126 results on '"Tack-Don Han"'
Search Results
2. FRISP
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Jung-Hyun Byun, Tack-Don Han, and Hyocheol Ro
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Ubiquitous computing ,SI base unit ,Computer science ,Computer graphics (images) ,0202 electrical engineering, electronic engineering, information engineering ,Projection mapping ,020207 software engineering ,020201 artificial intelligence & image processing ,Augmented reality ,02 engineering and technology ,Spatial Projection ,Projection (set theory) - Abstract
Projection-based augmented reality (AR) is a promising medium for realizing pervasive computing environment, and yet the problem of determining projection-suitable regions and where to project remains. To tackle this problem, we introduce FRISP, a projection-based augmented reality (AR) Framework designed for Registering Interactive Spatial Projection. The FRISP framework utilizes a pantilt projection-camera (pro-cam) system for capturing geometry and projection mapping. The framework scans and analyzes the geometric properties of a room, in order to determine projection-suitable regions and generate multi-window layouts. Once the multi-windows are registered to the real world, they can be interacted with by the users. The users can assign various widgets or applications to the multi-windows, which are then finally augmented onto the real world and can serve as a base units for realizing the pervasive AR environment.
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- 2020
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3. Hybrid Structure based On-line Learning Method for Robust Pose Prediction
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Tack-Don Han, Seungho Chae, and Yoonsik Yang
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business.industry ,Computer science ,Learning methods ,Structure based ,Pattern recognition ,Pose prediction ,Artificial intelligence ,Line (text file) ,business - Published
- 2017
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4. Deep-cARe: Projection-Based Home Care Augmented Reality System with Deep Learning for Elderly
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Nam Kyu Lee, Yoon Jung Park, Tack-Don Han, and Hyocheol Ro
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safety ,0209 industrial biotechnology ,Projection Augmented Reality ,Computer science ,02 engineering and technology ,pose estimation ,Facial recognition system ,lcsh:Technology ,elderly ,lcsh:Chemistry ,020901 industrial engineering & automation ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,General Materials Science ,Instrumentation ,Pose ,lcsh:QH301-705.5 ,Fluid Flow and Transfer Processes ,Class (computer programming) ,business.industry ,lcsh:T ,Process Chemistry and Technology ,Deep learning ,General Engineering ,deep learning ,020207 software engineering ,object detection ,Object (computer science) ,Object detection ,lcsh:QC1-999 ,Computer Science Applications ,assistance ,lcsh:Biology (General) ,lcsh:QD1-999 ,lcsh:TA1-2040 ,Augmented reality ,Artificial intelligence ,User interface ,business ,lcsh:Engineering (General). Civil engineering (General) ,home care ,lcsh:Physics ,face recognition - Abstract
Developing innovative and pervasive smart technologies that provide medical support and improve the welfare of the elderly has become increasingly important as populations age. Elderly people frequently experience incidents of discomfort in their daily lives, including the deterioration of cognitive and memory abilities. To provide auxiliary functions and ensure the safety of the elderly in daily living situations, we propose a projection-based augmented reality (PAR) system equipped with a deep-learning module. In this study, we propose three-dimensional space reconstruction of a pervasive PAR space for the elderly. In addition, we propose the application of a deep-learning module to lay the foundation for contextual awareness. Performance experiments were conducted for grafting the deep-learning framework (pose estimation, face recognition, and object detection) onto the PAR technology through the proposed hardware for verification of execution possibility, real-time execution, and applicability. The precision of the face pose is particularly high by pose estimation, it is used to determine an abnormal user state. For face recognition results of whole class, the average detection rate (DR) was 74.84% and the precision was 78.72%. However, for face occlusions, the average DR was 46.83%. It was confirmed that the face recognition can be performed properly if the face occlusion situation is not frequent. By object detection experiment results, the DR increased as the distance from the system decreased for a small object. For a large object, the miss rate increased when the distance between the object and the system decreased. Scenarios for supporting the elderly, who experience degradation in movement and cognitive functions, were designed and realized, constructed using the proposed platform. In addition, several user interfaces (UI) were implemented according to the scenarios regardless of distance between users and the proposed system. In this study, we developed a bidirectional PAR system that provides the relevant information by understanding the user environment and action intentions instead of a unidirectional PAR system for simple information provision. We present a discussion of the possibility of care systems for the elderly through the fusion of PAR and deep-learning frameworks.
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- 2019
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5. AR Pointer: Advanced Ray-Casting Interface Using Laser Pointer Metaphor for Object Manipulation in 3D Augmented Reality Environment
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Hyocheol Ro, Nam Kyu Lee, Yoon Jung Park, Tack-Don Han, and Jung-Hyun Byun
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Computer science ,head-mounted display interface ,Interface (computing) ,0507 social and economic geography ,Optical head-mounted display ,augmented reality interface ,lcsh:Technology ,lcsh:Chemistry ,ray-casting interface ,Computer graphics (images) ,General Materials Science ,lcsh:QH301-705.5 ,Instrumentation ,mixed reality ,intelligent user interface ,ray-casting ,Fluid Flow and Transfer Processes ,lcsh:T ,business.industry ,Process Chemistry and Technology ,System usability scale ,05 social sciences ,General Engineering ,050301 education ,Usability ,lcsh:QC1-999 ,Mixed reality ,augmented reality ,Computer Science Applications ,head-mounted display ,lcsh:Biology (General) ,lcsh:QD1-999 ,lcsh:TA1-2040 ,Pointer (computer programming) ,Laser pointer ,Augmented reality ,lcsh:Engineering (General). Civil engineering (General) ,business ,050703 geography ,0503 education ,lcsh:Physics - Abstract
In this paper, we propose AR Pointer, a new augmented reality (AR) interface that allows users to manipulate three-dimensional (3D) virtual objects in AR environment. AR Pointer uses a built-in 6-degrees of freedom (DoF) inertial measurement unit (IMU) sensor in an off-the-shelf mobile device to cast a virtual ray that is used to accurately select objects. It is also implemented using simple touch gestures commonly used in smartphones for 3D object manipulation, so users can easily manipulate 3D virtual objects using the AR Pointer, without a long training period. To demonstrate the usefulness of AR Pointer, we introduce two use-cases, constructing an AR furniture layout and AR education. Then, we conducted two experiments, performance tests and usability tests, to represent the excellence of the designed interaction methods using AR Pointer. We found that AR Pointer is more efficient than other interfaces, achieving 39.4% faster task completion time in the object manipulation. In addition, the participants gave an average of 8.61 points (13.4%) on the AR Pointer in the usability test conducted through the system usability scale (SUS) questionnaires and 8.51 points (15.1%) on the AR Pointer in the fatigue test conducted through the NASA task load index (NASA-TLX) questionnaire. Previous AR applications have been implemented in a passive AR environment where users simply check and pop up the AR objects those are prepared in advance. However, if AR Pointer is used for AR object manipulation, it is possible to provide an immersive AR environment for the user who want/wish to actively interact with the AR objects.
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- 2019
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6. Display methods of projection augmented reality based on deep learning pose estimation
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Hyocheol Ro, Yoon Jung Park, Jung-Hyun Byun, and Tack-Don Han
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business.industry ,Computer science ,Deep learning ,020207 software engineering ,02 engineering and technology ,Mixed reality ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Computer vision ,Augmented reality ,Artificial intelligence ,business ,Projection (set theory) ,Pose - Abstract
In this paper, we propose three display methods for projection-based augmented reality. In spatial augmented reality (SAR), determining where information, objects, or contents are to be displayed is a difficult and important issue. We use deep learning models to estimate user pose and suggest ways to solve the issue based on this data. Finally, each method can be appropriately applied according to various the applications and scenarios.
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- 2019
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7. Deep-ChildAR bot
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Hyocheol Ro, Yoon Jung Park, and Tack-Don Han
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0209 industrial biotechnology ,Computer science ,business.industry ,Deep learning ,05 social sciences ,Cognition ,02 engineering and technology ,Object detection ,020901 industrial engineering & automation ,Simple (abstract algebra) ,Human–computer interaction ,0501 psychology and cognitive sciences ,Augmented reality ,Artificial intelligence ,business ,Projection (set theory) ,050107 human factors - Abstract
We propose a projection-based augmented reality (AR) robot system that provides pervasive support for the education and safety of preschoolers via a deep learning framework. This system can utilize real-world objects as metaphors for educational tools by performing object detection based on deep learning in real-time, and it can help recognize the dangers of real-world objects that may pose risks to children. We designed the system in a simple and intuitive way to provide user-friendly interfaces and interactions for children. Children's experiences through the proposed system can improve their physical, cognitive, emotional, and thinking abilities.
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- 2019
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8. Adaptive projection augmented reality with object recognition based on deep learning
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Tack-Don Han, Yoon Jung Park, Hyocheol Ro, and Jung-Hyun Byun
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0209 industrial biotechnology ,business.industry ,Computer science ,Deep learning ,Spatial interaction ,Cognitive neuroscience of visual object recognition ,02 engineering and technology ,Space (commercial competition) ,Object (computer science) ,020901 industrial engineering & automation ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Augmented reality ,Computer vision ,Artificial intelligence ,User interface ,business ,Projection (set theory) - Abstract
This study describes an Adaptive Projection Augmented Reality (AR) system that can provide information in real-time using object recognition. This approach is based on deep-learning through the construction of a 3D space from the real world. Through single system, a projector-camera unit with pan-tilt mechanism,, the 360-degree space of user surroundings can be built into a 3-dimensional space and accomplish object and user recognition. a projection AR environment can be generated instantaneously. Information relevant to real-world objects can be provided through real-time interactions between the user and objects. Using spatial interaction, it also allows for achieving intuitive interactions with projection information, user interface (UI), and contents without touch sensors. Several scenarios for the use of this system are described below.
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- 2019
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9. Mobile device interaction using projector metaphor
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Tack-Don Han, Yoon Jung Park, Jung-Hyun Byun, and Hyocheol Ro
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Metaphor ,Computer science ,media_common.quotation_subject ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Somewhat difficult ,law.invention ,Intelligent user interface ,Projector ,law ,Human–computer interaction ,Physical space ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Augmented reality ,Projection (set theory) ,Mobile device ,050107 human factors ,media_common - Abstract
Projection Augmented Reality (AR), which uses projectors to augment virtual information and objects in physical space, is one of the AR fields that have been actively researched. There have been many attempts to use mobile devices to implement the interactions available in these AR environments; however, due to mobile devices' limited computational power, they were somewhat difficult to use in real applications. We have solved this problem with the latest off-the-shelf devices and support development kit and have proven, through experimentation, that our solution can be used in actual projection AR applications.
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- 2019
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10. Projection-Based Augmented Reality Robot Prototype with Human-Awareness
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Kyuri Kim, Tack-Don Han, Yoon Jung Park, Jung-Hyun Byun, Inhwan Kim, and Hyocheol Ro
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Service robot ,business.industry ,Computer science ,Mobile robot ,02 engineering and technology ,Human–robot interaction ,law.invention ,Projector ,law ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,020201 artificial intelligence & image processing ,Computer vision ,Augmented reality ,Motion planning ,Artificial intelligence ,Projection (set theory) ,business - Abstract
Since projection augmented reality (AR) robot can provide a lot of information through projector, it can be useful in museums and art galleries that need to provide information to the crowd. Therefore, it is necessary to continue to interact with people, and human-aware path planning is also needed. We prototyped projection AR mobile robot implemented human-aware path planning and wrote about future research direction.
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- 2019
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11. The Fourth Industrial Revolution and Multimedia Converging Technology: Pervasive AR Platform Construction using a Mobile Robot based Projection Technology
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Yoonsik Yang, Tack-Don Han, and Seungho Chae
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030506 rehabilitation ,Engineering ,Multimedia ,business.industry ,05 social sciences ,Mobile robot ,Interaction design ,computer.software_genre ,03 medical and health sciences ,Computer graphics (images) ,0502 economics and business ,0305 other medical science ,business ,Projection (set theory) ,computer ,050203 business & management - Published
- 2017
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12. ChildAR-bot
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Yoon Jung Park, Jinwon Cha, Tack-Don Han, Hyocheol Ro, Kyuri Kim, and Yoonsik Yang
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Exhibition ,Human–computer interaction ,Computer science ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,020207 software engineering ,Augmented reality ,02 engineering and technology ,Digital learning ,Projection (set theory) ,Variety (cybernetics) - Abstract
Children encounter a variety of experiences through play, which can improve their ability to form ideas and undergo multi-faceted development. Using Augmented Reality (AR) technology to integrate various digital learning elements with real environments can lead to increased learning ability. This study proposes a 360° rotatable and portable system specialized for education and development through projection-based AR play. This system allows existing projection-based AR technology, which once could only be experienced at large-scale exhibitions and experience centers, to be used in individual and small-scale spaces. It also promotes the development of multi-sensory abilities through a multi-modality which provides various intuitive and sensory interactions. By experiencing the various educational play applications provided by the proposed system, children can increase their physical, perceptive, and emotional abilities and thinking skills.
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- 2018
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13. PAMI
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Jung-Hyun Byun, Hyocheol Ro, Yoon Jung Park, Inhwan Kim, Tack-Don Han, Seungho Chae, and Yoonsik Yang
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Multimedia ,business.industry ,Computer science ,Interface (computing) ,05 social sciences ,020207 software engineering ,Usability ,02 engineering and technology ,computer.software_genre ,Videoconferencing ,File sharing ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Projection (set theory) ,business ,computer ,050107 human factors - Abstract
Video conferencing, which helps gather opinions and make decisions quickly among employees who are not in the same location, is now a very important communication tool in the workplace. Our research is one of these video conferencing solutions, specifically proposed to address the difficulties of analog materials sharing and feedback, and has added some useful features for the smooth use of conference participants. We conducted a comparative experiment on our proposed method of file sharing and the method that we had previously used in video conferencing. As a result, the proposed system yielded better results in terms of time and usability during a full-scale collaborative situation in which feedback was provided.
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- 2018
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14. Meet AR-bot
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Jung-Hyun Byun, Yoonsik Yang, Hyocheol Ro, Yoon Jung Park, Seougho Chae, and Tack-Don Han
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business.product_category ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,law.invention ,Projector ,Virtual image ,law ,Human–computer interaction ,020204 information systems ,Laptop ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,020201 artificial intelligence & image processing ,Augmented reality ,Projection (set theory) ,business ,Mobile device - Abstract
Many kinds of preparations are needed when meeting. For example, projector, laptop, cables and ETC. As such, this video have constructed Meet AR-bot, which helps users to keep meeting going smoothly, based on the projection of Augmented Reality(AR). Our system can easily provide meeting room environment through the movable setting via wheel-based stand. Users do not need to carry a personal laptop and connect them to the projector. Robot reconstructs the 3D geometry information through pan-tilt system and compute projection areas to project information in the space. Users can also control through mobile devices. We offer presentation, table interaction, file sharing and virtual object registration by mobile device.
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- 2018
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15. cARe-bot
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Yoonsik Yang, Yoon Jung Park, Seungho Chae, Hyocheol Ro, and Tack-Don Han
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education.field_of_study ,Computer science ,media_common.quotation_subject ,Control (management) ,Population ,02 engineering and technology ,Human–robot interaction ,Human–computer interaction ,020204 information systems ,Arduino ,0202 electrical engineering, electronic engineering, information engineering ,Robot ,Augmented reality ,Function (engineering) ,Projection (set theory) ,education ,media_common - Abstract
An estimated 20 percent of the world»s population experience difficulties with physical, cognitive and mental health. Senior citizens experience many inconveniences due to less memory and mobility as a function of the aging process. To solve this, the cARe-bot system was designed to dynamically provide optimal information in the actual environment at any time or place. It is also designed to increase an elder person»s ability to live in a house or in senior homes with daily support, thus establishing the convenience and comfort they knew throughout their lives. The hardware of this system is a 360-degree controllable projection system. It is made with a pan-tilt system, projector, and a depth-recognition camera. Arduino is attached in order to control two sets of servo-motors, and is connected to a PC, which controls the entire process.
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- 2018
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16. A Pervasive Assistive Robot System Including Projection-Camera Technology for Older Adults
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Seungho Chae, Yoonsik Yang, Hyocheol Ro, and Tack-Don Han
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Difficulty moving ,Social robot ,Computer science ,Monitoring system ,02 engineering and technology ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Assistive robot ,Elderly people ,020201 artificial intelligence & image processing ,Augmented reality ,Projection (set theory) ,Dynamic display - Abstract
Here we present a projection augmented reality (AR) based assistive robot, which we call the Pervasive Assistive Robot System (PARS). The PARS aims to improve the quality of life by of the elderly and less able-bodied. In particular, the proposed system will support dynamic display and monitoring systems, which will be helpful for older adults who have difficulty moving their limbs and who have a weak memory.We attempted to verify the usefulness of the PARS using various scenarios. We expected that PARSs will be used as assistive robots for people who experience physical discomfort in their daily lives.
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- 2018
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17. Gesture-based interactive augmented reality content authoring system using HMD
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Jonghoon Seo, Yoonsik Yang, Jinwook Shim, Tack-Don Han, and Nahyung Kang
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Multimedia ,SIMPLE (military communications protocol) ,Computer science ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Virtual reality ,computer.software_genre ,Computer Graphics and Computer-Aided Design ,Mixed reality ,Human-Computer Interaction ,Computer graphics ,Human–computer interaction ,Feature (computer vision) ,0202 electrical engineering, electronic engineering, information engineering ,Authoring system ,0501 psychology and cognitive sciences ,Augmented reality ,computer ,050107 human factors ,Software ,Gesture - Abstract
This paper proposes an augmented reality content authoring system that enables ordinary users who do not have programming capabilities to easily apply interactive features to virtual objects on a marker via gestures. The purpose of this system is to simplify augmented reality (AR) technology usage for ordinary users, especially parents and preschool children who are unfamiliar with AR technology. The system provides an immersive AR environment with a head-mounted display and recognizes users' gestures via an RGB-D camera. Users can freely create the AR content that they will be using without any special programming ability simply by connecting virtual objects stored in a database to the system. Following recognition of the marker via the system's RGB-D camera worn by the user, he/she can apply various interactive features to the marker-based AR content using simple gestures. Interactive features applied to AR content can enlarge, shrink, rotate, and transfer virtual objects with hand gestures. In addition to this gesture-interactive feature, the proposed system also allows for tangible interaction using markers. The AR content that the user edits is stored in a database, and is retrieved whenever the markers are recognized. The results of comparative experiments conducted indicate that the proposed system is easier to use and has a higher interaction satisfaction level than AR environments such as fixed-monitor and touch-based interaction on mobile screens.
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- 2016
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18. HART: A Hybrid Architecture for Ray Tracing Animated Scenes
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Tack-Don Han, Seok-Yoon Jung, Junho Park, Jin-Woo Kim, Won-Jong Lee, Jeong-Soo Park, Dinesh Manocha, Woo-Chan Park, and Jae-Ho Nah
- Subjects
Hardware architecture ,Computer science ,CPU cache ,Graphics hardware ,020207 software engineering ,02 engineering and technology ,Bounding volume hierarchy ,Parallel computing ,Computer Graphics and Computer-Aided Design ,020202 computer hardware & architecture ,Tree traversal ,Minimum bounding box ,Signal Processing ,0202 electrical engineering, electronic engineering, information engineering ,Ray tracing (graphics) ,Computer Vision and Pattern Recognition ,Cache ,Software ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We present a hybrid architecture, inspired by asynchronous BVH construction [1] , for ray tracing animated scenes. Our hybrid architecture utilizes heterogeneous hardware resources: dedicated ray-tracing hardware for BVH updates and ray traversal and a CPU for BVH reconstruction. We also present a traversal scheme using a primitive’s axis-aligned bounding box (PrimAABB). This scheme reduces ray-primitive intersection tests by reusing existing BVH traversal units and the primAABB data for tree updates; it enables the use of shallow trees to reduce tree build times, tree sizes, and bus bandwidth requirements. Furthermore, we present a cache scheme that exploits consecutive memory access by reusing data in an L1 cache block. We perform cycle-accurate simulations to verify our architecture, and the simulation results indicate that the proposed architecture can achieve real-time Whitted ray tracing animated scenes at $1{,}920\;\times\;1{,}200$ resolution. This result comes from our high-performance hardware architecture and minimized resource requirements for tree updates.
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- 2015
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19. DesignAR: Portable projection-based AR system specialized in interior design
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Tack-Don Han, Yoon Jung Park, Yoonsik Yang, Seungho Chae, and Inhwan Kim
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business.industry ,Computer science ,Interface (computing) ,05 social sciences ,020207 software engineering ,Usability ,02 engineering and technology ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Augmented reality ,Mobile telephony ,User interface ,Projection (set theory) ,business ,Mobile device ,050107 human factors ,Interior design - Abstract
This research paper proposes a system for interior design prototyping based on portable-type projection-based AR (Augmented Reality). The DIY (do it yourself) interior designing process takes much time, monetary resources and labor. To overcome such difficulties, many research studies in the have been undertaken in the field of AR. Among those studies, projection-based AR technology provides users virtual information that is very real by projecting new digital information onto things and spaces. Most of those studies employing projection-based AR technology have been carried out in predefined spaces. In this paper, a projection-based AR system that can be used to design interiors of non-predefined spaces was proposed. This DesignAR system can effectively design interiors, even in the spaces not predefined by a 3D map of the space. Also, by connecting with mobile devices, the system raises the user's degree of freedom due to the interface usability, mobility and overall convenience. In order to evaluate the effectiveness of the proposed system, we set up a scenario for interior design prototyping. A usability evaluation was conducted by questionnaire after users performed tasks based on a preset scenario.
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- 2017
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20. Investigating pre-touch for sound generation on multi-touch surfaces using blob area detection
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Yoonsik Yang, James Park, Tack-Don Han, and Seungho Chae
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Pixel ,business.industry ,Computer science ,05 social sciences ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Multi-touch ,020207 software engineering ,02 engineering and technology ,Sound generation ,Loudness ,Feature (computer vision) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Computer vision ,Artificial intelligence ,business ,050107 human factors - Abstract
We present a method to assist pre-touch on multi-touch surfaces using features extracted from the fingertips of the user's hands. Pixel area a feature obtained from the contour of a fingertip is computed and tracked using commodity cameras to obtain the velocity of approaching fingers. We target sound volume control for digital multi-touch instruments an area where pre-touch is demonstrated with our approach to approximating velocity of finger taps. We explore other areas of application with velocity and how it can help anticipate user actions in mobile touch displays. In order to evaluate the effectiveness of the proposed system, a system prototype was presented to users. We confirmed the satisfactory results by performing the recognition rate experiment for measuring the blob size according to the touch speed.
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- 2017
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21. A dynamic depth-variable ray-casting interface for object manipulation in ar environments
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Inhwan Kim, Hyocheol Ro, Jung-Hyun Byun, Seungho Chae, Tack-Don Han, Yoon Jung Park, and Yoonsik Yang
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Computer science ,business.industry ,Interface (computing) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Virtual reality ,Object (computer science) ,Position (vector) ,Virtual image ,Ray casting ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Computer vision ,Augmented reality ,Artificial intelligence ,business ,Mobile device ,050107 human factors - Abstract
In this paper, a new object manipulation method is proposed by applying the ray's depth information to the ray-casting-based interface. Ray-casting has been widely used in handheld device interfaces for manipulating objects in three-dimensional (3D) space, such as augmented reality or virtual reality environments. However, the traditional ray-casting interface has limited object manipulation because it cannot designate a specific location in 3D space; it also has poor accuracy in manipulating objects at far distances. In this study, a user could register the virtual object in the real 3D space by specifying the arbitrary position using ray-depth information. We also improved the virtual object manipulation accuracy of the ray-casting interface by compensating the sensitivity according to the distance between the user and the object. To verify the manipulation accuracy of the interface implemented with the proposed technology, this study conducted a comparative experiment with existing interfaces. This verified the performance improvement in 3D space.
- Published
- 2017
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22. Portable ambient projection system
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Seungho Chae, Yoonsik Yang, Tack-Don Han, and Yoon Jung Park
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SIMPLE (military communications protocol) ,Plane (geometry) ,business.industry ,Computer science ,020207 software engineering ,02 engineering and technology ,Space (commercial competition) ,Projection system ,020204 information systems ,Computer graphics (images) ,0202 electrical engineering, electronic engineering, information engineering ,Computer vision ,Augmented reality ,Development (differential geometry) ,Artificial intelligence ,business ,Projection (set theory) - Abstract
With the development of digital technology, many researchers increasingly study projection-based augmented reality (AR) that recognizes surrounding space, considers users' situation and provides space-oriented information rather than merely providing simple, fragmentary information. However, complicated installation issues persist, such as projection system installation and space setup to provide projection under various environments. In this study, we propose a portable, ambient projection system to address such complex installation issues. We defined pervasive projection AR system that enables projection in various spaces. The system consists of a pico-projector, a depth-sensing camera, and a pan/tilting platform that supports the projector-camera system. The portable ambient projection system can be positioned at an unknown space and can extract plane information by scanning its surrounding environment as it rotates 360-degrees in a clockwise manner. Users are provided with a pervasive projection AR environment as with a simple tablet user interface to control it.
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- 2017
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23. Realtime plane detection for projection Augmented Reality in an unknown environment
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Tack-Don Han, Yoonsik Yang, Dong-Chul Kim, Seungho Chae, and Jonghoon Seo
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Computer science ,business.industry ,Plane (geometry) ,Distortion (optics) ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Image plane ,RANSAC ,Sampling (signal processing) ,Position (vector) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Augmented reality ,Computer vision ,Artificial intelligence ,business ,Projection (set theory) ,050107 human factors - Abstract
We propose a realtime plane detection method for projection-based Augmented Reality (AR) system in an unknown environment. While previous works usually designate space, the plane detection method automatically detects multiple planes based on the proposed constrained sampling strategy in RAndom SAmpleing Concensus (RANSAC). For each plane, an area for projection is selected for contents while considering occlusions by other objects. In addition, when the multiple planes are detected, the importance for contents is measured by the score functions based on the properties of planes such as size, color, and position. The proposed method can guide users to select plane for projection by visualizing the importances, or can automatically select a plane according to the users. We achieves a significant improvement in speed (about 260 times faster than the RANSAC) and high precision. These technique has become widely utilized in various AR applications such as AR game, and etc.
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- 2017
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24. RayCore
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Tack-Don Han, Hyuck-Joo Kwon, Jinhong Park, Jae-Ho Nah, Dinesh Manocha, Woo-Chan Park, Dong-Seok Kim, and Cheol-Ho Jeong
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Hardware architecture ,business.industry ,Global illumination ,Computer science ,Embedded system ,Ray tracing (graphics) ,Architecture ,business ,Computer Graphics and Computer-Aided Design ,Mobile device ,Rendering (computer graphics) - Abstract
We present RayCore, a mobile ray-tracing hardware architecture. RayCore facilitates high-quality rendering effects, such as reflection, refraction, and shadows, on mobile devices by performing real-time Whitted ray tracing. RayCore consists of two major components: ray-tracing units (RTUs) based on a unified traversal and intersection pipeline and a tree-building unit (TBU) for dynamic scenes. The overall RayCore architecture offers considerable benefits in terms of die area, memory access, and power consumption. We have evaluated our architecture based on FPGA and ASIC evaluations and demonstrate its performance on different benchmarks. According to the results, our architecture demonstrates high performance per unit area and unit energy, making it highly suitable for use in mobile devices.
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- 2014
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25. PPAP: Perspective Projection Augment Platform with Pan–Tilt Actuation for Improved Spatial Perception
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Tack-Don Han and Jung-Hyun Byun
- Subjects
Computer science ,spatial augmented reality ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,lcsh:Chemical technology ,Biochemistry ,Article ,Analytical Chemistry ,law.invention ,User-Computer Interface ,projection mapping ,law ,human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,Humans ,lcsh:TP1-1185 ,0501 psychology and cognitive sciences ,Computer vision ,Electrical and Electronic Engineering ,Projection (set theory) ,Instrumentation ,050107 human factors ,Monitoring, Physiologic ,Depth Perception ,business.industry ,05 social sciences ,Perspective (graphical) ,Projection mapping ,Atomic and Molecular Physics, and Optics ,Projector ,Virtual image ,020201 artificial intelligence & image processing ,Augmented reality ,Artificial intelligence ,virtual depth perception ,Depth perception ,business ,Head ,Tilt (camera) - Abstract
In this paper, we propose PPAP, an augmented reality platform with an actuated projector for dynamic user-perspective projection. In PPAP, a stationary camera is used jointly with a pan&ndash, tilt motorized projector-camera unit. With the servo control of the steerable pan&ndash, tilt system, the system is able to continuously orient itself to match the user&rsquo, s view center of the projection-mapped surface. This provides users with greatly widened viewing angles in the augmented scene, when compared to the stationary projection. Through user studies, in which users judged the size and distance of a projected virtual object, we verified that the perspective projection with the actuated projector helps users better understand the spatial relationship of the virtual object in the augmented scene in terms of depth perception.
- Published
- 2019
- Full Text
- View/download PDF
26. A Scalable Work-Efficient and Depth-Optimal Parallel Scan for the GPGPU Environment
- Author
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Sang-Won Ha and Tack-Don Han
- Subjects
Speedup ,Computer science ,Parallel computing ,Supercomputer ,Instruction set ,CUDA ,Computational Theory and Mathematics ,Shared memory ,Hardware and Architecture ,Multithreading ,Signal Processing ,Trie ,Prefix sum ,Graph (abstract data type) ,Algorithm design ,General-purpose computing on graphics processing units ,SPMD - Abstract
The parallel scan is a basic tool that is used to parallelize algorithms which appear to have serial dependencies. The performance of these algorithms relies heavily on the efficiency of the parallel scan that is being used. To maintain work efficiency, current parallelization methods either sacrifice the overall depth or limit the scalability. In this study, we present a parallel scan method that is derived from the Han-Carlson parallel prefix graph and is both a work-efficient and a depth-optimal process. In this method, the depth is increased by a small constant value above the lower bound; therefore, the amount of computation and/or memory access is effectively reduced. We also employ a novel cascaded thread-block execution method to exploit the single-program-multiple-data (SPMD) nature of the compute unified device architecture (CUDA) environment developed by NVIDIA. The proposed method facilitates the low-latency interthread accessible shared memory and the single-instruction-multiple-thread (SIMT) characteristics of the graphics hardware to reduce high-latency global memory access and costly barrier synchronization. Our experimental results demonstrate an average speed up of approximately 40 and 10 percent over the CUDA data parallel primitives (CUDPP) library derivation of the Kogge-Stone prefix tree and an implementation of Merrill and Grimshaw's method with coarser combination of the Kogge-Stone graph and the Brent-Kung prefix graph, respectively.
- Published
- 2013
- Full Text
- View/download PDF
27. Region-growing based Hand Segmentation Algorithm using Skin Color and Depth Information
- Author
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Jonghoon Seo, Tack-Don Han, Seungho Chae, Hayoung Kim, and Jinwook Shim
- Subjects
Hand region ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Geography ,Region growing ,Robustness (computer science) ,Skin color ,Segmentation ,Computer vision ,Artificial intelligence ,Overall performance ,business ,Algorithm ,Gesture - Abstract
Extracting hand region from images is the first part in the process to recognize hand posture and gesture interaction. Therefore, a good segmenting method is important because it determines the overall performance of hand recognition systems. Conventional hand segmentation researches were prone to changing illumination conditions or limited to the ability to detect multiple people. In this paper, we propose a robust technique based on the fusion of skin-color data and depth information for hand segmentation process. The proposed algorithm uses skin-color data to localize accurate seed location for region-growing from a complicated background. Based on the seed location, our algorithm adjusts each detected blob to fill up the hole region. A region-growing algorithm is applied to the adjusted blob boundary at the detected depth image to obtain a robust hand region against illumination effects. Also, the resulting hand region is used to train our skin-model adaptively which further reduces the effects of changing illumination. We conducted experiments to compare our results with conventional techniques which validates the robustness of the proposed algorithm and in addition we show our method works well even in a counter light condition.
- Published
- 2013
- Full Text
- View/download PDF
28. Augmented Reality Authoring Tool with Marker & Gesture Interactive Features
- Author
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Hayoung Kim, Jonghoon Seo, Tack-Don Han, Kyung-ho Jeong, Jinwook Shim, Minje Kong, and Seungho Chae
- Subjects
business.industry ,Computer science ,Interface (computing) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Usability ,Computer-mediated reality ,Object (computer science) ,Virtual image ,Heuristic evaluation ,Augmented reality ,Computer vision ,Artificial intelligence ,business ,Gesture - Abstract
In this paper, we suggest an augmented reality authoring tool system that users can easily make augmented reality contents using hand gesture and marker-based interaction methods. The previous augmented reality authoring tools are focused on augmenting a virtual object and to interact with this kind of augmented reality contents, user used the method utilizing marker or sensor. We want to solve this limited interaction method problem by applying marker based interaction method and gesture interaction method using depth sensing camera, Kinect. In this suggested system, user can easily develop simple form of marker based augmented reality contents through interface. Also, not just providing fragmentary contents, this system provides methods that user can actively interact with augmented reality contents. This research provides two interaction methods, one is marker based method using two markers and the other is utilizing marker occlusion. In addition, by recognizing and tracking user`s bare hand, this system provides gesture interaction method which can zoom-in, zoom-out, move and rotate object. From heuristic evaluation about authoring tool and compared usability about marker and gesture interaction, this study confirmed a positive result.
- Published
- 2013
- Full Text
- View/download PDF
29. Bounding Box based Shadow Ray Culling Method for Real-Time Ray Tracer
- Author
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Woo-Chan Park, Tack-Don Han, Sang-Duk Kim, and Jin-Woo Kim
- Subjects
Engineering ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Rendering (computer graphics) ,Light source ,Minimum bounding box ,Computer graphics (images) ,Preprocessor ,Ray tracing (graphics) ,Computer vision ,Artificial intelligence ,business ,Shadow Tests ,3D computer graphics ,Distributed ray tracing ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
In this paper, we propose a scheme to reduce the number of shadow tests conducted during rendering of ray tracing. The shadow test is a very important process in ray tracing to generate photo-realistic images. In the rendering phase, the ray tracer determines whether to cull the shadow test based on information calculated from a shadow test conducted on the kd-tree in the preprocessing phase. In conventional rendering process, the proposed method can be used with little modification. The proposed method is suitable for a static scene, in which the geometry and light source does not change in the same manner as it does in the conventional method. The validity of the proposed scheme is verified and its performance is evaluated during cycle-accurate simulation. Through experiment results, we found that we could reduce up to 17% of the shadow test.
- Published
- 2013
- Full Text
- View/download PDF
30. A pixel pipeline architecture with selective z-test scheme for 3D graphics processors
- Author
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Yong-Jin Park, Jinhong Park, Il San Kim, Tack-Don Han, and Woo-Chan Park
- Subjects
Cellular architecture ,Render output unit ,Pixel ,Computer Networks and Communications ,business.industry ,Fragment (computer graphics) ,Computer science ,Graphics hardware ,Pipeline (computing) ,Parallel computing ,Graphics pipeline ,Artificial Intelligence ,Hardware and Architecture ,Cache ,business ,Software ,Computer hardware ,3D computer graphics ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We propose pixel pipeline architecture with a selective z-test scheme that focuses on reducing the data processed in the pixel pipeline by employing preprocessing. Reduction of data can reduce the data transmission between the 3D graphics processor and the memory and also reduce the power consumption of memory access, which is a critical point in the case of mobile devices. In 3D graphics processor, most of the memory transmissions are occurred in rasterization stage, especially in pixel pipelines. To reduce memory transmission, the proposed architecture exploits the coherency among pixel fragments to predict the visibility of each pixel fragment. Through this, the proposed architecture eliminates invisible fragments before texture mapping using a single z-test, which would require two z-tests in the mid-texturing architecture. According to the simulations, the proposed architecture reduces data transmission by 19.9–22.6% as compared to the mid-texturing architecture at the expense of a 5% reduction in performance. Further, the proposed architecture also reduces the cell area of the depth cache by 26.4% and the area of overall architecture by 6% as compared to that in the mid-texturing architecture.
- Published
- 2013
- Full Text
- View/download PDF
31. Effective Fixed-Point Pipelined Divider for Mobile Rendering Processors
- Author
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Jinhong Park, Woo-Chan Park, Tack-Don Han, Yong-Jin Park, and Jun-Hyun Bae
- Subjects
Artificial Intelligence ,Hardware and Architecture ,business.industry ,Computer science ,Error analysis ,Computer Vision and Pattern Recognition ,Electrical and Electronic Engineering ,Fixed point ,business ,Software ,Computer hardware ,Rendering (computer graphics) - Published
- 2013
- Full Text
- View/download PDF
32. Efficient asynchronous BVH reconstruction with vertex prediction
- Author
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Jinhong Park, Tack-Don Han, Jongsup Baek, Jin-Woo Kim, and Jung-Min Kim
- Subjects
Vertex (computer graphics) ,Asynchronous communication ,Real-time computing ,Latency (engineering) ,Frame rate ,Algorithm ,ComputingMethodologies_COMPUTERGRAPHICS ,Mathematics - Abstract
We present a BVH quality maintenance scheme using vertex prediction. This scheme improves the rebuild latency problem with an asynchronous BVH reconstruction scheme. The experimental results indicate that the proposed scheme achieved the increased frame rate up to 45.1% compared with an asynchronous BVH reconstruction at the worst frame rate.
- Published
- 2016
- Full Text
- View/download PDF
33. ColorCodeAR: Large identifiable ColorCode-based augmented reality system
- Author
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Jonghoon Seo, Yoonsik Yang, Seungho Chae, and Tack-Don Han
- Subjects
business.industry ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Volume (computing) ,020207 software engineering ,Pattern recognition ,02 engineering and technology ,Barcode ,Machine learning ,computer.software_genre ,01 natural sciences ,law.invention ,010309 optics ,Identification (information) ,law ,Distortion ,0103 physical sciences ,0202 electrical engineering, electronic engineering, information engineering ,Code (cryptography) ,Augmented reality ,Artificial intelligence ,business ,computer - Abstract
Augmented reality (AR) is widely used in various applications of computer vision, such as marker-based AR and markerless-based AR. These AR techniques are used in various fields, including industry, education, and medicine. Using marker-based AR, employees can easily perform step-by-step maintenance and repairs, and they can register parts information for large plants. However, conventional marker-based AR relies on a relatively small number of recognizable IDs compared to barcode markers. In this paper, to address the insufficient identification volume in conventional AR systems, we integrate barcode-based code technology with marker-based AR technology. Based on the results of an experiment, we applied ColorCode to our marker-based AR system. Nevertheless, difficulties arise when applying ColorCode to an AR system, owing to its recognition distance and relatively small size, compared to other AR codes. In this paper, therefore, we complemented quad detection with a tracking technique for various angles and distances, facilitating reliable recognition of the color-code-based AR system, Moreover, we added a tracking module to address the system's failure to detect markers. The experimental results demonstrate that the proposed system offers stable recognition.
- Published
- 2016
- Full Text
- View/download PDF
34. Bandwidth Efficient Summed Area Table Generation for CUDA
- Author
-
Tack-Don Han, Sang-Won Ha, Hyeran Byun, Moon-Hee Choi, Jinwoo Kim, and Tae Joon Jun
- Subjects
Summed area table ,CUDA ,Pixel ,Computer science ,Data parallelism ,Parallel algorithm ,Image processing ,Memory bandwidth ,Parallel computing ,General-purpose computing on graphics processing units ,Algorithm - Abstract
Summed area table allows filtering of arbitrary-width box regions for every pixel in constant time per pixel. This characteristic makes it beneficial in image processing applications where the sum or average of the surrounding pixel intensity is required. Although calculating the summed area table of an image data is primarily a memory bound job consisting of row or column-wise summation, previous works had to endure excessive access to the high latency global memory in order to exploit data parallelism. In this paper, we propose an efficient algorithm for generating the summed area table in the GPGPU environment where the input is decomposed into square sub-images with intermediate data that are propagated between them. By doing so, the global memory access is almost halved compared to the previous methods making an efficient use of the available memory bandwidth. The results show a substantial increase in performance.
- Published
- 2012
- Full Text
- View/download PDF
35. Efficient ray sorting for the tracing of incoherent rays
- Author
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Tack-Don Han, Jae-Ho Nah, Woo-Chan Park, and Yun Hye Jung
- Subjects
Optics ,business.industry ,Computer science ,Path tracing ,Ray tracing (graphics) ,Electrical and Electronic Engineering ,Tracing ,Condensed Matter Physics ,business ,Distributed ray tracing ,Electronic, Optical and Magnetic Materials - Published
- 2012
- Full Text
- View/download PDF
36. Mobile Panorama System via 3D Model Reconstruction
- Author
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Jin-Hee Kim, Tack-Don Han, Yoon-Chul Choy, and Soon-Bum Lim
- Subjects
Structure (mathematical logic) ,Panorama ,business.industry ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,3d model ,Space (commercial competition) ,Geography ,3d space ,Computer graphics (images) ,Computer vision ,Artificial intelligence ,Cube ,business ,Mobile device ,Image based - Abstract
We can use panorama systems or image based modeling systems when we want to make 3D space model and look around result. Panorama systems make 3D model to stitch images and map cylinder or cube. The structure of 3D model, made by panorama system, is not same as structure of a real room, so user can`t infer a real structure. Typically, Image based modeling systems work on a desktop computer. That makes it difficult to reconstruct 3D model in real time and take long time for processing. In this paper, we propose a 3D panorama modeling system that uses images on a mobile device. This system reconstructs a 3D space model, similar with a real room in real time, from multiple images captured part of rooms. Using this system, user can reconstruct various shape of space and look around a 3D space model.
- Published
- 2011
- Full Text
- View/download PDF
37. Optimization of Color Format Conversion of WebCam Images Using the CUDA
- Author
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Jinhong Park, Yun-Hye Jung, Tack-Don Han, Yong-Jin Park, and Jinwoo Kim
- Subjects
CUDA ,business.industry ,Computer science ,Image processing ,Thread (computing) ,Transmission time ,business ,Computer hardware - Abstract
Webcam doesn't perform memory-alignment in order to reduce the transmission time of image data. Memory-unaligned image data is unsuitable for the processing on GPU. Accordingly, we convert it to available color format for optimization in high speed image processing. In this paper, we propose a technique that accelerates webcam's color format conversion by using NVDIA CUDA. We propose an optimization which is about memory accesses and thread composition, also evaluate memory and computing performance for verifying a hypothesis which is the performance of the proposed architecture and optimizing degree on low-performance GPU. Following the optimization technique, we show performance improvements over maximum 68 percent.
- Published
- 2011
- Full Text
- View/download PDF
38. An effective depth data memory system using an escape count buffer for 3D rendering processors
- Author
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Youngsik Kim, Woo-Chan Park, Hong Sik Kim, Jinhong Park, Woo Nam Chung, Sang Duk Kim, Jeong-Soo Park, and Tack-Don Han
- Subjects
business.industry ,Computer science ,Registered memory ,Memory bandwidth ,Semiconductor memory ,Parallel computing ,Condensed Matter Physics ,Electronic, Optical and Magnetic Materials ,Stencil buffer ,Memory management ,Interleaved memory ,Distributed memory ,Electrical and Electronic Engineering ,business ,Texture memory ,Computer hardware - Abstract
This paper proposes an effective memory system of depth data to reduce the bandwidth requirement from the external memory for low-power 3D rendering processors. For this purpose, we propose an escape count buffer that contains information about the data size for each compressed depth block. Compared to the previous scheme, experimental results show that this approach reduces the memory bandwidth requirements up to 44%.
- Published
- 2011
- Full Text
- View/download PDF
39. The design of a texture mapping unit with effective MIP-map level selection for real-time ray tracing
- Author
-
Dong-Seok Kim, Woo-Chan Park, Hong Sik Kim, Jeong-Soo Park, Sang Duk Kim, and Tack-Don Han
- Subjects
Projective texture mapping ,Texture compression ,business.industry ,Computer science ,Astrophysics::High Energy Astrophysical Phenomena ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Condensed Matter Physics ,Electronic, Optical and Magnetic Materials ,Computer Science::Hardware Architecture ,Texture mapping unit ,Texture filtering ,Computer Science::Computer Vision and Pattern Recognition ,Computer vision ,Ray tracing (graphics) ,Artificial intelligence ,Electrical and Electronic Engineering ,business ,Texture mapping ,Texture memory ,Distributed ray tracing ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
We propose effective texture-mapping hardware for real-time ray tracing. Therefore, we introduce a novel method to select the MIP-map level of texture images, which requires only the total length of the intersected ray and the pre-calculated value. The proposed architecture can support the texture MIP-mapping by integrating simple hardware logic in existing ray-tracing hardware.
- Published
- 2011
- Full Text
- View/download PDF
40. An effective rasterization architecture for mobile vector graphics processors
- Author
-
Jinhong Park, Youngsik Kim, Jin-Woo Kim, Woo-Chan Park, Tack-Don Han, and Chelho Jeong
- Subjects
Vector graphics ,Computational complexity theory ,Computer science ,Hardware acceleration ,Parallel computing ,Electrical and Electronic Engineering ,Architecture ,Condensed Matter Physics ,Span (engineering) ,Scan line ,Auxiliary memory ,Electronic, Optical and Magnetic Materials ,Cell based - Abstract
This paper proposed a novel index board rasterization architecture which reduces mathematical calculations and memory traffic for vector graphics. The proposed architecture uses the cell based method which has advantages in computational complexity, and generates the active span by referring to only valid cells and placing them in scanline order with two internal SRAMs. The proposed architecture reduces the amount of calculation by an average of 59.4% and also the external memory traffic by an average of 30.0% compared to the traditional architecture.
- Published
- 2011
- Full Text
- View/download PDF
41. The design of compressed memory system for depth data in 3D rendering processors
- Author
-
Woo Nam Jeong, Hong Sik Kim, Dong-Seok Kim, Duk Ki Yoon, Jinhong Park, Tack-Don Han, and Woo-Chan Park
- Subjects
Hardware_MEMORYSTRUCTURES ,Flat memory model ,Computer science ,business.industry ,Registered memory ,Semiconductor memory ,Condensed Matter Physics ,Memory map ,Memory controller ,Electronic, Optical and Magnetic Materials ,Universal memory ,Interleaved memory ,Memory rank ,Electrical and Electronic Engineering ,business ,Computer hardware - Abstract
We propose an effective compressed memory system to address bandwidth problem of depth data for low-power 3D rendering processors. The proposed memory system performs on-the-fly compression for depth data to be stored into external memory. If the compression rate meets or exceeds a selected threshold value, then the compressed depth data are stored into internal SRAM; otherwise the original depth data are stored into external DRAM. Experimental simulation results show that the proposed memory system could reduces the external DRAM usage by about 82%.
- Published
- 2010
- Full Text
- View/download PDF
42. An Effective Load Balancing Scheme for 3D Texture-Based Sort-Last Parallel Volume Rendering on GPU Clusters
- Author
-
Shigeru Muraki, Won-Jong Lee, Woo-Chan Park, Tack-Don Han, and Vason P. Srini
- Subjects
Parallel rendering ,Data parallelism ,Computer science ,Task parallelism ,Volume rendering ,Parallel computing ,Load balancing (computing) ,Binary space partitioning ,Rendering (computer graphics) ,Visualization ,Octree ,Artificial Intelligence ,Hardware and Architecture ,Compositing ,Computer Vision and Pattern Recognition ,Electrical and Electronic Engineering ,Software - Abstract
We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel volume rendering on a PC cluster equipped with GPUs. Our scheme exploits not only task parallelism but also data parallelism during rendering by combining the hierarchical data structures (octree and parallel BSP tree) in order to skip empty regions and distribute proper workloads to rendering nodes. Our scheme can also conduct a valid parallel rendering and image compositing in visibility order by employing a 3D clustering algorithm. To alleviate the imbalance when the transfer function is changed, a load rebalancing is inexpensively supported by exchanging only needed data. A detailed performance analysis is provided and scaling characteristics of our scheme are discussed. These show that our scheme can achieve significant performance gains by increasing parallelism and decreasing synchronizing costs compared to the traditional static distribution schemes.
- Published
- 2008
- Full Text
- View/download PDF
43. Personal Smart Space: IoT Based User Recognition and Device Control
- Author
-
Tack-Don Han, Jung-Hyun Byun, Seungho Chae, and Yoonsik Yang
- Subjects
Focus (computing) ,Computer science ,business.industry ,Window (computing) ,020206 networking & telecommunications ,020207 software engineering ,Usability ,02 engineering and technology ,Space (commercial competition) ,Automation ,Intelligent sensor ,Human–computer interaction ,Embedded system ,0202 electrical engineering, electronic engineering, information engineering ,Smart environment ,business ,Wireless sensor network - Abstract
Recently with the developments of smart devices and IT technologies, studies to construct the smart space are being conducted. The approach these studies took is to support automations in the smart space and to control devices and the space itself. In this study, we focus on reducing simple and repetitive actions of the users by recognizing each user. Saving and applying configurations of the space and device via sensors and vision technologies. Furthermore, we propose concept ideas of various applications for devices with displays such as Smart TV and Smart Window.
- Published
- 2016
- Full Text
- View/download PDF
44. Mobile Augmented Reality Authoring Tool
- Author
-
Tack-Don Han, Yoonsik Yang, Jinwook Shim, and Seungho Chae
- Subjects
Multimedia ,Computer science ,business.industry ,Interface (computing) ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,020207 software engineering ,Usability ,02 engineering and technology ,Computer-mediated reality ,computer.software_genre ,Virtual image ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,020201 artificial intelligence & image processing ,Augmented reality ,User interface ,business ,computer ,Mobile device ,Gesture - Abstract
This paper propose a mobile Augmented Reality authoring tool interface that allows users to easily create Augmented Reality(AR) content with marker based and touch based interactions. It is possible to generate a simplified form of marker based AR content with the user interface. As for marker based interaction methods, there is one employing two markers and another using marker occlusion. This suggesting AR authoring tool system is providing another interaction method which is touch based interaction. This mobile AR authoring tool system recognizes user rotate, transfer, zoom-in and zoom-out gestures for virtual object. We seek to provide approaches for the user to actively interact with augmented reality content and ascertain the positive results of this study from the user evaluation of an authoring tool system and interaction.
- Published
- 2016
- Full Text
- View/download PDF
45. Smart advisor: Real-time information provider with mobile augmented reality
- Author
-
Jung-Hyun Byun, Heeseung Choi, Ig-Jae Kim, Jiyoon Jo, Seungho Chae, Tack-Don Han, and Yoonsik Yang
- Subjects
Engineering ,Multimedia ,business.industry ,05 social sciences ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Cognitive neuroscience of visual object recognition ,Window (computing) ,020207 software engineering ,02 engineering and technology ,RANSAC ,computer.software_genre ,Object (computer science) ,Compensation (engineering) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Augmented reality ,Real-time data ,business ,computer ,Mobile device ,050107 human factors - Abstract
This paper presents a mobile-based real-time information providing system with augmented reality, called Smart Advisor. Smart Advisor can make users' life convenient by informing necessary information and actions in advance by recognizing and tracking the interest object captured by the camera in mobile devices. Specifically, the proposed system will be helpful to the elderly/disabled users with vulnerable decision-making ability. For robust recognition in various environments, an object matching technique based on binary descriptors is applied with adaptive illumination compensation in limited search window. Then, the camera pose is reliably estimated by RANSAC and inverse-homography calculation. This system can be applicable to various areas, such as medical treatment, education, and game through the interlocking with the Internet of Things (IoT).
- Published
- 2016
- Full Text
- View/download PDF
46. Fast Contour-Tracing Algorithm Based on a Pixel-Following Method forImage Sensors
- Author
-
Seungho Chae, Cheol-Ho Cheong, Dong-Chul Kim, Jinwook Shim, Tack-Don Han, and Jonghoon Seo
- Subjects
Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,02 engineering and technology ,contour data compression ,lcsh:Chemical technology ,01 natural sciences ,Biochemistry ,Measure (mathematics) ,Article ,Analytical Chemistry ,Image (mathematics) ,0202 electrical engineering, electronic engineering, information engineering ,Computer vision ,lcsh:TP1-1185 ,Contour tracing ,boundary following ,Electrical and Electronic Engineering ,Image sensor ,Instrumentation ,TRACE (psycholinguistics) ,ComputingMethodologies_COMPUTERGRAPHICS ,Pixel ,business.industry ,010401 analytical chemistry ,Pattern recognition ,contour tracing ,Atomic and Molecular Physics, and Optics ,0104 chemical sciences ,Computer Science::Computer Vision and Pattern Recognition ,Path (graph theory) ,pixel following ,020201 artificial intelligence & image processing ,contour datacompression ,Artificial intelligence ,business ,Algorithm - Abstract
Contour pixels distinguish objects from the background. Tracing and extracting contour pixels are widely used for smart/wearable image sensor devices, because these are simple and useful for detecting objects. In this paper, we present a novel contour-tracing algorithm for fast and accurate contour following. The proposed algorithm classifies the type of contour pixel, based on its local pattern. Then, it traces the next contour using the previous pixel’s type. Therefore, it can classify the type of contour pixels as a straight line, inner corner, outer corner and inner-outer corner, and it can extract pixels of a specific contour type. Moreover, it can trace contour pixels rapidly because it can determine the local minimal path using the contour case. In addition, the proposed algorithm is capable of the compressing data of contour pixels using the representative points and inner-outer corner points, and it can accurately restore the contour image from the data. To compare the performance of the proposed algorithm to that of conventional techniques, we measure their processing time and accuracy. In the experimental results, the proposed algorithm shows better performance compared to the others. Furthermore, it can provide the compressed data of contour pixels and restore them accurately, including the inner-outer corner, which cannot be restored using conventional algorithms.
- Published
- 2016
47. A consistency-free memory architecture for sort-last parallel rendering processors
- Author
-
Duk-Ki Yoon, Cheong-Ghil Kim, Woo-Chan Park, Tack-Don Han, Kil-Whan Lee, and Il-San Kim
- Subjects
Hardware_MEMORYSTRUCTURES ,Parallel rendering ,business.industry ,Computer science ,Cache coloring ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Cache-only memory architecture ,Uniform memory access ,Parallel computing ,Cache pollution ,Non-uniform memory access ,Hardware and Architecture ,Memory architecture ,Cache ,business ,Software ,Computer hardware ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
Current rendering processors are aiming to process triangles as fast as possible and they have the tendency of equipping with multiple rasterizers to be capable of handling a number of triangles in parallel for increasing polygon rendering performance. However, those parallel architectures may have the consistency problem when more than one rasterizer try to access the data at the same address. This paper proposes a consistency-free memory architecture for sort-last parallel rendering processors, in which a consistency-free pixel cache architecture is devised and effectively associated with three different memory systems consisting of a single frame buffer, a memory interface unit, and consistency-test units. Furthermore, the proposed architecture can reduce the latency caused by pixel cache misses because the rasterizer does not wait until cache miss handling is completed when the pixel cache miss occurs. The experimental results show that the proposed architecture can achieve almost linear speedup upto four rasterizers with a single frame buffer.
- Published
- 2007
- Full Text
- View/download PDF
48. Cooperative Cache System: A Low Power Cache System for Embedded Processors
- Author
-
Gi-Ho Park, Kil Whan Lee, Shin-Dug Kim, and Tack-Don Han
- Subjects
Engineering ,Snoopy cache ,Hardware_MEMORYSTRUCTURES ,business.industry ,Cache coloring ,Cache pollution ,Electronic, Optical and Magnetic Materials ,Smart Cache ,Cache invalidation ,Embedded system ,Page cache ,Cache ,Electrical and Electronic Engineering ,business ,Cache algorithms - Abstract
This paper presents a dual data cache system structure, called a cooperative cache system, that is designed as a low power cache structure for embedded processors. The cooperative cache system consists of two caches, i.e., a direct-mapped temporal oriented cache (TOC) and a four-way set-associative spatial oriented cache (SOC). The cooperative cache system achieves improvement in performance and reduction in power consumption by virtue of the structural characteristics of the two caches designed inherently to help each other. An evaluation chip of an embedded processor having the cooperative cache system is manufactured by Samsung Electronics Co. with 0.25 um 4-metal process technology.
- Published
- 2007
- Full Text
- View/download PDF
49. EMG Sensor-based Two-Hand Smart Watch Interaction
- Author
-
Tack-Don Han, Seungho Chae, Yoonsik Yang, and Jinwook Shim
- Subjects
Smartwatch ,Computer science ,business.industry ,Human–computer interaction ,Interaction technique ,business ,Computer hardware - Abstract
These days, smart watches have drawn more attention of users, and many smart watch products have been launched (Samsung Gear series, apple watch and etc.). Since a smart watch is put on the wrist, the device should be small and unobtrusive. Because of these features, display of the smart watch is small and there is a limitation to interaction. To overcome the limitation, many studies are conducted. In this paper, we propose a two-hand interaction technique that obtains posture information of a hand using electromyography (EMG) sensor attached to the arm and to make input interaction to a smart watch different depending on each posture. EMG sensors recognize information about a user's hand posture, and the non-dominant hand is used for smart watch inputs. In this way, different function is executed depending on postures. As a result, a smart watch that has limited input methods is given a variety of interaction functions with users.
- Published
- 2015
- Full Text
- View/download PDF
50. An effective visibility culling method based on cache block
- Author
-
Francis Neelamkavil, Woo-Chan Park, Shin-Dug Kim, Moon-Hee Choi, and Tack-Don Han
- Subjects
Instruction prefetch ,Hardware_MEMORYSTRUCTURES ,Cache coloring ,Computer science ,ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION ,Pipeline burst cache ,Cache miss ,Parallel computing ,Cache-oblivious algorithm ,Cache pollution ,Theoretical Computer Science ,Smart Cache ,Computational Theory and Mathematics ,Hardware and Architecture ,Cache invalidation ,Page cache ,Cache ,Cache algorithms ,Software ,ComputingMethodologies_COMPUTERGRAPHICS - Abstract
As the complexity of 3D scenes is on the increase, the search for an effective visibility culling method has become one of the most important issues to be addressed in the design of 3D rendering processors. In this paper, we propose a new rasterization pipeline with visibility culling; the proposed architecture performs the visibility culling at an early stage of the rasterization pipeline (especially at the traversal stage) by retrieving data in a pixel cache without any significant hardware logics such as the hierarchical z-buffer. If the data to be retrieved does not exist in the pixel cache, the proposed architecture performs a prefetch operation in order to reduce the miss penalty of the pixel cache. That is, the cache miss penalty can be reduced as the transfer of a missed cache block from the frame memory into the pixel cache can be handled simultaneously with the rasterization pipeline executions. Simulation results show that the proposed architecture can achieve a performance gain of about 32 percent compared with the conventional pretexturing architecture and about 7 percent compared to the hierarchical z-buffer visibility scheme
- Published
- 2006
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