• Title/Summary/Keyword: 360도

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360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

A Study on Robustness Indicators for Performance Evaluation of Immersive 360-degree Video Filtering (실감형 360도 영상 필터링 성능 평가를 위한 강인성 지표에 관한 연구)

  • Jang, Seyoung;Yoo, Injae;Lee, Jaecheng;Park, Byeongchan;Kim, Youngmo;Kim, Seok-Yoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.437-438
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    • 2020
  • 국내 실감형 콘텐츠 시장은 전년도비 42.9%의 연평균 성장률을 보이며 2020년에는 약 5조 7,271억원의 규모에 이를 것으로 전망된다. 특히 2018년 기점으로 하드웨어보다는 콘텐츠 시장이 확대되었다. 최근 실감형 콘텐츠의 유통이 본격적으로 시작됨에 따라 저작권 침해 사례들이 나타나고 있으나 시장의 저변확대 측면에서 그렇게 주목받지 못하고 있다. 실감형 저작물을 제작하는 업체가 주로 소기업이고, 제작하는 비용이 고비용인 점을 고려할 때 저작권 보호 기술인 필터링 기술이 절대적으로 요구되고 있다. 필터링 기술의 성능 평가할 기준인 강인성 지표가 미정립 된 상태이다. 따라서 본 논문에서는 특정 기술에 종속되지 않는 실감형 360도 영상 콘텐츠 강인성 지표를 제안한다.

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A Study on effective directive technique of 3D animation in Virtual Reality -Focus on Interactive short using 3D Animation making of Unreal Engine- (가상현실에서 효과적인 3차원 영상 연출을 위한 연구 -언리얼 엔진의 영상 제작을 이용한 인터렉티브 쇼트 중심으로-)

  • Lee, Jun-soo
    • Cartoon and Animation Studies
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    • s.47
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    • pp.1-29
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    • 2017
  • 360-degree virtual reality has been a technology that has been available for a long time and has been actively promoted worldwide in recent years due to development of devices such as HMD (Head Mounted Display) and development of hardware for controlling and executing images of virtual reality. The production of the 360 degree VR requires a different mode of production than the traditional video production, and the matters to be considered for the user have begun to appear. Since the virtual reality image is aimed at a platform that requires enthusiasm, presence and interaction, it is necessary to have a suitable cinematography. In VR, users can freely enjoy the world created by the director and have the advantage of being able to concentrate on his interests during playing the image. However, the director had to develope and install the device what the observer could concentrate on the narrative progression and images to be delivered. Among the various methods of transmitting images, the director can use the composition of the short. In this paper, we will study how to effectively apply the technique of directing through the composition of this shot to 360 degrees virtual reality. Currently, there are no killer contents that are still dominant in the world, including inside and outside the country. In this situation, the potential of virtual reality is recognized and various images are produced. So the way of production follows the traditional image production method, and the shot composition is the same. However, in the 360 degree virtual reality, the use of the long take or blocking technique of the conventional third person view point is used as the main production configuration, and the limit of the short configuration is felt. In addition, while the viewer can interactively view the 360-degree screen using the HMD tracking, the configuration of the shot and the connection of the shot are absolutely dependent on the director like the existing cinematography. In this study, I tried to study whether the viewer can freely change the cinematography such as the composition of the shot at a user's desired time using the feature of interaction of the VR image. To do this, 3D animation was created using a game tool called Unreal Engine to construct an interactive image. Using visual scripting of Unreal Engine called blueprint, we create a device that distinguishes the true and false condition of a condition with a trigger node, which makes a variety of shorts. Through this, various direction techniques are developed and related research is expected, and it is expected to help the development of 360 degree VR image.

An Advanced QER Selection Algorithm Based on MMT Protocol for 360-Degree VR Video Streaming (MMT 프로토콜 기반의 360도 VR 비디오 전송을 위한 개선된 QER 선택 알고리듬)

  • Kim, A-young;An, Eun-bin;Seo, Kwang-deok
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.948-955
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    • 2019
  • As interests in 360-degree VR (Virtual Reality) video services enormously grow, compression and streaming technologies for VR video data have been rapidly developed. Quality Emphasized Region (QER) based streaming scheme has been developed as a kind of viewport-adaptive 360-degree video streaming technology for maintaining immersive experience and reducing bandwidth waste. For selecting a QER corresponding to the user's gaze coordinate, QER-based streaming scheme requires the calculation of Quality Emphasis Center (QEC) distance and signaling message delivery for requesting QER switching. QEC distance calculations require high computational complexity because of repeated calculations as many times as the number of QERs. Furthermore, the signaling message interval results in a trade-off relationship between efficient bandwidth usage and flexible QER switching. In this paper, we propose an improved QER selection algorithm based on MMT protocol to solve this problem. The proposed algorithm could achieve computational complexity reduction by using preprocessed QER_ID_MAP. Also, flexible QER switching could be achieved, as well as efficient bandwidth utilization by an adaptive adjustment of the signaling interval.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Comparison of the Characteristics of Three Premium Large-Format Platforms IMAX, Screen X and 360 Degrees Circular Screen (PLF 플랫폼 아이맥스, 스크린 X, 360도 서큘러 스크린의 특징 비교 연구)

  • Shan, Xinyi;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.375-381
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    • 2017
  • The America film, Beauty and Beast has grossed over 4,273,401 after being released for 21 days. The growth of movie profit in the video market is also developing rapidly. In this paper, we will focus on the PLF(Premium Large-Format) video technology, because PLF video technology can help audience to enhance the sense of 'immersion' and enjoy a different visual feast. In PLF video technology, IMAX, screen X, 360 degrees circular screen are the most important formats. By comparative analysis of these 3 formats, the biggest difference is their number of screens and appearance. Based on the result we can understand the 3 kinds of PLF platforms better and help us to make a choice between them. In addition, further research about the manufacture method of PLF technology will be discussed.

Approaching Vehicles Alert System Based on the 360 Degree Camera (360 도 카메라를 활용한 보행 시 차량 접근 알림 시스템)

  • Yoon, Soyeon;Kim, Eun-ji;Lee, Won-young
    • Proceedings of the Korea Information Processing Society Conference
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    • 2021.05a
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    • pp.556-559
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    • 2021
  • 해당 연구는 Insta evo 360° 카메라로 촬영한 Equirectangular 형태의 영상을 활용하여 보행자에게 위험한 차량을 구분한 후 실시간적으로 차량 접근 알림을 주는 시스템에 관한 연구이다. 360° 영상 속 위험 차량 탐지와 추적을 위해 파노라마와 일반도로 이미지 데이터 세트로 전이학습 된 You Look Only Once v5 (YOLOv5), 객체 추적 알고리즘 Simple Online and Realtime Tracking with a Deep Association Metric (DeepSORT), 그리고 실험을 통해 개발한 비 위험 차량 필터링 알고리즘을 활용한다. Insta evo 360° 카메라를 머리 위에 얹어 촬영한 영상을 개발한 최종 시스템에 적용한 결과, 약 90% 정확도로 영상에서 비 위험 차량과 위험 차량을 구분할 수 있고, 위험 차량의 경우 차량의 방향을 시각적으로 알려줄 수 있다. 본 연구를 바탕으로 보행자 시야각 외부의 위험 차량에 대한 경고 알림을 주어 보행자 교통사고 발생 가능성을 줄이고, 전방위를 볼 수 있는 360° 카메라의 활용 분야가 보행 안전 시스템뿐만 아니라 더 다양해질 것으로 기대한다.

A Feature Point Extraction and Identification Technique for Immersive Contents Using Deep Learning (딥 러닝을 이용한 실감형 콘텐츠 특징점 추출 및 식별 방법)

  • Park, Byeongchan;Jang, Seyoung;Yoo, Injae;Lee, Jaechung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
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    • v.24 no.2
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    • pp.529-535
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    • 2020
  • As the main technology of the 4th industrial revolution, immersive 360-degree video contents are drawing attention. The market size of immersive 360-degree video contents worldwide is projected to increase from $6.7 billion in 2018 to approximately $70 billion in 2020. However, most of the immersive 360-degree video contents are distributed through illegal distribution networks such as Webhard and Torrent, and the damage caused by illegal reproduction is increasing. Existing 2D video industry uses copyright filtering technology to prevent such illegal distribution. The technical difficulties dealing with immersive 360-degree videos arise in that they require ultra-high quality pictures and have the characteristics containing images captured by two or more cameras merged in one image, which results in the creation of distortion regions. There are also technical limitations such as an increase in the amount of feature point data due to the ultra-high definition and the processing speed requirement. These consideration makes it difficult to use the same 2D filtering technology for 360-degree videos. To solve this problem, this paper suggests a feature point extraction and identification technique that select object identification areas excluding regions with severe distortion, recognize objects using deep learning technology in the identification areas, extract feature points using the identified object information. Compared with the previously proposed method of extracting feature points using stitching area for immersive contents, the proposed technique shows excellent performance gain.

Arrangement of narrative events and background in the contents of VR 360 video (VR 360 영상 콘텐츠에서의 서사적 사건 및 배경의 배치)

  • Lee, You-Na;Park, Jin-Wan
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1631-1639
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    • 2018
  • VR 360 video contents requires new visual language research in that the viewer inevitably makes partial appreciation unlike traditional video contents. In this study, we paid attention to the fact that arrangement of events and background elements in the 360-degree extended background of VR 360 video contents will play a major role in guiding the audience. Therefore, this study focuses on the arrangement of events and background elements from a narrative point of view, and analyzed the aspects of VR 360 video contents cases.

RGBD Panoramic Image Generation Using Frechet Distance Loss Function (프레쳇 거리 손실함수를 이용한 RGBD 파노라마 영상 생성)

  • Kim, Soo Jie;Park, In Kyu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1229-1231
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    • 2022
  • RGBD 영상은 다양한 3 차원 비전 연구에서 유용하게 사용되며 고품질 RGBD 영상을 취득하기 위한 많은 연구들이 수행되었다. 기존의 영상 생성 연구들은 주로 좁은 FoV(Field of View) 영상을 사용하여서 전체 장면 중 상당 부분이 소실된 영상에 대한 정보를 생성한다. 본 논문에서는 기존의 좁은 FoV 영상으로부터 360 도 전방향 RGBD 영상을 생성하는 기법을 제안한다. 오버랩 되지 않는 4 장의 소수 영상으로부터 전체 파노라마 영상에 대해서 상대적인 FoV 를 추정하고, 360 도 RGBD 영상을 동시에 생성하는 적대적 생성 신경망 기반의 영상 생성 네트워크이다. 360 도 영상의 특징을 반영하도록 설계하여서 개선된 성능을 보인다.

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