• Title/Summary/Keyword: Virtual Augmented Reality

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A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.

A novel method for natural motion mapping as a strategy of game immediacy

  • Lee, Ji Young;Woo, Tack
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.5
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    • pp.2313-2326
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    • 2018
  • The method of operating a game could determine the psychological distance between the player and the game character, and thus, in the Virtual Reality, players' control methodologies are important to enhance their immersion. This study has the objective of examining the difference in games according to the method of operation based on the player's movements. This study researched the effect of the method of operating movement conforming to the movement of the character and the physical operation of the body on forming game experiences for the player. The result of performing an experiment increased reality for the game player through a controller in the shape of the actual control, to increase focus in the game. As so, game play through movements, including actual movements by the player displayed to enhance game satisfaction. In the part of media remediation field, Game can be defined as media which has their own unique hypermediacy. Especially, in the motion based game, players' movement mediates players and the game, therefore, players' movement could make players' experience augmented or immediate in accordance with the characteristics of movements. Even though sports and dances genres of motion-based games are common, RPG or adventure genres are rare. It can be explained that the characteristics of the action have been explained in the immediacy. In a game of fantasy, which is difficult to experience in real-life situations, the nature of the player's motion can increase the immersion of the game, which can contribute to utilization of players' motion and experience design in the various genres and suggestion of grounds theory. In addition, through this study, it is able to design motion-based games of various genres.

3D Human Shape Deformation using Deep Learning (딥러닝을 이용한 3차원 사람모델형상 변형)

  • Kim, DaeHee;Hwang, Bon-Woo;Lee, SeungWook;Kwak, Sooyeong
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.2
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    • pp.19-27
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    • 2020
  • Recently, rapid and accurate 3D models creation is required in various applications using virtual reality and augmented reality technology. In this paper, we propose an on-site learning based shape deformation method which transforms the clothed 3D human model into the shape of an input point cloud. The proposed algorithm consists of two main parts: one is pre-learning and the other is on-site learning. Each learning consists of encoder, template transformation and decoder network. The proposed network is learned by unsupervised method, which uses the Chamfer distance between the input point cloud form and the template vertices as the loss function. By performing on-site learning on the input point clouds during the inference process, the high accuracy of the inference results can be obtained and presented through experiments.

Analysis and Suggestions of Digital Heritage Policy

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.71-78
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    • 2019
  • In this paper, we divided domestic and foreign digital cultural activation policies into four types. We also described projects of each policy and analyzed the limitations of the policy. Finally, we suggested solutions to overcome these limitations. Changes in daily life caused by the recent development of 5G network technology, augmented reality, and virtual reality technology have brought many changes in the way of preservation and utilization of cultural heritage. In particular, digital technology is used for digitization of cultural heritage, storing, and managing digital data, digitally restoring cultural heritage, and enabling time, space, multi-sensory experiences. For this purpose, new policies was required to utilize this. This study divides domestic and international digital heritage policies into digital infrastructure construction, sharing and communication platform construction, public relations, and demonstration contents production support policies. This study is meaningful in classifying the fields of digital heritage policy and introducing digital heritage policy trends. It is also meaningful to suggest ways to improve digital heritage policies through analysis of domestic and foreign cases.

Extraction of Line Drawing From Cartoon Painting Using Generative Adversarial Network (Generative Adversarial Network를 이용한 카툰 원화의 라인 드로잉 추출)

  • Yu, Kyung Ho;Yang, Hee Deok
    • Smart Media Journal
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    • v.10 no.2
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    • pp.30-37
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    • 2021
  • Recently, 3D contents used in various fields have been attracting people's attention due to the development of virtual reality and augmented reality technology. In order to produce 3D contents, it is necessary to model the objects as vertices. However, high-quality modeling is time-consuming and costly. In order to convert a 2D character into a 3D model, it is necessary to express it as line drawings through feature line extraction. The extraction of consistent line drawings from 2D cartoon cartoons is difficult because the styles and techniques differ depending on the designer who produces them. Therefore, it is necessary to extract the line drawings that show the geometrical characteristics well in 2D cartoon shapes of various styles. This study proposes a method of automatically extracting line drawings. The 2D Cartoon shading image and line drawings are learned by using adversarial network model, which is artificial intelligence technology and outputs 2D cartoon artwork of various styles. Experimental results show the proposed method in this research can be obtained as a result of the line drawings representing the geometric characteristics when a 2D cartoon painting as input.

Design of white tandem organic light-emitting diodes for full-color microdisplay with high current efficiency and high color gamut

  • Cho, Hyunsu;Joo, Chul Woong;Choi, Sukyung;Kang, Chan-mo;Kim, Gi Heon;Shin, Jin-Wook;Kwon, Byoung-Hwa;Lee, Hyunkoo;Byun, Chun-Won;Cho, Nam Sung
    • ETRI Journal
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    • v.43 no.6
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    • pp.1093-1102
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    • 2021
  • Microdisplays based on organic light-emitting diodes (OLEDs) have a small form factor, and this can be a great advantage when applied to augmented reality and virtual reality devices. In addition, a high-resolution microdisplay of 3000 ppi or more can be achieved when applying a white OLED structure and a color filter. However, low luminance is the weakness of an OLED-based microdisplay as compared with other microdisplay technologies. By applying a tandem structure consisting of two separate emission layers, the efficiency of the OLED device is increased, and higher luminance can be achieved. The efficiency and white spectrum of the OLED device are affected by the position of the emitting layer in the tandem structure and calculated via optical simulation. Each white OLED device with optimized efficiency is fabricated according to the position of the emitting layer, and red, green, and blue spectrum and efficiency are confirmed after passing through color filters. The optimized white OLED device with color filters reaches 97.8% of the National Television Standards Committee standard.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

Parallel Structure Design Method for Mass Spring Simulation (질량스프링 시뮬레이션을 위한 병렬 구조 설계 방법)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.55-63
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    • 2019
  • Recently, the GPU computing method has been utilized to improve the performance of the physics simulation field. In particular, in the case of a deformed object simulation requiring a large amount of computation, a GPU-based parallel processing algorithm is required to guarantee real-time performance. We have studied the parallel structure design method to improve the performance of the mass spring simulation method which is one of the methods of implementing the deformation object simulation. We used OpenGL's GLSL, a graphics library that allows direct access to the GPU, and implemented the GPGPU environment using an independent pipeline, the compute shader. In order to verify the effectiveness of the parallel structure design method, the mass - spring system was implemented based on CPU and GPU. Experimental results show that the proposed method improves computation speed by about 6,000% compared to the CPU Environment. It is expected that the lightweight simulation technology can be effectively applied to the augmented reality and the virtual reality field by using the design method proposed later in this research.

Web Assembly System Architecture Model (웹 어셈블리 시스템 아키텍처 모델)

  • Park, Jin-Tae;Moon, Il-Young
    • Journal of Advanced Navigation Technology
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    • v.23 no.4
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    • pp.328-332
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    • 2019
  • Advances in web technology have enabled technical convergence in various system environments to be carried out through the web interface. The Web can be categorized from the Web 1.0 to the 4.0, depending on its role, it has the characteristics of connects information, connects people, connects knowledge, and connects intelligence. In addition, various technological needs occurred through the mobile app during the 4th Industrial Revolution, and functions such as 3D, virtual reality, augmented reality, video/audio processing were enabled on the web, which was a simple means of providing information. Technical standards have been studied to support these period needs. In this paper, I would like to mention one of the Web assembly. We will explore ways to link and fuse Web assembly with existing web systems (or platforms) and analyze their technical implications through a variety of examples. In addition, we will conduct a study on the architecture that can fuse the existing javascript with the web assembly, and discuss the future direction of the study.