• Title/Summary/Keyword: 영상 기반 증강현실

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A study on the Digital diorama AR using Natural history Contents (자연사 콘텐츠를 활용한 디지털디오라마 AR연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.293-297
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    • 2021
  • This paper applies the natural history contents of the Science Museum and combines the Gestalt theory to develop the butterfly arrangement structure of the butterfly sample box and the butterfly sample information necessary for the sample box as AR (Augmented Reality). Existing analog sample information is expressed as digital information by combining place, butterfly information, and graph to maximize the effect of digital diorama exhibition. Digital natural history information is increased or decreased, and an environment optimized for real samples and suitability is constructed, and natural history contents are arranged in the principles of collectiveness, closure, simplicity, and continuity using the Gestalt visual perception principle to increase attention and increase the attention of butterfly collection information. Was applied as an application plan of AR.

Fingertip Detection through Atrous Convolution and Grad-CAM (Atrous Convolution과 Grad-CAM을 통한 손 끝 탐지)

  • Noh, Dae-Cheol;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.5
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    • pp.11-20
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    • 2019
  • With the development of deep learning technology, research is being actively carried out on user-friendly interfaces that are suitable for use in virtual reality or augmented reality applications. To support the interface using the user's hands, this paper proposes a deep learning-based fingertip detection method to enable the tracking of fingertip coordinates to select virtual objects, or to write or draw in the air. After cutting the approximate part of the corresponding fingertip object from the input image with the Grad-CAM, and perform the convolution neural network with Atrous Convolution for the cut image to detect fingertip location. This method is simpler and easier to implement than existing object detection algorithms without requiring a pre-processing for annotating objects. To verify this method we implemented an air writing application and showed that the recognition rate of 81% and the speed of 76 ms were able to write smoothly without delay in the air, making it possible to utilize the application in real time.

Feature Point Filtering Method Based on CS-RANSAC for Efficient Planar Homography Estimating (효과적인 평면 호모그래피 추정을 위한 CS-RANSAC 기반의 특징점 필터링 방법)

  • Kim, Dae-Woo;Yoon, Ui-Nyoung;Jo, Geun-Sik
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.6
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    • pp.307-312
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    • 2016
  • Markerless tracking for augmented reality using Homography can augment virtual objects correctly and naturally on live view of real-world environment by using correct pose and direction of camera. The RANSAC algorithm is widely used for estimating Homography. CS-RANSAC algorithm is one of the novel algorithm which cooperates a constraint satisfaction problem(CSP) into RANSAC algorithm for increasing accuracy and decreasing processing time. However, CS-RANSAC algorithm can be degraded performance of calculating Homography that is caused by selecting feature points which estimate low accuracy Homography in the sampling step. In this paper, we propose feature point filtering method based on CS-RANSAC for efficient planar Homography estimating the proposed algorithm evaluate which feature points estimate high accuracy Homography for removing unnecessary feature point from the next sampling step using Symmetric Transfer Error to increase accuracy and decrease processing time. To evaluate our proposed method we have compared our algorithm with the bagic CS-RANSAC algorithm, and basic RANSAC algorithm in terms of processing time, error rate(Symmetric Transfer Error), and inlier rate. The experiment shows that the proposed method produces 5% decrease in processing time, 14% decrease in Symmetric Transfer Error, and higher accurate homography by comparing the basic CS-RANSAC algorithm.

Self-calibration of a Multi-camera System using Factorization Techniques for Realistic Contents Generation (실감 콘텐츠 생성을 위한 분해법 기반 다수 카메라 시스템 자동 보정 알고리즘)

  • Kim, Ki-Young;Woo, Woon-Tack
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.495-506
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    • 2006
  • In this paper, we propose a self-calibration of a multi-camera system using factorization techniques for realistic contents generation. The traditional self-calibration algorithms for multi-camera systems have been focused on stereo(-rig) camera systems or multiple camera systems with a fixed configuration. Thus, it is required to exploit them in 3D reconstruction with a mobile multi-camera system and another general applications. For those reasons, we suggest the robust algorithm for general structured multi-camera systems including the algorithm for a plane-structured multi-camera system. In our paper, we explain the theoretical background and practical usages based on a projective factorization and the proposed affine factorization. We show experimental results with simulated data and real images as well. The proposed algorithm can be used for a 3D reconstruction and a mobile Augmented Reality.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

Grouping-based 3D Animation Data Compression Method (군집화 기반 3차원 애니메이션 데이터 압축 기법)

  • Choi, Young-Jin;Yeo, Du-Hwan;Klm, Hyung-Seok;Kim, Jee-In
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.461-468
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    • 2008
  • The needs for visualizing interactive multimedia contents on portable devices with realistic three dimensional shapes are increasing as new ubiquitous services are coming into reality. Especially in digital fashion applications with virtual reality technologies for clothes of various forms on different avatars, it is required to provide very high quality visual models over mobile networks. Due to limited network bandwidths and memory spaces of portable devices, it is very difficult to transmit visual data effectively and render realistic appearance of three dimensional images. In this thesis, we propose a compression method to reduce three dimensional data for digital fashion applications. The three dimensional model includes animation of avatar which require very large amounts of data over time. Our proposed method utilizes temporal and spatial coherence of animation data, to reduce the amount. By grouping vertices from three dimensional models, the entire animation is represented by a movement path of a few representative vertices. The existing three dimensional model compression approaches can get benefits from the proposed method by reducing the compression sources through grouping. We expect that the proposed method to be applied not only to three dimensional garment animations but also to generic deformable objects.

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Improved CS-RANSAC Algorithm Using K-Means Clustering (K-Means 클러스터링을 적용한 향상된 CS-RANSAC 알고리즘)

  • Ko, Seunghyun;Yoon, Ui-Nyoung;Alikhanov, Jumabek;Jo, Geun-Sik
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.6
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    • pp.315-320
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    • 2017
  • Estimating the correct pose of augmented objects on the real camera view efficiently is one of the most important questions in image tracking area. In computer vision, Homography is used for camera pose estimation in augmented reality system with markerless. To estimating Homography, several algorithm like SURF features which extracted from images are used. Based on extracted features, Homography is estimated. For this purpose, RANSAC algorithm is well used to estimate homography and DCS-RANSAC algorithm is researched which apply constraints dynamically based on Constraint Satisfaction Problem to improve performance. In DCS-RANSAC, however, the dataset is based on pattern of feature distribution of images manually, so this algorithm cannot classify the input image, pattern of feature distribution is not recognized in DCS-RANSAC algorithm, which lead to reduce it's performance. To improve this problem, we suggest the KCS-RANSAC algorithm using K-means clustering in CS-RANSAC to cluster the images automatically based on pattern of feature distribution and apply constraints to each image groups. The suggested algorithm cluster the images automatically and apply the constraints to each clustered image groups. The experiment result shows that our KCS-RANSAC algorithm outperformed the DCS-RANSAC algorithm in terms of speed, accuracy, and inlier rate.

Development of Texture Neutralization System for the Invisible e-Performance (투명 e-퍼포먼스를 위한 텍스쳐 중화 시스템 개발)

  • Lee, Dong-Hoon;Yun, Tae-Soo
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.585-594
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    • 2011
  • On live performance such as play and musical, various stage effects are utilized to attract a diverse audience. These stage effects include traditional direction techniques, striking display effects and all kinds of ways of being immersed in the scene. In this paper, we propose a novel digital visual effects(digilog) for controlling the surface texture of objects based on spatial augmented reality. For this purpose, we present a method of neutralizing the appearance of an arbitrary object using a projector-camera system. To make the object appear as if it is a transparent object by projecting a carefully determined compensation image onto the surface of objects, we use the homography method for a simple and effective off-line projector-camera calibration. The successful uses of the basic algorithm of Smart Projector for measuring radiometric parameters led us believe that this method may be used for temporal variation of plays and musicals.

A Study on the Effects and Application Cases of Education Using Metaverse in the Non-Face-To-Face Era (비대면 시대에 메타버스를 이용한 교육의 효과와 적용사례에 대한 연구)

  • Song, Eun-Jee
    • Journal of Practical Engineering Education
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    • v.14 no.2
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    • pp.361-366
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    • 2022
  • Recently, with the development of virtual and augmented reality technology, metaverse is emerging as a new paradigm that will lead the next-generation internet era, and social and economic activities are spreading around the game, entertainment, music, and content industries. Moreover, as non-face-to-face conversion accelerated after the outbreak of COVID-19, lifestyles and industrial sites are becoming untact and further rapidly becoming a metaverse. In particular, the application of metaverse to the education field is attracting attention because realistic classes using real-time voice conversations using avatars, 3D objects, and 360-degree images can increase immersion and overcome the limitations of distance education. This study examines the concept of metaverse and examines that education using metaverse can be an alternative that can increase the efficiency of education in the non-face-to-face era. In particular, it shows that it is effective in language education and suggests an actual metaverse-based Korea language education program.