• Title/Summary/Keyword: 실사영상

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Cyber Interview System using Stereoscopic Images (입체 영상을 이용한 가상 모의 면접 시스템)

  • Yoon, Kyung-Seob
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.4
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    • pp.197-204
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    • 2011
  • In this research, we have developed a virtual interview simulation system that utilizes the 3D stereoscopic technology. For this virtual simulation can play individual question stereoscopic movies using seamless loop technology, it provides realistic environment and interviewee with 3D filmed interviewer increasing reliable experience for interviewees. Implementing question-pool system and real-time construction of questionnaires is also available so that the interviewee can train and prepare for the various situations. This will reduce the effort for work power, time, place and cost, opening for a possibility of utilizing for many other areas such as linguistics study and public sector.

Using Spheroid Fish-eye Lens Distortion Correction for Image-based Virtual Environment Navigation (실사 가상환경 항해를 위해 Spheroid를 이용한 어안렌즈의 왜곡보정)

  • Shin Ju-Hong;Nam Dong-Hwan;Kwon Gi-Jun;Jung Soon Ki
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.11a
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    • pp.829-832
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    • 2004
  • 실제영상으로 가상환경을 구축해서 사용자가 가상환경을 돌아다님으로써 보다 큰 몰입감과 현실감을 제공하는 영상기반 가상현실 기술은 최근 들어 웹 기반 가상현실시스템을 구축하기 위해서 많이 사용된다. 이 기술은 가상환경 구축에 있어 항해를 쉽게 하기 위한 한 방법으로 넓은 시각 영역(field of view)을 얻을 수 있는 wide-angle 렌즈를 흔히 사용한다. 어안렌즈(fish-eye lens)는 전형적인 넓은 시각 영역을 가진 렌즈로서, 매우 큰 radial distortion 을 가진다. 왜곡을 없앤 영상을 얻기 위해 본 논문에서는 구면기하(spherical geometry) 및 사영기하(projective geometry)를 사용하여 어안영상을 보정하는 non-metric기법을 제안한다. 제안한 이 방법은, 기존의 방법들 보다는 쉽고 빠른 속도로 왜곡을 보정할 수 있으므로 어안영상의 왜곡을 보정하는 하드웨어를 효율적으로 구현할 수 있다. 그리고 spheroid 를 이용해 좀 더 왜곡을 정확히 보정방법과 별도의 서보 모터 없이 pan/title 를 가능케 하는 시점이동에 따른 왜곡 보정 방법을 제시한다.

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A Research on Development of Multi-Screen Image and Application to Ultra-High Definition Contents (멀티스크린의 발전과 초고화질 콘텐츠 응용에 대한 연구)

  • Moon, Dae-Hyuk
    • Journal of Industrial Convergence
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    • v.18 no.6
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    • pp.33-39
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    • 2020
  • The multi-screen image system could make the audiences appreciate contents without special devices by expansively composing the images played on a single screen to many facets suitable for the use, which could provide the great immersiveness to the audiences. Based on the recent interest in realistic images, it is produced as films through the multi-projection technology such as Screen X or Escape, and it is developed into the media that could deliver stories and information. Also, the size of display tends to gradually get larger while the image quality is improved to high definition. Thus, the development is accelerated in the form of Digital Signage that could play the high definition image contents by solidly composing many HD or UHD display screens. Moreover, through the convergence of digital technologies, it is developed into the higher value-added industry that could have two-way communication. This study aims to understand the developmental history of multi-screen image from 1950 to the present, technical analysis, and the production method, and then to research how to minimize the image degradation when playing the contents, in various platforms using the multi-screen image.

A Comparative Study of Storytelling between and (<더 월>과 <노란 잠수함>의 스토리텔링 비교연구)

  • Choi, Don-Ill
    • Cartoon and Animation Studies
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    • s.32
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    • pp.23-42
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    • 2013
  • The music videos of and were made based on the music of Pink Floyd and Beatles. This study aims to compare the characteristics of the two songs in terms of music and storytelling method. Previous studies investigated the narrative structure and concept of the storytelling, which are the basis of the images. This study, a comparative study of the two songs, firstly analyzed the narrative structure focusing on the roles and relationships among characters in each song. Secondly, it investigated the method of composition structure and the characteristics of the two pieces of music of which genre is different from each other. Thirdly, it classified the images into intro part, development part, and conclusion part and analyzed by comparison how the song or images inserted in the music interacts with each other. As a result, it was found that described strong progressive rock from the subjective viewpoint through the material storytelling structure by space and it represents the alienation of the hero through simile and metaphor, spatial changes crossing the past and the present, and the actual and non-actual crossover directing. On the other hand, developed a narrative storytelling structure in which progressive fantasy images developed from the psychedelic viewpoint through the confrontation of the good and the bad to deliver the messages of love and peace.

Post-UHD Realistic Media, High Quality Panoramic AV Technology (Post-UHD 실감미디어, 고품질 파노라믹 AV기술)

  • Cho, Y.J.;Seok, J.M.;Lim, S.Y.;An, S.W.;Seo, J.I.;Cha, J.H.
    • Electronics and Telecommunications Trends
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    • v.29 no.3
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    • pp.37-46
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    • 2014
  • 3D와 UHD(Ultra High Definition) 기술의 발전과 함께 실감미디어의 응용분야가 점차 증대되면서 넓은 시야각의 고품질 파노라마 영상기술도 활발히 연구되고 있다. 실사 기반의 파노라마 영상은 현실감과 몰입감을 증대시킴으로써 시청자에게 새로운 실감미디어를 경험할 수 있는 계기가 마련되고 있다. 특히, 그 응용분야가 기존의 전시관과 스트리트 뷰 등에서 영화, 뉴스룸 등으로 점차 확산되고 있는 추세이다. 본고에서는 고품질 파노라마 기술의 현시점을 짚어보고, 요소기술과 활용분야에 대하여 소개한다. 고품질 파노라마 AV 기반의 실감미디어서비스를 위해 기술적으로 극복해야 할 사항들이 존재하지만, 다양한 분야에서의 수요가 증가함에 따른 많은 연구개발이 이루어질 것으로 예상되며, 이에 대한 추가 연구개발을 통해 지적재산권 확보와 해외기술의 국내시장 잠식에 대처할 필요가 있다.

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User Mirroring for Supporting a Telepresence in Collaborative Virtual Environments (가상협업환경에서의 텔레프레센스 제공을 위한 사용자 미러링)

  • Rhee, Seon-Min;Park, Ji-Young;Kim, Myoung-Hee
    • Journal of the Korea Computer Graphics Society
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    • v.11 no.1
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    • pp.55-61
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    • 2005
  • 본 논문에서는 가상협업환경에서의 텔레프레센스를 제공하기 위하여 실사 기반 사용자 모습을 가상세계에 투영하여 가상객체와 함께 보여주는 사용자 미러링 기법을 제안한다. 가상협업환경 구축 시 널리 이용되는 $CAVE^{TM}-like$ 시스템과 같은 프로젝션 기반 가상환경에서는 스크린으로 투사되는 빛의 변화로 인하여 강건한 사용자 영역 정의가 쉽지 않다. 본 논문에서는 이와 같은 문제를 해결하기 위하여 적외선 반사 영상을 이용하여 사용자 영역을 정의하고 이 영역의 텍스처 정보를 칼라 카메라 영상을 통해 제공할 수 있도록 하였다. 제안 기법을 이용하면 가상환경 내에 존재하는 사용자를 상대측 가상세계에 미러링 하여 보여줄 수 있으므로 효과적인 텔레프레센스를 제공이 가능하다. 제안된 기법은 이화여자대학교 컴퓨터 그래픽스/가상현실 연구센터에 설치된 $CAVE^{TM}-like$ 시스템 상에서 실험하여 검증하였다.

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Implementation of a stereoscopic video web platform through A-Frame-based HMD devices (A-Frame 기반의 HMD 기기를 통한 stereoscopic 비디오 웹 플랫폼 구현)

  • Kim, Jiwon;Jeon, Soohyun;Kim, Dongho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.253-255
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    • 2021
  • 근래에 메타버스가 크게 주목을 받으면서 VR 영상의 퀄리티가 중요해졌다. VR 실사 영상의 경우 HMD 로 시청할 때 모노 및 스테레오 환경으로 입체감을 느끼게 한다. 하지만 스테레오스코픽 비디오의 경우 제작자가 스테레오스코픽으로 촬영하지 않으면 제공하기 어렵다는 단점이 있다. 본 논문에서는 이를 해결하기 위해 RVS 를 Client 단에서 활용하여 제공하는 방식을 고려, 모든 장치에서 스테레오스코픽을 시청할 수 있는 웹 플랫폼을 aframe 프레임워크를 사용하여 제작하고, PC HMD 등 HMD 에서 웹 플랫폼 접근 시 생기는 제한을 해결하는 방법도 같이 서술한다.

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Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

An Application of Landsat Image in Development of Hydrologic Planning Model(1) (수문계획모델에 있어서 Landsat 영상의 응용(1))

  • Yang, In Tae;Kim, Uk Nam;Yi, Kweon Joong
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.12 no.1
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    • pp.159-166
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    • 1992
  • Landsat data are valuable in itself, and if they are classified in quantitative information and transformed to practical users, they will be more useful. In this view, it is very important to extract hydrologic parameter from Landsat data and to develope the hydrologic model that can be transformed to hydrologist to use it. This study is primary step for accomplishment of such purpose. This paper include output of hydrologic model which define the relation between soil condition and discharge and process of analysis of optical image or digital image that is adapted for hydrologic model. Finally, this paper present that Landsat image is very useful, economic and produce sufficiently accurate information for hydrologic model in large area watershed.

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3D Stereoscopic CGI Production Pipeline -Focus on Making Process of Avatar- (입체영상제작 파이프라인 구축방향 -영화 아바타의 제작과정 분석을 중심으로-)

  • Choi, Eun-Young
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.159-167
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    • 2010
  • Since success of in the box office, there are not only highly interested in 3D Stereoscopic in Media market but also has been briskly supporting for 3D Stereoscopic producing in variety platforms including film, broadcasting, mobile They expect 3D Stereoscopic will be a new standard format for media of domestic market as well as overseas. However there are required professional production system and grant capital for 3D Stereoscopic production. In case of domestic industry, there are not forged through specialized production system and lack of 3D Stereoscopic producing. They are needed not only Pipeline for 3D Stereoscopic production but also strategic supporting like specialized education and test-bed for 3D Stereoscopic production. It is able to established efficient and specialized system for 3D Stereoscopic production given the pipeline proposal.