• Title/Summary/Keyword: MR(Mixed-Reality)

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Mixed reality visualization in shoulder arthroplasty: is it better than traditional preoperative planning software?

  • Sejla Abdic;Nicholas J. Van Osch;Daniel G. Langohr;James A. Johnson;George S. Athwal
    • Clinics in Shoulder and Elbow
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    • v.26 no.2
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    • pp.117-125
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    • 2023
  • Background: Preoperative traditional software planning (TSP) is a method used to assist surgeons with implant selection and glenoid guide-pin insertion in shoulder arthroplasty. Mixed reality (MR) is a new technology that uses digital holograms of the preoperative plan and guide-pin trajectory projected into the operative field. The purpose of this study was to compare TSP to MR in a simulated surgical environment involving insertion of guide-pins into models of severely deformed glenoids. Methods: Eight surgeons inserted guide-pins into eight randomized three-dimensional-printed severely eroded glenoid models in a simulated surgical environment using either TSP or MR. In total, 128 glenoid models were used and statistically compared. The outcomes compared between techniques included procedural time, difference in guide-pin start point, difference in version and inclination, and surgeon confidence via a confidence rating scale. Results: When comparing traditional preoperative software planning to MR visualization as techniques to assist surgeons in glenoid guide pin insertion, there were no statistically significant differences in terms of mean procedure time (P=0.634), glenoid start-point (TSP=2.2±0.2 mm, MR=2.1±0.1 mm; P=0.760), guide-pin orientation (P=0.586), or confidence rating score (P=0.850). Conclusions: The results demonstrate that there were no significant differences between traditional preoperative software planning and MR visualization for guide-pin placement into models of eroded glenoids. A perceived benefit of MR is the real-time intraoperative visibility of the surgical plan and the patient's anatomy; however, this did not translate into decreased procedural time or improved guide-pin position.

Applied Practices on the Application of VR/AR/MR Technologies to LVC Training Systems

  • Jong-Hoon Lee;Hun-Keun Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.149-159
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    • 2023
  • The Republic of Korea (ROK) Army is developing the Army Synthetic Battlefield Training System and plans divisional-level Live, Virtual, and Constructive (LVC) integrated training. This study proposes a plan to apply VR/AR/MR (Virtual Reality/Augmented Reality/Mixed Reality) technology to LVC integrated training systems to enhance the efficiency and effectiveness of future LVC integrated training. The study investigated immersive military training systems in the ROK and advanced countries. As a result, we confirm that immersive technology can significantly improve the efficiency and effectiveness of military training. Accordingly, we review the key technologies required for building a defense training system with immersive features and propose training subjects that can be enhanced in effectiveness and efficiency when built with an immersive approach. We also propose a plan to apply immersive technology to the Live, Virtual, and Constructive systems for the development of future LVC integrated training system.

MR용 실사 애니메이션 제작 기술

  • Seo, Yeong-Ho
    • Broadcasting and Media Magazine
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    • v.24 no.3
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    • pp.35-49
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    • 2019
  • 본 고에서는 혼합현실(Mixed Reality, MR) 기반의 서비스를 위한 제작과 관련된 동향과 기술에 대해서 살펴본다. MR이란 증강현실과 가상현실의 장점을 통합하고 사용자와의 인터랙션을 더욱 강화한 방식으로 정의할 수 있는데, 이를 위해 사람에 대해 실사 형태를 가지면서 360도의 전방위 관찰이 가능한 동적인 3D모델 제작기술이 가장 핵심적인 요소이다. 특히 MR 기술 중에서 최근 5G 및 6G 기술의 시대와 함께 실사 객체 및 장면에 대한 3차원 그래픽스와 영상처리 기술을 이용한 6DoF 기반의 실사 애니메이션 제작 기술에 대해서 주로 다루고자 한다. 또한 국내외 기술적 수준을 바탕으로 국내외 시장 동향에 대해서 살펴보고, MR 기술이 시장에 미치는 파급효과와 활용 분야에 대해서도 다룬다.

Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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Multi-focus 3D display of see-through Head-Mounted Display type (투시형 두부 장착형 디스플레이방식의 다초점 3차원 디스플레이)

  • Kim, Dong-Wook;Yoon, Seon-Kyu;Kim, Sung-Kyu
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.441-447
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    • 2006
  • See-through HMD type 3D display can provide an advantage of us seeing virtual 3D data used stereoscopic display simultaneously with real object(MR-Mixed Reality). But, when user sees stereoscopic display for a long time, not only eye fatigue phenomenon happens but also de-focus phenomenon of data happens by fixed focal point of virtual data. Dissatisfaction of focus adjustment of eye can be considered as the important reason of this phenomenon. In this paper, We proposed an application of multi-focus in see-through HMD as a solution of this problem. As a result, we confirmed that the focus adjustment coincide between the object of real world and the virtual data by multi-focus in monocular condition.

Evaluation of Human Factors on Text Content Displayed in Mixed Reality (혼합현실에서 텍스트 콘텐츠 표시에 대한 휴먼팩터 평가)

  • Kim, Dae-Yeon
    • Journal of Korea Multimedia Society
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    • v.25 no.9
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    • pp.1316-1327
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    • 2022
  • In this study, the effect of text content on users in mixed reality was investigated and subjective evaluation was performed using a statistical approach. The position and size of the text were defined as independent variables, and eye comfort and visibility were analyzed as dependent variables. Twenty participants viewed the content for 96 seconds and then performed a related survey rating task. As a result of two-way ANOVA, the interaction between text position and size and the main effect on text size were not statistically significant. The main effect on text position was found to be statistically significant, and as a result of the analysis, the bottom middle was preferred for both eye comfort and visibility.

Computer Vision as a Platform in Metaverse

  • Iqbal Muhamad Ali;Ho-Young Kwak;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.63-71
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

OBTS(On-board Training System) Construction Plan for ROK Navy CVX (해군 항공모함(CVX)을 위한 함정 탑재형 훈련체계(OBTS) 구축 방안)

  • Kim, Seejeong;Jung, Kyung-Nam
    • Journal of the Korea Society for Simulation
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    • v.31 no.2
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    • pp.21-32
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    • 2022
  • The ROK Navy is seeking to secure an aircraft carrier(CVX) to take responsibility for the maritime security of the Republic of Korea. In order for the CVX to complete the mission given to it, the crew must be able to operate the CVX perfectly, and for this purpose, the operating skills of the CVX crew result from constant training. Therefore, this paper proposes an On-board Training System(OBTS) so that the best training can always be performed even on ship. CVX OBTS should be built in the form of a thorough simulator based on a Synthetic Training Environment(STE) so that it can be optimally applied to ship and provide the best training environment to the crew. In order to satisfy the various training requirements and implementation conditions of the CVX, this paper proposes a plan to consist of Embedded Training System(ETS), VR training system, AR maintenance system, MR training system, MR metaverse training system, and realistic simulator training system.