• Title/Summary/Keyword: Visual Interaction

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A Study on "A Midsummer Night's Palace" Using VR Sound Engineering Technology

  • Seok, MooHyun;Kim, HyungGi
    • International Journal of Contents
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    • v.16 no.4
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    • pp.68-77
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    • 2020
  • VR (Virtual Reality) contents make the audience perceive virtual space as real through the virtual Z axis which creates a space that could not be created in 2D due to the space between the eyes of the audience. This visual change has led to the need for technological changes to sound and sound sources inserted into VR contents. However, studies to increase immersion in VR contents are still more focused on scientific and visual fields. This is because composing and producing VR sounds require professional views in two areas: sound-based engineering and computer-based interactive sound engineering. Sound-based engineering is difficult to reflect changes in user interaction or time and space by directing the sound effects, script sound, and background music according to the storyboard organized by the director. However, it has the advantage of producing the sound effects, script sound, and background music in one track and not having to go through the coding phase. Computer-based interactive sound engineering, on the other hand, is produced in different files, including the sound effects, script sound, and background music. It can increase immersion by reflecting user interaction or time and space, but it can also suffer from noise cancelling and sound collisions. Therefore in this study, the following methods were devised and utilized to produce sound for VR contents called "A Midsummer Night" so as to take advantage of each sound-making technology. First, the storyboard is analyzed according to the user's interaction. It is to analyze sound effects, script sound, and background music which is required according to user interaction. Second, the sounds are classified and analyzed as 'simultaneous sound' and 'individual sound'. Thirdly, work on interaction coding for sound effects, script sound, and background music that were produced from the simultaneous sound and individual time sound categories is done. Then, the contents are completed by applying the sound to the video. By going through the process, sound quality inhibitors such as noise cancelling can be removed while allowing sound production that fits to user interaction and time and space.

Study on the Movement and Structural Axis in Exhibition Space (전시공간의 구성축과 관람순로에 관한 기초적 연구)

  • 정수영;차소란;임채진
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2003.05a
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    • pp.44-49
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    • 2003
  • Exhibition can be a type of mass-communication since it should contains some 'meaning' or 'message' that is to be delivered. The purpose of visiting museum is to view exhibits. Thus, factors, such as exhibits, exhibition media, show-case, direction signs, and gates, form visual perception, which means there exists homogeneity between visual perception and action. Visitors acquire knowledge by the space interaction when one can acknowledge the consecutive time flow while moving along the exhibition space. Visitors' movements can be formed by visual and perceptive experience that follows environmental stimulus and individual desire. Therefore, museum visitors experience certain shift flow with visual perception caused by the continuity of space. Thus, the research on development of focus in continuity is required. In addition, if the quality of exhibition space and organized continuity with visual diversity can be improved in exhibition design, it would expand the function of communication in exhibitions.

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A Study of Visual Programming Environment for NPE(Novice Programming Environment)

  • Kim, Ji-Wan;Seo, Hyun-Gon
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.183-190
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    • 2015
  • This paper investigates the three main functions of a typical visual app programming environment for Novice Programming developers, and compares the features. The Scratch is a visual programming environment for education, anyone can create a story easy as possible variously interaction, games, animations and more. App inventor provides precise and professional application development capabilities as compared with scratch. App Inventor in runs independently of the computer platform, and has a feature that must be constantly connected to the server over the internet, while the Inventor app runs. M-Bizmaker is suitable for commercial application development, consists of m-BizBuilder, m-BizEngine, m-BizServer or the like, provides a cross-platform visual programming environment.

Visual Dynamics Model for 3D Text Visualization

  • Lim, Sooyeon
    • International Journal of Contents
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    • v.14 no.4
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    • pp.86-91
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    • 2018
  • Text has evolved along with the history of art as a means of communicating human intentions and emotions. In addition, text visualization artworks have been combined with the social form and contents of new media to produce social messages and related meanings. Recently, in text visualization artworks combined with digital media, communication forms with viewers are changing instantly and interactively, and viewers are actively participating in creating artworks by direct engagement. Interactive text visualization with additional viewer's interaction, generates external dynamics from text shapes and internal dynamics from embedded meanings of text. The purpose of this study is to propose a visual dynamics model to express the dynamics of text and to implement a text visualization system based on the model. It uses the deconstruction of the imaged text to create an interactive text visualization system that reacts to the gestures of the viewer in real time. Visual Transformation synchronized with the intentions of the viewer prevent the text from remaining in the interpretation of language symbols and extend the various meanings of the text. The visualized text in various forms shows visual dynamics that interpret the meaning according to the cultural background of the viewer.

Intelligentization of Landscape Bamboo Buildings Based on Visual Data Transmission and 5G Communication

  • ke Yu Kai
    • International Journal of Advanced Culture Technology
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    • v.11 no.1
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    • pp.389-394
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    • 2023
  • Based on intelligent visual information and 5G, this paper studies the intelligent visual communication of landscape bamboo buildings, and provides a new method of intelligent perception and interactive computing for the real world, which can represent, model, Perception and cognition; through the integration of virtual and real, the situational understanding of the human-machine-material fusion environment and the interaction with nature. The 5G network can well meet the combination of high-bandwidth uplink transmission and low-latency downlink control. At the same time, 5G-based AR intelligent inspection, remote operation and maintenance guidance, and machine vision inspection. Taking the bamboo building as an example, through field inspections to analyze tourism Bamboo buildings before and after development, and the intelligentization of bamboo buildings based on 5G and visual modeling.

A Novel Integration Scheme for Audio Visual Speech Recognition

  • Pham, Than Trung;Kim, Jin-Young;Na, Seung-You
    • The Journal of the Acoustical Society of Korea
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    • v.28 no.8
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    • pp.832-842
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    • 2009
  • Automatic speech recognition (ASR) has been successfully applied to many real human computer interaction (HCI) applications; however, its performance tends to be significantly decreased under noisy environments. The invention of audio visual speech recognition (AVSR) using an acoustic signal and lip motion has recently attracted more attention due to its noise-robustness characteristic. In this paper, we describe our novel integration scheme for AVSR based on a late integration approach. Firstly, we introduce the robust reliability measurement for audio and visual modalities using model based information and signal based information. The model based sources measure the confusability of vocabulary while the signal is used to estimate the noise level. Secondly, the output probabilities of audio and visual speech recognizers are normalized respectively before applying the final integration step using normalized output space and estimated weights. We evaluate the performance of our proposed method via Korean isolated word recognition system. The experimental results demonstrate the effectiveness and feasibility of our proposed system compared to the conventional systems.

Image-based Visual Servoing Through Range and Feature Point Uncertainty Estimation of a Target for a Manipulator (목표물의 거리 및 특징점 불확실성 추정을 통한 매니퓰레이터의 영상기반 비주얼 서보잉)

  • Lee, Sanghyob;Jeong, Seongchan;Hong, Young-Dae;Chwa, Dongkyoung
    • Journal of Institute of Control, Robotics and Systems
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    • v.22 no.6
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    • pp.403-410
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    • 2016
  • This paper proposes a robust image-based visual servoing scheme using a nonlinear observer for a monocular eye-in-hand manipulator. The proposed control method is divided into a range estimation phase and a target-tracking phase. In the range estimation phase, the range from the camera to the target is estimated under the non-moving target condition to solve the uncertainty of an interaction matrix. Then, in the target-tracking phase, the feature point uncertainty caused by the unknown motion of the target is estimated and feature point errors converge sufficiently near to zero through compensation for the feature point uncertainty.

Augmented System for Immersive 3D Expansion and Interaction

  • Yang, Ungyeon;Kim, Nam-Gyu;Kim, Ki-Hong
    • ETRI Journal
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    • v.38 no.1
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    • pp.149-158
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    • 2016
  • In the field of augmented reality technologies, commercial optical see-through-type wearable displays have difficulty providing immersive visual experiences, because users perceive different depths between virtual views on display surfaces and see-through views to the real world. Many cases of augmented reality applications have adopted eyeglasses-type displays (EGDs) for visualizing simple 2D information, or video see-through-type displays for minimizing virtual- and real-scene mismatch errors. In this paper, we introduce an innovative optical see-through-type wearable display hardware, called an EGD. In contrast to common head-mounted displays, which are intended for a wide field of view, our EGD provides more comfortable visual feedback at close range. Users of an EGD device can accurately manipulate close-range virtual objects and expand their view to distant real environments. To verify the feasibility of the EGD technology, subject-based experiments and analysis are performed. The analysis results and EGD-related application examples show that EGD is useful for visually expanding immersive 3D augmented environments consisting of multiple displays.

A Study on the Complex Effects of Streetscape Components on Visual Preference (도시가로경관요소가 시각적 선호에 미치는 복합적 영향에 관한 연구)

  • 변재상;정수정;임승빈
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.2
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    • pp.9-18
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    • 1999
  • In this study the relative effects among trees, cars, wires and building facades on visual preference are measured with the photo-montage scenes, which were synthesized by computer graphic programs. In addition to these experiments, the interaction of each elements of streetscapes have been investigated. The results of this study can be summarized as follows ; (1) It was found that trees had a remarkable positive effect on preference for streetscapes, wires had a moderate negative effect, cars had a trivial effect and the effects of building facades were medium. (2) It was investigated that the building of residential type was most preferred among commercial, residential, and office building types. The next preferred building facade was the commercial type. (3) The interaction of each element of streetscapes also have effects on preference. Especially, it was found that the combined effects of building-wire and building-cars were more notable than other combined effects of two elements.

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Dual Autostereoscopic Display Platform for Multi-user Collaboration with Natural Interaction

  • Kim, Hye-Mi;Lee, Gun-A.;Yang, Ung-Yeon;Kwak, Tae-Jin;Kim, Ki-Hong
    • ETRI Journal
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    • v.34 no.3
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    • pp.466-469
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    • 2012
  • In this letter, we propose a dual autostereoscopic display platform employing a natural interaction method, which will be useful for sharing visual data with users. To provide 3D visualization of a model to users who collaborate with each other, a beamsplitter is used with a pair of autostereoscopic displays, providing a visual illusion of a floating 3D image. To interact with the virtual object, we track the user's hands with a depth camera. The gesture recognition technique we use operates without any initialization process, such as specific poses or gestures, and supports several commands to control virtual objects by gesture recognition. Experiment results show that our system performs well in visualizing 3D models in real-time and handling them under unconstrained conditions, such as complicated backgrounds or a user wearing short sleeves.