• Title/Summary/Keyword: 360 VR

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VR Image Shooting Considering Post-Production based Raw Format (원규격 기반 후반작업을 고려한 실사 VR 영상 촬영)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.866-875
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    • 2018
  • With the popularity of VR content, actual image based VR 360-degree video production using various shooting devices has attracted attention in recent years. Requiring a lot of work, the existing VR content production was possible only at the level of the research institute, but the recent miniaturization of cameras has made the VR actual image shooting more common to the content creators. In this paper, we compare and study various VR contents distribute in today's context and analyze the strengths and weaknesses of robust actual image-based 360 video production in terms of cost. We are to point out the disadvantages that make it difficult for existing video shooting experts to use and suggest a solution for this. The experiment shooting proved that it can be operated more manually than action cam or integrated camera and 360-degree shooting on a raw format support camera is more suitable for film type post-production.

A Study on 360° Image Production Method for VR Image Contents (VR 영상 콘텐츠 제작에 유용한 360도 이미지 제작 방법에 관한 연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.543-548
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    • 2017
  • $360^{\circ}$panoramic image can give people an unprecedented visual experience, and there are many different ways to make a $360^{\circ}$panoramic image. In this paper, we will introduce two easy and effective methods from those many ways. The first one is through 48 photos to make a $360^{\circ}$panoramic image, the second way is through 6 photos to make a $360^{\circ}$panoramic image. We will compare those methods and tell the audience which one suits themselves. Through those easy design methods introduced above, we can see VR works design became easy and popular, normal people can also make $360^{\circ}$panoramic image, and it promotes the industry of VR image contents.

A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.

Luminance Compensation using Feature Points and Histogram for VR Video Sequence (특징점과 히스토그램을 이용한 360 VR 영상용 밝기 보상 기법)

  • Lee, Geon-Won;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.808-816
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    • 2017
  • 360 VR video systems has become important to provide immersive effect for viewers. The system consists of stitching, projection, compression, inverse projection, viewport extraction. In this paper, an efficient luminance compensation technique for 360 VR video sequences, where feature extraction and histogram equalization algorithms are utilized. The proposed luminance compensation algorithm enhance the performance of stitching in 360 VR system. The simulation results showed that the proposed technique is useful to increase the quality of the displayed image.

An Method of Viewport Prediction and Bitrate Allocation based on Angle Information in 360 VR Contents (각도정보 기반 360 VR 콘텐츠 내 사용자 시점예측기법 및 비트율 할당 방법)

  • Jeong, Eunyoung;Seo, Bong-seok;Hyun, Chanjong;Kim, Dong Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.77-80
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    • 2018
  • 360 VR 콘텐츠는 기존의 선형적인 일반 영상에 비해 사용자에게 더 많은 정보와 높은 몰입감을 제공할 수 있어 의학, 군사, 교육, 게임 등 다양한 분야에서 활용되고 있다. 최근에는 모바일 기기의 성능 향상과 통신기술의 발달에 힘입어 모바일 네트워크를 사용한 360 VR 콘텐츠 소비가 증가하는 추세이다. 모바일 네트워크는 대역폭이 한정적이고 가변적인 특성이 있어 이를 통해 용량이 큰 360 VR 콘텐츠 전송 시 초기 접속 지연 및 재생 끊김이 발생하여 사용자의 만족도를 감소시킬 수 있다. 이에 본 논문은 위에 언급한 문제를 해결하기 위해 360 VR 콘텐츠 전송 시 전체 요구대역폭을 감소시키고 사용자 초기 접속 속도를 향상시키는 것을 목표로, 360 VR 콘텐츠의 지오메트리 값과 사용자의 요(i.e. yaw)값을 활용하여 각도 기반으로 사용자의 현재 시점에 해당하는 타일을 확인하고 해당 타일에 높은 비트율을 할당하는 방법 및 웹 기반 전송에 대해 연구 개발하였다. 이를 위하여 웹 기반 3D 렌더링 API 인 WebVR API, HTTP Adaptive Streaming 기술의 표준 MPEG-DASH의 dash.js API를 활용하여 개발하고, 성능 확인 실험을 통해 요구대역폭 감소, 클라이언트 접속 속도 향상을 제시한다.

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A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

Efficient Transmission Scheme with Viewport Prediction of 360VR Content using Sound Location Information (360VR 콘텐츠의 음원위치정보를 활용한 시점예측 전송기법)

  • Jeong, Eunyoung;Kim, Dong Ho
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1002-1012
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    • 2019
  • 360VR content requires short latency, such as immediate response to viewers' viewport changes and high quality video delivery. It is necessary to consider efficient transmission that guarantees the QoE(Quality of Experience) of the 360VR contents with limited bandwidth. Several research has been introduced to reduce overall bandwidth consumption by predicting a user's viewport and allocating different bit rates to the area corresponding to the viewport. In this paper, we propose novel viewport prediction scheme that uses sound source location information of 360VR contents as auditory recognition information along with visual recognition information. Also, we propose efficient transmission algorithm by allocating a bit rate properly based on improved viewport prediction. The proposed scheme improves the accuracy of the viewport prediction and provides high quality videos to tiles corresponding to the user's viewpoint within the limited bandwidth.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.

Development of 360 VR Delivery System based on UWV (UWV 기반 360 VR 전송시스템 개발)

  • Kim, Hyun-Cheol;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.11a
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    • pp.139-140
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    • 2018
  • 본 논문에서는 스포츠 현장이나 문화공연 무대의 현장감을 전달하기 위해 개발된 $12K{\times}2K$ UWV 중계시스템에 추가적인 VR 전송시스템을 구현하여, 기존의 UWV 시스템으로 $12K{\times}2K$ 고화질 영상을 서비스함과 동시에 개인 단말 사용자도 UWV 콘텐츠를 360VR 형태로 소비할 수 있도록 한 UWV 기반 360VR 전송시스템을 제안한다. 제안한 시스템의 스트리밍 플랫폼으로 유튜브를 사용하였으므로, PC 나 휴대폰과 같은 개인형 단말에서 유튜브 플랫폼을 통해 UWV 콘텐츠를 360VR 형태로 소비할 수 있음을 확인할 수 있었다.

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Implementation of 360 VR Tiled Video Player with Eye Tacking based Foveated Rendering (시점 추적 기반 Foveated Rendering을 지원하는 360 VR Tiled Video Player 구현)

  • Kim, Hyun Wook;Yang, Sung Hyun
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.795-801
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    • 2018
  • In these days, various technologies to provide a service of high quality of 360 VR media contents is being studied and developed. However, rendering high-quality of media images is very difficult with the limited resources of HMD (Head Mount Display). In this paper, we designed and implemented a 360 VR Player for high quality 360 tiled video image render to HMD. Furthermore, we developed multi-resolution-based Foveated Rendering technology. By conducting several experiments, We have confirmed that it improved the performance of video rendering far more than existing tiled video rendering technology.