• Title/Summary/Keyword: Virtual mirror

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Optical Simulation Study on the Effect of Reflecting Properties of Reflection Films on the Performances of Collimating Films for the LCD Backlight Applications

  • Lee, Jeong-Ho;Ju, Young-Hyun;Park, Ji-Hee;Lee, Ji-Young;Nahm, Kie-Bong;Ko, Jae-Hyeon;Kim, Joong-Hyun
    • Journal of Information Display
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    • v.9 no.1
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    • pp.26-32
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    • 2008
  • The dependence of optical performances of collimating films such as prism films and pyramid films on the reflecting properties of reflection films were investigated by using a ray tracing technique. The angular distribution of the luminance and the on-axis luminance gain were obtained by using a simple backlight model composed of a reflection film, a virtual flat light source, and a collimating film. Three kinds of reflecting properties were used, which were a perfect Lambertian reflector, a perfect mirror reflector, and a reflector having both diffuse and specular properties. It was found that the on-axis luminance gain was the highest in the simulation where a mirror reflector was used, while the viewing angle was the widest where the Lambertian reflector was used. This result indicates that it is necessary to optimize the simulation condition such as the reflecting properties in order to predict the optical performances of collimating films accurately. Quantitative correlation between the optical characteristics of collimating films and the reflecting properties of reflection films can be used to improve simulation technique for the development and the optimization of collimating films for LCD backlight applications.

Virtual Surgical Planning and Stereolithography-guided Osteotomy for 3 Dimensional Mandibular Reconstruction with Free Fibula Osseous Flaps: A Case Report (비골을 이용한 3차원적 하악골 재건 시 가상모의수술 및 입체조형기법을 이용한 골절단 가이드의 활용: 증례보고)

  • Nam, Woong;Makhoul, Nicholas;Ward, Brent;Helman, Joseph I.;Edwards, Sean
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.34 no.5
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    • pp.337-342
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    • 2012
  • The osseous or osteocutaneous free fibula flap has become the gold standard for most mandibular reconstructions because of its favorable osseous characteristics. However, disadvantages, such as the time-consuming reconstructive step, difficulty in performing the osteotomies to precisely recreate the shape of the missing segment of mandible and poor bone-to-bone contact play a role in making the surgeons look for alternative flaps. With the advent of computerized design software, which accurately plans complex 3-dimensional reconstructions, has become a process that is more efficient and precise. However, the ability to transfer the computerized plan into the surgical field with stereolithographic models and guides has been a significant development in advancing reconstruction in the maxillofacial regions. The ability to "pre-plan" the case, mirror and superimpose natural structures into diseased and deformed areas, as well as the ability to reproduce these plans with good surgical precision has decreased overall operative time, and has helped facilitate functional and esthetic reconstruction. We describe a complex case treated with this technique, showing the power and elegance of computer assisted maxillofacial reconstruction from the University of Michigan, Oral and Maxillofacial Surgery.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

Systematic Review of Occupational Therapy Programs for Upper Extremity Functions in Subacute Stroke Patients (아급성기 뇌졸중 환자의 팔 기능을 위한 작업치료프로그램에 대한 체계적 고찰)

  • Yo-Soon Bang;Eun-Sol Ju
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.105-114
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    • 2023
  • Purpose : This study systematically reviewed occupational therapy programs for upper extremity functions in subacute patients implemented over the last decade at home and abroad to utilize the findings as the basis for intervention protocols. Methods : This study was conducted with domestic and foreign randomized controlled experimental studies published from January 2013 to May 2023. Acute or subacute, CVA or stroke, upper extremity function, and program or therapy were used as search keywords in the search databases Scopus, PubMed, Riss, and DBpia. A total of 3,723 documents were retrieved, and 1,007 duplicate papers were excluded. In addition, 2,640 papers that did not meet the inclusion and exclusion criteria were excluded by the researcher examining the titles and abstracts. Thereafter, the full texts were checked. Consequently, 67 documents were excluded, and nine documents were finally used for analysis. Results : Due to the evaluation of the quality of the documents of nine studies, five items were rated "low," and two items were rated "unclear" in many studies. Males predominated the genders, and infarction predominated the types. The average age was over 50 but under 60 years, and the number of days after onset was predominantly fewer than one month. Occupational therapy programs were classified into mental programs, mirror therapy, music programs, and virtual reality programs, and virtual reality programs were frequently used. The intervention periods were predominantly 15-30 sessions for less than 30 minutes, and the Fugl-Meyer assessment-upper extremity was predominantly applied as an evaluation tool. Conclusion : This study is significant because it attempted to present the direction of intervention protocols for upper extremity functions in subacute stroke patients in clinical settings. Studies should be conducted with an expanded scope for a literature review.

Development of Vehicle Side Collision Avoidance System with Virtual Driving Environments (가상주행환경에서의 측면 충돌 방지시스템 개발)

  • Yoon, Moon Young;Choi, Jung Kwang;Jung, Jae Eup;Boo, Kwang Seok;Kim, Heung Seob
    • Journal of the Korean Society for Precision Engineering
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    • v.30 no.2
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    • pp.164-170
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    • 2013
  • The latest vehicle yields a superior safety and reduction of driving burden by monitoring the driving state of vehicle and its environment with various sensors. To detect other vehicles and objects of the rear left and right-side blind spot area of driver, provide the information about a existence of objects inside the blind spot, and give a signal to avoid collision, this study proposes the intelligent outside rear-view mirror system. This study proposes SILS system with PreScan and Matlab/Simulink to verify practical applicability of developed BSDS. PreScan yields realistic driving environments and road conditions and vehicle model dynamics and collision warning is controlled by Matlab/Simulink.

Mobile Fashion Fitting Service System using I-phone (아이폰을 이용한 모바일 패션 피팅 서비스 시스템)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.355-356
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    • 2012
  • Recently, Digital clothing techniques using computer graphics to reappear clothes are activated in fashion area and Researches incorporating fashion flows and 3D techniques are frequently progressed. In fashion industry, Using smartphone can make successful result by catching a change of trend and adding an emotional factor. Conventional 3D fitting services are only provided in store or internet sites installed avatar system, virtual mirror. This study suggests a fashion fitting service system saving time and oneself by using I-phone in consumers' position. In this system, Companies can market their product easily to consumers, consumers can choose various product and check their fitness.

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Real-time Full-view 3D Human Reconstruction using Multiple RGB-D Cameras

  • Yoon, Bumsik;Choi, Kunwoo;Ra, Moonsu;Kim, Whoi-Yul
    • IEIE Transactions on Smart Processing and Computing
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    • v.4 no.4
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    • pp.224-230
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    • 2015
  • This manuscript presents a real-time solution for 3D human body reconstruction with multiple RGB-D cameras. The proposed system uses four consumer RGB/Depth (RGB-D) cameras, each located at approximately $90^{\circ}$ from the next camera around a freely moving human body. A single mesh is constructed from the captured point clouds by iteratively removing the estimated overlapping regions from the boundary. A cell-based mesh construction algorithm is developed, recovering the 3D shape from various conditions, considering the direction of the camera and the mesh boundary. The proposed algorithm also allows problematic holes and/or occluded regions to be recovered from another view. Finally, calibrated RGB data is merged with the constructed mesh so it can be viewed from an arbitrary direction. The proposed algorithm is implemented with general-purpose computation on graphics processing unit (GPGPU) for real-time processing owing to its suitability for parallel processing.

Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

A Study on The Desire of Subject and Digital Image (주체의 욕망과 디지털 영상에 관한 연구)

  • Choi, Won-Ho
    • Journal of Korea Multimedia Society
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    • v.16 no.12
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    • pp.1475-1481
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    • 2013
  • A subject always follows desire caused by primal lack which exceeds its desire on survival. At this time, the immediacy provided by vision and the excellence of information become important means in mediating the object of the desire. The subject who is attracted to the vision and image toward desire cannot get out of the trap of the image. When the film raised unconsciousness to pleasure while reproducing the desire of 'mirror image', the digital image presents a virtual experience on the desire of subject by dominating audience with its perfect image regardless of the existence of the object. This study attempted to prove that unconsciousness of subject has close relation with digital image, which takes other's desire as its own by wrongly identifying other's desire as its own desire and captivates subject by the experience of desiring. According to the result of study, digital image escalates the imaginary desire of subject through the virtuality of image close to reality and captivates subject by giving pleasure to the unconsciousness of subject as a path in going along with the desire of other.