• Title/Summary/Keyword: 가상의

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Impact Analysis of nonverbal multimodals for recognition of emotion expressed virtual humans (가상 인간의 감정 표현 인식을 위한 비언어적 다중모달 영향 분석)

  • Kim, Jin Ok
    • Journal of Internet Computing and Services
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    • v.13 no.5
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    • pp.9-19
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    • 2012
  • Virtual human used as HCI in digital contents expresses his various emotions across modalities like facial expression and body posture. However, few studies considered combinations of such nonverbal multimodal in emotion perception. Computational engine models have to consider how a combination of nonverbal modal like facial expression and body posture will be perceived by users to implement emotional virtual human, This paper proposes the impacts of nonverbal multimodal in design of emotion expressed virtual human. First, the relative impacts are analysed between different modals by exploring emotion recognition of modalities for virtual human. Then, experiment evaluates the contribution of the facial and postural congruent expressions to recognize basic emotion categories, as well as the valence and activation dimensions. Measurements are carried out to the impact of incongruent expressions of multimodal on the recognition of superposed emotions which are known to be frequent in everyday life. Experimental results show that the congruence of facial and postural expression of virtual human facilitates perception of emotion categories and categorical recognition is influenced by the facial expression modality, furthermore, postural modality are preferred to establish a judgement about level of activation dimension. These results will be used to implementation of animation engine system and behavior syncronization for emotion expressed virtual human.

A Study of the Performance of Virtual Education Systems (가상교육 지원 시스템 성능에 관한 연구)

  • Lee, Young-Houn;Kang, Seong-Guk;Kim, Myeong-Ryeol
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.77-85
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    • 2001
  • The virtual education has extended its position as a new educational mean in the whole society. A lot of cyber campuses like the virtual training institutes and the remote colleges were newly formed. With the development of the technology related to the Internet, new systems that support smooth virtual education have appeared. But the systems that had no problems at first became low speed gradually with the increase of the learners and contents and there arose a lot of problems. The problems can be solved through upgrading the hardware equipments, but it needs a lot of expenses and there always exists waste of unnecessary system resources. Accordingly, this study is to test the performance of the server through the simulation under various situations and investigate the plan for improvement in order to grope for the plan that can improve the performance of the virtual education systems. It is fragmentary simulation. But if we would like to correct the server programs and complement it on the basis of these plans for improvement, we may expect the sufficient improvement of performance. Also it may have sufficient values as data for smooth virtual education.

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A Study on Virtual Fitting Model System for Internet Fashion Shopping Mall (인터넷 패션 쇼핑몰을 위한 가상 피팅 모델 시스템 연구)

  • Tak Myung-Ja;Kim Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1184-1195
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    • 2006
  • The Internet has brought many changes in our daily lives. Now the recognition on the Internet fashion shopping matt has increased and it requires scientific and systematic research to understand the Internet fashion marketing system more correctly and to strengthen the marketing activity at the virtual space. A big shortcoming of an Internet fashion mall is that the consumers can't wear clothes themselves. Currently there is no system to cover the shortcoming, It would be nice if a 3D avata wears the clothes on behalf of a consumer after inputting the information of physical sizes of a consumer. The consumers can select many clothes, accessories and even the background. After establishing a complete virtual fashion shopping mall, the consumers who sue the Internet fashion shopping mall could wear the clothes at an online shop establishing an online shopping environment. It will be a sole way to ensure the trust of the consumers. This paper studies the read in reflection by PC camera and sample the edge detection. Virtual fitting system that wears virtual fitting model some clothes is establishment.

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User Centered Information of Navigation Process Saving Techniques Based on X3D Virtual Environment (X3D 기반 사용자 중심 가상환경 탐색항해를 위한 의미정보 저장 기법)

  • Song, Teuk-Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.10a
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    • pp.627-630
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    • 2007
  • XML is becoming a de facto standard for exchanging data in Internet data processing environments due to the inherent characteristics such as hierarchical self-describing structures. Nowadays the number of 3D VE(Virtural Environment) available on the internet is constantly increasing, most of them focused low-level geometric data that lack any semantic information. VRML is composed of simple science graph. X3D is constructed based on XML and has many advantage. However, previous researches can not apply various advantage of XML. This work proposes an alternate approach for association semantic information to X3D VE based on XML. These information use navigation to VE. Moreover, we study extraction method of sematic information to XML document. In this work, we study saving techniques for navigation processing.

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A Study of Virtual Colored Overlay for Dyslexics (난독증 학습장애인을 위한 가상 색 오버레이 연구)

  • Jang, Young-Gun;Choi, Hoon-Il;Yeon, Che-Yong
    • The KIPS Transactions:PartB
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    • v.16B no.3
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    • pp.215-224
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    • 2009
  • A film colored overlay has been used as an assistive device for dyslexics, Recently, several virtual colored overlays which can be used in computer were developed. But existing virtual overlays have some drawbacks which have limited colors and limited control capability over overlapped window by the overlays. Limited colors may prevent optimum color selection and limited control capability can obstruct to transfer keyboard and mouse operation to the overlapped window. In this paper, we implemented an overlay function which controls an overlapped window under the overlay window by using keyboard hooking and tray icon. We propose a method to determine the source color of a virtual overlays by estimating alpha value of alpha blending algorithm through measurement of the chromaticity and transmissivity of film overlays and implemented all colors which we can produce colors by using Intuitive Overlays. Test results of the developed virtual overlay show that all mentioned drawbacks of existing virtual overlays were eliminated. Therefore we can employ a result of WRRT to use the developed overlays.

Review on the Educational Possibilities of The Virtual Museum as Online Learning Environments (온라인 학습환경으로서 가상박물관(Virtual Museum)의 가능성에 대한 탐구)

  • Kang, In-Ae;Seol, Yeon-Kyung
    • The Journal of the Korea Contents Association
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    • v.10 no.4
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    • pp.458-470
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    • 2010
  • As digital technologies have strongly impacted the whole social aspects, so museum recently emerging as an alternative or supplementary learning environment to school, after active adoption to the technologies, gave birth to museum websites called 'Virtual Museums' which, then, result in enhancing the educational roles and functions of physical museum. In this context, this study aimed to review the process of how virtual museum has been developed in terms of its educational roles and characteristics in accordance with the evolutionary development of web. Especially, the analysis of the status quo of the current virtual museums in both Korea and overseas presented specific aspects of the educational elements and roles embedded in virtual museum which have been emphasized in many related research and studies. The categories of the roles of the virtual museum, as a result, were classified into 'digital archive,' 'learning resources,' and 'communigy,' each of which were, then, further elaborated for its individual educational uses. Eventually this study purposed to expand the public awareness and knowledge of virtual museum as the alternative online learning environments needed in the 21st century.

Extended Technology Acceptance Model of VR Head-Mounted Display in Early Stage of Diffusion (기술수용모델을 이용한 초기이용자들의 가상현실기기 채택 행동 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Digital Convergence
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    • v.15 no.5
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    • pp.353-361
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    • 2017
  • As one of Virtual Reality devices, HMD(Head-Mounted Device) helps users to experience an extended actual environment by providing them with virtual environment flexibly through the device. HMD considers user experience as importance as well as technical factors. Therefore, this study intended to analyze how the factors such as information quality, enjoyment, self-efficacy can have influence on the adoption of VR device using the extended technology acceptance model. The results showed that information quality and enjoyment have significant influences on perceived ease of use and usefulness. Self-efficacy only affect perceived ease of use. In addition, perceived ease of use and usefulness have influences on intention to use.

Beginnings of Mixed Reality : 20th Century Visual and Interactive Art (혼합현실의 단초 - 20세기 영상예술과 인터랙티브 아트를 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.32
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    • pp.315-333
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    • 2013
  • This study aims to investigate that today's Mixed Reality Technology did not appear suddenly but has its beginnings in 20th century Visual and Interactive Art. First, Photographic Art expressed three-D on the two-dimensional plane and mixed images of reality and virtuality. Photogram made people experience both two-dimensional images and three-dimensional effects concurrently, and Photomontage combined various photos and mixed reality and virtuality. Next, Cinema tried to combine virtuality and reality using objets and CG. Early Cinema composed films and real objets. As computer technology developed, Cinema composed objet CG on real images and then tried background CG compositing. Finally, Telepresence Art tried a new possibility of Mixed Reality breaking the boundary between reality and virtuality, subject and object. It oscillates between virtual space in reality and real space in virtuality, or represents Mixed Reality by remote control of long distance participants. In the future, for the development and direction of Mixed Reality, there will be more need of referring to Visual and Interactive Art.

A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.