the coordinate system of the height maps which are generated from a stereo camera and a laser scanner from global GPS into 3D world using the x and z axis vectors of the global GPS coordinate system. It calculates the movement vectors and the rotation matrices frame by frame. Terrain meshes are dynamically generated and rendered in the virtual areas which are represented in an undirected graph. The rendering meshes are exactly created and updated by correcting terrain data errors. In our experiments, the FPS of the system was regularly checked until the terrain was reconstructed by our system, and the visualization quality of the terrain was reviewed. As a result, our system shows that it has 3 times higher FPS than other terrain management systems with Quadtree for small area, improves 40% than others for large area. The visualization of terrain data maintains the same shape as the contour of real terrain. This system could be used for the terrain system of realtime 3D games to generate terrain on real time, and for the terrain design work of CG Movies.

Analyses on limitations of binaural sound based on the first order Ambisonics for virtual reality audio (1차 Ambisonics에 의해 생성되는 가상현실 오디오용 양이 사운드의 한계에 대한 분석)

  • Chang, Ji-Ho;Cho, Wan-Ho.
    • The Journal of the Acoustical Society of Korea
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    • v.38 no.6
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    • pp.637-650
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    • 2019
  • This paper analyzes the limitations of binaural sound that is reproduced with headphones based on Ambisonics for Virtual Reality (VR) audio. VR audio can be provided with binaural sound that compensates head rotation of a listener. Ambisonics is widely used for recording and reproducing ambient sound fields around a listener in VR audio, and the First order Ambisonics (FOA) is still being used for VR audio because of its simplicity. However, the maximum frequencies with this order is too low to perfectly reproduce ear signals, and thus the binaural reproduction has inherent limitations in terms of spectrum and sound localization. This paper investigates these limitations by comparing the signals arrived at ear positions in the reference field and the reproduced field. An incidence wave is defined as a reference field, and reproduced over virtual loudspeakers. Frequency responses, inter-aural level differences, and inter-aural phase differences are compared. The results show, above the maximum cut off frequency in general, that the reproduced levels decrease, and the horizontal localization can be provided only around the forward direction.

Lateral-Torsional Buckling Analysis of the Circular Arches Using Unsymmetric Thin-Walled Beam Elements (비대칭(非對稱) 박벽(薄壁)보 요소(要素)를 이용(利用)한 원형(圓形) 아치의 횡좌굴(橫挫屈) 해석(解析))

  • Kim, Moon Young
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.13 no.5
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    • pp.39-52
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    • 1993
  • For the lateral-torsional buckling analysis of the thin-walled space frame and circular arch with the unsymmetric cross section, the tangent stiffness matrices are derived by introducing Vlasov's assumption for the thin-walled beam and using the principle of virtual displacement. In the cases of the unrestrained torsion and the restrained torsion, the elastic and geometric stiffness matrices corresponding to semitangential rotation and semitangential moment are evaluated by using the Hermitian polynomials as the shape function. In order to illustrate the accuracy and convergence characteristics of the derived formulations, numerical examples for the lateral-torsional buckling analysis of the hinged circular arch under pure bending and uniform compression are presented and compared with the analytic solutions of references.

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Design and Implementation of Frontal-View Algorithm for Smartphone Gyroscopes (스마트폰 자이로센서를 이용한 Frontal-View 변환 알고리즘 설계 및 구현)

  • Cho, Dae-Kyun;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.199-206
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    • 2012
  • Attempt to use as a marker of natural objects directly in the real world, but there is a way to use the accelerometer of the smartphone, to convert the Frontal-View virtual, because it asks only the pitch of the camera, from the side there is a drawback that can not be converted to images. The proposed algorithm, to obtain the rotation matrix of axis 3 pitch, roll, yaw, we set the reference point of the yaw of the target image. Then, to compensate for the rotation matrix to determine Myon'inji any floor, wall, the ceiling of the target image. Finally, to obtain the homography matrix for obtaining the Frontal-View to account for the difference between the gyro sensor coordinate system and image coordinate system, so we can get the Frontal-View from the captured images through the projection transformation was designed. Was tested to convert Frontal-View the picture was taken in an environment smartphone environment surrounding floor, walls and ceiling in order to evaluate the conversion program Frontal-View has been implemented, in this paper, design and The conversion algorithm implementation, it was confirmed that to convert a regular basis Frontal-View footage taken from multiple angles.

Realtime Markerless 3D Object Tracking for Augmented Reality (증강현실을 위한 실시간 마커리스 3차원 객체 추적)

  • Min, Jae-Hong;Islam, Mohammad Khairul;Paul, Anjan Kumar;Baek, Joong-Hwan
    • Journal of Advanced Navigation Technology
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    • v.14 no.2
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    • pp.272-277
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    • 2010
  • AR(Augmented Reality) needs medium between real and virtual, world, and recognition techniques are necessary to track an object continuously. Optical tracking using marker is mainly used, but it takes time and is inconvenient to attach marker onto the target objects. Therefore, many researchers try to develop markerless tracking techniques nowaday. In this paper, we extract features and 3D position from 3D objects and suggest realtime tracking based on these features and positions, which do not use just coplanar features and 2D position. We extract features using SURF, get rotation matrix and translation vector of 3D object using POSIT with these features and track the object in real time. If the extracted features are nor enough and it fail to track the object, then new features are extracted and re-matched to recover the tracking. Also, we get rotation in matrix and translation vector of 3D object using POSIT and track the object in real time.