• Title/Summary/Keyword: filling media

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Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

Efficient Hole Filling Method for Producing Virtual View Images (가상시점 영상 생성을 위한 효율적인 홀 채움 방법)

  • Mun, Ji-Hun;Ho, Yo-Sung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2014.11a
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    • pp.93-96
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    • 2014
  • 본 논문에서는 가상시점 영상을 생성할 때 발생하는 홀 영역을 효율적으로 채우는 방법을 제안한다. 가상시점 영상을 생성하려면 우선 깊이 영상에 대해 3차원 워핑을 수행한 뒤, 이때 발생하는 작은 홀을 미디언 필터를 이용하여 적절히 채워야 한다. 홀이 채워진 깊이 영상을 기반으로 하여 입력받은 참조 컬러 영상에 대해 3차원 워핑을 수행하여 가상 위치에 새로운 시점 영상을 생성하게 된다. 이때 또한 마찬가지로 3차원 워핑을 수행하기 때문에 홀 영역이 발생하게 된다. 텍스쳐 영상을 워핑하여 새로운 좌표계로 옮긴 영상은 주변 컬러 화소들과의 관계들을 가지고 있다. 텍스쳐 영상을 워핑한 결과 영상에서 발생하는 홀 영역을 채우기 위해 방향성을 고려한 홀 채움 방법을 사용한다. 홀 주변 화소 영역의 값들을 홀을 채우게 될 후보 화소 값으로 설정한 뒤, 각각의 화소값에 대해 비용값을 계산한다. 이때 가장 적은 비용값을 갖게 하는 주변 화소 값을 해당 영역의 홀 채움 값으로 사용하게 된다. 좌영상과 우영상을 워핑할 때 발생하는 홀 영역의 위치가 각각 다르게 나타난다. 홀 영역은 배경화소 값을 이용해 채울 경우 자연스러운 결과를 보인다. 배경화소 값을 이용하기 위해 좌영상과 우영상에 따른 새로운 홀 스캔 방향 또한 제안한다. 능동적으로 홀 스캔 방향을 선택하여 홀 주변 화소값들을 스캔해가며 워핑 결과 발생하는 홀 영역을 효율적으로 채우게 된다. 결과적으로 제안한 방법을 통하여 생성된 가상시점 영상의 화질이 좋아지는 결과를 확인할 수 있었다.

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Real-Time Free Viewpoint TV System Using CUDA (CUDA 를 이용한 실시간 Free Viewpoint TV System 구현)

  • Yang, Yun Mo;Lee, Jin Hyeok;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.11a
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    • pp.71-73
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    • 2015
  • In this paper, we propose the Real-Time Free Viewpoint TV System with multiple Microsoft Kinects and CUDA of NVidia GPGPU library. It generates a virtual view between two views by using color and depth image acquired by Kinect in real time. In order to reduce complexity of coordinate transformations and nearest neighbor method for hole filling caused by IR pattern interference, we parallelize this process using CUDA. Finally, it is observed that CUDA based system generates more frames than using CPU based system in the same time.

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Design of Free Viewpoint TV System with MS Kinects (MS Kinect 를 이용한 Free Viewpoint TV System 설계)

  • Lee, Jun Hyeop;Yang, Yun Mo;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.122-124
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    • 2015
  • This paper provides the design and implementation of Free Viewpoint TV System with multiple Microsoft Kinects. It generates a virtual view between two views by manipulating texture and depth image captured by Kinects in real-time. In order to avoid this, we propose the hole-filling scheme using Nearest neighbor and inpainting. As a result, holes generated by interference are filled with new depth values calculated by their neighbors. However, the depth values are not accurate, but are similar with their neighbors. And depending on the frequency of running a Nearest Neighbor method, we can see that edge's border would be shifted inner or outer of the object.

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Texture Garbage Elimination Algorithm for Exemplar-based Image Inpainting (예제기반 영상 인페인팅을 위한 텍스쳐 가비지 제거 알고리즘)

  • Kong, Young Il;Lee, Si-Woong
    • Journal of Broadcast Engineering
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    • v.24 no.1
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    • pp.186-189
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    • 2019
  • Image inpainting is an image processing technique that restores an image by naturally filling the empty or damaged regions in an image. In this paper, we present a new image inpainting technique that can suppress the generation of texture garbage which is one of the artifacts of existing exemplar-based image inpainting. Unlike the existing technique, only the stationary source patch is sampled as the exemplar patch based on the assumption of spatial stationarity of the texture. This prevents the texture garbage, which is an inconsistent piece of texture from being copied to the target region. Experimental results show that the texture synthesis using the proposed method produces more natural inpainting results than the existing method.

Design and implementation of interpolated view video (중간 시점 영상 생성 기술 설계 및 구현)

  • Lee, Euisang;Park, Seonghwan;Kim, Junsik;Kim, Sangil;Kim, Kyuheon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.313-316
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    • 2018
  • 최근 미디어의 생성 및 소비 기술의 발전으로 몰입도 있는 콘텐츠에 대한 수요가 증가하고 있다. View Interpolation 기술은 두 개의 좌/우 영상을 기반으로 하여 두 영상의 중간 시점에 해당하는 영상을 생성해내는 기술이다. 먼저 Depth Hole Filling Module을 이용하여 좌/우 영상 및 그에 대응하는 깊이 지도를 입력으로 받아 깊이 지도에 존재하는 오류를 검출하고, 보정한다. 깊이 지도의 오류 보정이 완료되면, 해당 데이터를 각각 Feature Matching Module 및 Layer Dividing Module로 전달한다. Feature Matching Module은 실사 영상 내의 특징점들을 검출하고, 두 영상 내 특징점을 매칭하는 역할을 수행하며, Layer Dividing Module은 깊이 값을 기반으로 영상의 Layer를 분할한다. Feature Matching Module에서 특징점의 매칭이 완료되면, 특징점의 영상 내 좌표 및 해당 좌표에서의 깊이 값을 Distance Estimating Module로 전달한다. Distance Estimating Module은 전달받은 특징점의 좌표 및 해당 좌표에서의 깊이 값을 기반으로 전체 깊이 값에서의 이동도를 계산한다. 이와 같이 이동도의 계산 및 Layer 분할이 완료되면, 각 Layer를 이동도에 기반하여 이동시키고, 이동된 Layer들을 포개어 배치함으로써 View interpolation을 완성한다.

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Improving immersive video compression efficiency by reinforcement learning (강화학습 기반 몰입형 영상 압축 성능 향상 기법)

  • Kim, Dongsin;Oh, Byung Tae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • fall
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    • pp.33-36
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    • 2021
  • In this paper, we propose a new method for improving compression efficiency of immersive video using reinforcement learning. Immersive video means a video that a user can directly experience, such as 3DOF+ videos and Point Cloud videos. It has a vast amount of information due to their characteristics. Therefore, lots of compression methods for immersive video are being studied, and generally, a method, which projects an 3D image into 2D image, is used. However, in this process, a region where information does not exist is created, and it can decrease the compression efficiency. To solve this problem, we propose the reinforcement learning-based filling method with considering the characteristics of images. Experimental results show that the performance is better than the conventional padding method.

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Road Runoff Treatment using Pilot Scale-NPS Treatment Plant Filling up Expended Polypropylene Media (발포고분자여재가 충전된 파일럿 규모의 비점오염물질 처리장치를 이용한 도로 강우유출수 처리)

  • Kim, Seogku;Oh, Hyecheol;Ahn, Jaehwan
    • Journal of Korean Society of Environmental Engineers
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    • v.36 no.10
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    • pp.711-718
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    • 2014
  • Investigated the processing characteristics of the pollutants and runoff due to storm events in the actual application of the road fields and a Non-Point Sources (NPS) pilot scale equipment. This phenomenon has occurred in the influent bypass the blockage occurs after 90 min the expended polymeric media was filled with filtered column. When entering a treatment tank SS 200 mg/L or more high concentration of effluent treatment efficiency was reduced from the reaction time 60 min. Influent concentration less then SS 180 mg/L was stable handling. The $COD_{Cr}/SS$ ratio were analyzed with 0.67, median value. Showed 92.1% and 82.3% respectively with an average removal rate of the SS and the $COD_{Cr}$. If the influent concentration of TP is the 0.5 mg/L or less, the quality of the treated water is 0.1 mg/L levels were expressed in a stable process. And when entering the 1.0 mg/L or more of the treated water, had a greater than average 0.2 mg/L. If the influent concentration of TN is 4~10 mg/L, the treatment water quality level was kept a 1.5~3.0 mg/L. The average removal efficiency of TP and TN respectively 73.9%, 50.4%.

Effect of Temperature on the Nitrogen Removal of Municipal Wastewater in a Pilot-scale Moving Bed Biofilm Reactor with Waste-tire Media (폐타이어 담체를 이용한 파일럿 규모 유동상 생물막 공정에서 하수의 질소제거에 미치는 온도 영향)

  • Park, Woon-Ji;Ahn, Johng-Hwa;Lee, Chan-Ki
    • Journal of Korean Society of Environmental Engineers
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    • v.30 no.5
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    • pp.507-516
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    • 2008
  • This research was conducted to elucidate the effect of temperature on the nitrogen removal of municipal wastewater with waste-tire media. The experiments were carried out in laboratory-scale batch reactor and pilot-scale moving bed biofilm reactor filled at a 0.15 filling ratio with waste-tire media, respectively. In batch tests, specific nitrification rate(SNR) with media was 3.4 mg NH$_4^+$-N/g Mixed-Liquor Volatile Suspended Solid(MLVSS)$\cdot$hr, compared with 1.7 mg NH$_4^+$-N/g MLVSS$\cdot$hr without media. In pilot-scale test with media, total nitrogen removal efficiency increased from 53 $\pm$ 8% to 76 $\pm$ 5% as the temperature increased from 9$\sim$10$^{\circ}C$ to 20$\sim$24$^{\circ}C$. At the temperature of 9$\sim$10$^{\circ}C$, 10$\sim$20$^{\circ}C$, and 20$\sim$24$^{\circ}C$, the SNRs were 0.8 $\pm$ 0.5, 3.1 $\pm$ 1.9, and 3.4 $\pm$ 2.1 mg NH$_4^+$-N/g MLVSS$\cdot$hr and the specific denitrification rates(SDNR) were 0.6 $\pm$ 0.2, 1.1 $\pm$ 0.6, 1.4 $\pm$ 0.6 mg NO$_3^-$-N/g MLVSS.hr, respectively. The overall activities of biomass in anaerobic, anoxic, and oxic zones at 20$\sim$24$^{\circ}C$ increased to 22, 20, and 15%, compared with those at 9$\sim$10$^{\circ}C$, respectively. The activity distribution of Nitrosomonas and Nitrobacter also increased with the increase of temperature.

Group storytelling with multi-storyteller in single person media game contents on Youtube - focused on viewer-participating contents in channel (유튜브 1인 게임 방송의 집단 스토리텔링 -<대도서관 TV(buzzbean11)> 채널의 시청자 참여형 콘텐츠를 중심으로)

  • Kil, Hye-Bin;Kim, So-Young
    • Journal of Popular Narrative
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    • v.27 no.2
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    • pp.107-142
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    • 2021
  • Emergence of new media platform had changed relationship between the broadcaster and the viewer, which used to form 'performer-audience' structure. This research has focused on the transition of 'streamer-viewer' role in single-media broadcasting, such as Youtube or Twitch, and identify how they progress group storytelling as a team. Walter Benjam and Leslie Marmon Silko's notion of 'story and storyteller' and Erving Goffman's 'social role theory' was used to define participants' role in new media broadcasting. channel, on Youtube, was selected and analyzed as example case. The domain of 'front stage' was broadened in recorded contents comparing to live streaming. The audience of live streaming is included to the front stage during the expansion. The role of streamer, game participant, and live stream contents viewer is also adjusted during the change, which leads to group-creation of the contents. Streamer plays a role of main-storyteller and suggest identity of the community. Game participants work as sub-storyteller, filling in the blank space in game storytelling and making it sophisticated. They also perform based on community's identity, which streamer has built in advance. Lastly, live steam viewers are intermittent sub-storyteller, which seldom add up the narrative. Though, their main role is to preserve identity of game broadcasting community by reacting according to community's identity. As a result, the game broadcasting narrative is developed by combining and adding up pieces of story made in different level and role of participants. The research redefine the role of viewer and storytelling method in new media, especially in single-person broadcasting. Considering the rapid shift in recent media and contents, a new approach to the streamer-veiwer role and group storytelling of this research can be one of the new method to analyze contents produced in new media, such as Youtube.