• Title/Summary/Keyword: 3차원 가상현실

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Deep Learning based Vehicle AR Manual for Improving User Experience (사용자 경험 향상을 위한 딥러닝 기반 차량용 AR 매뉴얼)

  • Lee, Jeong-Min;Kim, Jun-Hak;Seok, Jung-Won;Park, Jinho
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.125-134
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    • 2022
  • This paper implements an AR manual for a vehicle that can be used even in the vehicle interior space where it is difficult to apply the augmentation method of AR content, which is mainly used, and applies a deep learning model to improve the augmentation matching between real space and virtual objects. Through deep learning, the logo of the steering wheel is recognized regardless of the position, angle, and inclination, and 3D interior space coordinates are generated based on this, and the virtual button is precisely augmented on the actual vehicle parts. Based on the same learning model, the function to recognize the main warning light symbols of the vehicle is also implemented to increase the functionality and usability as an AR manual for vehicles.

Concept and Construction Direction of Marine Digital Twin considering the Characteristics of Marine Information (해양정보 특성을 고려한 해양 디지털트윈 개념 및 구축방향)

  • Choi, Tae-seok;Choi, Yun-soo;Kim, Jae-myeong;Song, Hyun-Ho;Min, Byeong-heon;Lee, Sang-min
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.39-47
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    • 2022
  • Digital Twin is positioned as one of the establishment of a digital management system for core infrastructure in terms of collecting real data and implementing virtual space. However, there are currently no integrated three-dimensional marine information analysis tools and technologies in Korea, and unlike land, new 3D modeling technologies and data processing technologies are required to digitize flexible marine information, but there are limitations in implementation. Therefore, this study aims to present development directions in four areas: structure, data, modeling, and utilization platform of marine digital twin by analyzing trends related to marine digital twin and digital twin technology elements.

Realtime Attention System of Autonomous Virtual Character using Image Feature Map (시각적 특징 맵을 이용한 자율 가상 캐릭터의 실시간 주목 시스템)

  • Cha, Myaung-Hee;Kim, Ky-Hyub;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.745-756
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    • 2009
  • An autonomous virtual character can conduct itself like a human after recognizing and interpreting the virtual environment. Artificial vision is mainly used in the recognition of the environment for a virtual character. The present artificial vision that has been developed takes all the information at once from everything that comes into view. However, this can reduce the efficiency and reality of the system by saving too much information at once, and it also causes problems because the speed slows down in the dynamic environment of the game. Therefore, to construct a vision system similar to that of humans, a visual observation system which saves only the required information is needed. For that reason, this research focuses on the descriptive artificial intelligence engine which detects the most important information visually recognized by the character in the virtual world and saves it into the memory by degrees. In addition, a visual system is constructed in accordance with an image transaction theory to make it sense and recognize human feelings. This system finds the attention area of moving objects quickly and effectively through the experiment of the virtual environment with three dynamic dimensions. Also the experiment enhanced processing speed more than 1.6 times.

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Construction of Information System for Cultural Heritages Management Using Web (웹을 이용한 문화재 관리 정보시스템 구축)

  • Jang, Ho-Sik;Roh, Tae-Ho;Lee, Jong-Chool
    • Journal of Korean Society for Geospatial Information Science
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    • v.12 no.1 s.28
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    • pp.63-68
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    • 2004
  • Since 20th century, the rapid growth in economy development and ill-advisable construction of infrastructure which causing injury of nature has generated an El Nino phenomenon problems. For this reason, establishment of heritage preservation plan is being required to prevent damages of important cultural assets from natural disaster. In this study, we obtained both 3D-dxf and VRML-wrl(which support 3D image) files from stone pagodas(stone cultural heritages) by using the digital photogrammetric program. Then database are formed by these two files with other attribute informations. And we made existing cultural heritages management information data format to be unified using JAVA, HTML, and Cosmo Player. Thus, we could construct the web-server for Cultural Heritages Management Information System to contribute not only effective management but also ease of use for expert or amateur user in using of cultural assets informations. And, in virtual reality system, we could make texture presented like as actual texture by using the VRML program.

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A Study on the Evaluation of Airborne Lidar Height Accuracy for Application of 3D Cadastral (3차원지적 적용을 위한 항공라이다의 수직 정확도 평가에 관한 연구)

  • Choi, Byoung Gil;Na, Young Woo;Lee, Kyung Sub;Lee, Jung Il
    • Journal of Korean Society for Geospatial Information Science
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    • v.22 no.2
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    • pp.33-40
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    • 2014
  • At present, Cadastral map of 2 dimensional is in the stream of changing it to 3 dimensional type supported by GPS and laser techniques. In addition, this steam can be explained at the same time with improvement of equipment of storing much information, support of equipment for imaginative 3D spatial information, and support of equipment of expressing land in 3D Cadastral. This study suggest to apply airborne lidar survey technique on cadastral map to acquire comparably and quickly detailed height of ground. For doing this, this study checked out credibility regarding accuracy of airborne lider survey. After choosing research area, this study has done the airborne lidar survey and acquire the result after surveying Cadastral Comparison Point to check out the accuracy of acquired results. In addition, this study check out the result of Cadastral Comparison Point and airborne lidar survey applied by paired sample t-test based on actual results. The result is that test statistics is 0.322 which is 5 % similar level and null hypothesis cannot be rejected, so this study found out that result of both survey ways are the same. Therefore, the result of airborne lidar survey can be utilized to build up 3D Cadastral information hereafter.

A Measures to Implements the Conservation and Management of Traditional Landscape Architecture using Aerial Photogrammetry and 3D Scanning (전통조경 보존·관리를 위한 3차원 공간정보 적용방안)

  • Kim, Jae-Ung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.1
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    • pp.77-84
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    • 2020
  • This study is apply 3D spatial information per traditional landscape space by comparing spatial information data created using a small drone and 3D scanner used for 3D spatial information construction for efficient preservation and management of traditional landscaping space composed of areas such as scenic sites and traditional landscape architectures. The analysis results are as follows. First, aerial photogrammetry data is less accurate than 3D scanners, but it was confirmed to be more suitable for monitoring landscape changes by reading RGB images than 3D scanners by texture mapping using digital data in constructing orthographic image data. Second, the orthographic image data constructed by aerial photogrammetry in a traditional landscaping space consisting of a fixed area, such as Gwanghalluwon Garden, produced visually accurate and precise results. However, as a result of the data extraction, data for trees, which is one of the elements that make up the traditional landscaping, was not extracted, so it was determined that 3D scanning and aerial surveying had to be performed in parallel, especially in areas where trees were densely populated. Third, The surrounding trees in Soswaewon Garden caused many errors in 3D spatial information data including topographic data. It was analyzed that it is preferable to use 3D scanning technology for precise measurement rather than aerial photogrammetry because buildings, landscaping facilities and trees are dense in a relatively small space. When 3D spatial information construction data for a traditional landscaping space composed of area using a small drone and a 3D scanner free from temporal and spatial constraints and compared the data was compared, the aerial photogrammetry is effective for large site such as Hahoe Village, Gyeongju and construction of a 3D space using a 3D scanner is effective for traditional garden such as Soswaewon Garden.

Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.1-9
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    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

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Laser Pointer Interaction System Based on Image Processing (영상처리 기반의 레이저 포인터 인터랙션 시스템)

  • Kim, Nam-Woo;Lee, Seung-Jae;Lee, Joon-Jae;Lee, Byung-Gook
    • Journal of Korea Multimedia Society
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    • v.11 no.3
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    • pp.373-385
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    • 2008
  • The evolution of input device for computer has pretty much slowed down after the introduction of mouse as feinting input device. Even though stylus and touch screen were invented later on which provide some alternatives, all these methods were designed to have close range interaction with computer. There are not many options available for user to interact with computer from afar, which is especially needed during presentation. Therefore, in this paper, we try to fill the gap by proposing a laser pointer interaction system to allow user to give pointing input command to the computer from some distance away using only laser pointer, which is cheap and readily available. With the combination of image processing based software, we could provide mouse-like pointing interaction with computer. The proposed system works well not only in currently plane screen, but also in flexible screen by incorporating the feature of non-linear coordinate mapping algorithm in our system so that our system can support non-linear environment, such as curved and flexible wall.

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Realtime Tidal Flat Modeling using Procedural Generation Method (절차적 생성 방법을 이용한 실시간 갯벌 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.5
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    • pp.947-956
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    • 2021
  • As an interest in metaverse increases, there are many studies to apply virtual reality to indirect experiences. Virtual reality is increasingly being used not only for entertainment such as games but also for educational content. A key technology of indirect experience is modeling an object to provide a realistic experience to the user. Natural environments such as tidal flats change with time, and many living things also live there. In this paper, we propose a method for creating experiential content that accurately models the ecological environment of tidal flats. The proposed method explains how to naturally model the temporal change of tidal flats. We also explain how to model a crab, a creature that inhabits the tidal flat, in the forms of an NPC using the behavior tree. Implementation results show that the proposed method uses simple algorithms but expresses the shapes of tidal flats well.

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.