• Title/Summary/Keyword: Interactive Visual Contents

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Interactive Augmented-Reality Authoring Tool (대화식 증강현실 저작 도구)

  • Kim, Iljin;Seo, Jinseok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.181-184
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    • 2009
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. This paper proposes an authoring tool to allow non-programmers as content creators to author AR contents easily and quickly. An ideal AR authoring tool, which is the goal of our research, faces four major challenges from a technical point of view: (1) easy and quick authoring, (2) strong power of expression, (3) ease of verification and validation, (4) interactive authoring and debugging. To tackle with the challenges, we employ the interactive framework approach using formal and visual specification techniques.

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Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.39-52
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    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

Ensemble Engine: Framework Design for Visual Novel Game Production

  • Choi, Jong In;Kang, Shin Jin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.5
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    • pp.11-17
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    • 2019
  • In this study, we propose an ensemble engine, which is a framework for game engine optimized for visual novels genre, focusing on storytelling among various game genres. The game of Visual Nobel genre is based on multi-ending story and features branching of various scenarios according to user's choice. The proposed engine supports various multi-scenarios and multi-endings based on nodes according to the characteristics of these genres. In addition, it provides a convenient and intuitive user interface that not only enhances user immersion but also provides VR function to maximize the sense of presence. We will demonstrate the usefulness of the proposed game engine by designing the framework of a game engine suitable for this feature and actually creating variety stories automatically.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Interactive Multimedia Authoring Tool using MPEG-4 BIFS and Wireless Network (MPEG-4 BIFS와 무선데이터통신망을 이용한 인터렉티브 멀티미디어 저작 도구)

  • Ryu, Sung-Pil;Kwak, Nae-Jung;Kwon, Dong-Jin
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.458-460
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    • 2006
  • MPEG-4 BIFS(Binary Format for Scene) is the format to describe the information of time-spatial location of each visual objects in the scene. This is broadcasting for test through T-DMB in the our country and is able to be converted to various multimedia formats. The DMB receivers used currently are loaded on mobile devices mostly and the supply of the receiver is increasing steadily. These enable various service for convergence of DMB and wireless network to do. Therefore, this paper propose a new method of interactive multimedia authoring tool using wireless network and MPEG-4 BIFS. The proposed method corrects and complements MPEG-4 BIFS and have DMB broadcasting and wireless network co-operate. Also using this method, users can make out contents by themselves and can retransmit them through DMB broadcasting. The proposed method produce interactive multimedia contents reconstructed at user's request.

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Interactive information process image with minute hand gestures

  • Lim, Chan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.04a
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    • pp.799-802
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    • 2016
  • It is definitely an interesting job to work with V4 to create various contents emphasizing different interfaces like 3D graphics, and multimedia such as video, audio, and camera. Moreover, beyond the other interface, as it could be used in the many aspects of the sensory sign such as visual effects, auditory effects, and touchable effects, it feels free to make a better developed model. We intended the users to feel some kind of pleasure and interactions rather than just using in aspect of Media art.

Application Possibility of Parallax Scrolling Technique for Website Users' Emotional Experience (웹사이트 이용자의 감성적 경험을 위한 Parallax Scrolling 기법 활용 가능성)

  • Ko, Hye-Young;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.18 no.2
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    • pp.277-286
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    • 2015
  • Recently, to draw the web users' attention and stay in the website for a long time to transmit information efficiently, the website designing is focused on providing emotional experience. Emotional experience is possible through the use of interactive storytelling and multimedia. Users immersion, pleasurable experience and synesthesia satisfaction is connected to the emotional experience due to the interaction operation and multimedia feedback. In this study, application of the parallax scrolling technique's possibility has been studied to induce the emotional experience of the web users that appeared in the technical development of the web. Realizing characteristics of the elements that effect emotional experience through web cases are studied and the possibility of effective emotional experience is proposed as using parallax scrolling technique on web.

A Design of A Dynamic Configurational Multimedia Spreadsheet for Effective HCI (효과적인 HCI를 위한 동적 재구성 멀티미디어 스프레드쉬트 설계)

  • Jee Sung-Hyun
    • The Journal of the Korea Contents Association
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    • v.6 no.1
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    • pp.14-22
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    • 2006
  • The multimedia visualizational spreadsheet environment is shown to be extremely effective in supporting the organized visualization of multi-dimensional data sets. In this paper, we designed the visualization model that consists of the configurational 2D arrangement of spreadsheet elements at run time and each spreadsheet element has a novel framestack. As the feature, it supports 3D data structure of each element on the proposed model. It enables the visualization spreadsheet 1) to effectively manage, organize, and compactly encapsulate multi-dimensional data sets, 2) to reconfigure cell-structures dynamically according to client request, and 3) to rapidly process interactive user interface. Using several experiments with scientific users, the model has been demonstrated to be a highly interactive visual browsing tool for 2D and 3D graphics and rendering in each frame.

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Digital Mirror using Particle System based on Motion Detection (움직임 감지 기반의 파티클 시스템을 이용한 디지털 거울)

  • Lim, Chan;Yun, Jae-Sun
    • The Journal of the Korea Contents Association
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    • v.11 no.11
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    • pp.62-69
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    • 2011
  • Development of sensing technology and progress of digital media have been creating new art genre named interactive media art. digital mirror working based on convergence between computer vision technology and video art, is expressing reconstituted spectator's visual image through various mediums. From this aesthetical point and high accessibility towards spectators, many types of digital mirrors have been introducing. However, the majority of digital mirrors express visual images unrelated to degree of spectator's participation and this caused obstruction to spectator's continuous participation and interaction. This paper proposes digital mirror operated by spectator's movements read through particle system synchronized with motion detection algorithm based on analyzing image difference. This work extracted the data of spectator's movement by image processing and designed particle system changed by this data. And it expressed reconstructed spectator's image.

A Study on Game-Playing Plasticity of Modern Art Focused on Media Arts (미디어아트를 중심으로 한 현대미술의 유희성에 관한 연구)

  • Lee, See-Jeung;You, Hyun-Bea
    • Journal of Digital Contents Society
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    • v.11 no.4
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    • pp.503-511
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    • 2010
  • While various artistic trends coexisting in the 20th century, media arts that formed with the medium of a material attempts in various ways to induce the establishment of the artwork through the public communication. The visual arts that use the media satisfy both the artistry and the popularity in the area of popular culture as the form of variable. Moreover, visual arts stimulate a playful sense of human to maximize the public satisfaction that works here. This paper aims to discuss the potentials and the trends in the contemporary art by understanding the conceptual and principle background of the contemporary media art which shows the active employment the playful sense of human nature in the work in order to establish the effective communication with the public. Consequently, as the digital environment and advanced network technology which were thought to be the key elements of the popularization of media art were reached its limit, media artist, Tony oursler's artwork which was created based on human playful nature and interactive artwork that supports the audience to interact with artwork and its space are proven to be the useful devises for the public communication.