• Title/Summary/Keyword: VR애니메이션

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Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films (HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구)

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Animation and Machines: designing expressive robot-human interactions (애니메이션과 기계: 감정 표현 로봇과 인간과의 상호작용 연구)

  • Schlittler, Joao Paulo Amaral
    • Cartoon and Animation Studies
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    • s.49
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    • pp.677-696
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    • 2017
  • Cartoons and consequently animation are an effective way of visualizing futuristic scenarios. Here we look at how animation is becoming ubiquitous and an integral part of this future today: the cybernetic and mediated society that we are being transformed into. Animation therefore becomes a form of speech between humans and this networked reality, either as an interface or as representation that gives temporal form to objects. Animation or specifically animated films usually are associated with character based short and feature films, fiction or nonfiction. However animation is not constricted to traditional cinematic formats and language, the same way that design and communication have become treated as separate fields, however according to $Vil{\acute{e}}m$ Flusser they aren't. The same premise can be applied to animation in a networked culture: Animation has become an intrinsic to design processes and products - as in motion graphics, interface design and three-dimensional visualization. Video-games, virtual reality, map based apps and social networks constitute layers of an expanded universe that embodies our network based culture. They are products of design and media disciplines that are increasingly relying on animation as a universal language suited to multi-cultural interactions carried in digital ambients. In this sense animation becomes a discourse, the same way as Roland Barthes describes myth as a type of speech. With the objective of exploring the role of animation as a design tool, the proposed research intends to develop transmedia creative visual strategies using animation both as narrative and as an user interface.

A Development Of Multi-sensor System For Location Determination Of Fixed-path Movement Attractions (고정경로 이동 어트랙션의 위치 판단을 위한 다중 센서 시스템의 개발)

  • You, Eun-Jae;Jeong, Hwi-Sang;Lee, Hyoun-Sup;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.5
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    • pp.709-714
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    • 2018
  • Visual Reality technology is becoming more and more interesting as it attracts people's interest. VR technology is used in various markets such as games, animation, and education. However, there were many people experiencing motion sickness such as dizziness and headache due to the delay time between hardware such as a device for sending a video after experiencing a VR image and an HMD for reproducing an image. The system proposed in this paper focuses on the environment rather than the movement of the attraction and detects the dividing line existing on the path by the proximity sensor and accurately calculates the position on the path according to the user 's motion. Since the position of the user is synchronized with the VR image, the position error of the user is improved to 0.2%.

Avatar's Lip Synchronization in Talking Involved Virtual Reality (대화형 가상 현실에서 아바타의 립싱크)

  • Lee, Jae Hyun;Park, Kyoungju
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.9-15
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    • 2020
  • Having a virtual talking face along with a virtual body increases immersion in VR applications. As virtual reality (VR) techniques develop, various applications are increasing including multi-user social networking and education applications that involve talking avatars. Due to a lack of sensory information for full face and body motion capture in consumer-grade VR, most VR applications do not show a synced talking face and body. We propose a novel method, targeted for VR applications, for talking face synced with audio with an upper-body inverse kinematics. Our system presents a mirrored avatar of a user himself in single-user applications. We implement the mirroring in a single user environment and by visualizing a synced conversational partner in multi-user environment. We found that a realistic talking face avatar is more influential than an un-synced talking avatar or an invisible avatar.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

A Study of VR Interaction for Non-contact Hair Styling (비대면 헤어 스타일링 재현을 위한 VR 인터렉션 연구)

  • Park, Sungjun;Yoo, Sangwook;Chin, Seongah
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.367-372
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    • 2022
  • With the recent advent of the New Normal era, realistic technologies and non-contact technologies are receiving social attention. However, the hair styling field focuses on the direction of the hair itself, individual movements, and modeling, focusing on hair simulation. In order to create an improved practice environment and demand of the times, this study proposed a non-contact hair styling VR system. In the theoretical review, we studied the existing cases of hair cut research. Existing haircut-related research tend to be mainly focused on force-based feedback. Research on the interactive haircut work in the virtual environment as addressed in this paper has not been done yet. VR controllers capable of finger tracking the movements necessary for beauty enable selection, cutting, and rotation of beauty tools, and built a non-contact collaboration environment. As a result, we conducted two experiments for interactive hair cutting in VR. First, it is a haircut operation for synchronization using finger tracking and holding hook animation. We made position correction for accurate motion. Second, it is a real-time interactive cutting operation in a multi-user virtual collaboration environment. This made it possible for instructors and learners to communicate with each other through VR HMD built-in microphones and Photon Voice in non-contact situations.

Fish Schooling Behavior Modeler for Constructing Virtual Underwater World (가상해저 환경구축을 위한 Fish 군중행동 모델러)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10a
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    • pp.158-161
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    • 2006
  • 현대 영상산업에서 컴퓨터 그래픽스가 차지하는 비중은 크게 늘어나고 있다. 컴퓨터 그래픽스 기술의 발달로 인한 디지털 영화나 애니메이션이 점차 증가함에 따라 이러한 장면이 등장하는 가상캐릭터를 쉽게 접할 수 있다. 이런 가상 캐릭터를 이용하여 가상 해저 환경을 생성하기 위해서는 3D 모델링 및 애니메이션 기술을 개발해야 한다. 국내에서는 가상 해저 환경을 구축하여 실감 체험을 할 수 있는 VR 콘텐츠 기술 개발에 관련하여 군중 장면 처리 및 군중 행동 시스템의 설계 및 구현 등의 연구가 있었으나 군중 행동 모델러 기술 개발을 실용화 할 단계까지는 미치지 못하고 있다. 본 논문에서는 가상 해저환경에 존재하는 다수의 캐릭터의 움직임을 수작업으로 제공하는 것이 시간과 비용이 많이 소요되기 때문에 이를 자동화하여 보다 사실적이고 효율적인 가상 해저환경 속에서 군중 행동 장면을 생성하기 위해서 Fish 군중 행동 모델러 기술을 개발한다.

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An Implementation of virtual traffic lamp system using VR authoring Tool (가상현실 저작툴을 이용한 가상 신호등 시스템 설계 및 구현)

  • 김외열
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.531-535
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    • 2001
  • 인터넷에서 가상현실 기법의 도입은 인터넷의 범용성과 함께 사용자가 쉽게 접할 수 있고 다양한 정보를 획득할 수 있기 때문에 지속적으로 발전해 가고 있다. VRML은 이러한 인터넷에서 가상세계를 구현하는 표준언어로 자리잡고 있다. 본 연구에서는 현재 많이 활용되고있는 VRML 저작툴인 ISA(Internet Scene Assembler)와 ISB(Internet Scene Builder)를 이용해 가상신호등 시스템을 설계하고 구현하는 것이 목적이다. 가상 신호등 시스템의 시뮬레이션을 위해 애니메이션 기법과 Sensor Node 및 Time_Bool_Converter 등의 Logic 함수를 사용하게 되고, Routing Diagram의 연결을 통해 시뮬레이션을 제작하게 된다.

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