DOI QR코드

DOI QR Code

360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구

A Study on Efficient Positioning of Subtitles in 360 VR

  • 김형균 (국민대학교 소프트웨어학부)
  • 투고 : 2020.05.11
  • 심사 : 2020.06.20
  • 발행 : 2020.06.28

초록

본 논문에서는 360 VR에서 사용자 시점의 변화에 따라 자막이 팔로잉되는 기법을 제안하였다. Unity의 Scene에 Sphere 객체를 생성하고 Sphere 객체 표면에 360도 영상을 삽입한다. 이때, 시점을 내부로 변환하기 위해서 ReverseNormals 스크립트를 사용한다. 카메라 시점을 수정하기 위해 SightOrbitproved 스크립트를 사용한다. 이 스크립트를 이용해 시점에 따라 자막이 이동할 수 있는 환경을 설정한다. 다음으로 사용자가 원하는 3D Text(자막)를 Main Camera의 하위계층에 추가하고 360 VR 객체를 Build한다. 본 연구를 통해 구현된 3D Text 자막을 사용자 시점의 변화에 따라 비교하였다. 그 결과 시점의 변화가 진행되면서 일반 자막은 사용자의 시점에 따라 시선 밖으로 흘러가고 있으나, 3D Text 자막은 사용자의 시점에 따라 움직이면서 사용자가 항상 자막을 볼 수 있도록 구현되는 것을 확인할 수 있었다.

In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.

키워드

참고문헌

  1. Sports CHOSUN. (2017). KBL's first multi-angle relay service for domestic professional sports. http://news.chosun.com
  2. B. G. Kang, S. H. Ryu & W. B. Lee. (2017). Development of an interactive virtual reality service based on 360 degree VR image. Journal of Digital Convergence, 15(11), 463-470. https://doi.org/10.14400/JDC.2017.15.11.463
  3. D. W. Guo & J. H. Chung. (2017). A study on $360^{\circ}$ image production method for VR image contents. Journal of Digital Convergence, 15(12), 543-548. https://doi.org/10.14400/JDC.2017.15.12.543
  4. H. W. Kim, J. S. Lee & S. H. Yang, (2018). Study of capturing real-time 360 VR 3D game video for 360 VR E-sports broadcast. Journal of Broadcast Engineering, 23(6), 876-885. https://doi.org/10.5909/JBE.2018.23.6.876
  5. D. Kang. (2016). Break the screen, open the space! 360 degree camera! Retrieved from https://blog.lgcns.com/1099
  6. L. G. Lee & J. H. Chung. (2018). A study on effective stitching technique of $360^{\circ}$ camera image. Journal of Digital Convergence, 16(2), 335-341. https://doi.org/10.14400/JDC.2018.16.2.335
  7. L. G. Lee & J. H. Chung (2019). Study on compositing editing of $360^{\circ}$ VR actual video and 3D computer graphic video. Journal of Digital Convergence, 17(4), 255-260. https://doi.org/10.14400/JDC.2019.17.4.255
  8. Y. S. Lee & J. Kim. (2016). A study on the production efficiency of movie filming environment using $360^{\circ}$ VR. Journal of Korea Multimedia Society, 19(12), 2036-2043. https://doi.org/10.9717/kmms.2016.19.12.2036
  9. T. S. Shim, S. B. Yoo & S. H. Shin. (2017). 360 content pilot service platform of cultural assets based on MPEG-V standard realistic media Testbed. The Journal of Korea Navigation Institute, 21(6), 666-673.
  10. S. Nam. (2018). 360VR video production technology trend. Broadcast and Media, 23(4), 10-18. http://www.dbpia.co.kr/
  11. C. Kim. (2016). A comparative study for virtual reality $360^{\circ}$ contents shooting equipments based on real world. Journal of Broadcast Engineering, 21(5), 714-725. https://doi.org/10.5909/JBE.2016.21.5.714
  12. H. W. Kim & S. H. Yang. (2018). Implementation of 360 VR tiled video player with eye tacking based foveated rendering. Journal of Korea Multimedia Society, 21(7), 795-801. https://doi.org/10.9717/KMMS.2018.21.7.795
  13. Y. N. Lee & J. W. Park. (2018). Arrangement of narrative events and background in the contents of VR 360 video. Journal of Digital Contents Society, 19(9), 1631-1639. https://doi.org/10.9728/dcs.2018.19.9.1631
  14. Y. T. Moon & D. Kim. (2018). A research on the uses of and satisfactions from $360^{\circ}$ 3D video using VR devices. The Journal of the Korea Contents Association, 18(3), 205-214. https://doi.org/10.5392/JKCA.2018.18.03.205
  15. D. Y. Nam & J. K. Han. (2018). Seam finding algorithm using the brightness difference between pictures in 360 VR. Journal of Broadcast Engineering, 23(6), 896-913. https://doi.org/10.5909/JBE.2018.23.6.896
  16. H. J. Son & J. K. Han. (2018). Advanced seam finding algorithm for stitching of 360 VR images. Journal of Broadcast Engineering, 23(5), 656-668. https://doi.org/10.5909/JBE.2018.23.5.656
  17. Unity. (2019). BillboardAsset. https://docs.unity3d.com
  18. Unity. (2019). Mesh. https://docs.unity3d.com
  19. Unity. (2019). Transform-eulerAngles. https://docs.unity3d.com
  20. Unity. (2019). Mathf.clamp. https://docs.unity3d.com