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Large Audience Participation in an Immersive Virtual Reality Auditorium Project Plan DEC02-10 02/26/02 Faculty Advisors: Carolina Cruz-Neira Julie Dickerson Paul Jewell Team Members: Andrew Schwantes Chad Cromer David Snow Yifei Wang

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Page 1: Large Audience Participation in an Immersive …seniord.ece.iastate.edu/projects/archive/dec0210/Proje… · Web viewVR - stands for virtual reality Stereoscopic - Multiple versions

Large Audience Participation in an Immersive Virtual Reality Auditorium

Project Plan

DEC02-10

02/26/02

Faculty Advisors:Carolina Cruz-Neira

Julie DickersonPaul Jewell

Team Members:Andrew Schwantes

Chad CromerDavid SnowYifei Wang

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Table of Contents

INTRODUCTORY MATERIALS 1

Abstract 1Acknowledgement 1Definition of terms 2

PROJECT PLAN 3

Introduction 3Design Requirements 7End-Product Description 17Approach and Design 18Financial Budget 22Personal Effort Budget 24Project Schedule 25

CLOSURE MATERIAL 28

Project Team Information 28Summary 30References 31

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List of Figures

System Flow Diagram (Figure 1) 9

Project Schedule Semester 1 (Figure 2) 25Project Schedule Summer (Figure 3) 26Project Schedule Semester 2 (Figure 4) 27

List of Tables

Financial Budget (Table 1) 22Personnel Effort Budget (Table 2) 24

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Introductory Materials

Abstract

Iowa State University houses the United State’s largest virtual reality auditorium,

seating up to two-hundred and fifty people. The current system takes a computer

generated world and projects that onto a 15 foot by 30 foot screen. This system allows

for a single user to interact with the virtual environment being viewed. Each person

wears a pair of stereoscopic glasses to allow them to see a 3-dimensional image on the

screen. The goal of this project is to allow every person to simultaneously interact with

the virtual world. Every chair in the auditorium will be fitted with a personal interactive

device. Then the data is collected, processed, and sent to the VR application, all within a

time-critical range.

The project’s design will include the hardware to be mounted at each seat, the

software to collect the data, the software to process the data, and the software to apply

the data into the virtual reality application.

Acknowledgement

We would like to thank all the assistance and knowledge from the staff at the

Virtual Reality Applications Center, and Paul Jewell of the College of Engineering’s

Distance Education.

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Definition of Terms

VR - stands for virtual reality

Stereoscopic - Multiple versions of an image displayed such that with the proper viewing

glasses, display a 3D image.

Passive stereo - Viewing stereoscopic images without using electronic devices for

viewing (i.e electronic VR glasses).

Time critical - This applies when there is a time frame for tasks to be completed in.

VR Juggler - A virtual reality toolkit developed by the Virtual Reality Application Center

at Iowa State University.

C6 and C4 – These are two of the VR environments at VRAC. The “C” stands for cave

and the number represents how many sides the environment has. Both of these allow for

total immersive interaction.

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Project Plan

Introduction

General Background

At Iowa State University, there is an auditorium unlike any other in the world.

The auditorium seats 250 visitors and is fitted with passive stereoscopic projection

equipment. The current system allows for only a single person to interact with the

application while the rest of the audience may only watch. The goal of this project is to

provide each audience member a means to interact with the demonstration

simultaneously with the entire audience thereby creating a much more immersive

experience.

Technical Problem

There are several technical problems associated with this project. First the

physical design of the device has to be such that it is simple enough for a non-technical

person to pick up the device and intuitively understand how to use it.

Another problem is there are a massive amounts of inputs due to the fact that

there are up to 250 devices in use at the same time. This makes identifying which input

from which device has been triggered more complex. So as all of the data from the

devices is inputted it will have to be managed so that the application will be able to use it

effectively, and efficiently.

Another topic is how to manage the data. There are many algorithms that could

be applied to the input data. Testing will determine the most effective strategies. These

strategies will then be implemented into the software.

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Operating Environment

The interactive device attached to each seat will have to be rugged enough to

withstand certain intensive use. In an auditorium setting, people of all ages will have

access to the interactive devices. These devices will likely be dropped on the floor,

banged against armrests, tugged at the cords, as well as other forms of mistreatment.

The software that collects and processes the data will either have to be integrated

with or will have to connect with the VR Juggler framework in some effective fashion.

This is important so that the physical device will be able to communicate with the VR

Juggler application properly.

Intended users and uses

This project provides the auditorium with the ability to be an arena for large

interactive teachings, collaborative conferences, and allowing people to experience the

cutting-edge visuals of virtual reality. Uses will include academic presentations, project

reviews, artistic performances, technology demonstrations, or fun competitions.

An example of a possible interactive application that may be used is a game of

pong. In this example, the people in the auditorium would be split into a left and right

side. The two sides would be in control of their respective paddle. The audience would

then use the device to try and manipulate the paddle up and down such that it hits the

ball.

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The intended age group of this system will be high school students and up. It is

assumed that younger persons may find access to the devices during any other event in

the auditorium and may inflict harm upon the device.

Assumptions

· The interactive device will have digital components. This will define the input

mechanisms and the software.

· All of the devices will be connected to a single main computer. This gives easier

control by only dealing with one computer.

· The design will require for intermediate hardware between the individual devices

and the main computer. This hardware needs to collect the data and properly feed

it to the main computer.

· The wire scheme will be designed such that it does not interfere with the people

traffic. Along with the wiring scheme is the use of wire connectors on the seat

so that it is easier to replace broken devices.

· The software to collect and process the data must be designed within the VR

Juggler framework.

Limitations

· The communication between the interactive device and the VR application must

be done within time-critical constraints.

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· Because of the device’s design, or any design for such a device, the interactive

capacity is less than those of being fully immersed inside an environment like the

C6.

· The large lengths of the cable needed could lead to signal problems. With long

lengths of wire it is possible for interference and signals to jump lines.

· The scale of this project is very large and will lead to many unforeseen problems

to occur.

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Design Requirements

Interactive Device

The device that is designed will be mounted to each seat in the auditorium. This

will allow for every person sitting in the auditorium to simultaneously interact with the

running application. Each device will be a plastic encased unit equipped with a set of

digital and analog controls. The controls will be arranged in such a manner that they are

easy to press. The devices will be connected to a computer through a set of wires.

Wiring and Connectivity

Having two-hundred and fifty devices makes the use of wireless communication

to the devices very expensive and much more difficult. A scheme of wiring will be used

to connect all the devices to the main computer.

The wiring of the devices will have to be done in as unobtrusive of a way as

possible. This means that the less wire needed the better. The design of the wire layout

must minimize cable lengths. The shorter the line the better the line quality achieved.

To ease the operation of replacing bad units, a connector scheme will be in place.

This will be a connector for the wire line at the chair, allowing a defective device to be

detached from the line and replaced with a working unit.

Intermediate Hardware

To collect data from every interactive device, some sort of data collection

hardware will need to be used. The collection hardware will keep track of the button

presses and sending them to the main computer.

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Software

The software package will be written in C++. Its capabilities will be reliable

collection of data, and to send that data to the VR Juggler application. This will occur in

a time-critical manner. The structure of the package will have to fit into the framework

of VR Juggler.

Testing

For robust testing, a series of test applications will be included in the software

package to test the working order of the entire system. A demo will also be created to

test how well the audience is able to interact with a simple application.

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System Flow Diagram

Button presses sent to main computers

The processed data sent to VR-jugglerapplication

VR Juggler application projected to the screen

Figure 1

Figure 1 presents our project in a visual way, making it easier to understand. The

flowchart starts in the upper-left of the diagram. The hands holding the device represents

any person seating in the auditorium. When the user presses a button on the device, the

button press is sent to a main computer, which collects button presses from all the seats

in the auditorium.

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After the main computer receives a button press it sends that along to the VR

Juggler application. The data from the main computer must be sent in a format that the

Juggler application will understand.

The data that the application receives from the main computer is then processed

by the Juggler application and changes the application accordingly. The changing

Juggler application is then projected onto the large screen in front of the users.

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Functional Requirements

Interactive Device

The size of the device must be such that it can be used with two hands or easily

operated while holding with only one hand. With this in mind, the location of the

buttons must be placed in a fashion that allows for easy operation. The design of the

device's controls should also be done in a way that lets the user concentrate on the screen

instead of the device.

Interaction

The audience interactions with the application will be simple in nature. Some

examples of interaction would be simple movement using the arrow buttons. The

audience may be asked to navigate through a maze. So the interaction will be pressing

the corresponding arrows buttons to move up, down, left and right. Another type of

interaction will be giving the audience a set of choices. Then the members of the

audience press the button corresponding to the choice that they desire.

The application designer will be able to interpret the input from the users in any

way that they wish. This allows for endless possibilities of interaction with VR

applications.

Intermediate Hardware

This hardware must be able to round up all the data from the devices and keep the

individual signals separate. Then it must pass all the individual data packets to the main

computer for processing.

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Developer’s Interface

The software package must be designed to allow the developer of the VR Juggler

application to easily use our system. The software must also allow the developer to

choose between different processing schemes or create a new scheme. The term scheme

means the way that the participants are broken up into groups. Such groups could be the

entire auditorium, split into groups depending on location in the auditorium, or look at

each input by itself. This will also allow for the ability to use different algorithms in

order to decide what to do with a given set of inputs.

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Design Constraints

Size

The seats in the auditorium have a certain amount of free space between them.

The interactive device will have to be designed and mounted in such a way that the

devices don’t interfere with the normal movement of the seats.

Cost

It is rare when a project does not have a budget limit. In order to deal with the

constraints of cost, it is always good practice to research and investigate cheaper

alternatives. Functionality and quality of the device cannot be sacrificed for price.

Timing

To interact with a VR application the user should see his/her actions occur while

pressing the buttons. This requires the process of collecting and processing data to be

done within time-critical intervals. There must be a minimal delay from the time when

the user presses a button to the moment that the user sees the desired action occur on the

screen.

Available Technology

It is a possibility that in order to accomplish the project goals there may be a lack

of technology to provide a solution. Along with limited technology is the associated

higher cost.

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Device Identity

The system must allow the VR Juggler application developer to look at any

specific seat in the auditorium and monitor its key input. This will help define the data

collection hardware.

Robustness

The enclosure and assembly of the interactive device must be solid enough to

withstand destructive actions upon the device.

High Traffic

The high traffic of people in and out of the auditorium requires us to design the

wiring scheme to minimize crossing the paths of high traffic. This may affect the length

of cable needed and possible signal problems.

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Milestones

Device prototype by middle of April

Halfway through April a full working prototype of the interactive device will be

built. This will lead into the summer of building and installing all the devices into the

auditorium.

Success of our device will be measured by the number of recorded button presses.

Out of every one-hundred button presses, ninety-eight of those presses shall be detected.

Any larger loss of button presses would lead to an unresponsive system.

Software flow by middle of April

At this time the software will be able to plug in the prototyped device and pass

the button presses to the VR Juggler application. This is the first building block towards

the overall software package.

The success of this milestone will be measured by the delay that occurs between

the time a button is pressed and when the Juggler application receives that button press.

The total delay must be less than one second.

Wiring scheme by early May

By this time the possible wiring solutions for the auditorium will have been

analyzed. The wiring scheme and layout will be designed and ready to implement. This

will be necessary to use the summer time to outfit the auditorium.

The success of this milestone will be determined the same way as the interactive

device.

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Intermediate Hardware by August

Depending on the final decisions for the intermediate hardware, more time may

be needed to design and build our own equipment. So as long as a solution for the data

collection is achieved by the start of the second semester, everything will be able to be

accomplished on time.

Once again, this system will be successful if ninety-eight out of one hundred

button presses from every device attached is received by the software.

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End-Product Description

The two-hundred and fifty seat auditorium will provide its occupants with an

interactive 3D virtual reality experience. Each participant in the virtually reality

auditorium will have access to a versatile interactive device and stereoscopic glasses.

The interactive device and glasses will enable each seated individual to interact and make

decisions that directly influence the actions performed by the VR application on the

viewing screen.

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Approach and Design

Technical Approaches

The interactive device can be designed in many different ways. Topics of the

design are its mounting, controls, and how it’s handled. The device could be mounted

either directly to the armrest or attached to a retractable cable, and when not in use sits in

a holster attached to the seat. For controls we have the option of using either analog or

digital controls. An analog control would be a joystick, while a digital control would be

something like a push button. Keeping in mind the intended audience, the device

enclosure needs to be designed such that it is comfortable to use either one-handed or

while even using two hands.

For the multiple user data collection of interactive applications, two approaches

can be taken to collect the data. The first approach is polling. In this manner the

computer would continually poll one by one through all the connected devices. If the

computer sees a button press, then it does something and moves on to the next device in

line. The other manner is to stream the data to the main computer. When the device

receives a button press it sends a data packet to the computer.

The software also has two approaches to its design. The package could either be

a stand-alone program or a useable library. With the stand-alone program, some sort of

communication would have to be established with the VR Juggler application for it to

receive the data. If the software is built as a library, then it is merely used as an interface

that is included into the VR Juggler application architecture.

The interaction between all the hardware and software can occur within a

synchronous or asynchronous pattern. In a synchronous pattern the devices must set

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themselves to run at the same frequency as the slowest connected device. The

asynchronous approach allows the devices to run as fast as they can.

Technical Design

The interactive device must be designed such that it is detachable. This will

allow each participant to use the device in a comfortable fashion. The input controls,

buttons and such, will only be defined such that they are arranged in an easy to use

layout. And to add to the ease of operation, the device enclosure will be designed such

that it can be used either one-handed or two-handed.

The data collection must be done within a time-critical period. The only efficient

way to achieve this is to use streaming from the devices to the main computer to collect

the data.

To make the use of the software package as easy as possible, the software will be

designed as a mix between stand-alone and library components. The interface to the

devices and data collection will be a device driver used within the VR Juggler

framework. Along with this, an in-depth testing application suite will be developed.

This will be built as a stand-alone application that can be run from the computer by itself

and at anytime.

Keeping with the time-critical framing, the asynchronous approach will allow the

entire system to run at its fastest and most efficient by allowing the hardware and

software to run at its own speed.

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Testing Description

The testing processes of the entire design are separated into two main categories,

individual testing of hardware and software, and the collaboration of both.

The two criteria of the controller are to be durable and user-friendly. These two

requirements will be tested upon the completion of the prototype. For the durability

testing, the possible abuses of the auditorium setting will be simulated. These include

dropping the controller on the floor, hitting it on an armrest, and pulling the wires of the

controller. The controller should not be easily damaged. It should still be able to

function properly after all the simulations. Once the above qualifications have been met,

the user-friendliness test will take place among the design group members, faculties, and

other personnel who are involved in this project. Everybody will give thoughts on the

physical appearance, and intuitiveness of using the device. The device should be easily

held for different age groups, and the audience should be able to concentrate on the

screen while using the device. The functionality should be easily understood by the

appearance of the device, with very little or no instruction.

The software testing will be performed by using simulated test data. It must give

the expected output after processing these data. The perfection of the software will be a

continuous process. Along with the progress of the development of the hardware and the

requirements of other software tools, there will be many revisions.

Once the hardware and the software have met their individual requirements, the

collaboration testing will be performed. At the first stage, a subset of the inputs, about 20

to 30 controllers, will be connected to the computers. The software should be able to

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collect the corrected data, and give the desired outputs. This subset of controllers will be

placed in a wide range of locations in the auditorium. These locations must include both

the shortest path and the longest path for data to travel to the processing center. The time

delay should meet the time critical response requirement, and the length of the path

should not affect the validity of the data. The final stage of testing the entire package

will be the use of in house demos at VRAC that will be modified to run with the

auditorium devices.

Risk and risk management

This is a relatively large project considering the size of the auditorium. The time

line is critical. This requires that all the completions of the milestones have to be strictly

on time. Careful planning and time management from the very beginning of the project

will be helpful.

The loss of a member of the team is another risk involved in this project. There

are only 4 student members in this project, missing any member will have a great effect

on the advance of the project. However, because all the team members have hardware

and software experience, the lost member’s tasks can be split and finished with extra

effort from the remaining members. The hardware and software will still have two

people working at all times.

There is very limited research in the field of this project. Therefore, there are

many unpredicted situations, problems, which no one has the knowledge of. This is the

biggest risk that is being faced.

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Financial Budget

Table 1ITEM Calculation Original Estimated Cost

VRAC computer time for testing

30 weeks * 3 hrs/week * $200 per hour

$18,000.00

Plastic enclosures (designed)

Mold + parts $10,000.00

Push buttons 260 controllers * 6 buttons * $0.25 per button

$390.00

Power indicating LED 260 LEDs $50.00

Wire 8-wire cable – 1000 ft/$112.00

$3000.00

Computer and hardware

Main computer and any other hardware

$5000.00

Labor Assistance and knowledge from staff outside of project

group

$6000.00

Materials and Supplies

$500.00

Total $42,940.00

Table 1 reference and summary

The VRAC computing time is the cost for running any demos or testing on any of

the systems at VRAC. This includes the C6, C4, and the auditorium.

The plastic enclosure is what houses the electronics and what the user will see and

hold. We want it to be designed specifically for the auditorium and want it to be

creative. The cost contains the price of the mold, and the actual creation of all the

necessary device enclosures.

The push buttons, LED’s, and wire are just rough estimations of the cost of all the

parts that make up the interactive device.

Computer and hardware covers the purchase of the main computer, any data

acquisition boards, and any other hardware we may need for the intermediate hardware.

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Labor costs are for help and work from staff at VRAC that are outside of the

project team.

Materials and supplies covers the cost of shipping anything, items such as wire

connectors, wire protectors, printing of a manual and any other documentation.

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Personnel Budget

Table 2Personnel Estimated Semester Hours Estimated Summer Hours Total

Chad Cromer 124 150 274Andrew Schwantes 120 135 255

David Snow 127 150 277Yifei Wang 123 150 273

Total 494 585 1079

Table 2 reference and summary

During the two semesters each member of the group plans to work around 4 hours

per week, and over 30 weeks that totals near 120 hours. Vacations, time-off, and class

conflicts are the reason for the varying totals between members.

The summer months will provide for the opportunity to do a lot of work. With

the availability of 15 hours per week, the members total near 150 hours each.

Chad and Yifei will be focused on the hardware for the project. Around eighty of

the semester hours for each will be spent on the design and building of the prototype for

the interactive device. Along with this, they will also design and test the wiring layout

for the auditorium. The other forty semester hours will be spent implementing the

intermediate hardware and deploying it.

Andrew and Dave will be developing the software for the project. About sixty

hours, for both David and Andrew, will be spent on phase one of the software

development. The other sixty semester hours will be spent on creating the test suite and

software changes needed to incorporate the intermediate hardware.

All of the summer hours for the team will be spent building and installing all the

interactive devices into the auditorium.

Project Schedules

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Figure 2

Figure 2 represents the schedule for the first semester. There are four major sub-

projects during the first semester. They are the project poster, interactive device, wiring,

and software phase one. The two largest of these sub-projects are the interactive device

design and the software phase one work. This is due to the fact that these are both very

important milestones in the project and require a substantial amount of work.

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Figure 3

Figure 3 show our tentative schedule for the summer work. During this time the

team will be building and installing all the interactive devices. This will require lots of

man hours, and may require additional outside work.

The other major work for the summer is the implementation of the intermediate

hardware. This will be the hardware that allows for the collection of all the inputs

produced by the interactive devices.

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Figure 4

Figure 4 is the schedule for the second semester of work. The main focus of this

semester is testing. The device testing will be testing for correct operation of every

mounted device in the auditorium. The device to intermediate testing will be checking at

the intermediate hardware the receiving of button presses from all the devices. The

simulated environment testing will be simulating the abuse of the devices that may occur.

After the abuse, correct operation must still be achieved. And the collaborative testing

involves testing the devices with a running Juggler application, using the entire system.

Software phase 2 involves expanding the first phase to include the input of over

one thousand inputs. This will involve interfacing the intermediate hardware. With the

new input scheme, the testing suite needs to be changed as necessary and expanded. Also

included in this phase is a final demo to show off the system and how it could be used.

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Closer Material

Team Members

Chad Cromer

624 7th Street

(515) 233-6333

[email protected]

Computer Engineering

Andrew Schwantes

425 Welch Ave. #304

(515) 268-0707

[email protected]

Computer Engineering

David Snow

425 Welch Ave. #304

(515) 268-0707

[email protected]

Computer Engineering

Yifei Wang

3222 Lincoln Way #9

(515) 231-5490

[email protected]

Computer Engineering/Electrical Engineering

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Faculty Advisors

Carolina Cruz-Neira

2274 Howe Hall 1620D

(515) 294-5685

Virtual Reality Applications Center

Julie Dickerson

2274 Howe Hall 2624E

(515) 294-6399

Virtual Reality Applications Center

Paul Jewell

2273 Howe Hall 1364

(515) 294-1827

Engineering Extension

Client

Virtual Reality Applications Center

2274 Howe Hall 1620

(515) 294-3092

Iowa State University

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Summary

This project is an undertaking unlike anything else that has been done before.

When completed, Iowa State University will be the only place in the world where an

audience of up to two-hundred and fifty people will be able to simultaneously interact

with a virtual reality application, thus creating a feeling of immersion for the entire

audience. We believe that our solution will solve all of the technical oppositions that

stand in the way of completing this project. Using our solution we will have an easy to

use device which will be able to communicate with the VR Juggler framework, creating

full VR immersion for the audience.

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References

“Audience Interaction for Virtual Reality Theater and Its Implementation”,Sang Chul Ahn, Ig-Jae Kim, Hyoung-Gon Kim, Yong-Moo Kwon, Heedong Ko,Imaging Media Research Center, Korea Institute of Science and Technology

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