• Title/Summary/Keyword: 가상 휴먼

Search Result 66, Processing Time 0.023 seconds

Overview of VR Media Technology and Methods to Reduce Cybersickness (가상현실 미디어 기술동향과 VR 멀미저감 방안)

  • Mun, Sungchul;Whang, Mincheol;Park, Sangin;Lee, Dong Won;Kim, Hong-Ik
    • Journal of Broadcast Engineering
    • /
    • v.23 no.6
    • /
    • pp.800-812
    • /
    • 2018
  • In this study, we reviewed recent trends for enhancing human cognitive accessibility to social VR platform. We also proposed a practical method to predict VR sickness and improve the cognitive accessibility. In doing so, we investigated subtle changes in human body sway unconsciously made before, during, and after being exposed to extreme VR experience. The scientific assumption that VR sickness would be correlated with the subtle changes in body sway was validated. We found that participants who showed sensitive changes in the body sway before VR experience, felt more severe VR sickness than others. The findings can be practically applied in predicting susceptibility to VR sickness prior to VR experiences.

Exploring the Effects of Passive Haptic Factors When Interacting with a Virtual Pet in Immersive VR Environment (몰입형 VR 환경에서 가상 반려동물과 상호작용에 관한 패시브 햅틱 요소의 영향 분석)

  • Donggeun KIM;Dongsik Jo
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.125-132
    • /
    • 2024
  • Recently, with immersive virtual reality(IVR) technologies, various services such as education, training, entertainment, industry, healthcare and remote collaboration have been applied. In particular, researches are actively being studied to visualize and interact with virtual humans, research on virtual pets in IVR is also emerging. For interaction with the virtual pet, similar to real-world interaction scenarios, the most important thing is to provide physical contact such as haptic and non-verbal interaction(e.g., gesture). This paper investigates the effects on factors (e.g., shape and texture) of passive haptic feedbacks using mapping physical props corresponding to the virtual pet. Experimental results show significant differences in terms of immersion, co-presence, realism, and friendliness depending on the levels of texture elements when interacting with virtual pets by passive haptic feedback. Additionally, as the main findings of this study by statistical interaction between two variables, we found that there was Uncanny valley effect in terms of friendliness. With our results, we will expect to be able to provide guidelines for creating interactive contents with the virtual pet in immersive VR environments.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.181-206
    • /
    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Implementation of a Learning Support System that Facilitates Teacher-Student Interaction Utilizing a Digital Human (디지털 휴먼을 활용하여 교수-학생 상호작용을 촉진시키는 학습지원 시스템 구현)

  • Gyu-Sung Jung;Chan-Hyeong Im;Hae-Chan Lee;Ra Yun Boo;Soonuk Seol
    • Journal of Practical Engineering Education
    • /
    • v.14 no.3
    • /
    • pp.523-533
    • /
    • 2022
  • During the COVID-19 pandemic, the use of video classes and real-time online education has increased, but the lack of interaction between instructors and learners remains a challenging problem to be resolved. This paper designs and implements a learning support system that utilizes a digital human to improve faculty-student interaction, which plays an important role in increasing the educational effect and satisfaction of real-time online classes. In this paper, a digital human participates in a class as a virtual learner and asks questions raised by other learners through an anonymous chat system to the instructor on behalf of the learners. In addition, as a class facilitator, the digital human analyzes the lecturer's speech in real time and provides it to the learner in the form of a summary of the class, thereby facilitating faculty-student interaction. In order to confirm that the proposed system can be used in actual online real-time classes, we apply our system to Zoom classes. Experimental results show that facilitated Q&A and real-time class summaries are successfully provided through our digital human-based learning support system.

Silhouette and Active Skeleton Extraction of Human Body for Robot-Human Interaction (로봇-휴먼 인터액션을 위한 인간 몸의 실루엣 및 액티브 스켈레톤 추출)

  • So, Jea-Yun;Kim, Jin-Gyu;Joo, Young-Hoon;Park, Jin-Bae
    • Proceedings of the KIEE Conference
    • /
    • 2007.07a
    • /
    • pp.321-322
    • /
    • 2007
  • 본 논문에서는 로봇과 인간의 인터액션을 위해 인간 몸의 실루엣 및 액티브 스켈레톤 추출 기법을 제안한다. 연속된 이미지 정보로 부터 얻어진 옷영역등의 정보에서 background subtraction를 이용한 adaptive fusion을 통해 추출된 인간 몸의 실루엣을 바탕으로 active contour와 가상 신체 모델인 skeleton model을 응용하여 작은 움직임에 보다 강한 active skeleton model을 이용하여 인간 몸의 특징 점 위치를 추출하는 방법을 한다.

  • PDF

Exploring the Effects of Gesture Interaction on Co-presence of a Virtual Human in a Hologram-like System (유사홀로그램 가시화 기반 가상 휴먼의 제스쳐 상호작용 영향 분석)

  • Kim, Daewhan;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.10
    • /
    • pp.1390-1393
    • /
    • 2020
  • Recently, a hologram-like system and a virtual human to provide a realistic experience has been serviced in various places such as musical performance and museum exhibition. Also, the realistically responded virtual human in the hologram-like system need to be expressed in a way that matches the users' interaction. In this paper, to improve the feeling of being in the same space with a virtual human in the hologram-like system, user's gesture based interactive contents were presented, and the effectiveness of interaction was evaluated. Our approach was found that the gesture based interaction was provided a higher sense of co-presence for immersion with the virtual human.

Virtual Human Authoring ToolKit for a Senior Citizen Living Alone (독거노인용 가상 휴먼 제작 툴킷)

  • Shin, Eunji;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.24 no.9
    • /
    • pp.1245-1248
    • /
    • 2020
  • Elderly people living alone need smart care for independent living. Recent advances in artificial intelligence have allowed for easier interaction by a computer-controlled virtual human. This technology can realize services such as medicine intake guide for the elderly living alone. In this paper, we suggest an intelligent virtual human and present our virtual human toolkit for controlling virtual humans for a senior citizen living alone. To make the virtual human motion, we suggest our authoring toolkit to map gestures, emotions, voices of virtual humans. The toolkit configured to create virtual human interactions allows the response of a suitable virtual human with facial expressions, gestures, and voice.

Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.8
    • /
    • pp.1255-1258
    • /
    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.

Real-time mask facial expression recognition using Tiny-YOLOv3 and ResNet50 (Tiny-YOLOv3와 ResNet50을 이용한 실시간 마스크 표정인식)

  • Park, Gyuri;Park, Nayeon;Kim, Seungwoo;Kim, Seunghye;Kim, Jinsan;Ko, Byungchul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.232-234
    • /
    • 2021
  • 최근 휴먼-컴퓨터 인터페이스, 가상현식, 증강현실, 지능형 자동차등에서 얼굴표정 인식에 대한 연구가 활발히 진행되고 있다. 얼굴표정인식 연구는 대부분 맨얼굴을 대상으로 하고 있지만 최근 코로나-19로 인해 마스크 착용한 사람들이 많아지면서, 마스크를 착용했을 때의 표정인식에 대한 필요성이 증가하고 있다. 본 논문은 마스크를 착용했을 때에도 실시간으로 표정 분류가 가능한 시스템개발을 목표로 구동에 필요한 알고리즘을 조사했고, 그 중 Tiny-YOLOv3와 ResNet50 알고리즘을 이용하기로 했다. 얼굴과 표정 데이터셋 등에서 모은 이미지 데이터를 사용하여 실행해 보고 그 적절성 및 성능에 대해 평가해 보았다.

  • PDF

Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing - (한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 -)

  • Han, Minjae;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.30 no.1
    • /
    • pp.66-87
    • /
    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.