• Title/Summary/Keyword: 아바타 동작

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A collaborative Serious Game for fire disaster evacuation drill in Metaverse (재난 탈출 협동 훈련 기능성 게임의 메타버스 플랫폼 구현)

  • Lee, Sangho;Ha, Gyutae;Kim, Hongseok;Kim, Shiho
    • Journal of Platform Technology
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    • v.9 no.3
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    • pp.70-77
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    • 2021
  • The purpose of Serious games in immersive Metaverse platform to provide users both fun and intriguing learning experiences. We proposes a serious game for self-trainable fire evacuation drill with collaboration among avatars synchronized with multiple trainees and optionally with real-time supervising placed at different remote physical locations. The proposed system architecture is composed of wearable motion sensors and a Head Mounted Display to synchronize each user's intended motions to her/his avatar activities in a cyberspace in Metaverse environment. The proposed system provides immersive as well as inexpensive environments for easy-to-use user interface for cyber experience-based fire evacuation training system. The proposed configuration of the user-avatar interface, the collaborative learning environment, and the evaluation system on the VR serious game are expected to be applied to other serious games. The game was implemented only for the predefined fire scenario for buildings, but the platform can extend its configuration for various disaster situations that may happen to the public.

Sign Language Avatar System Based on Hyper Sign Sentence (하이퍼 수화문장을 사용한 수화 생성 시스템)

  • Oh Young-Joon;Park Kwang-Hyun;Jang Hyo-Young;Kim Dae-Jin;Jung Jin-Woo;Bien Zeung-Nam
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.05a
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    • pp.621-624
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    • 2006
  • 본 논문은 기존의 수화 발생 시스템이 갖는 처리 성능의 한계와 신체요소의 움직임에 대한 문제점을 지적하고, 이를 개선하기 위해 하이퍼 수화문장을 제안한다. 하이퍼 수화문장은 기존 수화문장의 구조를 확장하여 수화단어와 신체효소의 동작기호로 구성된 수화문장이다. 제안한 하이퍼 수화문장 생성 방법에 따라 하이퍼 수화어절을 연결하여 수화동작을 합성하고 수화문장에 대한 아바타의 움직임을 실제 수화자와 유사하게 생성하는 시스템을 보인다.

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A prototype of digital humans capable of emotionally using deep generative models (사전학습 기반 생성모델을 이용한 정서적 지지형 디지털 휴먼 프로토타입 구현)

  • Song, Chejung;Lee, Jee Hang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.11a
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    • pp.1005-1008
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    • 2021
  • 메타버스의 산업적/학술적 가치가 증대되면서, 실세계 인간과 메타버스 내 디지털 휴먼과의 상호작용 시스템 또한 큰 조명을 받고 있다. 본 논문에서는 인간과 디지털 휴먼이 상호작용할 때, 인간의 발화에 대해 감성적 지지가 가능한 디지털 휴먼 프로토타입을 소개한다. 대화의 의미에 따른 동작 생성이 가능한 아바타 구축 공개 프레임워크를 도입하고, 사전학습모델을 바탕으로 감성적 지지가 가능한 심층 대화 생성 모델 기반 대화 시스템을 여기에 통합하여 인간의 감성 상태에 따른 동작과 대화를 진행하는 감성 지지형 디지털 휴먼 프로토타입을 구현하였다. 이러한 프로토타입을 고도화 하면, 향후 메타버스 기반 정신 건강 케어 및 디지털 치료제로의 확장이 가능할 것으로 사료된다.

Automatic Adaptation Based Metaverse Virtual Human Interaction (자동 적응 기반 메타버스 가상 휴먼 상호작용 기법)

  • Chung, Jin-Ho;Jo, Dongsik
    • KIPS Transactions on Software and Data Engineering
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    • v.11 no.2
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    • pp.101-106
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    • 2022
  • Recently, virtual human has been widely used in various fields such as education, training, information guide. In addition, it is expected to be applied to services that interact with remote users in metaverse. In this paper, we propose a novel method to make a virtual human' interaction to perceive the user's surroundings. We use the editing authoring tool to apply user's interaction for providing the virtual human's response. The virtual human can recognize users' situations based on fuzzy, present optimal response to users. With our interaction method by context awareness to address our paper, the virtual human can provide interaction suitable for the surrounding environment based on automatic adaptation.

3D Character Motion Synthesis and Control Method for Navigating Virtual Environment Using Depth Sensor (깊이맵 센서를 이용한 3D캐릭터 가상공간 내비게이션 동작 합성 및 제어 방법)

  • Sung, Man-Kyu
    • Journal of Korea Multimedia Society
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    • v.15 no.6
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    • pp.827-836
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    • 2012
  • After successful advent of Microsoft's Kinect, many interactive contents that control user's 3D avatar motions in realtime have been created. However, due to the Kinect's intrinsic IR projection problem, users are restricted to face the sensor directly forward and to perform all motions in a standing-still position. These constraints are main reasons that make it almost impossible for the 3D character to navigate the virtual environment, which is one of the most required functionalities in games. This paper proposes a new method that makes 3D character navigate the virtual environment with highly realistic motions. First, in order to find out the user's intention of navigating the virtual environment, the method recognizes walking-in-place motion. Second, the algorithm applies the motion splicing technique which segments the upper and the lower motions of character automatically and then switches the lower motion with pre-processed motion capture data naturally. Since the proposed algorithm can synthesize realistic lower-body walking motion while using motion capture data as well as capturing upper body motion on-line puppetry manner, it allows the 3D character to navigate the virtual environment realistically.

Design and implementation of web based virtual broadcasting system Using VRML and JAVA (VRML과 JAVA를 이용한 Web 기반 Virtual 방송국 시스템 설계 및 구현)

  • 김정현;임영태;정희경
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.638-640
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    • 1999
  • 최근 WWW(World Wide Web)이 확산되면서, 정보들을 좀 더 자유롭게, 시간과 공간의 제약을 받지 않으면서 이용할 수 있게 되었다. 하지만, 초기 Web 기반 기술은 2차원적이고, 수동적인 정보를 제공하는 정도였다. 이에 비해 사용자들은 좀 더 실제의 세계와 유사한 3차원 환경에서, 능동적으로 참여하기를 원했고 이런 사용자들의 욕구에 발 맞춰 많은 기술들이 쏟아져 나오기 시작했다. 본 논문에서는 최신의 VRML과 JAVA기술들을 활용하여 Web 상에서 3차원 실시간 방송 시스템을 구현하였다 클라이언트가 직접 방송에 참여하거나 관람만 할 수 있는 모드를 제공하고 있으며, 실제 방송 참여자들은 자신의 아바타(avatar)를 선택하여 행동 콘트롤러와 자동 행동 발생시스템을 통해 좀 더 동적인 동작과 함께 방송에 참여할 수 있도록 하였으며, 일반 관람인의 경우 웹상에서 실시간으로 방송이 진행되는 모습을 볼 수 있다.

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An Implementation of IPv6 Multicast Virtual Conference and Interface (IPv6 멀티캐스트를 이용한 3D가상 학술회의의 구현)

  • 김한수;오종연;장주욱
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04d
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    • pp.40-42
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    • 2003
  • We implement a 3D virtual conference using IPv6 multicast protocol suites. PIM-SM(Protocol Independent Multicast-Sparse Mode) is chosen for multicast. To provide users with the virtual reality that they are actually participating in an academic conference, 3D interface is built on VRML. Various multicast activities such as join/leave of a user into/out of sessions are represented by enter/exit of corresponding avatar to maximize the "sense of presence."nce."quot;

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Avatar Generation from 3D Motion (3차원 모션을 통한 아바타 생성 기술)

  • So-Hyun Park;U-Chae Jun;Jae-Eun Ko;Ji-Woo Kang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.733-734
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    • 2023
  • 버츄얼 유튜버로서 자신의 동작을 3D 가상 캐릭터로 나타내고, SNS 에서 춤을 공유하는 경우가 많아졌다. 본 논문에서는 2D 영상에서 MediaPipe BlazePose 모델로 추정된 사람 포즈를 3D 인체 모델인 SMPL 에 피팅하여 사용자 정의 3D 모델을 생성하는 방법을 제안한다. 이를 통해 자신의 춤 영상으로 3D 모델을 생성하여 공유하거나, 기존의 춤 동영상으로 3D 모델을 생성하여 댄스 게임에 사용할 수 있다. 이처럼 본 기술은 예술 및 엔터테인먼트 분야에서 다양하게 활용될 수 있다.

Emotional Expression through the Selection Control of Gestures of a 3D Avatar (3D 아바타 동작의 선택 제어를 통한 감정 표현)

  • Lee, JiHye;Jin, YoungHoon;Chai, YoungHo
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.4
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    • pp.443-454
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    • 2014
  • In this paper, an intuitive emotional expression of the 3D avatar is presented. Using the motion selection control of 3D avatar, an easy-to-use communication which is more intuitive than emoticon is possible. 12 pieces different emotions of avatar are classified as positive emotions such as cheers, impressive, joy, welcoming, fun, pleasure and negative emotions of anger, jealousy, wrath, frustration, sadness, loneliness. The combination of lower body motion is used to represent additional emotions of amusing, joyous, surprise, enthusiasm, glad, excite, sulk, discomfort, irritation, embarrassment, anxiety, sorrow. In order to get the realistic human posture, BVH format of motion capture data are used and the synthesis of BVH file data are implemented by applying the proposed emotional expression rules of the 3D avatar.

An algorithm for real-time control of a 3D avatar by symmetry-formed motions (대칭형 자유동작에 의한 3D 아바타 실시간 제어 알고리즘)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.24-29
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    • 2003
  • The market of digital avatar with internet and digital technology is increasing rapidly. The users want to express any free-formed motion of their avatars in the cyber space. The user s motion capturing method as the avatar's motion can express any free-formed motion of the avatar in real-time but the methods are expensive and inconvenient. In this paper, we proposed a new method of expressing any free-formed motion of the avatar in real-time. The proposed method is an algorithm for real-time control of a 3D avatar in symmetry-formed free motion. Specially, the algorithm aims at the motion control of a 3D avatar for online dancing games. The proposed algorithm uses the skeleton character model and controls any one of two hands of the character model by a joystick with two sticks. In the symmetry-formed motion, the position and orientation of one hand can determine the position and orientation of the other hand. And the position and orientation of a hand as an end-effector can determine the pose of the arm by Inverse Kinematics. So the algorithm can control the symmetry-formed free motions of two arms by one joystick with two sticks. In the dance game, the algorithm controls the arm motion by the joystick and the other motion by the motion captured DB.

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