• Title/Summary/Keyword: Reality Capture

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Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.953-958
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    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

Attitude Confidence and User Resistance for Purchasing Wearable Devices on Virtual Reality: Based on Virtual Reality Headgears (가상현실 웨어러블 기기의 구매 촉진을 위한 태도 자신감과 사용자 저항 태도: 가상현실 헤드기어를 중심으로)

  • Sohn, Bong-Jin;Park, Da-Sul;Choi, Jaewon
    • Journal of Intelligence and Information Systems
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    • v.22 no.3
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    • pp.165-183
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    • 2016
  • Over the past decade, there has been a rapid diffusion of technological devices and a rising number of various devices, resulting in an escalation of virtual reality technology. Technological market has rapidly been changed from smartphone to wearable devices based on virtual reality. Virtual reality can make users feel real situation through sensing interaction, voice, motion capture and so on. Facebook.com, Google, Samsung, LG, Sony and so on have investigated developing platform of virtual reality. the pricing of virtual reality devices also had decreased into 30% from their launched period. Thus market infrastructure in virtual reality have rapidly been developed to crease marketplace. However, most consumers recognize that virtual reality is not ease to purchase or use. That could not lead consumers to positive attitude for devices and purchase the related devices in the early market. Through previous studies related to virtual reality, there are few studies focusing on why the devices for virtual reality stayed in early stage in adoption & diffusion context in the market. Almost previous studies considered the reasons of hard adoption for innovative products in the viewpoints of Typology of Innovation Resistance, MIR(Management of Innovation Resistant), UTAUT & UTAUT2. However, product-based antecedents also important to increase user intention to purchase and use products in the technological market. In this study, we focus on user acceptance and resistance for increasing purchase and usage promotions of wearable devices related to virtual reality based on headgear products like Galaxy Gear. Especially, we added a variables like attitude confidence as a dimension for user resistance. The research questions of this study are follows. First, how attitude confidence and innovativeness resistance affect user intention to use? Second, What factors related to content and brand contexts can affect user intention to use? This research collected data from the participants who have experiences using virtual rality headgears aged between 20s to 50s located in South Korea. In order to collect data, this study used a pilot test and through making face-to-face interviews on three specialists, face validity and content validity were evaluated for the questionnaire validity. Cleansing the data, we dropped some outliers and data of irrelevant papers. Totally, 156 responses were used for testing the suggested hypotheses. Through collecting data, demographics and the relationships among variables were analyzed through conducting structural equation modeling by PLS. The data showed that the sex of respondents who have experience using social commerce sites (male=86(55.1%), female=70(44.9%). The ages of respondents are mostly from 20s (74.4%) to 30s (16.7%). 126 respondents (80.8%) have used virtual reality devices. The results of our model estimation are as follows. With the exception of Hypothesis 1 and 7, which deals with the two relationships between brand awareness to attitude confidence, and quality of content to perceived enjoyment, all of our hypotheses were supported. In compliance with our hypotheses, perceived ease of use (H2) and use innovativeness (H3) were supported with its positively influence for the attitude confidence. This finding indicates that the more ease of use and innovativeness for devices increased, the more users' attitude confidence increased. Perceived price (H4), enjoyment (H5), Quantity of contents (H6) significantly increase user resistance. However, perceived price positively affect user innovativeness resistance meanwhile perceived enjoyment and quantity of contents negatively affect user innovativeness resistance. In addition, aesthetic exterior (H6) was also positively associated with perceived price (p<0.01). Also projection quality (H8) can increase perceived enjoyment (p<0.05). Finally, attitude confidence (H10) increased user intention to use virtual reality devices. however user resistance (H11) negatively affect user intention to use virtual reality devices. The findings of this study show that attitude confidence and user innovativeness resistance differently influence customer intention for using virtual reality devices. There are two distinct characteristic of attitude confidence: perceived ease of use and user innovativeness. This study identified the antecedents of different roles of perceived price (aesthetic exterior) and perceived enjoyment (quality of contents & projection quality). The findings indicated that brand awareness and quality of contents for virtual reality is not formed within virtual reality market yet. Therefore, firms should developed brand awareness for their product in the virtual market to increase market share.

Technical Trend of Motion Capture (모션캡처 기술 동향)

  • Lee, Min-Gi;Park, Seong-Gyu;Park, Geun-Pyo;Yang, Seon-U;Lee, Beom-Ryeol
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.35-42
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    • 2007
  • 1990년부터 디지털콘텐츠 제작에 사용되고 있는 모션캡처 기술은 제작비 절감, 콘텐츠의 리얼리티(reality) 향상이라는 장점으로 인해 지속적으로 활용되어 왔다. 최근 디지털콘텐츠가 고품질화 함에 따라 리얼리티의 중요도가 매우 커졌으며, 이로 인해 디지털액터를 리얼하게 움직이기 위한 모션캡처 기술의 활용이 지속적으로 증가하고 있다. 본 고에서는 모션캡처를 데이터 추출 방식에 따라 분류하고, 각각의 장단점에 대해 설명한다. 또한 산업계를 중심으로 개발되고 있는 상용화 기술 동향에 대해 기술하고, 향후 발전 방향을 제시한다.

Circuit Components Based on New Materials: The Reality of Multitechnology System on Systems Hyperintegration

  • Eshraghian, Kamran;Cho, Kyoung-Rok
    • Transactions on Electrical and Electronic Materials
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    • v.11 no.3
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    • pp.106-111
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    • 2010
  • The convergence of significantly different and disparate technologies such as spintronics, carbon nano tube field effect transistors, photon and bio-responsive molecular switches, memristor and memristive systems and metamaterials, coupled with energy scavenging sources are gaining a renewed focus in the quest for new products. This paper will provide an insight into an anticipated technological revolution and will highlight a futuristic Roadmap to capture opportunities that are brought about as the results of formulation of new circuit components basically driven by emergence of nanoscale materials as part of System on System integration. Challenges as the result of new lumped components such as memristor, metamaterial-based lumped components and the like that will challenge the designers' comfort zone will also be discussed.

Hand motion estimation for interactive image composition (상호작용 영상합성을 위한 손의 움직임 추정)

  • Koo, Ddeo-Ol-Ra;Seo, Yung-Ho;Doo, Kyoung-Soo;Choi, Jong-Soo
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.951-952
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    • 2008
  • This paper proposes a new method for image composition which estimates the rotation angle of human hand and uses the reserved image in real-time camera images. First, we capture a background image and extract a interesting region by background subtraction. Next, we estimate the skin region from the interesting region and calculate the rotation angle of estimated skin region using PCA(Principal Components Analysis). Finally, we composite the reserved image for the calculated rotation angle in camera images. The proposed method can be applied to control the 3D avatar for marker-less augmented reality.

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Artificial Landmark Design and Recognition for Localization (위치추정을 위한 인공표식 설계 및 인식)

  • Kim, Si-Yong;Lee, Soo-Yong;Song, Jae-Bok
    • The Journal of Korea Robotics Society
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    • v.3 no.2
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    • pp.99-105
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    • 2008
  • To achieve autonomous mobile robot navigation, accurate localization technique is the fundamental issue that should be addressed. In augmented reality, the position of a user is required for location-based services. This paper presents indoor localization using infrared reflective artificial landmarks. In order to minimize the disturbance to the user and to provide the ease of installation, the passive landmarks are used. The landmarks are made of coated film which reflects the infrared light efficiently. Infrared light is not visible, but the camera can capture the reflected infrared light. Once the artificial landmark is identified, the camera's relative position/orientation is estimated with respect to the landmark. In order to reduce the number of the required artificial landmarks for a given environment, the pan/tilt mechanism is developed together with the distortion correction algorithm.

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Face-to-face Communication in Cyberspace using Analysis and Synthesis of Facial Expression

  • Shigeo Morishima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.111-118
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    • 1999
  • Recently computer can make cyberspace to walk through by an interactive virtual reality technique. An a avatar in cyberspace can bring us a virtual face-to-face communication environment. In this paper, an avatar is realized which has a real face in cyberspace and a multiuser communication system is constructed by voice transmitted through network. Voice from microphone is transmitted and analyzed, then mouth shape and facial expression of avatar are synchronously estimated and synthesized on real time. And also an entertainment application of a real-time voice driven synthetic face is introduced and this is an example of interactive movie. Finally, face motion capture system using physics based face model is introduced.

The Power of Photographs in Richter's Paintings - The Essence of Photographs and the Representation of Paintings

  • Pan, Luomin;Jung, Heonyong
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.105-113
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    • 2021
  • Through the analysis of Gerhard Richter's works of art in the period of "fuzzy image", this paper expounds the special internal quality of fuzzy image in Richter's works and reveals an important direction of the development of contemporary easel painting, The special essence of Richter's vague image is that he uses photos to reflect the power and authenticity of the existence of the objective things. He was not satisfied with the radical way of modern painting and tried to return to the traditional way of painting, but in fact Richter kept a special distance between classical painting and modern art. Richter not only blurs the image in his creation, but also shows that he wants to show the objectivity of things, keep the distance, authenticity and give up painting. Richter used fuzzy images to capture the concept of "visual unconsciousness", and finally separated from the concept. When we read how Richter showed the reality of things in the way of painting, we also saw a kind of contradictory psychology when he faced the complicated objective.

Body Segment Length and Joint Motion Range Restriction for Joint Errors Correction in FBX Type Motion Capture Animation based on Kinect Camera (키넥트 카메라 기반 FBX 형식 모션 캡쳐 애니메이션에서의 관절 오류 보정을 위한 인체 부위 길이와 관절 가동 범위 제한)

  • Jeong, Ju-heon;Kim, Sang-Joon;Yoon, Myeong-suk;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.25 no.3
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    • pp.405-417
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    • 2020
  • Due to the popularization of the Extended Reality, research is actively underway to implement human motion in real-time 3D animation. In particular, Microsoft developed Kinect cameras for 3D motion information can be obtained without the burden of facilities and with simple operation, real-time animation can be generated by combining with 3D formats such as FBX. Compared to the marker-based motion capture system, however, Kinect has low accuracy due to its lack of estimated performance of joint information. In this paper, two algorithms are proposed to correct joint estimation errors in order to realize natural human motion in motion capture animation system in Kinect camera-based FBX format. First, obtain the position information of a person with a Kinect and create a depth map to correct the wrong joint position value using the human body segment length constraint information, and estimate the new rotation value. Second, the pre-set joint motion range constraint is applied to the existing and estimated rotation value and implemented in FBX to eliminate abnormal behavior. From the experiment, we found improvements in human behavior and compared errors between algorithms to demonstrate the superiority of the system.

Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body Tracking (강체 추적 기반의 가상 아바타를 통한 몰입형 가상환경 응용)

  • MyeongSeok Park;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.69-77
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    • 2023
  • This study proposes a rigid-body tracking based virtual avatar application method to increase the social presence and provide various experiences of virtual reality(VR) users in an immersive virtual environment. The proposed method estimates the motion of a virtual avatar through inverse kinematics based on real-time rigid-body tracking based on motion capture using markers. Through this, it aims to design a highly immersive virtual environment with simple object manipulation in the real world. Science experiment educational contents are produced to experiment and analyze applications related to immersive virtual environments through virtual avatars. In addition, audiovisual education, full-body tracking, and the proposed rigid-body tracking method were compared and analyzed through survey. In the proposed virtual environment, participants wore VR HMDs and conducted a survey to confirm immersion and educational effects from virtual avatars performing experimental educational actions from estimated motions. As a result, through the method of utilizing virtual avatars based on rigid-body tracking, it was possible to induce higher immersion and educational effects than traditional audiovisual education. In addition, it was confirmed that a sufficiently positive experience can be provided without much work for full-body tracking.