• Title/Summary/Keyword: stereoscopic 3D animation

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VR media aesthetics due to the evolution of visual media (시각 미디어의 진화에 따른 VR 매체 미학)

  • Lee, Dong-Eun;Son, Chang-Min
    • Cartoon and Animation Studies
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    • s.49
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    • pp.633-649
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    • 2017
  • The purpose of this study is to conceptualize the changing aspects of human freedom of observation and viewing as the visual media evolves from film to 3D stereoscopic film and VR. The purpose of this study is to conceptualize the aspect of freedom and viewing aspect from the viewpoint of genealogy. In addition, I will identify the media aesthetic characteristics of VR and identify the identity and ontology of VR. Media has evolved around the most artificial sense of human being. There is a third visual space called screen at the center of all the reproduction devices centering on visual media such as painting, film, television, and computer. In particular, movies, television, and video screens, which are media that reproduce moving images, pursue perfect fantasy and visual satisfaction while controlling the movement of the audience. A mobilized virtual gaze was secured on the assumption of the floating nature of the so-called viewers. The audience sees a cinematic illusion with a view while seated in a fixed seat in a floating posture. They accept passive, passive, and passively without a doubt the fantasy world beyond the screen. But with the advent of digital paradigm, the evolution of visual media creates a big change in the tradition of reproduction media. 3D stereoscopic film predicted the extinction of the fourth wall, the fourth wall. The audience is no longer sitting in a fixed seat and only staring at the front. The Z-axis appearance of the 3D stereoscopic image reorganizes the space of the story. The viewer's gaze also extends from 'front' to 'top, bottom, left, right' and even 'front and back'. It also transforms the passive audience into an active, interactive, and experiential subject by placing viewers between images. Going one step further, the visual media, which entered the VR era, give freedom to the body of the captive audience. VR secures the possibility of movement of visitors and simultaneously coexists with virtual space and physical space. Therefore, the audience of the VR contents acquires an integrated identity on the premise of participation and movement. It is not a so-called representation but a perfection of the aesthetic system by reconstructing the space of fantasy while inheriting the simulation tradition of the screen.

A Study on the Correlation of Factors in 3-D Stereoscopic Visual-perception (3차원 입체영상에서 시지각(時知覺) 요인의 상관관계)

  • Cho, Yong-Keun
    • Cartoon and Animation Studies
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    • s.19
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    • pp.161-181
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    • 2010
  • Human beings experience the outside world through senses and have developed various ways of representation to preserve what they've experienced. The rapid progress of digital technology has opened a new era of representation technology, and furthermore, is functioning as a technology which offers new experiences. The sensory experiences through the sense of sight, which humans depend on more than 70% to perceive the outside world, have been becoming the center of representing the reality as the 3-D graphics technology has been growing, and developing by being grafted onto different areas of study. Various technologies to express the sense of reality, such as the technology to reinforce the virtual reality and to represent it in the reality, computer graphic, TUI technology, and five sensory technologies which apply humans' senses, are making advancement based on humans' visual features and sensory elements. In particular, the 3-D technology to display solidness provides not only representation but also new sensory experiences, and is emerging as the key technology to image contents. However, compared to the development of technology of 3-D graphics, there have been few basic studies on the principles of the sense of vision. Therefore, in this study, the principles and elements to sense videos will be examined. The sensory features of 3-D images to represent the sense of reality will be researched into, especially focusing on the experiential and physiological elements to sense 3-D structures, and the physical and psychological elements to sense shapes, which might be hopefully the basic study for producing 3-D contents.

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Manufacture Lenticular Map of Golf Courses Using Digital Orthophoto (수치정사영상을 이용한 렌티큘러 코스맵 제작)

  • Kim, Kam-Lae;Cheong, Hae-Jin;Cho, Won-Woo
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.25 no.5
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    • pp.475-482
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    • 2007
  • Most golfers believe that knowing yardages will improve their score. Certainly it helps with club selection. But, simple "Graphic" yardage guides being notorious for error and inaccuracies, which a serious golfer will pick immediately, only serve to erode the players enjoyment and ultimately, golf course satisfaction. Someone believes with low-level aerial photographic images, golfer will be impressed with the accuracy of the depiction, helping them play a more confident game. But, there are no mapping products in true 3-D available in the world that allows a golfer to determine shot distances in yards or meters. So, we suggest an lenticular technology for real 3-D display as a viable alternative to conventional image map solution. This technology is an image display method for the generation of multi-image effects like 3D visualization or animation. This methodology is cutting edge stereoscopic image which overcomes the limitation of conventional photo tech by recomposing and producing 3 dimensional images. A significant strength of this methods its versatility concerning display effects. The main use of the hardcopy 3-D lenticular displays is in the fields of science, education, planning, and representation. This paper gives a concise overview of the lenticular foil technology and describes the production of the true 3-D yardage book of golf courses. For this study, 3-D effects are achieved and evaluated with the lenticular display by incorporation multiple synthetic images based on digital topographic terrain model and by using the two images of the actual stereopair.

Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.