This study introduces the design details of a tool to create interactive projection-mapping content in a convenient manner.For the proposed tool design,a homography-based camera–projector calibration method was appli...This study introduces the design details of a tool to create interactive projection-mapping content in a convenient manner.For the proposed tool design,a homography-based camera–projector calibration method was applied with the use of red–green–blue-depth images from a Kinect V2 sensor that did not require accurate camera calibration prerequisites.In addition,the proposed tool simultaneously achieved static projection mapping that projected the image content onto a fixed object,and dynamic projection mapping that projected the image content onto a user’s body,by tracing the moving user.To verify the effectiveness of the proposed content-creation tool,users with no programming capabilities were employed to create contents that were projected onto various objects in fixed positions and a user’s body in various poses,thereby analyzing the tool’s completeness.Moreover,the projection accuracy was analyzed at different depth positions,and the projection-mapping accuracy was verified with the use of the proposed method.展开更多
In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed accor...In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed according to the user’s immersion.As a result of analyzing the gaze pattern distribution of contents with high user immersion and contents with low user immersion through a questionnaire,it was confirmed that the higher the immersion,the more the gaze distribution tends to be concentrated in the center of the screen.Through this experiment,we were able to understand the factors that make users immerse themselves in the VR environment,and among them,the importance of the audio of the content was shown.Furthermore,it was found that the shape of the gaze distribution for grasping the degree of immersion by the subject of the content was different.While reviewing the experimental results,we also confirmed the necessity of research to recognize specific objects in a VR environment.展开更多
基金the Basic Science Research Program through a National Research Foundation of Korea(NRF)grant funded by the Ministry of Education(NRF-2017R1D1A1B03035718)was partially supported by another National Research Foundation of Korea(NRF)grant funded by the Korean government(MIST)(NRF-2019R1F1A1062752).
文摘This study introduces the design details of a tool to create interactive projection-mapping content in a convenient manner.For the proposed tool design,a homography-based camera–projector calibration method was applied with the use of red–green–blue-depth images from a Kinect V2 sensor that did not require accurate camera calibration prerequisites.In addition,the proposed tool simultaneously achieved static projection mapping that projected the image content onto a fixed object,and dynamic projection mapping that projected the image content onto a user’s body,by tracing the moving user.To verify the effectiveness of the proposed content-creation tool,users with no programming capabilities were employed to create contents that were projected onto various objects in fixed positions and a user’s body in various poses,thereby analyzing the tool’s completeness.Moreover,the projection accuracy was analyzed at different depth positions,and the projection-mapping accuracy was verified with the use of the proposed method.
基金This research was supported by Basic Science Research Program through the National Research Foundation of Korea(NRF)funded by the Ministry of Education(NRF2021R1A2C2011966).
文摘In this study,using Head Mounted Display(HMD),which is one of the biggest advantage of Virtual Reality(VR)environment,tracks the user’s gaze in 360◦video content,and examines how the gaze pattern is distributed according to the user’s immersion.As a result of analyzing the gaze pattern distribution of contents with high user immersion and contents with low user immersion through a questionnaire,it was confirmed that the higher the immersion,the more the gaze distribution tends to be concentrated in the center of the screen.Through this experiment,we were able to understand the factors that make users immerse themselves in the VR environment,and among them,the importance of the audio of the content was shown.Furthermore,it was found that the shape of the gaze distribution for grasping the degree of immersion by the subject of the content was different.While reviewing the experimental results,we also confirmed the necessity of research to recognize specific objects in a VR environment.