• Title/Summary/Keyword: MixedReality

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RECOGNIZING NEEDLE POSITION USING BOOK-ATTACHED CAMERA FOR SUPPORTING "WATOJI"

  • Kamon, Sayaka;Uranishi, Yuki;Sasaki, Hiroshi;Manabe, Yoshitsugu;Chihara, Kunihiro
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.760-763
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    • 2009
  • "Watoji" is a Japanese traditional book binding technique. An aim of this research develops a support system which everyone can make Watoji easily by. This system uses a working situation by recognizing a position of a needle and annotating to a book directly by mixed reality technique. Additionally, a technique of recognizing a working situation at a book is sewn by a needle is proposed. The proposed system of recognizing a position of a needle is build, then we experiment recognizing of a needle from an image. Furthermore, setting up Watoji on the system, we experiment recognizing of a position of a needle. An experimental result shows recognizing a needle from an acquired image from a camera. Using this result, a working situation can be recognized. Then, suitable information to a working situation can be presented.

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Real-virtual Point Cloud Augmentation Method for Test and Evaluation of Autonomous Weapon Systems (자율무기체계 시험평가를 위한 실제-가상 연계 포인트 클라우드 증강 기법)

  • Saedong Yeo;Gyuhwan Hwang;Hyunsung Tae
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.3
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    • pp.375-386
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    • 2024
  • Autonomous weapon systems act according to artificial intelligence-based judgement based on recognition through various sensors. Test and evaluation for various scenarios is required depending on the characteristics that artificial intelligence-based judgement is made. As a part of this approach, this paper proposed a LiDAR point cloud augmentation method for mixed-reality based test and evaluation. The augmentation process is achieved by mixing real and virtual LiDAR signals based on the virtual LiDAR synchronized with the pose of the autonomous weapon system. For realistic augmentation of test and evaluation purposes, appropriate intensity values were inserted when generating a point cloud of a virtual object and its validity was verified. In addition, when mixing the generated point cloud of the virtual object with the real point cloud, the proposed method enhances realism by considering the occlusion phenomenon caused by the insertion of the virtual object.

Unveiling Zoological Realms: Exploring the Virtual Frontier, Analyzing Data Export Techniques, and Crafting Immersive Experiences

  • Jumamurod Aralov Farhod Ugli;Narzulloev Oybek Mirzaevich;Leehwan Hwang;Seunghyun Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.242-252
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    • 2024
  • This study introduces a prototype for a virtual zoo initiative, aimed at optimizing resource utilization and minimizing animal displacement from their natural habitats. The prototype features a thoughtfully developed three-dimensional representation of an emperor penguin, with animations designed to emulate real-life behaviors. An investigation into file format distinctions for scientific research, encompassing Wavefront(OBJ), Collada(DAE), and Filmbox(FBX) formats, was conducted. The research utilized the Hololens 2 device for visualization, Unity for environment development, Blender for modeling, and C# for programming, with deployment facilitated through Visual Studio 2019 and the Mixed Reality Toolkit. Empirical examination revealed the OBJ format's suitability for simple geometric shapes, while DAE and FBX formats were preferred for intricate models and animations. DAE files offer detailed preservation of object structure and animations albeit with larger file sizes, whereas FBX files provide compactness but may face scalability constraints due to extensive data integration. This investigation underscores the potential of virtual zoos for conservation and education, advocating for further exploration and context-specific implementation.

Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

A Study on Sensor-Based Upper Full-Body Motion Tracking on HoloLens

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.4
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    • pp.39-46
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    • 2021
  • In this paper, we propose a method for the motion recognition method required in the industrial field in mixed reality. In industrial sites, movements (grasping, lifting, and carrying) are required throughout the upper full-body, from trunk movements to arm movements. In this paper, we use a method composed of sensors and wearable devices that are not vision-based such as Kinect without using heavy motion capture equipment. We used two IMU sensors for the trunk and shoulder movement, and used Myo arm band for the arm movements. Real-time data coming from a total of 4 are fused to enable motion recognition for the entire upper body area. As an experimental method, a sensor was attached to the actual clothes, and objects were manipulated through synchronization. As a result, the method using the synchronization method has no errors in large and small operations. Finally, through the performance evaluation, the average result was 50 frames for single-handed operation on the HoloLens and 60 frames for both-handed operation.

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.

GENIIS, a New Hybrid Algorithm for Solving the Mixed Chinese Postman Problem

  • Choi, Myeong-Gil;Thangi, Nguyen-Manh;Hwang, Won-Joo
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.39-58
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    • 2008
  • Mixed Chinese Postman Problem (MCPP) is a practical generalization of the classical Chinese Postman Problem (CPP) and it could be applied in many real world. Although MCPP is useful in terms of reality, MCPP has been proved to be a NP-complete problem. To find optimal solutions efficiently in MCPP, we can reduce searching space to be small effective searching space containing optimal solutions. We propose GENIIS methodology, which is a kind of hybrid algorithm combines the approximate algorithms and genetic algorithm. To get good solutions in the effective searching space, GENIIS uses approximate algorithm and genetic algorithm. This paper validates the usefulness of the proposed approach in a simulation. The results of our paper could be utilized to increase the efficiencies of network and transportation in business.

Unraveling the relationship between the dimensions of user experience and user satisfaction in metaverse: A Mixed-methods Approach (메타버스 이용자 경험요인이 만족도에 미치는 영향: 텍스트 마이닝과 계량 분석 혼합방법론)

  • Jeong, Da Hyeon;Kim, Hee Woong;Yoon, Sang Hyeak
    • The Journal of Information Systems
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    • v.32 no.3
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    • pp.19-39
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    • 2023
  • Purpose This study aims to identify user experience factors that can enhance both metaverse utilization and satisfaction based on the honeycomb model. For this we presented two research questions: first, what are the experience factors of metaverse users? Second, do metaverse user experience factors impact satisfaction? Design/methodology/approach To address these questions, a mixed-methodology approach is employed, including text mining techniques to analyze online reviews and quantitative econometric analysis to reveal the relationship between user experience factors and satisfaction. A total of 69,880 reviews and ratings data were collected. Findings The analysis revealed eight metaverse user experience factors: entertainment, operability, virtual reality, immersion, economic activity, visual performance, avatar, and sociality, all of which were found to have a positive impact on user satisfaction.

User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

A Study on the Countermeasure of Cyber Attacks Using Anonymous Network (익명네트워크를 이용한 사이버공격에 대한 대응방안 연구)

  • Lee, Jung-Hyun;Ahn, Kwan-Joon;Park, Won-Hyung;Lim, Jong-In
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.31-37
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    • 2011
  • Recently on tile network to ensure the anonymity of Mixed networking has been actively researched. It uses encrypted communications between Nodes and communications path is changed often to the attacker traceback and response, including the difficult thing is the reality. National institutions and infrastructure in these circumstances, the attack on the national level, if done on a large scale can be disastrous in. However, an anonymous network technology to cover up their own internet communication, it malicious form of Internet use by people who enjoy being continually updated and new forms of technology being developed is a situation continuously. In addition, attacks in the future application of these technologies is expected to continue to emerge. However, this reality does not deserve this thesis is prepared. In this paper, anonymously using a network to respond effectively to a cyber attack on the early detection research is to proceed.