• Title/Summary/Keyword: Content tracking

Search Result 165, Processing Time 0.023 seconds

A Study on Intelligent VR/AR Education Platform for Realistic Content Production

  • Hyun-Sook Lee;Jee-Uk Heu
    • Journal of Platform Technology
    • /
    • v.12 no.1
    • /
    • pp.32-43
    • /
    • 2024
  • In recent years, a platform providing a Visual Programming development environment capable of 3D editing and interaction editing in an In-VR environment to quickly prototype VR/AR contents for education of VR and AR for general users and children. In the past, VR contents were mostly viewed by users. However, thanks to the rapid development of recent computing technologies, VR contents interacting with users have emerged as a device capable of tracking user behavior in a small size It was able to appear. In addition, because VR is extended to AR and MR, it can be used in all three virtual environments and requires efficient user interface(UI). In this paper, we propose UI based on eye tracking. Eye-tracking-based UI not only reduces the amount of time the user directly manipulates the controller, but also dramatically lowers the time spent on simple operations, while reducing the need for a dedicated controller by allowing multiple types of controllers to be used in combination. The proposed platform can easily create a prototype of their intended VR/AR App(or content) even for users(beginners) who do not have a certain level of knowledge and experience in 3D graphics and software coding, and share it with others. Therefore, this paper proposes a method to use VAL more effectively in a 5G environment.

  • PDF

Automatic P/PI Speed Controller Design for Industry Servo Drives (산업용 서보 구동 시스템을 위한 자동 P/PI 속도 제어기 설계)

  • 배상규;석줄기;김경태;이동춘
    • The Transactions of the Korean Institute of Electrical Engineers B
    • /
    • v.52 no.12
    • /
    • pp.616-623
    • /
    • 2003
  • Conventional P/PI speed controller of today's servo drives should be manually tuned the controller switching set-point by trial-and-errors, which may translate the drive system down-time and loss of productivity. The adjustable drive performance is heavily dependent on the quality of the expert knowledge and becomes inadequate in applications where the operating conditions change in a wide range, i.e., tracking command, acceleration/deceleration time, and load disturbances. In this paper, the demands on simple controls/setup are discussed for industry servo drives. Analyzing the frequency content of motor torque command, P/PI control mode switching is automatically performed with some prior knowledge of the mechanical dynamics. The dynamic performance of the proposed scheme assures a desired tracking response curve with minimal oscillation and settling time over the whole operating conditions. For comprehensive comparison of traditional P/PI control scheme, extensive test is carried out on actual servo system.

Visual Modeling and Content-based Processing for Video Data Storage and Delivery

  • Hwang Jae-Jeong;Cho Sang-Gyu
    • Journal of information and communication convergence engineering
    • /
    • v.3 no.1
    • /
    • pp.56-61
    • /
    • 2005
  • In this paper, we present a video rate control scheme for storage and delivery in which the time-varying viewing interests are controlled by human gaze. To track the gaze, the pupil's movement is detected using the three-step process : detecting face region, eye region, and pupil point. To control bit rates, the quantization parameter (QP) is changed by considering the static parameters, the video object priority derived from the pupil tracking, the target PSNR, and the weighted distortion value of the coder. As results, we achieved human interfaced visual model and corresponding region-of-interest rate control system.

Understanding Korean Grammar of English-Speaking Beginners Through Eye-tracking Approach -Focused on Presentational Methods of Grammar- (영어권 초급 한국어 학습자의 시선 추적을 통한 문법 이해 양상 연구 -문법 제시 방법을 중심으로-)

  • Kim, Hyunjin;Kang, Seung Hae
    • Journal of Korean language education
    • /
    • v.28 no.4
    • /
    • pp.39-62
    • /
    • 2017
  • This study is to examine grammar understanding with beginner English speakers according to presentational methods of grammatical content. 18 English-speaking Korean beginners were randomly assigned and divided into two groups. We first examined if there was a statistically significant difference between the two groups in grammar comprehension with and without illustrations. It was found that the group given the presentation illustrations showed greater understanding than the group without them. Second, no statistically significant difference in grammar understanding was found between the groups with and without materials marked for their awareness. Third, no statistically significant difference was found between the groups with the order of presenting content elements related to grammatical items. This study is to affirm the importance of illustrations as a component of Korean textbooks.

Microsoft-Kinect Sensor utilizing People Tracking System (Microsoft-Kinect 센서를 활용한 화자추적 시스템)

  • Ban, Tae-Hak;Lee, Sang-Won;Kim, Jae-Min;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2015.05a
    • /
    • pp.611-613
    • /
    • 2015
  • Multimedia classroom teaching as well as the automatic tracking of the camera are automatically saved track to be saved. The existing tracking system is attached to the body by a separate sensor to track or on the front of the sensor to the construction of the track was a hit at the same time in front of the discomfort caused by tracking errors when I had an issue that shouldn't be. In this paper, Microsoft-Kinect sensor, using the speaker's position and behavior analysis (instructor), and PTZ cameras, recording systems, storage classes and lectures with classroom lessons can be effective at the time of recording to the content production about the technology of unmanned speaker tracking solution.

  • PDF

A Study on Educational Content Based on Virtual Reality (가상 현실 기반의 교육 목적 콘텐츠에 대한 연구 - VR 키오스크 시뮬레이션)

  • Junseop Lee;Byeongil Lim;Jiyoung Han;Taekhee Lee
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.179-188
    • /
    • 2024
  • Recently, unmanned terminals (kiosks) have greatly increased their scope of use by allowing orders or payments to be made efficiently while replacing existing manpower. With the acceleration of digital transformation, the rate of kiosk installations has soared, making it an important task to help all age groups easily use kiosks. In this study, based on the function of the game engine and Hand Tracking technology, we developed content that can conduct kiosk education in a virtual world. The goal of this content is to help users unfamiliar with kiosks confidently cope with real-world situations by experiencing visual and auditory stress caused by waiting guests in virtual reality. To this end, two VR contents were developed. One is a simple kiosk experience content, and the other is specialized content that causes visual and auditory stress. The experiment was divided into two groups: one group experienced general VR content, while the other group experienced specialized VR content. After the experience, both groups proceeded to place orders in an actual store. Survey results showed that 85% of the experimental group and 95% of the control group were satisfied with the training. This confirms that the specialized experience described in this paper is effective for kiosk education.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.2
    • /
    • pp.77-88
    • /
    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
    • /
    • v.6 no.4
    • /
    • pp.52-57
    • /
    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

A study on e-leisure mobile AR in outdoor environments (실외환경에서의 e-레저 모바일 AR에 대한 연구)

  • Ko, Junho;Choi, Yu Jin;Lee, Hun Joo;Kim, Yoon Sang
    • Journal of Digital Contents Society
    • /
    • v.19 no.6
    • /
    • pp.1027-1032
    • /
    • 2018
  • Recently, new content for e-leisure, including e-sports and e-games, has become necessary. To meet this requirement, e-leisure mobile AR studies which track human are underway. The tracking performance at long distances is important because e-leisure mobile AR is used in outdoor environments. However, conventional mobile AR applications such as SNOW and Snapchat have the disadvantage of low tracking performance at long distances. Therefore, we propose an e-leisure mobile AR in outdoor environments. The proposed e-leisure mobile AR can estimate the position of the head in outdoor environments at long distances by using color markers and the human body ratio, and then augment a virtual object at the estimated position. The performance of the proposed e-leisure mobile AR was evaluated by measuring the tracking performance and processing time.

Development of Cultural Content using a Markerless Tracking-based Augmented Reality (마커리스 트래킹 기반 증강현실을 이용한 문화콘텐츠 개발)

  • Lee, Young cheon
    • Smart Media Journal
    • /
    • v.5 no.4
    • /
    • pp.90-95
    • /
    • 2016
  • Recently, the quality of cultural experience can be improved through a stereoscopic information service provided by the latest mobile-based Information Telecommunication technology without the human cultural commentators, which was used in order to enhance the understanding of our cultural heritage. The purpose of this paper is to produce contents that introduce cultural heritage using the Android-based GPS and augmented reality. In this paper we propose a culture content creation method that is based on location information such as user/cultural anomalies using GPS and augmented reality based on Markerless Tracking. Marker Detection Technology and Markerless Tracking Technology are used for smart phone's rapid recognition of augmented real world and accurate recognition according to the state of the cultural heritage. Also, the Google Map of Android is used to locate the user. The strength of this method lies in that it can be used for a variety of subjects while the existing methods are limited to certain kinds of augmented reality contents.