• Title/Summary/Keyword: VR 영상콘텐츠

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Implementation of VR User Environment for UHD TV (UHD 가상현실 사용자 환경 구현)

  • Yang, Ki-Sun;Lee, Yong-Gun;Suh, Young-Woo;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.8-10
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    • 2017
  • 지상파 UHD 방송은 시청자에게 기존 HD 방송화면보다 4배 더 선명한 영상 서비스를 제공하며, 광대역 통신망과 결합한 홈포탈(Home Portal) 서비스를 통해서 다양한 부가서비스를 지상파 방송과 함께 제공할 수 있다. 본 논문에서는 지상파 UHD TV 방송과 연계된 360도 가상현실(VR; Virtual Reality) 부가서비스 시스템과 이를 효과적으로 시청하기 위한 사용자환경을 제안한다. 방송의 ESG(Electronic Service Guide)를 통해 시청자는 VR 부가서비스임을 확인하고 스마트 단말기 또는 HMD(Head Mount Display) 등을 이용하여 마치 현장에 있는 듯한 체험을 즐길 수 있다. 제안한 부가서비스는 앱 형태로 스마트 단말기에 설치하여 실행하며 지상파 UHD TV의 ESG 정보로부터 프로그램 편성과 VR 지원여부를 확인한다. 이를 통해, 실시간 방송 뿐 아니라 VOD 형태로 제공되는 다양한 비디오 및 오디오 콘텐츠를 극장에서 보는 것과 같은 빅스크린 모드, 360도 VR 모드, 오디오 청취모드 등 다양한 시청환경에서 감상할 수 있다. 제안한 사용자 환경은 게임엔진을 기반으로 개발되어 가상의 시청 공간에서 장소를 이동하며 영상, 음향 등 미디어 콘텐츠를 감상할 수 있다. 전용컨트롤러를 이용하면 다양한 인터액티브 콘텐츠를 효과적으로 운용하여 감상할 수 있으며, 일반적으로 통용되는 VR 기기 제어 모드도 지원하여 HMD나 일반 스마트 단말기 어느 것을 이용해서도 용이하게 사용자 메뉴를 선택할 수 있다. 제안된 시스템의 시제품은 IBC 2017 및 평창 ICT 체험관을 통해 발표되었다.

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A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

VR Journalism's Image Text Analysis - Based on The New York Times' (VR(Virtual Reality) 저널리즘의 영상텍스트 분석 - 뉴욕타임즈의 <난민(THE DISPLACED)>을 중심으로)

  • Park, Man Su;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.173-183
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    • 2017
  • In this research, analysis based on VR journalism outlet the New York Times' was carried out. The image analysis of was done through the frames of angle, shot (size, length, movement), and limited user-directed interaction (point, sound). The result of this is as follows. Firstly, the direction was done using a basis of normal and low angles. Secondly, it was able to be confirmed that the shooting was done in order by medium, full, and long shot. Thirdly, with regard to the length of the shot, most direction was done through long takes. Fourthly, most images came to consist of fixed shots. Lastly, this is limited user-directed interaction. This may be separated into 2 aspects: sound, and movement of the independent free agent. Through these, interaction was guided through free point of view concerning realistic situations to point of view guidance and users. This research may be referred to as foundational research for the further advancement of in-depth discussion pertaining to VR journalism.

A study on the natural history virtual reality contents using depaysement (데페이즈망 기법을 활용한 자연사VR 콘텐츠 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.6
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    • pp.365-371
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    • 2019
  • In this study, VR contents were produced by using the rose which is the material of the tomb of the surrealistic work wrestler of Rene Magritte, an artistic genre, as a motive. In conclusion, the distortion (spatial modulation) of the image scale is connected to the dynamic-curve and texture-soft areas, and the superposition (combination of contradictory images) is called the big-size, irregular-depth area, Are connected to the positions of big-size and irregular-space regions. The theme of the work was Dream, and the plants and roses patterns were produced in each timeline, and overlap, scale, distortion, overlap, distortion, and scale were used.

Framework for Car Safety Education Virtual Reality Simulation (자동차 안전교육 VR 시뮬레이션 제작을 위한 프레임워크)

  • Xie, Qiao;Ding, Xiu Hui;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.37-45
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    • 2019
  • In recent years, the emergence of virtual reality (VR Virtual Reality) technology has provided a new model of safety education, enabling users to learn and respond to disasters in a virtual safety education environment. However, the related VR products related to domestic and foreign R & D are relatively simple, there is no practical training on specific accident, and it is not practical enough to play a sufficient role in safety education. In this paper, the problems and disadvantages of VR technology applied in the field of automobile safety education as an example of automobile accident among the types of disasters are examined, and a system framework of automotive safety education based on VR technology is proposed. The vehicle safety education system proposed in this paper will help users to improve driving safety consciousness, to acquire safety knowledge in driving, and to acquire driving safety skill which is very important for automobile safety education. In addition, the design and production methods of safety education based on VR technology are considered to have important reference implications for the application of modern teaching and teaching theory by integrating with VR technology and developing related teaching materials products and finally introducing education.

Projection format and quality metrics of 360 video (360 VR 영상의 프로젝션 포맷 및 성능 평가 방식)

  • Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.182-184
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    • 2019
  • 최근 사용자에게 더욱 몰입감 있는 콘텐츠를 제공하기 위한 기술에 대한 관심이 증가하고 있으며 그 중 가장 대표적인 것이 360 VR 영상이라고 할 수 있다. 미디어 표준화 단체인 MPEG(Moving Picture Experts Group)에서는 MPEG-I(Immersive) 차세대 프로젝트 그룹을 이용하여 이러한 움직임에 대응하고 있다. MPEG-I는 2021년 말 6DoF VR 영상을 목표로 8개의 파트가 표준화를 진행중이다. 360 VR 영상의 경우 획득시 영상의 픽셀들이 3D 공간 상에 존재하게 되는데, 이를 처리 및 출력 하귀 위해서는 2D 영상으로 전환이 필요하며 이 때 사용되는 것이 Projection format이다. 현재 JVET(Joint Video Exploration Team)에서는 3D에서 2D로 전환이 이루어 질 때 손실을 최소화 하기 위한 Projection format들에 대한 연구가 이루어 지고 있다. 본 논문에서는 현재까지 제안된 다양한 Projection format들에 대하여 소개하고 이에 대한 성능 측정 방식에 대하여 소개한다.

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Evaluation of Teachers and Students on VR/AR Contents in the Science Digital Textbook: Focus on the Earth and Universe Area for the 8th Grade (과학 디지털 교과서 실감형 콘텐츠에 대한 교사와 학생의 평가 -중학교 2학년 지구와 우주 영역 콘텐츠를 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.2
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    • pp.59-72
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    • 2023
  • This study analyzed a group interview with six earth science teachers and eight middle school students to find out the evaluations and criteria they use to evaluate VR/AR contents (two virtual reality content and two augmented reality contents) in middle school science digital textbook. The study found the VR/AR contents were evaluated on four criteria as follows: VR/AR media characteristics; technical operation; user interface; and teaching-learning design. The evaluations can be summarized by each criterion. First, regarding VR/AR media characteristics, interesting features of VR/AR contents were considered relatively advantageous compared to other media like videos. However, its shortage of visual presence and inconvenience of using markers were mentioned as shortcomings. Second, in the technical operation criteria, teachers and students found the following conditions as technically challenging: failing to properly operate on a particular OS; huge volumes of contents in the application; and frequent freezing when using the application. Third, poor intuitiveness and lack of flexibility were found as negative aspects in user interface. Fourth, regarding teaching-learning design, the teachers evaluated whether the VR/AR contents delivered scientifically accurate information; whether they incorporated class goals set by teachers; and whether they can help students' inquiry. It turned out teachers gave negative feedbacks on VR/AR contents. The students evaluated VR/AR contents by assessing whether they help them with learning science but concluded they did not regard them necessary in science learning at school. Based on the findings, this study discusses which development direction VR/AR contents should take to be useful in teaching and learning science.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Research on immersive elements to improve the reality of AR / VR content (AR/VR 콘텐츠의 현실감 향상을 위한 몰입 요소 연구)

  • Heo, Junwon;Byun, Daniel H.
    • Trans-
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    • v.13
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    • pp.17-34
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    • 2022
  • This paper summarizes the differences and characteristics between virtual worlds and virtual reality, and advances research on immersive elements for improving the reality of virtual worlds. The immersive elements are broadly studied by separating the sensory immersive elements and the technical immersive elements, focusing on the sensory organs of sight, perception, touch, and hearing, and investigating the correlation between these elements to improve the immersive feeling in content design. Set standards.