• 제목/요약/키워드: Realistic

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실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안 (Technology Trends of Realistic Contents and Application to Educational Contents)

  • 심연숙
    • 문화기술의 융합
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    • 제5권4호
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    • pp.315-320
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    • 2019
  • 4차 산업혁명 시대에 교육산업은 더욱 성장할 것으로 전망된 가운데, 특히 VR/AR 기술을 활용한 미래형 교육의 성장성이 매우 높을 것으로 예상된다. VR/AR 기술을 바탕으로 하는 실감형 콘텐츠는 몰입감, 상호작용, 지능화의 특징을 통해 높은 현실감과 경험을 제공한다. 본 논문은 국내외 실감형 콘텐츠 기술 동향을 분석하고, 실감형 콘텐츠 개발에 대한 사례 분석을 통하여 향후 교육용 콘텐츠에 적용할 수 있는 방안을 마련하고자 한다.

An Efficient Feature Point Extraction Method for 360˚ Realistic Media Utilizing High Resolution Characteristics

  • Won, Yu-Hyeon;Kim, Jin-Sung;Park, Byuong-Chan;Kim, Young-Mo;Kim, Seok-Yoon
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.85-92
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    • 2019
  • In this paper, we propose a efficient feature point extraction method that can solve the problem of performance degradation by introducing a preprocessing process when extracting feature points by utilizing the characteristics of 360-degree realistic media. 360-degree realistic media is composed of images produced by two or more cameras and this image combining process is accomplished by extracting feature points at the edges of each image and combining them into one image if they cover the same area. In this production process, however, the stitching process where images are combined into one piece can lead to the distortion of non-seamlessness. Since the realistic media of 4K-class image has higher resolution than that of a general image, the feature point extraction and matching process takes much more time than general media cases.

휴먼 케어를 위한 초실감 감성 상호작용 기술 (Affective Interaction Technologies for Human Care)

  • 김진서;박창준;이기석;김명규;유원영;지형근;정일권
    • 전자통신동향분석
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    • 제36권1호
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

Realistic Audio Teleconferencing using Binaural and Auralization Techniques

  • Kang, Seong-Hoon;Kim, Sung-Han
    • ETRI Journal
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    • 제18권1호
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    • pp.41-51
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    • 1996
  • The goal of telecommunication may be to enable the participants in distant places to communicate with each other in an environment as if they were in the same room. This paper introduces the reason why realistic audio display is useful in telecommunication, reviews some approaches to its implementation, and proposes an audio teleconference model which realizes a two-way telecommunication with realistic sensations using binaural and auralization techniques.

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한 장의 포토기반 실사 수준 얼굴 애니메이션 (A photo-based realistic facial animation)

  • 김재환;정일권
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2011년도 춘계 종합학술대회 논문집
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    • pp.51-52
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    • 2011
  • We introduce a novel complete framework for contructing realistic facial animations given just one facial photo as an input in this paper. Our approach is carried on in 2D photo spacem not 3D space. Moreover, we utilize computer vision-based technique (digital matting) as well as conventional image processing methods (image warping and texture synthesis) for expressing more realistic facial animations. Simulated results show that our scheme produces high quality facial animations very efficiently.

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On the Realistic Audio Teleconferencing using Auralization Technique

  • Kang, Seong-Hoon
    • The Journal of the Acoustical Society of Korea
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    • 제15권1E호
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    • pp.77-83
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    • 1996
  • The goal of telecommunication may be to enable the participants in distant places to communicate with each other in an environment as if they were in the same room. This paper introduces the reason why realistic audio display is useful in telecommunication, reviews some approaches to its implementation, and proposes an audio teleconference model which realizes a two-way telecommunication with realistic sensations using binaural and auralization techniques.

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On the Degradation of a UWB System Due to a Realistic TX-RX Antenna System

  • Jun, Min-Sik;Oh, Tae-Won
    • ETRI Journal
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    • 제27권4호
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    • pp.453-456
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    • 2005
  • The ultra-wideband (UWB) signal radiation process in an antenna is different from that of a narrowband signal. In this paper, we study the degradation of the desired signal component according to the antenna structure and location of a receiver in a bipolar time-hopping UWB system. And we propose a receiver structure with an adaptive template waveform generator to compensate for the degradation caused by a realistic TX-RX antenna system.

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색상 히스토그램과 특징점 추출 알고리즘을 활용한 장면 전환 검출 방법 (Scene Change Detection Method using Color Histogram and Feature Detection Algorithm)

  • 오현주;고완진;박지용
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2023년도 추계학술발표대회
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    • pp.741-744
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    • 2023
  • 장면 전환 검출에서 단일 특성을 사용하는 경우 발생 가능한 정확도 감소의 문제를 해결하기 위해 색상 히스토그램 분포 차 분석과 특징점 추출 알고리즘을 활용한 방법을 제안한다.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제2권2호
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Augmented Reality of Robust Tracking with Realistic Illumination

  • Kim, Young-Baek;Lee, Hong-Chang;Rhee, Sang-Yong
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • 제10권3호
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    • pp.178-183
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    • 2010
  • In this study we augmented a virtual object to an image of a flexible surface such as a paper, which is acquired from a web camera. To get more presence feeling, we consider realistic illumination on augmenting. To get the geometric relation between the camera and the flexible surface, we use markers that are printed on the surface. Using marker information in prior, three dimensional coordinates of the surface can be calculated. After the marker is removed from the input image, we attach a two dimensional texture and shadow to the flexible surface by considering realistic illumination.