• Title/Summary/Keyword: Broadcasting Graphics

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An Implementation of Mobile Game using JBox2D Physics Engine in Android Platform (안드로이드 플랫폼에서 JBox2D 물리 엔진을 이용한 모바일 게임구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.119-126
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    • 2011
  • As a software component for computer game, the physics engine simulates objects' movement according to the laws of physics. This paper introduces a design and implementation of mobile game on the Android platform, where we used JBox2D physics engine library and Android graphics APIs. We borrowed the key idea of this game from Crayon Physics which is known as a famous PC game. This game starts with no way from user character to destination character. The game user has to make a way to destination character from user character by creating polygon objects between them. The user wins when user character meets destination character. However, the game user has to decide the time to create objects and their shapes well because all objects in this game are governed by the laws of physics. As an important thing of this paper, we introduced into this game new input methods of LCD touch and sensors embedded in mobile devices but not in PCs. Game users can create objects by drawing polygons with LCD touch and move objects or characters according to sensor values from accelerator sensors by tilting the mobile device.

Jacket Matrix in Hyperbola (쌍곡선에서의 재킷 행렬)

  • Yang, Jae-Seung;Park, Ju-Yong;Lee, Moon-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.15-24
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    • 2015
  • Jacket matrices which are defined to be $m{\times}m$ matrices $J^{\dagger}=[J_{ik}^{-1}]^T$ over a Galois field F with the property $JJ^{\dagger}=mI_m$, $J^{\dagger}$ is the transpose matrix of element-wise inverse of J, i.e., $J^{\dagger}=[J_{ik}^{-1}]^T$, were introduced by Lee in 1984 and are used for Digital Signal Processing and Coding theory. This paper presents some square matrices $A_2$ which can be eigenvalue decomposed by Jacket matrices. Specially, $A_2$ and its extension $A_3$ can be used for modifying the properties of hyperbola and hyperboloid, respectively. Specially, when the hyperbola has n times transformation, the final matrices $A_2^n$ can be easily calculated by employing the EVD[7] of matrices $A_2$. The ideas that we will develop here have applications in computer graphics and used in many important numerical algorithms.

In-camera VFX implementation study using short-throw projector (focused on low-cost solution)

  • Li, Penghui;Kim, Ki-Hong;Lee, David-Junesok
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.10-16
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    • 2022
  • As an important part of virtual production, In-camera VFX is the process of shooting actual objects and virtual three-dimensional backgrounds in real-time through computer graphics technology and display technology, and obtaining the final film. In the In-camera VFX process, there are currently only two types of medium used to undertake background imaging, LED wall and chroma key screen. Among them, the In-camera VFX based on LED wall realizes background imaging through LED display technology. Although the imaging quality is guaranteed, the high cost of LED wall increases the cost of virtual production. The In-camera VFX based on chroma key screen, the background imaging is realized by real-time keying technology. Although the price is low, due to the limitation of real-time keying technology and lighting conditions, the usability of the final picture is not high. The short-throw projection technology can compress the projection distance to within 1 meter and get a relatively large picture, which solves the problem of traditional projection technology that must leaving a certain space between screen and the projector, and its price is relatively cheap compared to the LED wall. Therefore, in the In-camera VFX process, short-throw projection technology can be tried to project backgrounds. This paper will analyze the principle of short-throw projection technology and the existing In-camera VFX solutions, and through the comparison experiments, propose a low-cost solution that uses short-throw projectors to project virtual backgrounds and realize the In-camera VFX process.

An Analysis of Uncanny Valley Effects in Virtual Character Graphics -Focusing on the character modeling of Unreal Engine Marketplace- (가상 캐릭터 그래픽에서의 언캐니 밸리 효과 분석 -언리얼 엔진 마켓플레이스의 캐릭터 모델링을 중심으로-)

  • Ji-Won, Seo;Jung-Yi, Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.1-6
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    • 2023
  • Uncanny Valley is a theory proposed by Japanese robot engineer Masahiro Mori in 1970, and refers to the point where the likability drops sharply when the appearance of a robot becomes very similar to a human being without a fully equipped robot. In this study, the theory of existing literature, related papers, and experimental data were analyzed to examine the Uncanny Valley effect that affects character design. The purpose of this study is to analyze whether the Uncanny Valley effect is applied to modeling virtual characters distributed in the Unreal Engine Marketplace. To this end, 15 characters were selected based on the similarity with humans in the Marketplace of the Unreal Engine, and similarity with humans and likability were investigated and analyzed. As a result of the experiment, it was confirmed that the Uncanny Valley effect was similarly applied to virtual character modeling, and through this, guidelines for the use of characters by indie game developers or individual developers using Unreal engines were presented. In addition, through result analysis, we tried to examine the direction to be pursued when designing characters.

A Study of Contents's Effect on Intercultural Communication (콘텐츠가 문화커뮤니케이션에 미치는 영향)

  • 신정숙
    • Archives of design research
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    • v.11 no.1
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    • pp.33-42
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    • 1998
  • The movie, (Jurassic Park) made by ultramodern Computer Graphics has earned 100 million dollors admission fee in 9 days after opening release and has earned 3000 million dollors that add direct income to relative field income composed by fancy industry, theme park, and so on. If you compare the income with hollywood movies with ours total amount of export, you will know the contents industry scale Many countries weight on contents industry in national supports movies, now. All image softwares that have same target movies, computer game, animation, etc. compress to contents to entertainment and was expected to secure the superiority on the 21th ultramodern media industry. The one have hegemony 21th information period if how much have the contents by the dizital broadcasting. But meaning of intercultural communication play on important part more value of contents than value of political and economical aspect.

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Implement of Realtime Character Recognition System for Numeric Region of Sportscast (스포츠 중계 화면 내 숫자영역에 대한 실시간 문자인식 시스템 구현)

  • 성시훈;전우성
    • Proceedings of the IEEK Conference
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    • 2001.06d
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    • pp.5-8
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    • 2001
  • We propose a realtime numeric caption recognition algorithm that automatically recognizes the numeric caption generated by computer graphics (CG) and displays the modified caption using the recognized resource only when a valuable numeric caption appears in the aimed specific region of the live sportscast scene produced by other broadcasting stations. We extract the mesh feature from the enhanced binary image as a feature vector after acquiring the sports broadcast scenes using a frame grabber in realtime and then recover the valuable resource from just a numeric image by perceiving the character using the neural network. Finally, the result is verified by the knowledge-based rule set designed for more stable and reliable output and is displayed on a screen as the converted CC caption serving our purpose. At present, we have actually provided the realtime automatic mile-to-kilometer caption conversion system taking up our algorithm f3r the regular Major League Baseball (MLB) program being broadcasted live throughout Korea over our nationwide network. This caption conversion system is able to automatically convert the caption in mile universally used in the United States into that in kilometer in realtime, which is familiar to almost Koreans, and makes us get a favorable criticism from the TV audience.

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A study of virtual human production methods: Focusing on video contents

  • Kim, Kwang Jib
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.23-36
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    • 2024
  • Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.

A study on the effect of introducing EBS AR production system on content (EBS AR 실감영상 제작 시스템 도입이 콘텐츠에 끼친 영향에 대한 연구)

  • Kim, Ho-sik;Kwon, Soon-chul;Lee, Seung-hyun
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.711-719
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    • 2021
  • EBS has been producing numerous educational contents with traditional virtual studio production systems since the early 2000s and applied AR video production system in October 2020, twenty-years after. Although the basic concept of synthesizing graphic elements and actual image in real time by tracking camera movement and lens information is similar to the previous one but the newly applied AR video production system contains some of advanced technologies that are improved over the previous ones. Marker tracking technology that enables camera movement free and position tracking has been applied that can track the location stably, and the operating software has been applied with Unreal Engine, one of the representative graphic engines used in computer game production, therefore the system's rendering burden has been reduced, enabling high-quality and real-time graphic effects. This system is installed on a crane camera that is mainly used in a crane shot at the live broadcasting studio and applied for live broadcasting programs for children and some of the videos such as program introductions and quiz events that used to be expressed in 2D graphics were converted to 3D AR videos which has been enhanced. This paper covers the effect of introduction and application of the AR video production system on EBS content production and the future development direction and possibility.

Individual customized insole model (개인 맞춤형 자동 변형 인솔 모델)

  • Song, Eungyeol;Kim, Kyoungtae;Kim, Sang-hoon;Lee, Sangyoun
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.9 no.4
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    • pp.323-329
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    • 2016
  • This paper describes an insole FFO(Functional Foot Orthosis) model for comfortable walking by considering weight distribution. There are many ways to make an insole FFO model such as using 3D computer graphics, or plaster manually. Thus, we proposed a standardized way to make an insole model, specifically called, robust and automatically personalized deformable insole model. Our proposed method showed 0.8cm average error compared between our proposed auto-deformable insole model and the other insole model manually deformed by experts. Therefore, our proposed method can be an efficient way to make a customized insole model with small error compared to the manually customized insole model.

Enhancing Visual Perception Using Color Processing Of Mobile Display (색상처리를 통한 감성 모바일 디스플레이)

  • Kang, Yun-Cheol;Ryu, Mi-Ohk;Park, Kyoung-Ju
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.697-702
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    • 2008
  • Mobile display panel is small so that users are often difficult to perceive images clearly. About image we perceive much through colors and therefore we propose color fitting approach for clear perception even on the small and low quality LCD panels. Various color modifications have been studied and used in commercial software packages. For mobile usage, our approach instantly enhances color images by modifying colors in a way to contrast differences of them. The method includes tone enhancements (which contrast dark and bright sides) and color enhancements (which reduce saturation for pure colorants). Based on color theory, our method also modifies color values towards specified complementary and preference colors. We term this color fitting. This approach enables displaying photos, multimedia messages, videos and digital media broadcasting (DMB) for better perception in real-time on mobile devices. Index Terms.) color fitting, visualization on small display, mobile graphics, visual perception.

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