• Title/Summary/Keyword: 3D interactive contents

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Interactive Animation by Action Recognition (동작 인식을 통한 인터랙티브 애니메이션)

  • Hwang, Ji-Yeon;Lim, Yang-Mi;Park, Jin-Wan;Jahng, Surng-Gahb
    • The Journal of the Korea Contents Association
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    • v.6 no.12
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    • pp.269-277
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    • 2006
  • In this paper, we propose an interactive system that generates emotional expressions from arm gestures. By extracting relevant features from key frames, we can infer emotions from arm gestures. The necessary factor for real-time animation is tremendous frame rates. Thus, we propose processing facial emotion expression with 3D application for minimizing animation time. And we propose a method for matching frames and actions. By matching image sequences of exagerrated arm gestures from participants, they feel that they are communicating directly with the portraits.

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Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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A Study on the Interactive Art Created by Embodiment of 2-D Paintings Into 3-D Imaging (2차원 회화작품이 3차원 영상으로 구현되어 창작된 참여예술에 대한 연구)

  • 김진희
    • Archives of design research
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    • v.14 no.3
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    • pp.127-134
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    • 2001
  • This study suggests a model of experimental visual artworks with interactive art forms in which 2-D paintings are transformed to interactive 3-D animation works. Multimedia programming was employed to evolve objective still paintings to the animation of computer 3-D images with respect to visual ideas derived from visual components in the still painting and to response to the reactions users. The format and technique of the art works are based upon the contents developed by the author and the research materials are selected from the surrealistic paintings of tile world-famous Belgian painter, Rene Magritte. In the present paper, following topics are discussed in detail: a study of various visual cases occurring in transforming still paintings to animation works containing interactive components; a study of 3-D imaging and image processing techniques to transform 2-D paintings to 3-D images; animation techniques for interaction and overall structuring techniques; multimedia programming and user interface.

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Behavior Engine for WebGL-based Interactive Contents (WebGL 기반의 상호작용 콘텐츠를 위한 행위 엔진)

  • Seo, Jin-Seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2011.10a
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    • pp.862-865
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    • 2011
  • WebGL is a cross-platform web standard for a low-level 3D graphics API based on OpenGL ES 2.0 and presents 3D graphics in web browsers without installing extra plug-ins. The reason that WebGL is notable is because it is included in the HTML5 standard which is getting the spotlight as a next-generation RIA(Rich Internet Application) platform for variable devices such as PCs, smart phones, table PCs, and smart TVs. In this research, we would like to introduce and develop a behavior engine for easy and rapid authoring of complicated interactions and 3D object's behavior models in WebGL-based contents.

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'EVE-SoundTM' Toolkit for Interactive Sound in Virtual Environment (가상환경의 인터랙티브 사운드를 위한 'EVE-SoundTM' 툴킷)

  • Nam, Yang-Hee;Sung, Suk-Jeong
    • The KIPS Transactions:PartB
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    • v.14B no.4
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    • pp.273-280
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    • 2007
  • This paper presents a new 3D sound toolkit called $EVE-Sound^{TM}$ that consists of pre-processing tool for environment simplification preserving sound effect and 3D sound API for real-time rendering. It is designed so that it can allow users to interact with complex 3D virtual environments by audio-visual modalities. $EVE-Sound^{TM}$ toolkit would serve two different types of users: high-level programmers who need an easy-to-use sound API for developing realistic 3D audio-visually rendered applications, and the researchers in 3D sound field who need to experiment with or develop new algorithms while not wanting to re-write all the required code from scratch. An interactive virtual environment application is created with the sound engine constructed using $EVE-Sound^{TM}$ toolkit, and it shows the real-time audio-visual rendering performance and the applicability of proposed $EVE-Sound^{TM}$ for building interactive applications with complex 3D environments.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

3D Holographic contents work and Projection Act on Spectator Approach (관객접근에 의해 행동하는 3D 홀로그래픽 콘텐츠 저작 및 프로젝션)

  • Lim, Sooyeon;Kim, Sangwook
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.597-604
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    • 2012
  • In order to actualize the third dimension form, hologram is coming to attention because it has no restriction on viewing position and is capable of natural visual expression. Although hologram technology is the best method to embody 3D image without glasses, it is not commercialized due to several technological problems. Currently used hologram technology in concerts or exhibitions are images flashed on a 2-dimensional transparent screen by HD projectors which is similar to hologram technology, not truly same. In this research, we make 3D contents for Holographic projection and use these contents to present art that can interact with spectators. As a result of the exhibition, attendance showed satisfaction on inspection form, allowing spectators to move around the screen and view it both sides; moreover, they were enterprising to interact with the videos played according to their movements. Therefore, we are able to implement a sensible and spatio-temporal artwork along with interesting space production and represent a intimate and interactive space with the public.