• Title/Summary/Keyword: 몰입형 상호작용

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Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

A Study on Virtual Reality Techniques for Immersive Traditional Fairy Tale Contents Production (몰입형 전래동화 콘텐츠 제작을 위한 가상현실 기술에 대한 연구)

  • Jeong, Kisung;Han, Seunghun;Lee, Dongkyu;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.43-52
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    • 2016
  • This paper is to study techniques of a virtual reality to maximize the depth of the users' immersion based on differentiated interactive contents using korean traditional fairy tale. In order to increase more interests in korean traditional fairy tale, we produce a interactive 3D contents and propose a new approach to a system designing applying a virtual realities such as HMD, Leap motion. First, using Korean traditional fairy tale, we generate interactive contents consisting of scenes intensifying user's tensions while interaction of game process. Based on the interactive contents generated, we design scene generation using Oculus HMD, the gaze based input processes and a hand interface using Leap motion, in order to provide a multi dimensional scene transmission and an input process method to intensify the sense of the reality. We will verify through diverse tests whether the proposed virtual reality contents based on a technique of an input process will actually intensify the immersion in the virtual reality or not while minimizing the motion sickness of the users.

Propelling and Turning Motions of Fish for Virtual Aquarium (가상 수족관 물고기의 추진과 회전 유영 생성 방법)

  • Han, yoon-seok;Yoon, jae-hong;Kim, eun-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.33-37
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    • 2008
  • The interaction between artificial fish and aquatic surroundings and the fish's realistic locomotion are very important elements to construct virtual aquariums. In general, the artificial fish in virtual aquariums used to be created by 3D modeling tools, and was repeatedly showing the simple and constant form of swimming. This paper will analyze the sorts of biological forms of fish-swimming and the propelling and turning characteristics. Then, we propose a method of the basic swimming and turning of artificial fish to generate various and natural-looking locomotion. It is possible to make a explorable virtual aquarium more immersive by using interactive interfaces together.

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Preliminary Framework of System and Authoring Tool for a 'Sil-Gam' Book (실감책을 위한 시스템 및 저작 도구 기본 프레임워크)

  • Park, Sun-Young;Lee, Jun-Hun;Kim, Hyun-Gon;Kim, Yeong-Mi;Choi, Kwon-Young;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2073-2075
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    • 2009
  • 최근 멀티미디어 기술과 가상/증강현실 기술의 발전으로 사용자에게 몰입감 있는 콘텐츠를 제공하는 여러 시스템들이 제안되고 있다. 또한 기존의 시각과 음향효과만으로 이루어진 시스템의 한계를 넘어서 실제와 같은 느낌을 전달할 수 있는 햅틱기술을 적용하여 보다 몰입감있는 체험형 실감책들이 고안되고 있다. 본 연구에서는 과학교과서를 중심으로 과학적 이론을 보다 효과적으로 가르치고 배우기 위해 필요한 다양한 촉감(Haptic)을 분류하고, 이를 실감책에 적용하여 책이 담고 있는 주요 내용 또는 삽화와 관련된 다양한 멀티미디어 콘텐츠를 가상/증강환경에서 시청각정보와 함께 촉각콘텐츠를 독자에게 제공함으로써 보고, 듣고 만질 수 있는 적극적인 촉감 상호작용이 가능한 실감책 ('Sil-Gam' Book) 시스템의 기본 프레임워크를 제시한다.

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A Study on Parameters for Optimizing Cognitive Distance in Virtual Environment (가상공간에서의 거리감 인지 최적화를 위한 제어 요소 도출 연구)

  • Lee, Jung-Gi;Sul, Se-Hee;Kim, Nam-Gyu;Yang, Ungyeon
    • Annual Conference of KIPS
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    • 2017.04a
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    • pp.1058-1059
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    • 2017
  • 현실의 물리적인 공간에서의 상호작용으로 얻은 경험을 가상현실에서 완전 몰입형 HMD를 착용한 사용자에게 동일하게 제공하기 위해서는 가상공간 내의 사물의 위치, 높이와 같은 거리감을 효율적으로 제공하는 것은 매우 중요하다. 본 연구에서는 사용자가 느끼는 실재와 가상 간 거리감 보정을 위한 제어 요소 도출을 위해 인체 데이터인 IPD, 키, 눈높이를 측정하여 실험에 반영한다. 실험 시 보다 높은 가상공간 상 거리감 인지를 위해 현실에서의 50cm, 100cm 거리감 인지 훈련을 수행한다. 실험자는 가상공간 상에서 85cm 거리에 위치한 판자를 시각적으로 가늠 후 인지한 만큼 이동하게 되고 그 거리를 측정한다. 측정된 데이터들을 바탕으로 한 분산 분석을 통해 각 데이터 간의 관계를 파악한다.

GIVI: The Integrated Interface for Controlling Rotor Dynamics Data Visualized On Immersive Virtual Reality Environments (GIVI: 몰입형 가상현실 환경에서 가시화된 데이터를 제어하는 통합 인터페이스)

  • Hur, YoungJu;Kim, MinAh;Lee, JoongYoun
    • Annual Conference of KIPS
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    • 2010.11a
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    • pp.799-802
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    • 2010
  • HPC에서 시뮬레이션을 수행한 결과로 생성된 데이터는 크기가 방대하고 구조가 복잡해지는 양상을 보이고 있다. 데이터 크기로만 보더라도 기가바이트를 넘어 테라바이트에 이를 정도로 대형화되는 경향을 보이고 있으며, 이렇게 복잡도가 놓은 대형 데이터는 이미 컴퓨터 한 대에서 처리하고 분석할 수 있는 범주는 넘어서고 있다. 본 논문에서는 이런 복잡한 과학 시뮬레이션 데이터 중, 특히 로터 동역학 분야의 데이터를 가시화하고 제어하는데 필요한 통합 가상현실 인터페이스를 소개하기로 한다. 현재 개발중인 GLOVE 프레임워크는 대용량 데이터를 연구자가 필요로 하는 형태로 다양하게 가공해서 가시화해서 분석할 수 있게 하는 프레임워크이며, GIVI는 그 중 사용자와의 인터페이스 부분을 담당하는 프레임워크다. GIVI는 가상현실 환경에서 시뮬레이션 데이터를 실시간으로 상호작용을 통해 분석하는데 필요한 기반환경을 제공하며, 향후에는 실시간 시뮬레이션을 위한 인터페이스로도 확장될 것이다.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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Effective 3D Object Selection Interface in Non-immersive Virtual Environment (비몰입형 가상환경에서 효과적인 3D객체선택 인터페이스)

  • 한덕수;임윤호;최윤철;임순범
    • Journal of Korea Multimedia Society
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    • v.6 no.5
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    • pp.896-908
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    • 2003
  • Interaction technique in .3D virtual environment is a decisive factor that affects the immersion and presence felt by users in virtual space. Especially, in fields that require exquisite manipulation of objects such as electronic manuals in desktop environment, interaction technique that supports effective and natural manipulation of object is in demand. In this paper, 3D scene graph can be internally divided and reconstructed to a list defending on the users selection and through moving focus among the selection candidate objects list, the user can select 3D object more accurately Also, by providing various feedbacks for each manipulation stage, more effective manipulation is possible. The proposed technique can be used as 3D user interface in areas that require exquisite object manipulation.

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Immersive user interfaces for visual telepresence in human-robot interaction (사람과 로봇간 원격작동을 위한 몰입형 사용자 인터페이스)

  • Jang, Su-Hyeong
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.406-410
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    • 2009
  • As studies on more realistic human-robot interface are being actively carried out, people's interests about telepresence which remotely controls robot and obtains environmental information through video display are increasing. In order to provide natural telepresence services by moving a remote robot, it is required to recognize user's behaviors. The recognition of user movements used in previous telepresence system was difficult and costly to be implemented, limited in its applications to human-robot interaction. In this paper, using the Nintendo's Wii controller getting a lot of attention in these days and infrared LEDs, we propose an immersive user interface that easily recognizes user's position and gaze direction and provides remote video information through HMD.

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Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion (메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현)

  • Kirak Kim;Sangah Lee;Nahyeon Kim;Moonryul Jung
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.4
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    • pp.1-6
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    • 2023
  • To enhance immersive experiences for metaverse environements, background music is often used. However, the background music is mostly pre-matched and repeated which might occur a distractive experience to users as it does not align well with rapidly changing user-interactive contents. Thus, we implemented a system to provide a more immersive metaverse conversation experience by 1) developing a regression neural network that extracts emotions from an utterance using KEMDy20, the Korean multimodal emotion dataset 2) selecting music corresponding to the extracted emotions from an utterance by the DEAM dataset where music is tagged with arousal-valence levels 3) combining it with a virtual space where users can have a real-time conversation with avatars.