• Title/Summary/Keyword: Virtual point

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A Study on the Virtual Experience Evaluation(VEE) of Space Design through the Web3D - Focus on the Evaluation Criteria - (Web을 통한 공간설계의 가상체험평가(VEE)에 관한 연구 - 평가기준을 중심으로 -)

  • Lee Sang-Ho;Kim Tae-Hwan
    • Korean Institute of Interior Design Journal
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    • v.14 no.4 s.51
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    • pp.122-133
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    • 2005
  • This study could begin with the improvement of computer graphic technology The graphic technology is the standards of computer technology level and up-to-date technology intensive. Above all, the technology of virtual reality has developed rapidly and the development of the program has changed from professional one only for the experts to easy of access ones for the space designers. Moreover, the program which major internet user's can experience the virtual model has been made, as the development of virtual reality technology that is based on the web. These graphic technology and the development of the web helped to extract human experiences on the space design step. However, to find the meeting point with real recognition is not easy though the virtual reality technology develops. Because the real space is made up of various senses that people feel in their surroundings. But, this study was possible because most of the space recognition is based on the visual organ, even though it can't satisfy all sensible factors that we feel in reality. Therefore, the significant of this study is the standards and criteria of evaluation, the technological proposal, expecting to make more advanced alternative design than before.

Protecting Technique for the Executable File of Virtual Machines (가상기계 실행파일을 위한 보호 기법)

  • Park, Ji-Woo;Yi, Chang-Hwan;Oh, Se-Man
    • Journal of Korea Multimedia Society
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    • v.10 no.5
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    • pp.668-678
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    • 2007
  • The development of a wire and wireless communication technologies might permit easily accessing on various information. But, the easiness of accessing information has basically the problem of an unintended information outflow. An executable file which has key algorithms, data and resources for itself has very weak point in the security. Because the various information such as algorithms, data and resources is included in an executable file on embedded systems or virtual machines, the information outflow problem may appear more seriously. In this paper, we propose a technique which can be protecting the executable file contents for resolving the outflow problem through the encryption. Experimentally, we applied the proposed technique to EVM-the virtual machine for embedded system and verified it. Also, we tried a benchmark test for the proposed technique and obtained reasonable performance overhead.

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Generating 3D Digital Twins of Real Indoor Spaces based on Real-World Point Cloud Data

  • Wonseop Shin;Jaeseok Yoo;Bumsoo Kim;Yonghoon Jung;Muhammad Sajjad;Youngsup Park;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2381-2398
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    • 2024
  • The construction of virtual indoor spaces is crucial for the development of metaverses, virtual production, and other 3D content domains. Traditional methods for creating these spaces are often cost-prohibitive and labor-intensive. To address these challenges, we present a pipeline for generating digital twins of real indoor environments from RGB-D camera-scanned data. Our pipeline synergizes space structure estimation, 3D object detection, and the inpainting of missing areas, utilizing deep learning technologies to automate the creation process. Specifically, we apply deep learning models for object recognition and area inpainting, significantly enhancing the accuracy and efficiency of virtual space construction. Our approach minimizes manual labor and reduces costs, paving the way for the creation of metaverse spaces that closely mimic real-world environments. Experimental results demonstrate the effectiveness of our deep learning applications in overcoming traditional obstacles in digital twin creation, offering high-fidelity digital replicas of indoor spaces. This advancement opens for immersive and realistic virtual content creation, showcasing the potential of deep learning in the field of virtual space construction.

The Effectiveness of Cognitive Rehabilitation Program using Virtual reality content on Cognition, Activities of daily living, and Upper extremity functions in Cerebrovascular disease (가상현실 콘텐츠를 활용한 인지재활프로그램 훈련이 뇌혈관질환 환자의 인지, 일상생활활동, 상지기능에 미치는 영향)

  • Cho, Young-Seok;Kim, Keum Sook;Kim, Young-June;Park, Jin-Hong;Lee, Geon-Ho;Baek, So-Young;Hwang, Do-Yeon;Kwon, Ki-Hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.537-545
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    • 2020
  • This study was undertaken to investigate the effect of cognitive rehabilitation program (CRP) using virtual content, for recovering patients with cerebrovascular disease (CVD). A total of 34 patients with CVD were divided into a control group and an experimental group, and subsequently subjected to a virtual content based CRP, followed by cognition, ADLs, and upper limbs. The control group completed a universal rehabilitation program (URP), and the experimental group was provided a URP and a virtual content based cognitive rehabilitation program. For both groups, respective programs were conducted twice a day, 5 times a week for 4 weeks. Both groups showed significant improvement in ADLs (p<0.05); but the amount of change in the experimental group 5 point improved significantly (p<0.05). Cognition was significantly different for both groups (p<0.05). However, the experimental group showed a greater change (2 point) than the control group when considering the amount of change (p<0.05). Comparing the amount of change in the upper extremity, the experimental group showed a significant change (0.7 point) than the control group (p<0.05). This study confirms that compared to URP, CRP using virtual content significantly improves ADLs and cognition.

Bandwidth-Efficient Live Virtual Reality Streaming Scheme for Reducing View Adaptation Delay

  • Lee, Jongmin;Lee, Joohyung;Lim, Jeongyeon;Kim, Maro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.1
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    • pp.291-304
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    • 2019
  • This paper proposes a dynamic-tiling-based bandwidth-efficient (DTBE) virtual reality (VR) streaming scheme. We consider 360-degree VR contents with multiple view points such as the front, back, upper, and bottom sides. At a given time, the focus of a client is always bound to a certain view among multiple view points. By utilizing this perspective, under our proposed scheme, tiles with high encoding rates are selectively assigned to the focused view where multiple view points consist of multiple tiles with different encoding rates. The other tiles with low encoding rates are assigned to the remaining view points. Furthermore, for reducing view adaptation delay, we design a novel rapid view adaptation mechanism that selectively delivers an I-frame during view point updates by using frame indexing. We implement the proposed scheme on a commercial VR test bed where we adopt the MPEG media transport (MMT) standard with high-efficiency video coding (HEVC) tile modes. The measurement-based experiments show that the proposed scheme achieves an average data usage reduction of almost 65.2% as well as average view adaptation delay reduction of almost 57.7%.

Comparison Between Actual and 3D Virtual Skirts of Different Front and Back Silhouette with Regard to the Evaluation of Subjective Appearance and Shape Characteristics (앞과 뒤 실루엣이 다른 스커트의 가상착의와 실제 착의에 대한 주관적 외관평가와 형태특성 비교)

  • Lee, Heeran;Hong, Kyunghi
    • Journal of Fashion Business
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    • v.21 no.5
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    • pp.91-108
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    • 2017
  • Interests in 3D virtual clothing technology and its application in online shopping malls are increasing with the advent of the Fourth Industrial Revolution. Most studies on 3D virtual clothing, however, are focused on observing drapes or ease of virtual clothing depending on fabric properties of representative clothing items. Therefore, the purpose of this study is: first, to determine if current input of typical material characteristics in 3D CLO are sufficient to formulate virtual skirts with different front and back silhouettes; second, to determine if subjective appearance evaluation matched physical shape characteristics of those skirts. In this study, appearances of typical cotton, wool, silk, rayon, and polyester skirts with different front and back pattern were compared between actual and virtual clothing depending on fabric materials. Subjective appearance evaluation was conducted by 7 experts regarding similarity between actual and virtual clothing with a 5-point scale. For objective evaluation of the both types of skirt shape, degree of roundness at the cross section, displacement of side seam, position of back waistline, and the number of folds at the skirt back were observed. In the case of cotton and wool, not the subjective appearance evaluation as well as shape characteristics of virtual skirts were well matched to the actual shape of skirts with a few material inputs. However, current material inputs for silk, rayon and polyester were insufficient to cover material differences in formation of virtual skirts with different front and back silhouettes.

Positional Changes of the Internal Reference Points Followed by Reposition of the Maxilla - A Study of a 3D Virtual Surgery Program (상악골 재위치술 시행 시 골편의 이동량에 따른 내측기준점의 변화 - 3차원 가상수술 프로그램을 이용한 연구)

  • Suh, Young-Bin;Park, Jae-Woo;Kwon, Min-Su
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.33 no.5
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    • pp.413-419
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    • 2011
  • Purpose: Reposition of the maxilla is a common technique for correction of midfacial deformities. To achieve the goal of the surgery, the maxilla should be repositioned based on the precisely planned position during surgery. The internal reference points (IRPs) and the external reference points (ERPs) are usually used to determine vertical dimension of maxilla, which is an important factor for confirming maxillary position. However, the IRPs are known to be inaccurate in determining the vertical dimension. In this study, we investigated the correlation of positional change of the modified IRPs with repositioned maxilla. Methods: The study group consisted of 26 patients with dentofacial deformities. For the simulation of the surgery, patient maxillary CT data and 3-D virtual surgery programs (V-$Works^{(R)}$ and V-$Surgery^{(R)}$) were used. IRPs of this study were set on both the lateral wall of piriform aperture, inferior margin of both infraorbital foramen, and the labial surfaces of the canine and first molar. The distance from the point on lateral wall of the piriform aperture to the point on the buccal surface of the canine was defined as IRP-C, and the distance from the point on the inferior margin of the infraorbital foramen to the point on the buccal surface of the $1^{st}$ molar was defined as IRP-M. After the virtual simulation of Le Fort I osteotomy, the changes in IRP-C and IRP-M were compared with the maxillary movement. All measures were analyzed statistically. Results: With respect to vertical movements, the IRP-C (approximately 98%) and the IRP-M (approximately 96%) represented the movement of the canine and the $1^{st}$ molar. Regarding rotating movement, the IRPs changed according to the movement of the canine and the $1^{st}$ molar. In particular, the IRP-C was changed in accordance with the canine. Conclusion: IRPs could be good indicators for predicting vertical movements of the maxilla during surgery.

Multiple Camera Calibration for Panoramic 3D Virtual Environment (파노라믹 3D가상 환경 생성을 위한 다수의 카메라 캘리브레이션)

  • 김세환;김기영;우운택
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.2
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    • pp.137-148
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    • 2004
  • In this paper, we propose a new camera calibration method for rotating multi-view cameras to generate image-based panoramic 3D Virtual Environment. Since calibration accuracy worsens with an increase in distance between camera and calibration pattern, conventional camera calibration algorithms are not proper for panoramic 3D VE generation. To remedy the problem, a geometric relationship among all lenses of a multi-view camera is used for intra-camera calibration. Another geometric relationship among multiple cameras is used for inter-camera calibration. First camera parameters for all lenses of each multi-view camera we obtained by applying Tsai's algorithm. In intra-camera calibration, the extrinsic parameters are compensated by iteratively reducing discrepancy between estimated and actual distances. Estimated distances are calculated using extrinsic parameters for every lens. Inter-camera calibration arranges multiple cameras in a geometric relationship. It exploits Iterative Closet Point (ICP) algorithm using back-projected 3D point clouds. Finally, by repeatedly applying intra/inter-camera calibration to all lenses of rotating multi-view cameras, we can obtain improved extrinsic parameters at every rotated position for a middle-range distance. Consequently, the proposed method can be applied to stitching of 3D point cloud for panoramic 3D VE generation. Moreover, it may be adopted in various 3D AR applications.

Subjective Evaluation for Recovery from Visual Strain in Video Data Terminal Operation - How to Recover from Visual Strain in VDT Operation -

  • Muraoka, Tetsuya;Nakashima, Noboru;Ikeda, Hiroaki;Ishizaki, Yoshiaki
    • 제어로봇시스템학회:학술대회논문집
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    • 1999.10a
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    • pp.189-193
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    • 1999
  • For a video data terminal (VDT) operator, visual strain was caused by continuous VDT operations was found id be recovered by watching the picture of virtual far point with the background of the complementary color when the treatment to recover from visual strain was carried out. When the VDT operator watches the picture of virtual far point with the condition of the complementary color stimuli on the CRT display in 60 or 120 minutes after the start of the VDT operation, the visual strain is recovered and the VDT operator is kept healthy.

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A Study on the Application of Minimum Reinforcement Ratio in Pile-Bent structure (단일형 현장타설말뚝의 최소 철근비 적용을 위한 연구)

  • Kim, Jae-Young;Jeong, Sang-Seom
    • Proceedings of the Korean Geotechical Society Conference
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    • 2010.09b
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    • pp.122-130
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    • 2010
  • In recent days, the foundations of huge structures in general and mega foundations of grand bridges in particular are required in geotechnical engineering. However, previous design method based on virtual fixed point theory cannot adequately predict Pile-Bent structure‘s physical behavior. Therefore, this paper describes a new analysis and design of Pile-Bent structure for grand bridges. A detailed analysis was performed for column-pile interactions using FB-Pier program and Midas program. As a result, the behavior of a column-pile is estimated and highlighted. Moreover, based on this study, it is found that the minimum reinforcement ratio(=0.4%) is applicable for plastic behavior of columns.

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