• Title/Summary/Keyword: 배경화면

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A Study on VR Convergence Contents Creation Process ink painting (수묵화를 이용한 VR 융합콘텐츠 제작공정 연구)

  • Hou, Zheng-Dong;Choi, Chul-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.193-198
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    • 2018
  • Applying VR technology to animation areas is emerging as a trend of recent years. So if you use this VR technology in traditional ink animation, 2D art piece is expected to be equipped with a new narrative style and visual and auditory language, making it a new animation genre. There's a lot of technical difficulties in putting the existing 2D ink image on a 360 degree display. VR ink animation has been created that gives depth to VR space by using layer extraction method based on depth of distance and placing layers extracted on curved surface that is aligned with depth in 360-degree space in the image of ink painting, which is the background of traditional ink animation. In the text, we took an overview on problems generated in extracting layers of distant view, close-range view and middle distant view from the existing image of ink painting and made suggestions of an effective way to approach them.

Active Object Tracking based on stepwise application of Region and Color Information (지역정보와 색 정보의 단계적 적용에 의한 능동 객체 추적)

  • Jeong, Joon-Yong;Lee, Kyu-Won
    • The KIPS Transactions:PartB
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    • v.19B no.2
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    • pp.107-112
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    • 2012
  • An active object tracking algorithm using Pan and Tilt camera based in the stepwise application of region and color information from realtime image sequences is proposed. To reduce environment noises in input sequences, Gaussian filtering is performed first. An image is divided into background and objects by using the adaptive Gaussian mixture model. Once the target object is detected, an initial search window close to an object region is set up and color information is extracted from the region. We track moving objects in realtime by using the CAMShift algorithm which enables to trace objects in active camera with the color information. The proper tracking is accomplished by controlling the amount of pan and tilt to be placed the center position of object into the middle of field of view. The experimental results show that the proposed method is more effective than the hand-operated window method.

Casual Game Production Using Spritekit (스프라이트킷을 활용한 융복합 캐주얼 게임 제작)

  • Yoon, Dong-Joon;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.14 no.2
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    • pp.369-376
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    • 2016
  • This paper will discuss the process behind creating casual games utilizing Spritekits. Casual games, which recently have been on this rise due to the increasing use of personal adhered media and SNS, are significant in that they are leading the way to various changes in the gaming industry whilst making it popular. With this background in mind, and through research on Casual Games, we have divided the production process of Casual Games into three parts and created the game "Round and Round" which utilizes Spritekits. We have sectioned and organized the production process of Casual Games into four parts as followed: information architecture, design, program development, and debugging. This research will propose an easier methodology to approaching the production of casual games and be a guideline for creating games with the minimal amount of personnel.

Shot Type Detecting System using Face Detection (얼굴 검출을 이용한 숏 유형 감지 시스템)

  • Baek, Yeong-Tae;Park, Seung-Bo
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.9
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    • pp.49-56
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    • 2012
  • In this paper, we propose the method that decides the shot types using face detection technique. The shot types, such as close-up shot, medium shot, and long shot, can be applied as useful information for understanding narrative structure of movies. The narrative structure of movie is builded by characters. Also their mental and emotional changes become inextricably bound up with them of narrative. The shot types are decided by distance between character and camera. If put together above them, shot types can be found by using detection technique of face size of characters and understand narrative of movie. To do this, we propose the methodology to detect shot type by face detecting and implement the system to do it. Additionally, we evaluate the performance of the system. The implementation system has been evaluated as 95% for close-up shot detection and 90% for medium shot detection, while 53.3% is just detected for long shots.

Interactive VFX System for TV Virtual Studio (TV 가상 스튜디오용 인터랙티브 VFX 시스템)

  • Byun, Hae Won
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.21-27
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    • 2015
  • In this paper, we presents visual effect(water, fire, smoke) simulation and interaction system for TV virtual studio. TV virtual studio seamlessly synthesizes CG background and a live performer standing on a TV green studio. Previous virtual studios focus on the registration of CG background and a performer in real world. In contrast to the previous systems, we can afford to make new types of TV scenes more easily by simulating interactive visual effects according to a performer. This requires the extraction of the performer motion to be transformed 3D vector field and simulate fluids by applying the vector field to Navier Stokes equation. To add realism to water VFX simulation and interaction, we also simulate the dynamic behavior of splashing fluids on the water surface. To provide real-time recording of TV programs, real-time VFX simulation and interaction is presented through a GPU programming. Experimental results show this system can be used practically for realizing water, fire, smoke VFX simulation and the dynamic behavior simulation of fish flocks inside ocean.

Mixed Reality Extension System Using Beam Projectors : Beyond the Sight (빔 프로젝터를 이용한 혼합현실 확장 시스템 : Beyond the Sight)

  • Kim, Jongyong;Song, J.H;Park, J.H.;Nam, J.;Yoon, Seung-Hyun;Park, Sanghun
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.3
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    • pp.65-73
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    • 2019
  • Recently commercial mixed-reality devices have be launched and a variety of mixed-reality content has produced, but narrow field of view, which appear to be hardware technical limitations, are mentioned as an important issue for hindering immersion and limiting the scope of use. We propose a new innovative system that cooperate multiple beam projectors and a number of mixed reality devices. Using this technology, users can maximize immersion and minimize frustration of narrow viewing angles through 3D object rendering on background of large 2D screens. This system, named BtS (Beyond the Sight), is implemented on a client-server basis and includes the ability to calibrate between devices, share spatial coordinate systems, and synchronize real-time renderings as core modules. In this paper, each configuration module is described in detail and the possibility of its performance and application is shown through the introduction of mixed reality content case created using BtS system.

A Study on the User Analysis and Design Improvement Direction of Kiosks (국내 키오스크의 사용자 분석과 디자인 개선 방향에 관한 연구)

  • Kwak, Mi-So;Kim, Chul-Soo
    • Journal of the Korea Convergence Society
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    • v.13 no.4
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    • pp.171-183
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    • 2022
  • The purpose of this paper is to study the direction of improving kiosk design for convenient use by all users by increasing the usability of kiosks based on universal design principles. The direction of design improvement was studied by deriving essential improvements through additional surveys verifying the results of age-specific surveys and analysis related to the use of kiosks. The results of the study are as follows. High contrast between kiosk screen background and design elements, yellow color, and outline design elements increase readability. Then, reduce and enlarge the font based on 10pt. In addition, in consideration of wheelchair passengers, the area where the lower part cannot be designed and the minimum height of adjusting the height of the kiosk were derived. In the future, kiosk design requires a design and system that can diversify the functions of kiosks according to individual characteristics, and design should be focused on the application of universal design. Since this study has limited research subjects, further studies on various samples are required, and verification studies related to color and readability will also be conducted.

Mobile Text Readability Improvement Study of Korean Font - Focusing on Google Noto Sans Typeface -

  • Jae-Hong Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.77-86
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    • 2023
  • The background of this study lies in the increasing economic value of Korean fonts and the necessity for font development focused on small character design suitable for the mobile environment. The objective of this study is to analyze and propose strategies to improve readability on mobile screens. The research was conducted by applying eight attributes that could enhance readability according to Tim Ahrens to the design process of a Korean mobile font, adjusting Google's Noto Sans Korean for print/publishing and for small sizes. The results of the study indicate that 1. type width should be increased, 2. open counter (interior space) should be increased, 3. closed counter should be decreased, 4. font weight should be increased, 5. stroke contrast should be decreased, 6. spacing between characters should be increased. Therefore, distinct font families should be provided, differentiating between print/publishing and mobile use, as well as varying font weights and sizes, applying readability and legibility enhancement techniques for Korean fonts.

Designing learning service in real life contexts using smart device - focused on science learning - (스마트 디바이스를 활용한 일상생활 속 맥락 기반의 학습 서비스 디자인 - 과학 학습을 중심으로 -)

  • Choi, Hojeong;Ryoo, Han Young
    • Design Convergence Study
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    • v.14 no.4
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    • pp.151-167
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    • 2015
  • This research suggests scenarios of learning in real life contexts with smart devices and provides user interface prototypes to show their characteristics more effectively. For this, literature review was conducted to understand the strength and limitations of current learning in which real life contexts are used. Then, the characteristics of smart devices as a support tool of learning service was reviewed. With such understand, a user research was executed to establish 10 design guidelines for learning service in real life contexts. Finally, this paper suggested two scenarios that shows learning in real life contexts as case studies and their detailed user interface protypes.

A Study on Textual transformation for the filming of Webtoon - Analysing visual composition of Secretly Greatly(2013) - (웹툰의 영화화에 대한 텍스트 변용에 관한 연구 - <은밀하게 위대하게>의 시각적 구성요소 분석을 중심으로 -)

  • Kim, Eun Ju;Kim, Geon
    • Design Convergence Study
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    • v.14 no.1
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    • pp.83-98
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    • 2015
  • This study will examine the visual composition by which Secretly Greatly, in a circumstance that even the good original Manhwas or Webtoon have not made a hit on the market until now, could attract the spectator, in other word, illustrate the analogousness of the images through analysing visual texts. The study draw, first of all, a meaning of the box office performance caused by analogousness of image, that is similarity between the webtoon and film. In addition, the study will come up with an answer to the question that the webtoon, not in a temporary trend but in a sustainable form, can make itself develop. For this, the study suggests a meaning, worth and importance of the transformation, analysing visual components of a webtoon to film adaptation, Secretly Greatly. It primarily ranges over visual components, mise-en-scène identified with its expression formula, frame to frame changes and colour and tone. The examination sets the cinema's visual expression manner against the webtoon's on their concrete components: the size of scene, movement, color and tone, narrative condition and its background, spatial composition and depth, contrast, expression manner and disposition manner.