• Title/Summary/Keyword: markerless

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A Method to Enhance the Recognition Rate of Marker Images in Augmented Reality (증강현실 마커 이미지의 인식률 개선 방안)

  • Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.1-6
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    • 2022
  • As augmented reality technology becomes more common and prevelant, marker-based AR contents are applied in various ways. However AR contents are still hardly utilized due to the low recognition rate of marker images. In order to increase the recognition rate of AR marker images, this paper experiment and analyzed how much the recognition rate of markers could be improved when image correction and design changes was applied. The experimental result shows that the image correction task could significantly improve the number of image characteristics and the recognition grade if the image was modified in a way its saturation value is increased. Moreover, the recognition rate was improved even more when regular pattern design was added to the original marker image. In conclusion, it was possible to make the marker well recognized through proper correction of the image and additional process of pattern design in the process of producing the marker image.

The Vectra M3 3-dimensional digital stereophotogrammetry system: A reliable technique for detecting chin asymmetry

  • Hansson, Stina;Ostlund, Emil;Bazargani, Farhan
    • Imaging Science in Dentistry
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    • v.52 no.1
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    • pp.43-51
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    • 2022
  • Purpose: The aim of this study was to evaluate the reliability of the Vectra M3 (3D Imaging System; Canfield Scientific, Parsippany, NJ, USA) in detecting chin asymmetry, and to assess whether the automatic markerless tracking function is reliable compared to manually plotting landmarks. Materials and Methods: Twenty subjects (18 females and 2 males) with a mean age of 42.5±10.5 years were included. Three-dimensional image acquisition was carried out on all subjects with simulated chin deviation in 4 stages (1-4 mm). The images were analyzed by 2 independent observers through manually plotting landmarks and by Vectra software auto-tracking mode. Repeated-measures analysis of variance and the Tukey post-hoc test were performed to evaluate the differences in mean measurements between the 2 operators and the software for measuring chin deviation in 4 stages. The intraclass correlation coefficient (ICC) was calculated to estimate the intra- and inter-examiner reliability. Results: No significant difference was found between the accuracy of manually plotting landmarks between observers 1 and 2 and the auto-tracking mode (P=0.783 and P=0.999, respectively). The mean difference in detecting the degree of deviation according to the stage was <0.5 mm for all landmarks. Conclusion: The auto-tracking mode could be considered as reliable as manually plotted landmarks in detecting small chin deviations with the Vectra® M3. The effect on the soft tissue when constructing a known dental movement yielded a small overestimation of the soft tissue movement compared to the dental movement (mean value<0.5 mm), which can be considered clinically non-significant.

Investigation of Biomechanical Factors in Track and Field Javelin Performance: A Multidimensional Analysis of Predictive Variables through Multiple Regression Analysis (육상 창던지기 기록에 미치는 운동학적 요인의 탐색: 다차원적 다중회귀를 활용한 성과 예측 변수 분석)

  • Ho-Jong Gil;Jin Joo Yang;Jong Chul Park;Young Sun Lee;Jae Myoung Park
    • Korean Journal of Applied Biomechanics
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    • v.33 no.4
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    • pp.175-184
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    • 2023
  • Objective: The purpose of this study is to investigate the effects of human motion and javelin kinematics during the energy transfer in javelin throwing on records, and to provide evidence-based training insights for athletes and coaches to enhance records. Method: Three javelin throw athletes (age: 22.67 ± 0.58 years, height: 178.33 ± 7.37 cm, weight: 83.67 ± 1.15 kg) were recruited for this study. Each athlete attempted ten maximum record trials, and the kinematic data from each performance were analyzed to determine their influence on the records. The Theia3d Markerless system was used for motion analysis. Results: Key factors were modeled and identified at each moment. In E1, main variables were COM Y (𝛽 8.162, p<.05) and COM velocity Z (𝛽 -72.489, p<.05); in E2, COM X (𝛽 -17.604, p<.05); in E3, COM X (𝛽 -18.606, p<.05), COM velocity Y (𝛽 38.694, p<.05), and COM velocity X (𝛽 66.323, p<.05). For the javelin throw dynamics in E3, key determinants were Attitude angle and Javelin velocity in the Y-axis. Conclusion: The study reveals that controlled vertical movement, center of mass management during braking, and enhanced pelvic rotation significantly improve javelin throw performance. These kinematic strategies are critical for record enhancement in javelin throwing.

Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

Study for applying the augmented reality onto postage stamps (우표의 증강현실 적용에 관한 연구)

  • Lee, Ki Ho
    • Cartoon and Animation Studies
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    • s.33
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    • pp.503-529
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    • 2013
  • The commemorative AR postage stamps which are the world first presented at The YEOSU EXPO 2012 has had meaning of communicating with future in this present from a convergence that the most analog medium is using now and that the AR is cutting edge of digital technology. The AR stamps printed 10 kind out of 33 commemorative stamps. These have great significance that is artistic value than that is world first. The applied AR images are not only expressed 3D real images but also artic represented and signifying each stamp images from visualized creativity process, and build 'new art space' that is new concept between on real(analog) and virtual(digital). This study analyzes meaning of images and then makes concept of AR contents design. The processing is designed and considered the meaning of architectures and environments, and the regional specific feature of the Yeosu with surrealistic graphic concept. The 10 of deducted images were expressed after AR coding such as visual arts. This study realized markerless 3D image tracking AR stamps and deducted research result are; the first, it was able to figure out how to realize AR in the process of registering the reference images, coordinating transformation, and hybriding AR on the stamps for the mobile devices. The second, it was able to be seeked a possibility of new virtual exhibition space. The third, it was able to know possibility of satisfaction of immersing with visual formativeness and usability with informativity.

Improved CS-RANSAC Algorithm Using K-Means Clustering (K-Means 클러스터링을 적용한 향상된 CS-RANSAC 알고리즘)

  • Ko, Seunghyun;Yoon, Ui-Nyoung;Alikhanov, Jumabek;Jo, Geun-Sik
    • KIPS Transactions on Software and Data Engineering
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    • v.6 no.6
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    • pp.315-320
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    • 2017
  • Estimating the correct pose of augmented objects on the real camera view efficiently is one of the most important questions in image tracking area. In computer vision, Homography is used for camera pose estimation in augmented reality system with markerless. To estimating Homography, several algorithm like SURF features which extracted from images are used. Based on extracted features, Homography is estimated. For this purpose, RANSAC algorithm is well used to estimate homography and DCS-RANSAC algorithm is researched which apply constraints dynamically based on Constraint Satisfaction Problem to improve performance. In DCS-RANSAC, however, the dataset is based on pattern of feature distribution of images manually, so this algorithm cannot classify the input image, pattern of feature distribution is not recognized in DCS-RANSAC algorithm, which lead to reduce it's performance. To improve this problem, we suggest the KCS-RANSAC algorithm using K-means clustering in CS-RANSAC to cluster the images automatically based on pattern of feature distribution and apply constraints to each image groups. The suggested algorithm cluster the images automatically and apply the constraints to each clustered image groups. The experiment result shows that our KCS-RANSAC algorithm outperformed the DCS-RANSAC algorithm in terms of speed, accuracy, and inlier rate.

Augmented Reality System using Planar Natural Feature Detection and Its Tracking (동일 평면상의 자연 특징점 검출 및 추적을 이용한 증강현실 시스템)

  • Lee, A-Hyun;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.48 no.4
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    • pp.49-58
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    • 2011
  • Typically, vision-based AR systems operate on the basis of prior knowledge of the environment such as a square marker. The traditional marker-based AR system has a limitation that the marker has to be located in the sensing range. Therefore, there have been considerable research efforts for the techniques known as real-time camera tracking, in which the system attempts to add unknown 3D features to its feature map, and these then provide registration even when the reference map is out of the sensing range. In this paper, we describe a real-time camera tracking framework specifically designed to track a monocular camera in a desktop workspace. Basic idea of the proposed scheme is that a real-time camera tracking is achieved on the basis of a plane tracking algorithm. Also we suggest a method for re-detecting features to maintain registration of virtual objects. The proposed method can cope with the problem that the features cannot be tracked, when they go out of the sensing range. The main advantage of the proposed system are not only low computational cost but also convenient. It can be applicable to an augmented reality system for mobile computing environment.

A Movement Tracking Model for Non-Face-to-Face Excercise Contents (비대면 운동 콘텐츠를 위한 움직임 추적 모델)

  • Chung, Daniel;Cho, Mingu;Ko, Ilju
    • KIPS Transactions on Computer and Communication Systems
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    • v.10 no.6
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    • pp.181-190
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    • 2021
  • Sports activities conducted by multiple people are difficult to proceed in a situation where a widespread epidemic such as COVID-19 is spreading, and this causes a lack of physical activity in modern people. This problem can be overcome by using online exercise contents, but it is difficult to check detailed postures such as during face-to-face exercise. In this study, we present a model that detects posture and tracks movement using IT system for better non-face-to-face exercise content management. The proposed motion tracking model defines a body model with reference to motion analysis methods widely used in physical education and defines posture and movement accordingly. Using the proposed model, it is possible to recognize and analyze movements used in exercise, know the number of specific movements in the exercise program, and detect whether or not the exercise program is performed. In order to verify the validity of the proposed model, we implemented motion tracking and exercise program tracking programs using Azure Kinect DK, a markerless motion capture device. If the proposed motion tracking model is improved and the performance of the motion capture system is improved, more detailed motion analysis is possible and the number of types of motions can be increased.

An Accelerated IK Solver for Deformation of 3D Models with Triangular Meshes (삼각형 메쉬로 이루어진 3D 모델의 변형을 위한 IK 계산 가속화)

  • Park, Hyunah;Kang, Daeun;Kwon, Taesoo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.5
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    • pp.1-11
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    • 2021
  • The purpose of our research is to efficiently deform a 3D models which is composed of a triangular mesh and a skeleton. We designed a novel inverse kinematics (IK) solver that calculates the updated positions of mesh vertices with fewer computing operations. Through our user interface, one or more markers are selected on the surface of the model and their target positions are set, then the system updates the positions of surface vertices to construct a deformed model. The IK solving process for updating vertex positions includes many computations for obtaining transformations of the markers, their affecting joints, and their parent joints. Many of these computations are often redundant. We precompute those redundant terms in advance so that the 3-nested loop computation structure was improved to a 2-nested loop structure, and thus the computation time for a deformation is greatly reduced. This novel IK solver can be adopted for efficient performance in various research fields, such as handling 3D models implemented by LBS method, or object tracking without any markers.

AI-Based Object Recognition Research for Augmented Reality Character Implementation (증강현실 캐릭터 구현을 위한 AI기반 객체인식 연구)

  • Seok-Hwan Lee;Jung-Keum Lee;Hyun Sim
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1321-1330
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    • 2023
  • This study attempts to address the problem of 3D pose estimation for multiple human objects through a single image generated during the character development process that can be used in augmented reality. In the existing top-down method, all objects in the image are first detected, and then each is reconstructed independently. The problem is that inconsistent results may occur due to overlap or depth order mismatch between the reconstructed objects. The goal of this study is to solve these problems and develop a single network that provides consistent 3D reconstruction of all humans in a scene. Integrating a human body model based on the SMPL parametric system into a top-down framework became an important choice. Through this, two types of collision loss based on distance field and loss that considers depth order were introduced. The first loss prevents overlap between reconstructed people, and the second loss adjusts the depth ordering of people to render occlusion inference and annotated instance segmentation consistently. This method allows depth information to be provided to the network without explicit 3D annotation of the image. Experimental results show that this study's methodology performs better than existing methods on standard 3D pose benchmarks, and the proposed losses enable more consistent reconstruction from natural images.