• Title/Summary/Keyword: Camera-Reality

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The Effective Error Correction Method of a Camera in Monitor-based Augmented Reality Systems (모니터 기반 Augmented Reality 시스템에서 카메라 오차의 효율적인 보정 방법)

  • Kim, Juwan;Kim, Haedong;Jang, Byungtae;Kim, Donghyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.35-43
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    • 1997
  • In monitor-based AR(Augmented Reality) systems, it is required to know the position and direction of a camera in order to combine real images from a camera with virtual images exactly_ Because a tracker is parted from a camera, however, there is a registration error caused by the inconsistency of a tracker with a camera. In this paper, we describe the error correction method using genetic algorithm. This method looks for the position and direction of a camera using genetic algorithm and solves the error correction matrix of it. And then it is registered of the real images and the revised virtual image. It has an effect on the error correction caused by the misalignment of a tracker with a camera in complex AR systems.

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Multiple Depth and RGB Camera-based System to Acquire Point Cloud for MR Content Production (MR 콘텐츠 제작을 위한 다중 깊이 및 RGB 카메라 기반의 포인트 클라우드 획득 시스템)

  • Kim, Kyung-jin;Park, Byung-seo;Kim, Dong-wook;Seo, Young-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.445-446
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    • 2019
  • Recently, attention has been focused on mixed reality (MR) technology, which provides an experience that can not be realized in reality by fusing virtual information into the real world. Mixed reality has the advantage of having excellent interaction with reality and maximizing immersion feeling. In this paper, we propose a method to acquire a point cloud for the production of mixed reality contents using multiple Depth and RGB camera system.

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Development of a software based calibration system for automobile assembly system oriented AR (자동차 조립시스템 지향 AR을 위한 소프트웨어 기반의 캘리브레이션 시스템 개발)

  • Park, Jin-Woo;Park, Hong-Seok
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.1
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    • pp.35-44
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    • 2012
  • Many automobile manufacturers are doing experiment on manufacturing environments by using an augmented reality technology. However, system layout and process simulation by using the virtual reality technology have been performed actively more than by using the augmented reality technology in practical use so far. Existing automobile assembly by using the augmented reality requires the precise calibrating work after setting the robot because the existing augmented reality system for the automobile assembly system configuration does not include the end tip deflection and the robot joints deflection due to the heavy weight of product and gripper. Because the robot is used mostly at the automobile assembly, the deflection problem of the robot joint and the product in the existing augmented reality system need to be improved. Moreover camera lens calibration has to be performed precisely to use augmented reality. In order to improve this problem, this paper introduces a method of the software based calibration to apply the augmented reality effectively to the automobile assembly system. On the other hand, the camera lens calibration module and the direct compensation module of the virtual object displacement for the augmented reality were designed and implemented. Furthermore, the developed automobile assembly system oriented AR-system was verified by the practical test.

A Study on Applying Proxemics to Camera Position in VR Animation

  • Qu, Lin;Yun, Tae-Soo
    • International Journal of Internet, Broadcasting and Communication
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    • v.13 no.3
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    • pp.73-83
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    • 2021
  • With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation to discuss the correlation between camera position and proxemics theory.

Development of Road Safety Estimation Method using Driving Simulator and Eye Camera (차량시뮬레이터 및 아이카메라를 이용한 도로안전성 평가기법 개발)

  • Doh, Tcheol-Woong;Kim, Won-Keun
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.185-202
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    • 2005
  • In this research, to get over restrictions of a field expreiment, we modeled a planning road through the 3D Virtual Reality and achieved data about dynamic response related to sector fluctuation and about driver's visual behavior on testers' driving the Driving Simulator Car with Eye Camera. We made constant efforts to reduce the non-reality and side effect of Driving Simulator on maximizing the accord between motion reproduction and virtual reality based on data Driving Simulator's graphic module achieved by dynamic analysis module. Moreover, we achieved data of driver's natural visual behavior using Eye Camera(FaceLAB) that is able to make an expriment without such attaching equipments such as a helmet and lense. In this paper, to evaluate the level of road's safety, we grasp the meaning of the fluctuation of safety that drivers feel according to change of road geometric structure with methods of Driving Simulator and Eye Camera and investigate the relationship between road geometric structure and safety level. Through this process, we suggest the method to evaluate the road making drivers comfortable and pleasant from planning schemes.

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Real-Time Augmented Reality on 3-D Mobile Display using Stereo Camera Tracking (스테레오 카메라 추적을 이용한 모바일 3차원 디스플레이 상의 실시간 증강현실)

  • Park, Jungsik;Seo, Byung-Kuk;Park, Jong-Il
    • Journal of Broadcast Engineering
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    • v.18 no.3
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    • pp.362-371
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    • 2013
  • This paper presents a framework of real-time augmented reality on 3-D mobile display with stereo camera tracking. In the framework, camera poses are jointly estimated with the geometric relationship between stereoscopic images, which is based on model-based tracking. With the estimated camera poses, the virtual contents are correctly augmented on stereoscopic images through image rectification. For real-time performance, stereo camera tracking and image rectification are efficiently performed using multiple threads. Image rectification and color conversion are accelerated with a GPU processing. The proposed framework is tested and demonstrated on a commercial smartphone, which is equipped with a stereoscopic camera and a parallax barrier 3-D display.

Optimal Camera Arrangement for Automatic Recognition of Steel Material based on Augmented Reality in Outdoor Environment (실외 환경에서의 증강 현실 기반의 자재 인식을 위한 최적의 카메라 배치)

  • Do, Hyun-Min;Kim, Bong-Keun
    • The Journal of Korea Robotics Society
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    • v.5 no.2
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    • pp.143-151
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    • 2010
  • Automation and robotization has been required in construction for several decades and construction industry has become one of the important research areas in the field of service robotics. Especially in the steel construction, automatic recognition of structural steel members in the stockyard is emphasized. However, since the pose of steel frame in the stockyard is site dependent and also the stockyard is usually in the outdoor environment, it is difficult to determine the pose automatically. This paper adopts the recognition method based on the augmented reality to cope with this problem. Particularly focusing on the light condition of the outdoor environment, we formulated the optimization problem with the constraint and suggested the methodology to evaluate the optimal camera arrangement. From simulation results, sub-optimal solution for the position of the camera can be obtained.

Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.15-20
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    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Augmented Reality Using Projective Information (비유클리드공간 정보를 사용하는 증강현실)

  • 서용덕;홍기상
    • Journal of Broadcast Engineering
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    • v.4 no.2
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    • pp.87-102
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    • 1999
  • We propose an algorithm for augmenting a real video sequence with views of graphics ojbects without metric calibration of the video camera by representing the motion of the video camera in projective space. We define a virtual camera, through which views of graphics objects are generated. attached to the real camera by specifying image locations of the world coordinate system of the virtual world. The virtual camera is decomposed into calibration and motion components in order to make full use of graphics tools. The projective motion of the real camera recovered from image matches has a function of transferring the virtual camera and makes the virtual camera move according to the motion of the real camera. The virtual camera also follows the change of the internal parameters of the real camera. This paper shows theoretical and experimental results of our application of non-metric vision to augmented reality.

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Enhanced Augmented Reality with Realistic Shadows of Graphic Generated Objects (비디오 영상에 가상물체의 그림자 삽입을 통한 향상된 AR 구현)

  • 김태원;홍기상
    • Proceedings of the IEEK Conference
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    • 2000.09a
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    • pp.619-622
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    • 2000
  • In this paper, we propose a method for generating graphic objects having realistic shadows inserted into video sequence for the enhanced augmented reality. Our purpose is to extend the work of [1], which is applicable to the case of a static camera, to video sequence. However, in case of video, there are a few challenging problems, including the camera calibration problem over video sequence, false shadows occurring when the video camera moves and so on. We solve these problems using the convenient calibration technique of [2] and the information from video sequence . We present the experimental results on real video sequences.

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