• Title/Summary/Keyword: mixed reality

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e-Learning Technology Based on Mixed Reality (혼합현실기반 이러닝 기술동향)

  • Kim, Y.H.;Lee, S.W.;Lee, J.S.;Noh, K.H.
    • Electronics and Telecommunications Trends
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    • v.24 no.1
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    • pp.90-100
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    • 2009
  • 메인프레임 기반 컴퓨팅에서 PC 기반 컴퓨팅에 이어 제3세대 컴퓨터 환경인 유비쿼터스 컴퓨팅 환경으로의 진화는 현실에 컴퓨터를 탑재하여 언제 어디서나 모든 곳에 존재하는 네트워크 환경을 제공하고 있고, 이러한 유비쿼터스 컴퓨팅과 이를 연동한 네트워크 패러다임은 미래교육 시스템이 나가야 할 새로운 방향을 제시한다. 양방향 의사소통을 기본으로 하는 지식기반사회의 교육패러다임의 변화는 컴퓨터의 역할 패러다임의 변화와 그 맥을 함께 하고 있으며, 이러닝 분야에서도 기존의 단순하고 일방향적인 교육 콘텐츠에서 벗어나 새로운 기술에 기반한 고품질의 양방향적 콘텐츠를 요구하고 있다. 이에 대한 하나의 대안으로 학습자에게 실재감과 몰입감을 촉진하고 마커의 직접적인 조작활동을 통해 양방향 상호작용을 극대화 할 수 있는 혼합현실(mixed reality) 기반 이러닝 시스템의 개발이 시도되고 있다. 본 고에서는 이러한 혼합현실기반 이러닝 기술의 동향에 대해 살펴보고자 한다.

Development of Game Environment System based on Spatial Augmented Reality using a Real Creature

  • Yun, Chang-Ok;Kim, Jung-Hoon;Jo, Jae-Ik;Yun, Tae-Soo;Lee, Dong-Hoon
    • Journal of Korea Multimedia Society
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    • v.12 no.6
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    • pp.856-866
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    • 2009
  • Recent development in game technologies has offered various game environments, but the existing games have not provided realistically felt game environments because the element of the game is virtually generated in most of the games. Therefore, we propose a mixed game environment based on spatial augmented reality by using a creature that really exists. In the proposed game environment, tracking based on camera images created in real-time enables the provision of information about the real creature that is both still and moving. The game environment is presented with virtual object by using the coordinate of a real creature. Then, spatial augmented reality technology is applied for mixing a real creature and virtual game elements. Thus, the game scene is displayed by the spatial augmented reality technique based on the real-time coordinate of real creatures. Moreover, by providing the realistic game environment based on the spatial augmented reality, our system can be applied to various game contents that are actually felt as real. Most importantly, our system arouses the players' interest in a new kind of game environment.

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Computer Vision as a Platform in Metaverse

  • Iqbal Muhamad Ali;Ho-Young Kwak;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.63-71
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

Design of Mixed Reality Visualization System for Operational Situation Using Cloud-based Geospatial Information (클라우드 기반 지리공간정보를 활용한 작전상황 혼합현실 가시화 시스템 설계)

  • Youngchan Jang;Jaeil Park;Eunji Cho;Songyun Kwak;Sang Heon Shin
    • Journal of the Korea Institute of Military Science and Technology
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    • v.27 no.1
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    • pp.60-69
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    • 2024
  • The importance of geospatial information is increasingly highlighted in the defense domain. Accurate and up-to-date geospatial data is essential for situational awareness, target analysis, and mission planning in millitary operations. The use of high-resolution geospatial data in military operations requires large storage and fast image processing capabilities. Efficient image processing is required for tasks such as extracting useful information from satellite images and creating 3D terrain for mission planning, In this paper, we designed a cloud-based operational situation mixed reality visualization system that utilizes large-scale geospatial information distributed processed on a cloud server based on the container orchestration platform Kubernetes. We implemented a prototype and confirmed the suitability of the design.

Fast Light Source Estimation Technique for Effective Synthesis of Mixed Reality Scene (효과적인 혼합현실 장면 생성을 위한 고속의 광원 추정 기법)

  • Shin, Seungmi;Seo, Woong;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.89-99
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    • 2016
  • One of the fundamental elements in developing mixed reality applications is to effectively analyze and apply the environmental lighting information to image synthesis. In particular, interactive applications require to process dynamically varying lighting sources in real-time, reflecting them properly in rendering results. Previous related works are not often appropriate for this because they are usually designed to synthesize photorealistic images, generating too many, often exponentially increasing, light sources or having too heavy a computational complexity. In this paper, we present a fast light source estimation technique that aims to search for primary light sources on the fly from a sequence of video images taken by a camera equipped with a fisheye lens. In contrast to previous methods, our technique can adust the number of found light sources approximately to the size that a user specifies. Thus, it can be effectively used in Phong-illumination-model-based direct illumination or soft shadow generation through light sampling over area lights.

Mixed reality health management model using smart phone (스마트폰을 이용한 혼합현실 건강 관리 모델 연구)

  • Im, Jin-mo;Jang, Eun-Jin;Jeong, Chang-Sik;Shin, Seung-Jung
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.2
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    • pp.185-189
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    • 2018
  • Today, the incidence of illnesses due to a lack of exercise, such as lack of exercise in the 20s and 30s, 40s menstrual period, and 50s in the fifties, is increasing every year, because of the introduction of new technologies such as smartphone development,And the pattern of life according to it changes conveniently and the amount of activity decreases, and the lack of momentum has a great influence. I would like to study new mixed reality healthcare service products by merging the existing human smartphone with mixed reality. This is not merely showing the numerical value of the momentum by attaching to the human body like the existing healthcare product,And to measure and analyze the amount of exercise to help people to manage their health.

Mixed-reality simulation for orthognathic surgery

  • Fushima, Kenji;Kobayashi, Masaru
    • Maxillofacial Plastic and Reconstructive Surgery
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    • v.38
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    • pp.13.1-13.12
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    • 2016
  • Background: Mandibular motion tracking system (ManMoS) has been developed for orthognathic surgery. This article aimed to introduce the ManMoS and to examine the accuracy of this system. Methods: Skeletal and dental models are reconstructed in a virtual space from the DICOM data of three-dimensional computed tomography (3D-CT) recording and the STL data of 3D scanning, respectively. The ManMoS uniquely integrates the virtual dento-skeletal model with the real motion of the dental cast mounted on the simulator, using the reference splint. Positional change of the dental cast is tracked by using the 3D motion tracking equipment and reflects on the jaw position of the virtual model in real time, generating the mixed-reality surgical simulation. ManMoS was applied for two clinical cases having a facial asymmetry. In order to assess the accuracy of the ManMoS, the positional change of the lower dental arch was compared between the virtual and real models. Results: With the measurement data of the real lower dental cast as a reference, measurement error for the whole simulation system was less than 0.32 mm. In ManMoS, the skeletal and dental asymmetries were adequately diagnosed in three dimensions. Jaw repositioning was simulated with priority given to the skeletal correction rather than the occlusal correction. In two cases, facial asymmetry was successfully improved while a normal occlusal relationship was reconstructed. Positional change measured in the virtual model did not differ significantly from that in the real model. Conclusions: It was suggested that the accuracy of the ManMoS was good enough for a clinical use. This surgical simulation system appears to meet clinical demands well and is an important facilitator of communication between orthodontists and surgeons.

Multi-focus 3D display of see-through Head-Mounted Display type (투시형 두부 장착형 디스플레이방식의 다초점 3차원 디스플레이)

  • Kim, Dong-Wook;Yoon, Seon-Kyu;Kim, Sung-Kyu
    • Journal of Broadcast Engineering
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    • v.11 no.4 s.33
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    • pp.441-447
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    • 2006
  • See-through HMD type 3D display can provide an advantage of us seeing virtual 3D data used stereoscopic display simultaneously with real object(MR-Mixed Reality). But, when user sees stereoscopic display for a long time, not only eye fatigue phenomenon happens but also de-focus phenomenon of data happens by fixed focal point of virtual data. Dissatisfaction of focus adjustment of eye can be considered as the important reason of this phenomenon. In this paper, We proposed an application of multi-focus in see-through HMD as a solution of this problem. As a result, we confirmed that the focus adjustment coincide between the object of real world and the virtual data by multi-focus in monocular condition.