• Title/Summary/Keyword: Virtual Screen

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Extended Reality-based Simultaneous Multi Presence for Remote Cooperative Work

  • Lee, Jun;Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.23-30
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    • 2021
  • In this paper, we propose an extended reality-based simultaneous multi presence system in a process of remote cooperative work. The proposed system generates a ring-shaped invisible screen which surrounds a user, and it provides position and manipulation of remote workspace and personal workspace. With the proposed system, the user easily navigates the several workspace for the remote collaboration or he/she selects a specific space for immersion. The proposed system also provides manipulation of personal workspace for the user during the remote cooperative work. We conducted a user study to prove effectiveness of the proposed system. According to the results, the proposed system increased understanding spatial information and usage of time during the remote cooperative work.

Automatic Visualization for Heterogeneous Hologram-Like Systems (이기종 유사홀로그램 시스템 간 콘텐츠 자동 가시화 기법)

  • Kim, Ju-Hwan;Jo, DongSik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1445-1450
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    • 2020
  • Recently, a hologram-like system to provide a realistic experience has been serviced in performances, exhibitions, education. The constructing method for the hologram-like system can be configured in various forms such as a pyramid-typed, a semi-transparent large screen form. However, in various types of hologram-like systems, it is difficult to provide adjustment by changing and revising the content according to the configured hardware characteristics. In this paper, we propose a novel technique that can automatically visualize virtual contents running on heterogeneous hologram-like systems. To change the content to a given hardware configuration, we receive pre-built simple text-based configuration data, and correcting process was performed. According to the results of this paper, we found automatically and easily corrected visualization with the given configuration of the hologram-like system. Also, the problem of reducing the time by manual control in various types of heterogeneous hologram systems was solved.

Overlapping-based Smart Advertisement Technique for Mobile News Articles (모바일 뉴스 기사를 위한 중첩 기반의 스마트 광고 기법)

  • Rijayanti, Rita;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.1015-1021
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    • 2020
  • Mobile news users want news articles without advertising, meanwhile the news providers require advertisement displays in several types to attain advertising revenue. In this paper, we classified the types of advertisements on mobile news articles into fixed article type which is fixed on some areas of articles, fixed screen type which is fixed on mobile screens, and a combination type of them. In addition, we proposed a smart solution based on overlapping method which effectively organize advertisements to not distract the readers. The proposed method is similar to fixed article type and overlapping technique of advertisements on news article's photo or virtual area. The performance evaluation result shows that the proposed method provides more spaces for news articles effectively than the existing methods. Although only some areas of advertisements may be blocked according to the number or size of advertisements, the effect is not critical.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.

Virtual reference image-based video coding using FRUC algorithm (FRUC 알고리즘을 사용한 가상 참조 이미지 기반 부호화 기술 연구)

  • Yang, Fan;Han, Heeji;Choi, Haechul
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.650-652
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    • 2022
  • Frame rate up-conversion (FRUC) algorithm is an image interpolation technology that improves the frame rate of moving pictures. This solves problems such as screen shake or blurry motion caused by low frame rate video in high-definition digital video systems, and provides viewers with a more free and smooth visual experience. In this paper, we propose a video compression technique using deep learning-based FRUC algorithm. The proposed method compresses and transmits after excluding some images from the original video, and uses a deep learning-based interpolation method in the decoding process to restore the excluded images, thereby compressing them with high efficiency. In the experiment, the compression performance was evaluated using the decoded image and the image restored by the FRUC algorithm after encoding the video by skipping 1 or 3 pages. When 1 and 3 sheets were excluded, the average BD-rate decreased by 81.22% and 27.80%. The reason that excluding three images has lower encoding efficiency than excluding one is because the PSNR of the image reconstructed by the FRUC method is low.

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Method to Use the Augmented Reality for Construction Planning and Management

  • Nam, Keong-Woo;Kang, Chulung;Jang, Myunghoun
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1067-1074
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    • 2022
  • An architect creates his/her design to meet owner's requirements. Floor plans, perspective drawings, and scale models are used in order for the owner to choose the design. The tools are a little helpful for communication between the architect and the owner in case the owner does not know architecture. The scale models are good, but it is hard to make scale models while design is in progress. 3D CAD is a good tool for communication, but it is time-consuming and requires high-performance computer hardware. Augmented reality is able to show 3D virtual models that are updated by the architect with smart devices such as a smart phone and a tablet PC. The owner frequently reviews the updated design anytime anywhere. This study proposes a method to use augmented reality for architectural design and construction management. The method supports the communication between the owner, the architect and the contractor to review updated designs, and to complete the building project. 3D models expressed in augmented reality are created using SketchUp with 2D drawings for building construction. An Android application implementing augmented reality is developed by Qualcomm Vuforia and Unity on smart devices. Drawings as markers and 3D models are connected in Unity. And functions that temporarily hide unnecessary parts can be implemented in C# programming language. If an owner, an architect, or a contractor looks at a smart phone on a 2D drawing, he/she can identify building elements such as 3D buildings or columns on a screen. This can help communication between them.

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A Study on Operational Element Identification and Integrated Time Series Analysis for Cyber Battlefield Recognition (사이버 전장인식을 위한 작전상태 요소 식별 및 통합 시계열 분석 연구)

  • Son-yong Kim;Koo-hyung Kwon;Hyun-jin Lee;Jae-yeon Lee;Jang-hyuk Kauh;Haeng-rok Oh
    • Convergence Security Journal
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    • v.22 no.4
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    • pp.65-73
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    • 2022
  • Since cyber operations are performed in a virtual cyber battlefield, the measurement indicators that can evaluate and visualize the current state of the cyber environment in a consistent form are required for the commander to effectively support the decision-making of cyber operations. In this paper, we propose a method to define various evaluation indicators that can be collected on the cyber battlefield, normalized them, and evaluate the cyber status in a consistent form. The proposed cyber battlefield status element consists of cyber asset-related indicators, target network-related indicators, and cyber threat-related indicators. Each indicator has 6 sub-indicators and can be used by assigning weights according to the commander's interests. The overall status of the cyber battlefield can be easily recognized because the measured indicators are visualized in time series on a single screen. Therefore, the proposed method can be used for the situational awareness required to effectively conduct cyber warfare.

Upper Body Surface Change Analysis using 3-D Body Scanner (3차원 인체 측정기를 이용한 체표변화 분석)

  • Lee Jeongran;Ashdoon Susan P.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.29 no.12 s.148
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    • pp.1595-1607
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    • 2005
  • Three-dimensional(3-D) body scanners used to capture anthropometric measurements are now becoming a common research tool far apparel. This study had two goals, to test the accuracy and reliability of 3-D measurements of dynamic postures, and !o analyze the change in upper body surface measurements between the standard anthropometric position and various dynamic positions. A comparison of body surface measurements using two different measuring methods, 3-D scan measurements using virtual tools on the computer screen and traditional manual measurements for a standard anthropometric posture and for a posture with shoulder flexion were $-2\~20mm$. Girth items showed some disagreement of values between the two methods. None of the measurements were significantly different except f3r the neckbase girth for any of the measuring methods or postures. Scan measurements of the upper body items showed significant linear surface change in the dynamic postures. Shoulder length, interscye front and back, and biacromion length were the items most affected in the dynamic postures. Changes of linear body surface were very similar for the two measuring methods within the same posture. The repeatability of data taken from the 3-D scans using virtual tools showed satisfactory results. Three times repeated scan measurements f3r the scapula protraction and scapula elevation posture were proven to be statistically the same for all measurement items. Measurements from automatic measuring software that measured the 3-D scan with no manual intervention were compared with the measurements using virtual tools. Many measurements from the automatic program were larger and showed quite different values.

Study on Storytelling of VR Cartoons (VR 카툰의 스토리텔링 연구)

  • Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.45-52
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    • 2018
  • The virtual reality (VR) cartoon is a format of VR contents that leverage the characteristics of webtoons that provides the simple story line and graphical storytelling tools to strategically surmount limitations of VR contents design. The VR cartoon enables people to experience the imaginary three-dimensional space in the webtoon as a real space by the transformation of webtoon contents through VR prototyping. The VR cartoon successfully presents focused environment where people can readily pay attention to the contents without notable motion sickness. People have been familiar with the storytelling strategy in the context of published cartoons and webtoons, likely we've understood the narrative of a movie through the continuous scenes projected in the screen. Indeed, it has been recognized as a popular toolset of communication, where visual images are sequentially delivered by replacing multiple planar spaces to tell a story narrative. While there are discrete panels with the time and space resolution in the graphical cartoons, people can distill a commit closure based on their past experiences. This is a typical "grammar" of the cartoon, which can be extrapolated to the VR cartoon that provides a seminal storytelling strategy. In this article, we review how the storytelling strategy in webtoons has been transformed into that in VR cartoons, and analyze the key components of VR cartoons. We envision that our research can potentially create keystones to produce variety of new VR contents by reflecting various narrative media including cartoon as a 'sequential art'.

A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.354-362
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    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.