• Title/Summary/Keyword: Augmented Reality: AR

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ROUTE/DASH-SRD based Point Cloud Content Region Division Transfer and Density Scalability Supporting Method (포인트 클라우드 콘텐츠의 밀도 스케일러빌리티를 지원하는 ROUTE/DASH-SRD 기반 영역 분할 전송 방법)

  • Kim, Doohwan;Park, Seonghwan;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.5
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    • pp.849-858
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    • 2019
  • Recent developments in computer graphics technology and image processing technology have increased interest in point cloud technology for inputting real space and object information as three-dimensional data. In particular, point cloud technology can accurately provide spatial information, and has attracted a great deal of interest in the field of autonomous vehicles and AR (Augmented Reality)/VR (Virtual Reality). However, in order to provide users with 3D point cloud contents that require more data than conventional 2D images, various technology developments are required. In order to solve these problems, an international standardization organization, MPEG(Moving Picture Experts Group), is in the process of discussing efficient compression and transmission schemes. In this paper, we provide a region division transfer method of 3D point cloud content through extension of existing MPEG-DASH (Dynamic Adaptive Streaming over HTTP)-SRD (Spatial Relationship Description) technology, quality parameters are further defined in the signaling message so that the quality parameters can be selectively determined according to the user's request. We also design a verification platform for ROUTE (Real Time Object Delivery Over Unidirectional Transport)/DASH based heterogeneous network environment and use the results to validate the proposed technology.

Point Cloud Video Codec using 3D DCT based Motion Estimation and Motion Compensation (3D DCT를 활용한 포인트 클라우드의 움직임 예측 및 보상 기법)

  • Lee, Minseok;Kim, Boyeun;Yoon, Sangeun;Hwang, Yonghae;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.680-691
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    • 2021
  • Due to the recent developments of attaining 3D contents by using devices such as 3D scanners, the diversity of the contents being used in AR(Augmented Reality)/VR(Virutal Reality) fields is significantly increasing. There are several ways to represent 3D data, and using point clouds is one of them. A point cloud is a cluster of points, having the advantage of being able to attain actual 3D data with high precision. However, in order to express 3D contents, much more data is required compared to that of 2D images. The size of data needed to represent dynamic 3D point cloud objects that consists of multiple frames is especially big, and that is why an efficient compression technology for this kind of data must be developed. In this paper, a motion estimation and compensation method for dynamic point cloud objects using 3D DCT is proposed. This will lead to switching the 3D video frames into I frames and P frames, which ensures higher compression ratio. Then, we confirm the compression efficiency of the proposed technology by comparing it with the anchor technology, an Intra-frame based compression method, and 2D-DCT based V-PCC.

A Case Study of Fashion Illustration Using VR Technology -Focusing on iPad use case and comparative analysis (VR 기술을 활용한 패션일러스트레이션 사례 연구 - 아이패드 활용 사례와 비교분석을 중심으로)

  • Park, Keunsoo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.763-770
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    • 2023
  • In today's modern fashion industry, along with the Fourth Industrial Revolution, the digital fashion industry using new technologies such as AR (Augmented Reality), VR (Virtual Reality), and Metaverse is gradually expanding. Accordingly, in the field of fashion design education, a new form of fashion illustration using VR technology is attracting attention as a new expression method. Recently, the use of digital tools such as iPads is gradually increasing in the field of education at universities majoring in fashion design, and students' interest in new digital tools is continuously increasing in the process of fashion illustration work. Therefore, this study implements fashion illustration using VR technology, which has been commercialized and popularized in the fashion industry, analyzes the differentiated characteristics compared to fashion illustration completed with iPad, and explores the possibility of using VR technology for fashion illustration as a new expression tool. We looked at the limitations. Through this study, it was found that VR is a positive help to fashion illustration to express the conception and overall connectivity in the three-dimensional aspect of fashion design, and the iPad was found to be suitable for specific and delicate fashion illustration expression. The results of this study are intended to provide basic data for fashion illustration education that can increase students' interest and achievement.

An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

Production of Frustrated Total Internal Reflection Multi-touch Screen for AR Table-top Board Game (AR 보드 게임을 위한 멀티 터치 스크린 시스템 제작)

  • Han, Sang-Heon;Kim, Jung-Hoon;Kang, Maeng-Kwan;Park, Jung-Pil;Jang, Song-Hyun;Yun, Tae-Soo;Lee, Dong-Hoon
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.80-83
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    • 2009
  • 본 논문에서는 AR 보드 게임을 위한 FTIR 방식의 멀티 터치 스크린 시스템을 제안한다. 기존 보드 게임은 카드의 정보나 위치등 다양한 정보를 보여주면서 사용자와의 상호작용에 있어서 버튼과 같은 단순한 형태의 입력을 요구한다. 이러한 낮은 상호작용을 보완하기 위해서 다양한 형태의 패턴 등을 입력할 수 있는 멀티 터치 스크린 시스템을 적용한 텐저블 사용자 인터페이스를 제공하여 사용자로 하여금 더 많은 상호작용과 높은 몰입감을 제공하고자 한다. 본 논문에서 제안하는 시스템은 다음과 같이 구성된다. 먼저, 텐저블 사용자 인터페이스를 위해서 Jefferson Y. Han이 제안한 시스템과 유사한 형태의 FTIR 방식의 멀티 터치 스크린을 테이블 탑 형태로 제작한다. 또한, 스크린 위의 카드를 인식하기 위해서 특정한 모양의 패턴을 적용한 적외선 반사지를 카드에 입힌 후, DI 방식을 사용하여 카드의 고유한 정보를 인식할 수 있도록 하였다. 마지막으로 사용자에게 인터페이스의 확장뿐만 아니라 시각적으로 높은 몰입감을 제공하기 위해 Bimber가 제안한 Virtual Showcase를 적용하였다. 이러한 시스템을 통해 사용자는 이전의 단조로운 형태의 게임에서 벗어나 훨씬 다양하고 높은 몰입감을 즐길 수 있게 되었다.

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Study On Factors Affecting Intention to Use AR Tourism Application (AR관광 어플리케이션 사용의도에 영향을 미치는 요인에 관한 연구)

  • Ryu, Junghye
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.135-148
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    • 2018
  • The purpose of this study is to investigate the effect of perceived interactivity on intention to use augmented reality tourism application in mobile environment. The analysis results revealed that perceived interactivity has a positive (+) effect on perceived usefulness and ease, perceived ease has a significant effect on perceived usefulness, perceived usefulness and perceived ease are related to perceived ease of use (+) Effect on the growth rate. This study attempted to expand the theoretical aspects from an integrated point of view as the existing interactions studies have been studied with an intolerant perspective in the online or mobile environment. The results of this study can be summarized as follows: First, the constructivist factors of perceived interactivity are derived through a comprehensive study of previous studies, and the second-order and reflective constructs are measured to confirm that the perceived interactivity consists of five sub-dimensions. Through such verification, the structure of perceived interactivity was systemized by clarifying the relationship between the factors. In addition, the four components of the perceived interactivity derived from the present study have differentiated effects on the TAM, respectively.

Interactive Pixel-unit AR Lip Makeup System Using RGB Camera

  • Nam, Hyeongil;Lee, Jeongeun;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.25 no.7
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    • pp.1042-1051
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    • 2020
  • In this paper, we propose an AR (Augmented Reality) lip makeup using bare hands interactively using an RGB camera. Unlike previous interactive makeup studies, this interactive lip makeup system is based on an RGB camera. Also, the system controls the makeup area in pixels, not in polygon-units. For pixel-unit controlling, the system also proposed a 'Rendering Map' that can store the relative position of the touched hand relative to the lip landmarks. With the map, the part to be changed in color can be specified in the current frame. And the lip color of the corresponding area is adjusted, even if the movement of the face changes in the next frame. Through user experiments, we compare quantitatively and qualitatively our makeup method with the conventional polygon-unit method. Experimental results demonstrate that the proposed method enhances the quality of makeup with a little sacrifice of computational complexity. It is confirmed that natural makeup similar to the actual lip makeup is possible by dividing the lip area into more detailed areas. Furthermore, the method can be applied to make the face makeup of other areas more realistic.

Mobile AR-based Obstacle Detection System using RANSAC-based Multi-Planar Method (RANSAC기반의 다중 평면 방식을 이용한 모바일 AR기반 장애물 감지 시스템)

  • Park, Jungwoo;Yang, Hong Ju;Moon, Seong Hyeok;Lee, Narahim;Kim, Jong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.601-604
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    • 2021
  • 본 논문에서는 모바일 디바이스의 카메라로부터 얻은 RGB이미지를 분석하여 장애물을 안정적으로 탐지할 수 있는 프레임워크를 제안한다. 본 논문에서는 장애물을 안정적으로 찾기 위해 RANSAC(Random Sample Consensus)기반의 다중 평면 방식을 이용한 위험감지 시스템을 제안한다. 우리의 접근 방식은 RGB영상으로부터 특징점(Feature point)을 추출하고, 특징점을 분석(Feature point analysis)하여 영상내의 평면을 감지한다. 복잡한 지형으로 인해 생성되는 다수의 평면을 RANSAC을 통해 단일 평면으로 정규화하고, 이로부터 특징점을 분류하기 위한 기준점을 계산한다. 모바일 디바이스의 위치와 회전 제약 없이 효과적으로 기준평면(Reference plane)을 탐색할 수 있고, 영상 내 특징점을 실시간으로 계산한다. 다양한 실험을 통해 기준평면과 장애물과의 거리를 파악하여 장애물을 효과적으로 분류하는 결과를 얻었다. 우리의 기법은 실세계에서의 위험요소를 감지하고 모바일 디바이스 사용자의 안전성 확보에 활용할 수 있을 거라 기대한다.

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Verification Test on VVenC based MPEG MIV Framework (VVenC 기반 MPEG MIV 프레임워크 검증)

  • Oh, Kwan-Jung;Jeong, Jun Young;Lee, Gwangsoon;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.67-69
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    • 2021
  • 인공 지능, 사물 인터넷, 클라우드 컴퓨팅, 빅데이터, 모바일을 중심으로 시작된 4차 산업혁명은 최근 메타버스(Metaverse)시대로 자연스럽게 확장되어 가고 있다. 메타버스 시대의 핵심 기술인 VR(Virtual Reality)/AR(Augmented Reality)/MR(Mixed Reality)과 이를 디스플레이 하기 위한 HMD(Head Mounted Display)나 글래스(glass) 장치들은 사용자에게 고품질 영상뿐만 아니라 3차원 공간에 대한 6DoF(Degrees of Freedom)급의 자유도를 제공해야 한다. 이에 발맞춰 MPEG에서는 최근 실사 및 CG(Computer Graphics)로 제작된 다시점 텍스쳐 및 깊이 영상에 대한 효과적인 압축 방법을 찾기 위한 MIV(MPEG Immersive Video) 표준화를 진행중이다. 본 논문은 최신 2차원 압축 표준인 VVC(Verstitle Video Coding)를 기반으로 MPEG MIV 1.0 표준 프레임워크를 검증해본다. 특히 높은 압축율에 비해 복잡도가 높은 VVC 표준의 특성을 고려하여 HHI에서 개발한 최적화 코덱인 VVenC를 이용하여 압축 효율과 복잡도 관점에서 MIV 표준 활용을 위한 최적의 솔루션을 찾고자 한다.

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Operation Plan for a Customized Convergence Marine Healing Exercise Program for Metabolic Disease Patients (대사질환자를 위한 맞춤형 융합 해양치유 운동프로그램 운영방안)

  • Lee, Si-Woo;Lim, Byung-Gul;Kim, Hyun-Jun
    • Journal of The Korean Society of Integrative Medicine
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    • v.10 no.4
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    • pp.261-275
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    • 2022
  • Purpose : According to the Korean Diabetes Association, the number of metabolic disease patients in Korea is approximately 14.97 million as of 2020;, the prevalence of diabetes among adults over 30 years old is 44.3 %, and the prevalence of diabetes in the elderly over 65 years old is 50.4%. These individuals exposed to the risk of complications. Therefore, the purpose of this study was to determine a distribution method for a customized fusion exercise marine healing program for metabolic disease patients. Methods : We have searched numerous papers concerning artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and marine resources related to marine healing programs that can be introduced in marine healing centers for people with metabolic diseases Results : Through the production of various marine resources and evidence-based exercise programs, the provision of exercise programs using AI, and the development of exercise platforms using AR and VR, we were able to establish guidelines for how to operate marine healing programs at marine healing centers. Conclusion : Korea has much more diverse marine healing resources than other advanced countries in the marine healing industry. However, the development of these resources has only just begun. It is hoped that the studied marine healing program will be of great help to metabolic patients by creating contents that will be implemented in marine healing centers by using the cutting-edge technologies and various marine resources that Korea possesses.