• Title/Summary/Keyword: 가상조명

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What We Want for Virtual Humans: Classification of Consumer Expectation Value on Virtual Influencer by Age Based on Q-methodology (가상 인간에 대한 우리들이 원하는 모습: Q방법론을 기반으로 한 연령대에 따른 소비자 기대 가치 분류)

  • Ji-Chan Yun;Do-Hyung Park
    • Knowledge Management Research
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    • v.24 no.2
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    • pp.137-159
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    • 2023
  • This study focuses on consumers' perceptions of virtual influencers, which many companies recently used for marketing. This study uses the Q methodology to derive what kind of perception consumers have about virtual influencers who work with various appearances, background stories, and worldviews as components. In addition, we want to see how the expected value of virtual influencers differs by age group. To this end, 34 statements were produced through preliminary interviews and literature reviews. This study showed that some consumers preferred appearances similar to humans, despite recognizing that virtual influencers are fictional characters. Some other consumers preferred to feel like a fictional character by maintaining virtuality, confirming that there are both opposite consumers. In addition, consumers expect virtual influencers to have consistency and expertise in the content field covered, and some consumers do not prefer to show an overly commercial appearance. This study will likely provide implications for companies that want to utilize virtual influencers in considering which ones to use for target customers in marketing activities.

Orange in Film Color: Real and Virtual (영화색채의 주황, 현실과 가상)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.215-237
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    • 2018
  • I analyze orange that is consistently used, even though not consciously, in the films whose function and meaning are clear. In detail, there are examples of color in films, psychological phenomena of colors expressed in posters and opening titles, color characteristics of clothes and costumes, and semiotic analysis of color names in film titles. (1) Fact and Truth; civilization and criticism. The film tries to tell the truth than the fact. It represents facts as it is, but it presupposes truth. This is a unique characteristic of media films. The truth of the fact is not important. The film tells the truth believing and wanting to show off. The film, which has inherent characteristics of the gap between fact and truth, represents nature and civilization. It carries nature as it is and criticizes the harm of civilization. Orange is nature and civilization. Realistic films such as Hong Sang Soo and Kim Ki Duk, fall into this category. For example, there are A Taxi Driver(2017) and I Can Speak(2017). (2) Virtual History; fake images and memories. In Hollywood SF genres like The Matrix(1999), orange was dealt with virtual reality. However, in Korean films they are replaced by historical dramas. The representation of history becomes a virtual reality. Films such as The Fortress(2017), Masquerade(2012), and Roaring Currents(2014) deal with virtual history. In these films, orange is a fake image and memory. (3) Light=color; Aura. The color and light of orange is aura. At sunrise and sunset, the orange of the incandescent light is almost similar to that of the artificial light. Orange of tungsten makes the real characters surrealistic and mysterious. For example, there are The City of Madness(2016), The Man from Nowhere(2010), and Coinlocker Girl(2014). (4) Fantasy; communication with other worlds. Orange is a sweet fantasy. In our daily life, we go to a supermarket, share a chat with friends in a coffee shop, and spend time in front of a television. Orange makes our life free and dreams. It is the communication between the former being and the other world. This can be found in the sexual fantasy scenes of all genres. For example, there are Sunny(2011), Welcome To Dongmakgol(2005), and 200 Pounds Beauty(2006).

A study on lighting angle for improvement of 360 degree video quality in metaverse (메타버스에서 360° 영상 품질향상을 위한 조명기 투사각연구)

  • Kim, Joon Ho;An, Kyong Sok;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.499-505
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    • 2022
  • Recently, the metaverse has been receiving a lot of attention. Metaverse means a virtual space, and various events can be held in this space. In particular, 360-degree video, a format optimized for the metaverse space, is attracting attention. A 360-degree video image is created by stitching images taken with multiple cameras or lenses in all 360-degree directions. When shooting a 360-degree video, a variety of shooting equipment, including a shooting staff to take a picture of a subject in front of the camera, is displayed on the video. Therefore, when shooting a 360-degree video, you have to hide everything except the subject around the camera. There are several problems with this shooting method. Among them, lighting is the biggest problem. This is because it is very difficult to install a fixture that focuses on the subject from behind the camera as in conventional image shooting. This study is an experimental study to find the optimal angle for 360-degree images by adjusting the angle of indoor lighting. We propose a method to record 360-degree video without installing additional lighting. Based on the results of this study, it is expected that experiments will be conducted through more various shooting angles in the future, and furthermore, it is expected that it will be helpful when using 360-degree images in the metaverse space.

Face Relighting Based on Virtual Irradiance Sphere and Reflection Coefficients (가상 복사조도 반구와 반사계수에 근거한 얼굴 재조명)

  • Han, Hee-Chul;Sohn, Kwang-Hoon
    • Journal of Broadcast Engineering
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    • v.13 no.3
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    • pp.339-349
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    • 2008
  • We present a novel method to estimate the light source direction and relight a face texture image of a single 3D model under arbitrary unknown illumination conditions. We create a virtual irradiance sphere to detect the light source direction from a given illuminated texture image using both normal vector mapping and weighted bilinear interpolation. We then induce a relighting equation with estimated ambient and diffuse coefficients. We provide the result of a series of experiments on light source estimation, relighting and face recognition to show the efficiency and accuracy of the proposed method in restoring the shading and shadows areas of a face texture image. Our approach for face relighting can be used for not only illuminant invariant face recognition applications but also reducing visual load and Improving visual performance in tasks using 3D displays.

Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

A Simple Average Power Theory and Modified Compensation Performance Evaluation of Active Power Filters (능동전력필터의 간단한 평균전력이론과 수정된 보상성능 평가법)

  • 정영국;임영철;양승학
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.13 no.3
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    • pp.64-72
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    • 1999
  • The fictitious power theory in time domain is very easy to understand, but power analyzing speed of active power is increased, because power is analyzed using signal tedmiques based on the corre1ation between voltage and current wavefonns. Also, conventional methods in time/frequency domain to evaluate the correlation performance of active power filters are not provided easy solutions. So, the authors have previously proposed 3-D current coordinates which is composed into active component, fundarrental reactive component and distorted component of nonlinear loads current. This trethod has excellent perfonnance, but can not evaluate the characteristics of nonlinear load current whether It is inductive or capacitive. Therefore, To overcorre problems trentioned previously, this paper deals with the simple average power theory and the modified 3-D current coordinates for evaluating the compensation perfonnance of active power filters. To confirm the validity, active power filter simulator is developed using C-language. From the simulation, results are discussed their utility.tility.

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The Virtuality Shown in the Media Coverage of the Sewol Ferry Disaster (세월호 참사 보도에 나타난 언론의 가상성)

  • Lee, Sung Wook
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.766-779
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    • 2016
  • This study was designed to look at a gap between what is reported and what is real, based on 'virtuality' shown in the media coverage of the Sewol ferry disaster. The way the Korean media reported the disaster raised serious concern in describing realities as the coverage was dotted with omitted, diluted, misleading, false and biased information, dubbed as the sinking of journalism by the Special Committee of the Korea Broadcasting Journalist Association. Virtuality can be problematic in journalism since users, when frequently exposed to 'mediated reality' or mediated presentment, often consider it actual and respond to it, rather than reacting to 'actual reality'. Many studies have found that media users tend to perceive mediated reality as an actual outside world. This paper aimed to explain signification of media reporting and limitations of user perception by reviewing major discussions and arguments on virtuality in previous research and history of thoughts. It was easy to link virtuality of mediated reality to the role of the media, which impact public opinion and change the flow of an event, and to other concepts such as the socialization of power, social control and social hegemony.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

A Virtual Simulation and Real Trajectory of 3-DOF Arm Robot (3자유도 암 로봇의 가상시뮬레이션과 실체궤적)

  • Moon, Jin-Soo;Kim, Cheul-U
    • Proceedings of the Korean Institute of IIIuminating and Electrical Installation Engineers Conference
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    • 2007.05a
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    • pp.300-305
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    • 2007
  • This study developed a human robot master arm, which has a structure similar to the human arm, with the object of taking over human works. The robot arm was structured to reproduce human actions using three axes on each of the shoulder and the wrist based on mechanics, and the actuator of each axis adopted an ordinary DC motor. The servo system of the actuator is a one body type employing an amp for electric power, and it was designed to be small and lightweight for easy installation. We examined the posture control characteristics of the developed robot master arm in order to test its interlocking, continuous notions and reliability.

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