Accepted Papers

  • Study On The Medical Image Processing Technology Of Human Skeleton
    Shanshan Zhao1 , Liangchen Wu2 , Jing Zhang3 and Geng Chen42, 11,2,3 College of computer science and technology, Harbin Engineering University, Harbin, China,4 Second Affiliated Hospital of Heilongjiang University Of Chinese Medicine,Harbin,China
    ABSTRACT

    Firstly, according to the multi-scale normalized method, we propose a method based on neighborhood information and chi square with Gauss weighted distance method and adaptive parameter adjustment of shared neighbor weighted. The pixels are arranged with the vector form of local neighborhood information, considering the different effects of each pixel in the neighborhood of the central pixel, the weight should also be different, the Gauss function will be used chi square distance combinations, to avoid over segmentation or under segmentation. At last, by integrating the nearest neighbor weighted adaptive method, each pixel is automatically given a scale parameter to reduce the need to adjust the parameters. Secondly, this paper introduces Gauss weighted local neighborhood information to construct the similarity matrix directly on the original image. And based on the existing graph-cut image segmentation method is necessary to construct a better network graph by using the maximum flow minimum cut. Taking into account the similarity algorithm proposed in literature[2] is more comprehensive. We use the improved Graph cut to replace the NJW algorithm in the literature[2], and combine the multi-scale analysis method to improve the efficiency of the segmentation method in literature[2] in order to enhance the clinical usability.

  • Study On Augmented Context Interaction System For Virtual Reality Animation Using Wearable Technology
    Jiyoung Kang1 and Jongkuk Lim2,1Graduate School of Cinematic Content, Dankook University, Korea,2 Department of Applied Computer Engineering, Dankook University, Korea
    ABSTRACT

    Currently, the virtual reality market is receiving global attention, and VR animation entertainment content is attracting attention as a new content market. In this study, we successfully develop these kinds of VR animations by focusing on interactions, the largest feature of virtual reality content, and we present a novel interaction method for virtual reality animations. We created ".FLY," a virtual reality movie, using wearable technology, and designed augmented context interactions to verify the emotional empathy and emotional immersion effect of the active story-based interactions experienced by the user in a virtual reality environment. The wearable bands used in the interactions were trained through programming, starting at the movie development stage. The audience viewed the interactive virtual reality movie and actively interacted through gesture interactions using the wearable bands.