• Title/Summary/Keyword: Realistic Interface

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Color Image Segmentation and Textile Texture Mapping of 2D Virtual Wearing System (2D 가상 착의 시스템의 컬러 영상 분할 및 직물 텍스쳐 매핑)

  • Lee, Eun-Hwan;Kwak, No-Yoon
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.5
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    • pp.213-222
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    • 2008
  • This paper is related to color image segmentation and textile texture mapping for the 2D virtual wearing system. The proposed system is characterized as virtually wearing a new textile pattern selected by user to the clothing shape section, based on its intensity difference map, segmented from a 2D clothes model image using color image segmentation technique. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern or color with holding the illumination and shading properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works to a minimum. According to the proposed system, it can motivate the creative activity of the designers with simulation results on the effect of textile pattern design on the appearance of clothes without manufacturing physical clothes and, as it can help the purchasers for decision-making with them, promote B2B or B2C e-commerce.

Development of K-$Touch^{TM}$ API for kinesthetic/tactile haptic interaction (역/촉감 햅틱 상호작용을 위한 "K-$Touch^{TM}$" API 개발 - 햅틱(Haptic) 개발자 및 응용분야를 위한 소프트웨어 인터페이스 -)

  • Lee, Beom-Chan;Kim, Jong-Phil;Ryu, Je-Ha
    • Journal of the HCI Society of Korea
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    • v.1 no.2
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    • pp.1-8
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    • 2006
  • This paper presents a development of new haptic API (Application Programming Interface) that is called K-$Touch^{TM}$ haptic API. It is designed in order to allow users to interact with objects by kinesthetic and tactile modalities through haptic interfaces. The K-$Touch^{TM}$ API would serve two different types of users: high level programmers who need an easy to use haptic API for creating haptic applications and researchers in the haptic filed who need to experiment or develop with new devices and new algorithms while not wanting to re-write all the required code from scratch. Since the graphic hardware based kinesthetic rendering algorithm implemented in the K-$Touch^{TM}$ API is different from any other conventional kinesthetic algorithms, this API can provide users with haptic interaction for various data representations such as 2D, 2.5D depth(height field), 3D polygon, and volume data. In addition, this API supports kinesthetic and tactile interaction simultaneously in order to allow users with realistic haptic interaction. With a wide range of applicative characteristics, therefore, it is expected that the proposed K-$Touch^{TM}$ haptic API will assists to have deeper recognition of the environments, and enhance a sense of immersion in environments. Moreover, it will be useful development toolkit to investigate new devices and algorithms in the haptic research field.

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A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

Visual Feedback System for Manipulating Objects Using Hand Motions in Virtual Reality Environment (가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템)

  • Seo, Woong;Kwon, Sangmo;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.9-19
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    • 2020
  • With the recent development of various kinds of virtual reality devices, there has been an active research effort to increase the sense of reality by recognizing the physical behavior of users rather than by classical user input methods. Among such devices, the Leap Motion controller recognizes the user's hand gestures and can realistically trace the user's hand in a virtual reality environment. However, manipulating an object in virtual reality using a recognized user's hand often causes the hand to pass through the object, which should not occur in the real world. This study presents a way to build a visual feedback system for enhancing the user's sense of interaction between hands and objects in virtual reality. In virtual reality, the user's hands are examined precisely by using a ray tracing method to see if the virtual object collides with the user's hand, and when any collision occurs, visual feedback is given through the process of reconstructing the user's hand by moving the position of the end of the user's fingers that enter the object through sign distance field and reverse mechanics. This enables realistic interaction in virtual reality in real time.

A Study on HILS for Performance Analysis of Airborne EOTS for Aircraft (항공기용 EOTS 성능분석을 위한 HILS시스템 구축에 관한 연구)

  • Chun, Seungwoo;Baek, Woonhyuk;La, Jongpil
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.55-64
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    • 2013
  • In this paper, the HILS (Hardware In-the-Loop Simulation) system to analyze and to verify the performance of the targeting pod is addressed. The main functions of the targeting pod is acquiring and tracking targets to guide a LGB (Laser Guided Bomb) to the targets. For the analysis of targeting pod, the real time simulate images generation of IR and daylight cameras, sever control technology, and the analysis of laser transfer characteristics are necessary. For the real time image generation and the laser transfer characteristics analysis, off-the-shelf SDK(Software Development Kit) OKTAL-SE is used. For the servo controller, well-proven mechanism in the previous program is applied to increase servo control accuracy. To analyze the performance of a targeting pod in a realistic environment, 1553B, ARINK818 interface and etc. which are actually implemented in real combat aircrafts are applied in the system. By using the developed HILS system, the performance of currently operating targeting pods in real combat aircrafts can be analyzed and predicted. Additionally, the relationship between overall system performance and each module performance can be analyzed, the currently developed HILS system is expected to be a very useful tool to generate system development requirements of targeting pods and to reduce any possible future development risks.

Assessing 3D seismic damage performance of a CFR dam considering various reservoir heights

  • Karalar, Memduh;Cavusli, Murat
    • Earthquakes and Structures
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    • v.16 no.2
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    • pp.221-234
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    • 2019
  • Today, many important concrete face rockfill dams (CFRDs) have been built on the world, and some of these important structures are located on the strong seismic regions. In this reason, examination and monitoring of these water construction's seismic behaviour is very important for the safety and future of these dams. In this study, the nonlinear seismic behaviour of Ilısu CFR dam which was built in Turkey in 2017, is investigated for various reservoir water heights taking into account 1995 Kobe near-fault and far-fault ground motions. Three dimensional (3D) finite difference model of the dam is created using the FLAC3D software that is based on the finite difference method. The most suitable mesh range for the 3D model is chosen to achieve the realistic numerical results. Mohr-Coulomb nonlinear material model is used for the rockfill materials and foundation in the seismic analyses. Moreover, Drucker-Prager nonlinear material model is considered for the concrete slab to represent the nonlinearity of the concrete. The dam body, foundation and concrete slab constantly interact during the lifetime of the CFRDs. Therefore, the special interface elements are defined between the dam body-concrete slab and dam body-foundation due to represent the interaction condition in the 3D model. Free field boundary condition that was used rarely for the nonlinear seismic analyses, is considered for the lateral boundaries of the model. In addition, quiet artificial boundary condition that is special boundary condition for the rigid foundation in the earthquake analyses, is used for the bottom of the foundation. The hysteric damping coefficients are separately calculated for all of the materials. These special damping values is defined to the FLAC3D software using the special fish functions to capture the effects of the variation of the modulus and damping ratio with the dynamic shear-strain magnitude. Total 4 different reservoir water heights are taken into account in the seismic analyses. These water heights are empty reservoir, 50 m, 100 m and 130 m (full reservoir), respectively. In the nonlinear seismic analyses, near-fault and far-fault ground motions of 1995 Kobe earthquake are used. According to the numerical analyses, horizontal displacements, vertical displacements and principal stresses for 4 various reservoir water heights are evaluated in detail. Moreover, these results are compared for the near-fault and far-faults earthquakes. The nonlinear seismic analysis results indicate that as the reservoir height increases, the nonlinear seismic behaviour of the dam clearly changes. Each water height has different seismic effects on the earthquake behaviour of Ilısu CFR dam. In addition, it is obviously seen that near-fault earthquakes and far field earthquakes create different nonlinear seismic damages on the nonlinear earthquake behaviour of the dam.

Cognitive and Behavioral Effects of Augmented Reality Navigation System (증강현실 내비게이션의 인지적.행동적 영향에 관한 연구)

  • Kim, Kyong-Ho;Cho, Sung-Ik;Lee, Jae-Sik;Wohn, Kwang-Yun
    • Journal of the Korea Society for Simulation
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    • v.18 no.4
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    • pp.9-20
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    • 2009
  • Navigation system providing route-guidance and traffic information is one of the most widely used driver-support system these days. Most of the navigation system is based on the 2D map paradigm so the information is ed and encoded from the real world. As a result it imposes a cognitive burden to the driver to interpret and translate the ed information to real world information. As a new concept of navigation system, augmented-reality navigation system (AR navigation) is suggested recently. It provides navigational guidance by imposing graphical information on real image captured by camera mounted on a vehicle in real-time. The ultimate goal of navigation system is to assist the driving task with least driving workload whether it is based on the abstracted graphic paradigm or realistic image paradigm. In this paper, we describe the comparative studies on how map navigation and AR navigation affect for driving tasks by experimental research. From the result of this research we obtained a basic knowledge about the two paradigms of navigation systems. On the basis of this knowledge, we are going to find the optimal design of navigation system supporting driving task most effectively, by analyzing characteristics of driving tasks and navigational information from the human-vehicle interface point of view.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.