1,054 research outputs found

    Application of augmented reality and robotic technology in broadcasting: A survey

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    As an innovation technique, Augmented Reality (AR) has been gradually deployed in the broadcast, videography and cinematography industries. Virtual graphics generated by AR are dynamic and overlap on the surface of the environment so that the original appearance can be greatly enhanced in comparison with traditional broadcasting. In addition, AR enables broadcasters to interact with augmented virtual 3D models on a broadcasting scene in order to enhance the performance of broadcasting. Recently, advanced robotic technologies have been deployed in a camera shooting system to create a robotic cameraman so that the performance of AR broadcasting could be further improved, which is highlighted in the paper

    ์ธ๊ฐ„ ๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ์„ ์œ„ํ•œ ๊ฐ•๊ฑดํ•˜๊ณ  ์ •ํ™•ํ•œ ์†๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ  ์—ฐ๊ตฌ

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    ํ•™์œ„๋…ผ๋ฌธ(๋ฐ•์‚ฌ) -- ์„œ์šธ๋Œ€ํ•™๊ต๋Œ€ํ•™์› : ๊ณต๊ณผ๋Œ€ํ•™ ๊ธฐ๊ณ„ํ•ญ๊ณต๊ณตํ•™๋ถ€, 2021.8. ์ด๋™์ค€.Hand-based interface is promising for realizing intuitive, natural and accurate human machine interaction (HMI), as the human hand is main source of dexterity in our daily activities. For this, the thesis begins with the human perception study on the detection threshold of visuo-proprioceptive conflict (i.e., allowable tracking error) with or without cutantoues haptic feedback, and suggests tracking error specification for realistic and fluidic hand-based HMI. The thesis then proceeds to propose a novel wearable hand tracking module, which, to be compatible with the cutaneous haptic devices spewing magnetic noise, opportunistically employ heterogeneous sensors (IMU/compass module and soft sensor) reflecting the anatomical properties of human hand, which is suitable for specific application (i.e., finger-based interaction with finger-tip haptic devices). This hand tracking module however loses its tracking when interacting with, or being nearby, electrical machines or ferromagnetic materials. For this, the thesis presents its main contribution, a novel visual-inertial skeleton tracking (VIST) framework, that can provide accurate and robust hand (and finger) motion tracking even for many challenging real-world scenarios and environments, for which the state-of-the-art technologies are known to fail due to their respective fundamental limitations (e.g., severe occlusions for tracking purely with vision sensors; electromagnetic interference for tracking purely with IMUs (inertial measurement units) and compasses; and mechanical contacts for tracking purely with soft sensors). The proposed VIST framework comprises a sensor glove with multiple IMUs and passive visual markers as well as a head-mounted stereo camera; and a tightly-coupled filtering-based visual-inertial fusion algorithm to estimate the hand/finger motion and auto-calibrate hand/glove-related kinematic parameters simultaneously while taking into account the hand anatomical constraints. The VIST framework exhibits good tracking accuracy and robustness, affordable material cost, light hardware and software weights, and ruggedness/durability even to permit washing. Quantitative and qualitative experiments are also performed to validate the advantages and properties of our VIST framework, thereby, clearly demonstrating its potential for real-world applications.์† ๋™์ž‘์„ ๊ธฐ๋ฐ˜์œผ๋กœ ํ•œ ์ธํ„ฐํŽ˜์ด์Šค๋Š” ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ ์ง๊ด€์„ฑ, ๋ชฐ์ž…๊ฐ, ์ •๊ตํ•จ์„ ์ œ๊ณตํ•ด์ค„ ์ˆ˜ ์žˆ์–ด ๋งŽ์€ ์ฃผ๋ชฉ์„ ๋ฐ›๊ณ  ์žˆ๊ณ , ์ด๋ฅผ ์œ„ํ•ด ๊ฐ€์žฅ ํ•„์ˆ˜์ ์ธ ๊ธฐ์ˆ  ์ค‘ ํ•˜๋‚˜๊ฐ€ ์† ๋™์ž‘์˜ ๊ฐ•๊ฑดํ•˜๊ณ  ์ •ํ™•ํ•œ ์ถ”์  ๊ธฐ์ˆ  ์ด๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋ณธ ํ•™์œ„๋…ผ๋ฌธ์—์„œ๋Š” ๋จผ์ € ์‚ฌ๋žŒ ์ธ์ง€์˜ ๊ด€์ ์—์„œ ์† ๋™์ž‘ ์ถ”์  ์˜ค์ฐจ์˜ ์ธ์ง€ ๋ฒ”์œ„๋ฅผ ๊ทœ๋ช…ํ•œ๋‹ค. ์ด ์˜ค์ฐจ ์ธ์ง€ ๋ฒ”์œ„๋Š” ์ƒˆ๋กœ์šด ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ  ๊ฐœ๋ฐœ ์‹œ ์ค‘์š”ํ•œ ์„ค๊ณ„ ๊ธฐ์ค€์ด ๋  ์ˆ˜ ์žˆ์–ด ์ด๋ฅผ ํ”ผํ—˜์ž ์‹คํ—˜์„ ํ†ตํ•ด ์ •๋Ÿ‰์ ์œผ๋กœ ๋ฐํžˆ๊ณ , ํŠนํžˆ ์†๋ ์ด‰๊ฐ ์žฅ๋น„๊ฐ€ ์žˆ์„๋•Œ ์ด ์ธ์ง€ ๋ฒ”์œ„์˜ ๋ณ€ํ™”๋„ ๋ฐํžŒ๋‹ค. ์ด๋ฅผ ํ† ๋Œ€๋กœ, ์ด‰๊ฐ ํ”ผ๋“œ๋ฐฑ์„ ์ฃผ๋Š” ๊ฒƒ์ด ๋‹ค์–‘ํ•œ ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ ๋„๋ฆฌ ์—ฐ๊ตฌ๋˜์–ด ์™”์œผ๋ฏ€๋กœ, ๋จผ์ € ์†๋ ์ด‰๊ฐ ์žฅ๋น„์™€ ํ•จ๊ป˜ ์‚ฌ์šฉํ•  ์ˆ˜ ์žˆ๋Š” ์† ๋™์ž‘ ์ถ”์  ๋ชจ๋“ˆ์„ ๊ฐœ๋ฐœํ•œ๋‹ค. ์ด ์†๋ ์ด‰๊ฐ ์žฅ๋น„๋Š” ์ž๊ธฐ์žฅ ์™ธ๋ž€์„ ์ผ์œผ์ผœ ์ฐฉ์šฉํ˜• ๊ธฐ์ˆ ์—์„œ ํ”ํžˆ ์‚ฌ์šฉ๋˜๋Š” ์ง€์ž๊ธฐ ์„ผ์„œ๋ฅผ ๊ต๋ž€ํ•˜๋Š”๋ฐ, ์ด๋ฅผ ์ ์ ˆํ•œ ์‚ฌ๋žŒ ์†์˜ ํ•ด๋ถ€ํ•™์  ํŠน์„ฑ๊ณผ ๊ด€์„ฑ ์„ผ์„œ/์ง€์ž๊ธฐ ์„ผ์„œ/์†Œํ”„ํŠธ ์„ผ์„œ์˜ ์ ์ ˆํ•œ ํ™œ์šฉ์„ ํ†ตํ•ด ํ•ด๊ฒฐํ•œ๋‹ค. ์ด๋ฅผ ํ™•์žฅํ•˜์—ฌ ๋ณธ ๋…ผ๋ฌธ์—์„œ๋Š”, ์ด‰๊ฐ ์žฅ๋น„ ์ฐฉ์šฉ ์‹œ ๋ฟ ์•„๋‹ˆ๋ผ ๋ชจ๋“  ์žฅ๋น„ ์ฐฉ์šฉ / ํ™˜๊ฒฝ / ๋ฌผ์ฒด์™€์˜ ์ƒํ˜ธ์ž‘์šฉ ์‹œ์—๋„ ์‚ฌ์šฉ ๊ฐ€๋Šฅํ•œ ์ƒˆ๋กœ์šด ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ ์„ ์ œ์•ˆํ•œ๋‹ค. ๊ธฐ์กด์˜ ์† ๋™์ž‘ ์ถ”์  ๊ธฐ์ˆ ๋“ค์€ ๊ฐ€๋ฆผ ํ˜„์ƒ (์˜์ƒ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ), ์ง€์ž๊ธฐ ์™ธ๋ž€ (๊ด€์„ฑ/์ง€์ž๊ธฐ ์„ผ์„œ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ), ๋ฌผ์ฒด์™€์˜ ์ ‘์ด‰ (์†Œํ”„ํŠธ ์„ผ์„œ ๊ธฐ๋ฐ˜ ๊ธฐ์ˆ ) ๋“ฑ์œผ๋กœ ์ธํ•ด ์ œํ•œ๋œ ํ™˜๊ฒฝ์—์„œ ๋ฐ–์— ์‚ฌ์šฉํ•˜์ง€ ๋ชปํ•œ๋‹ค. ์ด๋ฅผ ์œ„ํ•ด ๋งŽ์€ ๋ฌธ์ œ๋ฅผ ์ผ์œผํ‚ค๋Š” ์ง€์ž๊ธฐ ์„ผ์„œ ์—†์ด ์ƒ๋ณด์ ์ธ ํŠน์„ฑ์„ ์ง€๋‹ˆ๋Š” ๊ด€์„ฑ ์„ผ์„œ์™€ ์˜์ƒ ์„ผ์„œ๋ฅผ ์œตํ•ฉํ•˜๊ณ , ์ด๋•Œ ์ž‘์€ ๊ณต๊ฐ„์— ๋‹ค ์ž์œ ๋„์˜ ์›€์ง์ž„์„ ๊ฐ–๋Š” ์† ๋™์ž‘์„ ์ถ”์ ํ•˜๊ธฐ ์œ„ํ•ด ๋‹ค์ˆ˜์˜ ๊ตฌ๋ถ„๋˜์ง€ ์•Š๋Š” ๋งˆ์ปค๋“ค์„ ์‚ฌ์šฉํ•œ๋‹ค. ์ด ๋งˆ์ปค์˜ ๊ตฌ๋ถ„ ๊ณผ์ • (correspondence search)๋ฅผ ์œ„ํ•ด ๊ธฐ์กด์˜ ์•ฝ๊ฒฐํ•ฉ (loosely-coupled) ๊ธฐ๋ฐ˜์ด ์•„๋‹Œ ๊ฐ•๊ฒฐํ•ฉ (tightly-coupled ๊ธฐ๋ฐ˜ ์„ผ์„œ ์œตํ•ฉ ๊ธฐ์ˆ ์„ ์ œ์•ˆํ•˜๊ณ , ์ด๋ฅผ ํ†ตํ•ด ์ง€์ž๊ธฐ ์„ผ์„œ ์—†์ด ์ •ํ™•ํ•œ ์† ๋™์ž‘์ด ๊ฐ€๋Šฅํ•  ๋ฟ ์•„๋‹ˆ๋ผ ์ฐฉ์šฉํ˜• ์„ผ์„œ๋“ค์˜ ์ •ํ™•์„ฑ/ํŽธ์˜์„ฑ์— ๋ฌธ์ œ๋ฅผ ์ผ์œผํ‚ค๋˜ ์„ผ์„œ ๋ถ€์ฐฉ ์˜ค์ฐจ / ์‚ฌ์šฉ์ž์˜ ์† ๋ชจ์–‘ ๋“ฑ์„ ์ž๋™์œผ๋กœ ์ •ํ™•ํžˆ ๋ณด์ •ํ•œ๋‹ค. ์ด ์ œ์•ˆ๋œ ์˜์ƒ-๊ด€์„ฑ ์„ผ์„œ ์œตํ•ฉ ๊ธฐ์ˆ  (Visual-Inertial Skeleton Tracking (VIST)) ์˜ ๋›ฐ์–ด๋‚œ ์„ฑ๋Šฅ๊ณผ ๊ฐ•๊ฑด์„ฑ์ด ๋‹ค์–‘ํ•œ ์ •๋Ÿ‰/์ •์„ฑ ์‹คํ—˜์„ ํ†ตํ•ด ๊ฒ€์ฆ๋˜์—ˆ๊ณ , ์ด๋Š” VIST์˜ ๋‹ค์–‘ํ•œ ์ผ์ƒํ™˜๊ฒฝ์—์„œ ๊ธฐ์กด ์‹œ์Šคํ…œ์ด ๊ตฌํ˜„ํ•˜์ง€ ๋ชปํ•˜๋˜ ์† ๋™์ž‘ ์ถ”์ ์„ ๊ฐ€๋Šฅ์ผ€ ํ•จ์œผ๋กœ์จ, ๋งŽ์€ ์ธ๊ฐ„-๊ธฐ๊ณ„ ์ƒํ˜ธ์ž‘์šฉ ๋ถ„์•ผ์—์„œ์˜ ๊ฐ€๋Šฅ์„ฑ์„ ๋ณด์—ฌ์ค€๋‹ค.1 Introduction 1 1.1. Motivation 1 1.2. Related Work 5 1.3. Contribution 12 2 Detection Threshold of Hand Tracking Error 16 2.1. Motivation 16 2.2. Experimental Environment 20 2.2.1. Hardware Setup 21 2.2.2. Virtual Environment Rendering 23 2.2.3. HMD Calibration 23 2.3. Identifying the Detection Threshold of Tracking Error 26 2.3.1. Experimental Setup 27 2.3.2. Procedure 27 2.3.3. Experimental Result 31 2.4. Enlarging the Detection Threshold of Tracking Error by Haptic Feedback 31 2.4.1. Experimental Setup 31 2.4.2. Procedure 32 2.4.3. Experimental Result 34 2.5. Discussion 34 3 Wearable Finger Tracking Module for Haptic Interaction 38 3.1. Motivation 38 3.2. Development of Finger Tracking Module 42 3.2.1. Hardware Setup 42 3.2.2. Tracking algorithm 45 3.2.3. Calibration method 48 3.3. Evaluation for VR Haptic Interaction Task 50 3.3.1. Quantitative evaluation of FTM 50 3.3.2. Implementation of Wearable Cutaneous Haptic Interface 51 3.3.3. Usability evaluation for VR peg-in-hole task 53 3.4. Discussion 57 4 Visual-Inertial Skeleton Tracking for Human Hand 59 4.1. Motivation 59 4.2. Hardware Setup and Hand Models 62 4.2.1. Human Hand Model 62 4.2.2. Wearable Sensor Glove 62 4.2.3. Stereo Camera 66 4.3. Visual Information Extraction 66 4.3.1. Marker Detection in Raw Images 68 4.3.2. Cost Function for Point Matching 68 4.3.3. Left-Right Stereo Matching 69 4.4. IMU-Aided Correspondence Search 72 4.5. Filtering-based Visual-Inertial Sensor Fusion 76 4.5.1. EKF States for Hand Tracking and Auto-Calibration 78 4.5.2. Prediction with IMU Information 79 4.5.3. Correction with Visual Information 82 4.5.4. Correction with Anatomical Constraints 84 4.6. Quantitative Evaluation for Free Hand Motion 87 4.6.1. Experimental Setup 87 4.6.2. Procedure 88 4.6.3. Experimental Result 90 4.7. Quantitative and Comparative Evaluation for Challenging Hand Motion 95 4.7.1. Experimental Setup 95 4.7.2. Procedure 96 4.7.3. Experimental Result 98 4.7.4. Performance Comparison with Existing Methods for Challenging Hand Motion 101 4.8. Qualitative Evaluation for Real-World Scenarios 105 4.8.1. Visually Complex Background 105 4.8.2. Object Interaction 106 4.8.3. Wearing Fingertip Cutaneous Haptic Devices 109 4.8.4. Outdoor Environment 111 4.9. Discussion 112 5 Conclusion 116 References 124 Abstract (in Korean) 139 Acknowledgment 141๋ฐ•

    The Evolution of First Person Vision Methods: A Survey

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    The emergence of new wearable technologies such as action cameras and smart-glasses has increased the interest of computer vision scientists in the First Person perspective. Nowadays, this field is attracting attention and investments of companies aiming to develop commercial devices with First Person Vision recording capabilities. Due to this interest, an increasing demand of methods to process these videos, possibly in real-time, is expected. Current approaches present a particular combinations of different image features and quantitative methods to accomplish specific objectives like object detection, activity recognition, user machine interaction and so on. This paper summarizes the evolution of the state of the art in First Person Vision video analysis between 1997 and 2014, highlighting, among others, most commonly used features, methods, challenges and opportunities within the field.Comment: First Person Vision, Egocentric Vision, Wearable Devices, Smart Glasses, Computer Vision, Video Analytics, Human-machine Interactio

    The Arena: An indoor mixed reality space

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    ln this paper, we introduce the Arena, an indoor space for mobile mixed reality interaction. The Arena includes a new user tracking system appropriate for AR/MR applications and a new Too/kit oriented to the augmented and mixed reality applications developer, the MX Too/kit. This too/kit is defined at a somewhat higher abstraction levei, by hiding from the programmer low-level implementation details and facilitating ARJMR object-oriented programming. The system handles, uniformly, video input, video output (for headsets and monitors), sound aurelisation and Multimodal Human-Computer Interaction in ARJMR, including, tangible interfaces, speech recognition and gesture recognition.info:eu-repo/semantics/publishedVersio

    Visual SLAM algorithms: a survey from 2010 to 2016

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    SLAM is an abbreviation for simultaneous localization and mapping, which is a technique for estimating sensor motion and reconstructing structure in an unknown environment. Especially, Simultaneous Localization and Mapping (SLAM) using cameras is referred to as visual SLAM (vSLAM) because it is based on visual information only. vSLAM can be used as a fundamental technology for various types of applications and has been discussed in the field of computer vision, augmented reality, and robotics in the literature. This paper aims to categorize and summarize recent vSLAM algorithms proposed in different research communities from both technical and historical points of views. Especially, we focus on vSLAM algorithms proposed mainly from 2010 to 2016 because major advance occurred in that period. The technical categories are summarized as follows: feature-based, direct, and RGB-D camera-based approaches

    A short review of the SDKs and wearable devices to be used for AR application for industrial working environment

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    During the last two decades, and especially the last few years, augmented reality helps workers manage safety risks on site and prevent injuries and increase the efficiency of safety. This review on the presently existing SDKs and their features is aimed at finding the most efficient AR SDK that would be suitable and would correspond to the purpose of the AR application for industrial working environment in terms of safety. The summarized information of the world\u2019s most widely used platforms for AR development, with support for leading phones, tablets and eyewear, SDKs presently available on the market is intended to help developers to create their AR application as well as to which parameters one should pay attention to, when building augmented reality applications for industrial use

    A Survey on Augmented Reality Challenges and Tracking

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    This survey paper presents a classification of different challenges and tracking techniques in the field of augmented reality. The challenges in augmented reality are categorized into performance challenges, alignment challenges, interaction challenges, mobility/portability challenges and visualization challenges. Augmented reality tracking techniques are mainly divided into sensor-based tracking, visionbased tracking and hybrid tracking. The sensor-based tracking is further divided into optical tracking, magnetic tracking, acoustic tracking, inertial tracking or any combination of these to form hybrid sensors tracking. Similarly, the vision-based tracking is divided into marker-based tracking and markerless tracking. Each tracking technique has its advantages and limitations. Hybrid tracking provides a robust and accurate tracking but it involves financial and tehnical difficulties
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