• Title/Summary/Keyword: Artificial Reality

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Three-Dimensional Visualization of Medical Image using Image Segmentation Algorithm based on Deep Learning (딥 러닝 기반의 영상분할 알고리즘을 이용한 의료영상 3차원 시각화에 관한 연구)

  • Lim, SangHeon;Kim, YoungJae;Kim, Kwang Gi
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.468-475
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    • 2020
  • In this paper, we proposed a three-dimensional visualization system for medical images in augmented reality based on deep learning. In the proposed system, the artificial neural network model performed fully automatic segmentation of the region of lung and pulmonary nodule from chest CT images. After applying the three-dimensional volume rendering method to the segmented images, it was visualized in augmented reality devices. As a result of the experiment, when nodules were present in the region of lung, it could be easily distinguished with the naked eye. Also, the location and shape of the lesions were intuitively confirmed. The evaluation was accomplished by comparing automated segmentation results of the test dataset to the manual segmented image. Through the evaluation of the segmentation model, we obtained the region of lung DSC (Dice Similarity Coefficient) of 98.77%, precision of 98.45%, recall of 99.10%. And the region of pulmonary nodule DSC of 91.88%, precision of 93.05%, recall of 90.94%. If this proposed system will be applied in medical fields such as medical practice and medical education, it is expected that it can contribute to custom organ modeling, lesion analysis, and surgical education and training of patients.

A Study of Cyberfeminism in fashion in the digital era (Part II) - Focused on aesthetic values - (디지털시대 패션에 나타난 사이버페미니즘 연구 (제2보) -미적가치를 중심으로-)

  • 김현수;양숙희
    • Journal of the Korean Society of Clothing and Textiles
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    • v.28 no.2
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    • pp.200-211
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    • 2004
  • The Purpose of this study was to review the effects of the cyberspace mentality on fashion as a visible symbol of feminity and to analyze terms of its aesthetic values. As for the research methodology, relevant theories across cultures and disciplines are reviewed and an experimental study is conducted to explore spiritual objectives in cyberspace. Then, major issues facing the digital society. symbolized in the computer networks, are reviewed in terms of feminine identity and physical beauty from a feminist's viewpoint. Lastly, the aesthetic values found in the spatial meditation of a new dimension (reality versus virtuality) is comparatively analyzed. The virual reality technology and bio-medical technology are combined to be represented in fashion to create a more realistic virtual world than the real one. Such a world may well be characterized by virtuality, artificiality, masquerade, and fantasy. The intrinsic values which are revealed as psychiatrical or psychological implicated values featuring virtual or artificial implications may well be characterized by distopia, hyper, hybridity and Sur Reality.

A Study on Reality Enhancement Method of VR Baseball Game (VR 야구 게임의 현실감 강화 방법 연구)

  • Yoo, Wang-Yun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.23-32
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    • 2019
  • The popularization of VR content is slow. It's because they have not created a new visual experience, that is, 'utility' beyond 'interest'. The utility of VR content starts from functional reality. And to enhanced it, realistic interaction is required. Specifically, this study presents three methods of network play, character artificial intelligence, and Haptic implementation. In order to confirm the hypothesis, we conducted all phases of VR content production from baseball to contents production, play test, and technical verification. Through the test of the user and the evaluation institution about the final product, it was evaluated that it contributed to the realization of the content realism through the realistic visual effect, the play presentation, and the impact evaluation by the vibration.

Indexing Sectioned BIM Models for Mapping Crack with BIM 3D Model

  • Young-Soo Kim;Gyeong Chan Mun;Janghwan Kim;Sam-Hyun Chun;R. Young Chul Kim
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.140-147
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    • 2024
  • In Current artificial structures, we must periodically make their safety inspections. In this process, we should consider the safety of workers and the accuracy of safety checks and also consider time and cost savings for safety inspections. Additionally, in the fields of architecture and civil engineering, we are unavoidable the use of foreign commercialized BIM model tools. To address these challenges, we propose mapping crack areas and BIM 3D design drawings based on augmented reality (AR) for the safety inspection of Huge Bridges. For this purpose, we define indexing of 2D/3D drawing models, create the tabulation of all 2D/3D drawings into a database, analyze QR codes, and finally integrate with augmented reality devices. we may expect our method to improve the efficiency of safety inspections on bridge sites. Moreover, we will enable the domestics of our pure technology.

Hand Movement Tracking and Recognizing Hand Gestures (핸드 제스처를 인식하는 손동작 추적)

  • Park, Kwang-Chae;Bae, Ceol-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.8
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    • pp.3971-3975
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    • 2013
  • This paper introduces an Augmented Reality system recognizing hand gestures and shows results of the evaluation. The system's user can interact with artificial objects and manipulate their position and motions simply by his hand gestures. Hand gesture recognition is based on Histograms of Oriented Gradients (HOG). Salient features of human hand appearance are detected by HOG blocks. Blocks of different sizes are tested to define the most suitable configuration. To select the most informative blocks for classification multiclass AdaBoostSVM algorithm is applied. Evaluated recognition rate of the algorithm is 94.0%.

Study on Virtual Reality and E-commerce

  • Lee, Soowook;Oh, Younghwan
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.70-74
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    • 2016
  • Electronic commerce (E-commerce) using virtual reality (VR) has the advantage of being able to purchase products without restrictions of time and location by overcoming the limitations of existing offline transactions. It is still a rudimentary but fast growing technology, and the use of E-commerce in VR is expanding. The barriers that consumers might face in utilizing E-commerce in VR is the relevance to Information and Communications Technologies (ICT) technology. Fundamentally, it requires Internet access and use through PCs or mobile devices such as smart phones. Because unlike off-line markets, it is difficult to determine the purchase patterns of customers, customer purchasing behavior analysis must be done using computer access records. In order to expand and develop E-commerce in VR in the future, learning ability should be improved through combining with artificial neural network by deep learning that is recently in the spotlight, and the ability to overcome errors need to be improved to enable use in various fields.

A Study on the Educational Applications of the Virtual Reality Space Design Simulation (가상현실 공간설계 시뮬레이션의 교육적 활용 탐색)

  • Kim, Ji-Yun;Jung, Bokmoon;Yoo, Jiyeon;Lee, Tae Wuk;Kim, Kwihoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.439-442
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    • 2021
  • 가상현실은 제4차 산업혁명 시대 신산업으로 꼽히는 기술 중 하나이다. 본 연구에서는 가상현실 공간설계의 교육적 가능성을 확인하고 교육적 활용을 위한 툴로서 3D 컴퓨터 그래픽 제작 소프트웨어인 블렌더와 3D 객체를 웹에서 쉽게 렌더링해주는 자바스크립트 라이브러리 three.js를 이용한 건축 내외장재 시뮬레이션 프로그램의 프로토타입을 개발 및 제안하였다. 본 연구에서 제안한 방식으로 학습자들은 자유도 높은 가상공간 공간설계가 가능하여 조형놀이의 형태로 학습을 즐길 수 있을 것으로 기대된다. 후속 연구로는 본 연구에서 구현한 프로토타입과 같은 방식으로 가상현실 공간설계 시뮬레이션을 할 수 있는 교육 프로그램 개발 및 효과성 검토를 실시할 것을 제안하였다.

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Research on Content Control Technology using Hand Gestures to Improve the Usability of Holographic Realistic Content

  • Sangwon LEE;Hyun Chang LEE
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.163-168
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    • 2024
  • Technologies that are considered to be a part of the fourth industrial revolution include holograms, augmented reality, and virtual reality. As technology advances, the industry's scale is growing quickly as well. While the development of technology for direct use is moving slowly, awareness of floating holograms-which are considered realistic content-is growing as the industry's scale and rate of technological advancement continue to accelerate. Specifically, holograms that have been incorporated into museums and exhibition spaces are static forms of content that viewers gaze at inertly. Additionally, their use in educational fields is very passive and has a low rate of utilization. Therefore, in order to improve usability from the viewpoint of viewers of realistic content, such as exhibition halls or museums, we introduce realistic content control technology in this study using a machine learning framework to recognize hands. It is anticipated that using the study's findings, manipulating realistic content independently will enhance comprehension of objects presented as realistic content and boost its applicability in the industrial and educational domains.

A Study on the Aesthetic Characteristics of Contemporary Fashion that Uses Artificial Light (인공적인 빛을 활용한 현대 패션의 미적 특성 연구)

  • Jung, Hyun;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.58 no.4
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    • pp.113-127
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    • 2008
  • Artificial lights have effected the changes of art and fashion concepts as well as human life since the invention of electric light bulb in late 19th century. Artist and designer have had more interested in these artificial lights as the development of digital technology and the change of millennium and they have tried to apply the lights into their works. The purpose of this study is to analyze the aesthetic characteristics of contemporary fashion design using artificial light as a medium. Artificial light for fashion design means the light using luminescent material like phosphorescent and fluorescent materials or in combination with electroluminescent digital technology or the light that can be perceived as images when light projects from media using a light projector or other digital equipment. Fashion design using this light type can change colors or form temporarily and it can playa role as a gadget for hm or as equipment to provide information much as a computer monitor does. And designer can create virtual patterns on the surface of clothes, or virtual fashion like a 3-dimensional holography in empty space. In these fashion designs, the virtual image of light is substituted for physical formative elements in fashion, and the viewer can experience an ambiguity between reality and virtuality. The results of the study were as follow; The formative characteristics of those fashion designs were identified as visibility, indeterminacy, integration and virtuality. And they reflected the internal meanings; the persue of protection and safety, the search for experiment and innovation, the will for interaction and communication and the desire for the deviation and fun.

A study on the new method of force reflection control for the teleoperated mobile robot

  • Hong, Sun-Gi;Lee, Ju-Jang;Kim, Seungho
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1523-1526
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    • 1996
  • This paper presents a new method of force reflection in the teleoperated mobile robot control: artificial force feedback. Generally it is well known that force feedback from slave to master increases the reality with which the operator interacts with the environment. In the applications of the teleoperated mobile robot, however, such a force feedback control algorithm has rarely appeared in the literature because the contact force between the environment and the mobile robot is not available. In this paper, a method of artificially generating the feedback force for the teleoperated mobile robot is presented in order to improve the task performance. The computed artificial force feeds into the new designed joystick so as to increase the telepresence of the environment. Through simulations, we confirm the validity and effectiveness of our algorithm.

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