• Title/Summary/Keyword: VR영화

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Trajectory Rectification of Marker using Confidence Model (신뢰도 모델을 이용한 마커 궤적 재조정)

  • Ahn, Junghyun;Jang, Mijung;Wohn, Kwangyun
    • Journal of the Korea Computer Graphics Society
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    • v.8 no.3
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    • pp.17-23
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    • 2002
  • Motion capture system is widely used nowadays in the entertainment industry like movies, computer games and broadcasting. This system consist of several high resolution and high speed CCD cameras and expensive frame grabbing hardware for image acquisition. KAIST VR laboratory focused on low cost system for a few years and have been developed a LAN based optical motion capture system. But, by using low cost system some problems like occlusion, noise and swapping of markers' trajectory can be occurred. And more labor intensive work is needed for post-processing process. In this thesis, we propose a trajectory rectification algorithm by confidence model of markers attached on actor. Confidence model is based on graph structure and consist of linkage, marker and frame confidence. To reduce the manual work in post-processing, we have to reconstruct the marker graph by maximizing the frame confidence.

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Analysis on the Media Content Research Trends in Media Convergence Era Based on Intellectual Information Technology (지능정보기술 기반 미디어 컨버전스 시대의 콘텐츠 연구경향 분석)

  • Jeon, Gyongran;Kim, Young-Chul
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.113-122
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    • 2020
  • This study is the research tendency(2016~2019) on the content and the intelligent information technology. After the IIT emerged as a social topic, related research increased, and interest in VR and AR was the highest. In games, more research has been done on VR and AR. In the case of big data technology, it was a tendency to pay attention to the study of movie contents. Many studies have attempted a technological approach to IIT. With regard to artificial intelligence technology, there were differences by technology and content area, mainly viewed from a legal and institutional perspective.

Cases of Design and Implementation of Sports using Virtual Reality (가상현실을 이용한 스포츠 설계 및 구현 사례)

  • Jin, Hwa-Soo;Park, Jin-Gon;LEE, Yong-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.661-662
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    • 2017
  • 가상현실(VR)은 현실 세계를 인공적인 기술을 활용하여 실제로 얻기 힘든 경험이나 환경 등을 제공해 인체의 오감(시각, 청각, 후각, 미각, 촉각)을 자극함으로써 실제와 같이 체험하게 하는 기술로써 게임, 영화, 스포츠, 테마파크와 같이 엔터테인먼트 목적으로 개발되는 경우가 많다. 본 논문에서는 Oculus Touch 및 Oculus Rift를 이용한 VR(Virtual Reality) 올림픽 종목의 스포츠를 설계하고 구현한 시스템을 제안한다. 올림픽 종목 중에 인기종목인 양궁, 사격, 테니스, 탁구 총 4가지 종목으로 구성되어 있으며, 특히 AI를 이용한 경쟁을 통해 종목별 스코어(점수)를 평가함으로서 경쟁구도를 형성한다. 또한, 시각적인 자극을 통해 흥미를 이끌어내고 현실적인 환경을 구현함으로써 유저가 실제 현장에 있는 것 같은 느낌을 제공하며, 세계적인 올림픽 스포츠를 유저들이 직접 즐기고 느낄 수 있다.

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Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

Fish Schooling Behavior Modeler (Fish 군중행동 모델러)

  • Kim, Jong-Chan;Ban, Kyeong-Jin;Kim, Eung-Kon
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.517-520
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    • 2006
  • Crowd behavioral scenes in virtual underwater world are presented in many entertainments such as films and games. According to the increase of digital films and animations caused by the development of computer graphics, it is easy for us to meet with the cyber characters in those scenes. Characters which appear in computer animation put life into virtual world. The more characters we have in this virtual space, the deeper we are immersed in the space. There were many researches which processed the crowd scene and implemented the crowd behavior system in Korea. They were related to developing VR contents which were available to feel actually in the construction of the virtual environment. But they are far from reaching the step to put to practical use in developing the crowd behavior modeler. Therefore, we suggestion the fish schooling behavior modeler that provides interaction and action behavior in 3D object to present vividly and effectively in underwater world.

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Development of Automated External defibrillator training simulation using Virtual Reality (가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발)

  • Im, Jeongsu;Lee, Yeongkwang;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.350-352
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    • 2017
  • Virtual reality technology was initially developed for entertainment purposes such as games, movies, sports, and theme parks, but gradually expanded to a number of industries such as education, e-commerce, and health care,. Therefore, safety education content incorporating VR is also rising rapidly. However, the program activity on safety education in our country is still insignificant. Although rescue of patients with acute cardiac arrest using defibrillators is one of the most representative safety education, in 2014, defibrillators are rarely used in Korea to save the lives of patients and there are very few cases of using defibrillators. The use of automatic defibrillators and the importance of knowing how to use them for expanding accessibility are necessary. However, it is not easy to provide experience education only after completing the safety education in simple theoretical education. In this paper, we propose a automatic defibrillator training simulation system using virtual reality that can be freelu trained at any time.

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From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
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    • s.49
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    • pp.697-712
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    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

Current Status on UWV Live Broadcasting System Development for Trial Service at Pyeongchang Winter Olympic Game (평창동계올림픽 시범서비스를 위한 UWV 실황중계시스템 개발 현황)

  • Seo, Jeongil;Seok, Joo Myoung;Cho, Yongju;Kim, Hyun Cheol;Ahn, Sangwoo
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.121-122
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    • 2017
  • 미래창조과학부는 우리나라 최고의 ICT 제품과 서비스를 활용하여 평창동계올림픽을 성공적으로 지원하고, 향후 주요 경기개최국과 해외시장에 수출전략을 품목화하여 올림픽의 부가가치를 창출함으로써 돈버는 올림픽을 완성하겠다는 계획하에 5G, IoT, UHD, VR, AI 5개 분야에 대한 시범서비스를 준비하고 있다. 한국전자통신연구원은 UHD급 초고화질 영상과 100도 이상의 시야각을 이용하여 현장감을 극대화하는 UWV(Ultra Wide Vision) 기술을 개발하고 있으며, 평창동계올림픽 기간 동안 UWV 상영관을 운영하여 기존의 TV나 영화와 차별화된 몰입감을 제공하는 초실감 미디어 서비스를 제공하고자 한다. 또한 방송서비스로의 적용가능성을 타진하기 위한 주요 올림픽 경기실황중계 시범서비스를 추진하고 있다.

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The Recent Trends of Rendering Technologies for Realistic Scene Representation (사실적 장면 표현을 위한 렌더링 기술 동향)

  • Jang, H.W.;Lee, I.H.
    • Electronics and Telecommunications Trends
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    • v.20 no.6 s.96
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    • pp.97-109
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    • 2005
  • 컴퓨터를 이용하여 실물이나 가상의 객체를 형상화하고 움직임을 부여하는 컴퓨터 그래픽스(CG)는 현실과 구분할 수 없을 정도의 기술의 발전과 함께 영화, 게임, VR, 산업용 디스플레이, 화상통신 등 디지털 콘텐츠 전분야에서 활용폭이 넓어지고 있다. 렌더링은 CG에서 장면의 추상적인 3차원 description을 2차원 영상으로 생성하는 과정을 말하며, 생성되는 영상의 품질 및 제작시간을 결정하는 중요한 요소로 인식되고 있다. 과거에 비해 전역 조명 및 셰이딩 기술이 발전하면서 극도로 사실적인 영상의 생성이 가능하게 되었으나 이를 렌더링하는 것은 많은 시간을 필요로 하고 있어, 사실적인 영상을 고속으로 렌더링하기 위한 연구가 진행되고 있다. 본 고에서는 CG 제작 과정에서 널리 사용되고 있는 주요 렌더러들의 기능들과 미래의 기술 발전 방향을 분석한다.

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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