• Title/Summary/Keyword: Video Avatar

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Registration of Video Avatar by Comparing Real and Synthetic Images (실제와 합성영상의 비교에 의한 비디오 아바타의 정합)

  • Park Moon-Ho;Ko Hee-Dong;Byun Hye-Ran
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.8
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    • pp.477-485
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    • 2006
  • In this paper, video avatar, made from live video streams captured from a real participant, was used to represent a virtual participant. By using video avatar to represent participants, the sense of reality for participants can be increased, but the correct registration is also an important issue. We configured the real and virtual cameras to have the same characteristics in order to register the video avatar. Comparing real and synthetic images, which is possible because of the similarities between real and virtual cameras, resolved registration between video avatar captured from real environment and virtual environment. The degree of incorrect registration was represented as energy, and the energy was then minimized to produce seamless registration. Experimental results show the proposed method can be used effectively for registration of video avatar.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
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    • v.24 no.1
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    • pp.1-27
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    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).

A Stereo Video Avatar for Supporting Visual Communication in a $CAVE^{TM}$-like System ($CAVE^{TM}$-like 시스템에서 시각 커뮤니케이션 지원을 위한 스테레오 비디오 아바타)

  • Rhee Seon-Min;Park Ji-Young;Kim Myoung-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.6
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    • pp.354-362
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    • 2006
  • This paper suggests a method for generating high qualify stereo video avatar to support visual communication in a CAVE$^{TM}$-like system. In such a system because of frequent change of light projected onto screens around user, it is not easy to extract user silhouette robustly, which is an essential step to generate a video avatar. In this study, we use an infrared reflective image acquired by a grayscale camera with a longpass filter so that the change of visible light on a screen is blocked to extract robust user silhouette. In addition, using two color cameras positioned at a distance of a binocular disparity of human eyes, we acquire two stereo images of the user for fast generation and stereoscopic display of a high quality video avatar without 3D reconstruction. We also suggest a fitting algorithm of a silhouette mask on an infrared reflective image into an acquired color image to remove background. Generated stereo images of a video avatar are texture mapped into a plane in virtual world and can be displayed in stereoscopic using frame sequential stereo method. Suggested method have advantages that it generates high quality video avatar taster than 3D approach and it gives stereoscopic feeling to a user 2D based approach can not provide.

Development of Fitness Avatar Model for Increasing Physical Activity in Individual with Spinal Cord Injury (척수장애인 신체활동 증가를 위한 피트니스 아바타 모형 개발)

  • Kang, Sunyoung
    • Convergence Security Journal
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    • v.14 no.3_1
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    • pp.65-70
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    • 2014
  • The aim of this study is to suggest the fitness Avatar model for increasing physical activities in individuals with SCI(spinal cord injury). With the increasing of the disable, the ratio of individuals with SCI is also increasing. Avatar is a movable image that represents a person in a virtual reality environment or in cyberspace. With the expansion of new technology, such as video games and virtual reality, there has been an increase in the interest of using virtual reality in therapy. It is not easy for individuals with SCI to access tho sports facilities due to paraplegia. The increasing physical activities based on virtual reality will be the most innovative and future-oriented approach. First, building a system and establishing a comprehensive support system is essential to activate and spread variety of physical activities for individuals with SCI. Second, providing a appropriate feedback and identifying the effect of intervention will be considered.

Career Development Art Program Using Avatars -Focused on Colorcode App- (아바타를 활용한 진로탐색 미술 프로그램 -칼라코드 앱을 중심으로-)

  • Kim, Jung-Young;Huh, Yoon-Jung
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.181-187
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    • 2018
  • This study was to develop and apply the avatar art activity as a career search program to find out the possibility of oneself based on self-understanding and to find out the value of work. Furthermore, this study has suggested the effect obtained by appreciating their own business card and images in the use of color code media. Art program has been conducted for five sessions in 'past tense' 'present tense' and 'future tense' on first graders in Middle School. As a result education effect obtained from the art program for career exploration in manufacturing Avatar is as follows. First, there was an effect as to how students ended up knowing their inner strength through mind-map realizing their characteristics and personal interest. Secondly, Avatar was manufactured by enhancing an understanding about them through self-exploration. Third, students appreciated their 'business card' and 'video clip' by using color code media building self-leading attitude in realizing career design.

Interactive Super Multi-view Content Technology (인터랙티브 초다시점 콘텐츠 제작 기술)

  • Cheong, J.S.;Ghyme, S.;Heo, G.S.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.39-48
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    • 2017
  • Since the world's first 3D commercial film with red-blue glasses was introduced in 1922, remarkable progress has been made in the field of 3D video. 3D video content gained enormous popularity with the movie "Avatar," which greatly increased the sale of 3D TVs. This momentum has weakened owing to lack of 3D content. However, the recent trend of virtual reality (VR) and augmented reality (AR) made 360 VR video and 3D games using a head mounted display wide spread. All these experiences mentioned above require wearing glasses to enjoy 3D content. Super multi-view content technology, on the other hand, enables viewers to enjoy 3D content without glasses on a super multi-view display. In this article, we introduce the technologies used to make super multi-view content, interact with it, and author content, which are developed by ETRI.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.

Real-time Avatar Animation using Component-based Human Body Tracking (구성요소 기반 인체 추적을 이용한 실시간 아바타 애니메이션)

  • Lee Kyoung-Mi
    • Journal of Internet Computing and Services
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    • v.7 no.1
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    • pp.65-74
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    • 2006
  • Human tracking is a requirement for the advanced human-computer interface (HCI), This paper proposes a method which uses a component-based human model, detects body parts, estimates human postures, and animates an avatar, Each body part consists of color, connection, and location information and it matches to a corresponding component of the human model. For human tracking, the 2D information of human posture is used for body tracking by computing similarities between frames, The depth information is decided by a relative location between components and is transferred to a moving direction to build a 2-1/2D human model. While each body part is modelled by posture and directions, the corresponding component of a 3D avatar is rotated in 3D using the information transferred from the human model. We achieved 90% tracking rate of a test video containing a variety of postures and the rate increased as the proposed system processed more frames.

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

New Implementation and Test Methodology for Single Lens Stereoscopic 3D Camera System (새로운 단일렌즈 양안식 입체영상 카메라의 구현과 테스트 방법)

  • Park, Sangil;Yoo, Sunggeun;Lee, Youngwha
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.569-577
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    • 2014
  • From the year 2009, 3D Stereoscopic movies and TV have been spotlighted after the huge success of a movie called "AVATAR". Moreover, most of 3D movies & contents are created by mixing real-life shots & virtual animated pictures, such as "Robocop 3", "Transformer 4" as shown in 2014. However, the stereoscopic 3D video film shooting with a traditional stereoscopic rig camera system, takes much more time to set the rig system and adjust the system setting for proper film making which necessarily resulting in bigger cost. In fact, these problems have depreciated the success of Avatar as decreasing demand for 3D stereoscopic video shooting. In this paper, inherent problems of traditional stereoscopic rig camera system are analyzed, and as a solution for the problems, a novel implementations of single-lens optical stereoscopic 3D camera system is suggested. The new system can be implemented to a technology for separating two lights when even those lights passing through in the same optical axis. The system has advantages of adjusting the setting and taking video compared with traditional stereoscopic 3D rig systems. Furthermore, this system can acquire comfortable 3D stereoscopic video because of the good characteristics of geometrical errors. This paper will be discussed the single-lens stereoscopic 3D camera system using rolling shutters, it will be tested geometrical errors of this system. Lastly, other types of single lens stereoscopic 3D camera system are discussed to develop the promising future of this system.