• Title/Summary/Keyword: 실시간 상호작용 애니메이션

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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.

Personality and Individual Media Dependency Goals (성격유형에 따른 미디어 의존관계에 관한 연구)

  • Shim, Jae-Woong
    • Cartoon and Animation Studies
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    • s.25
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    • pp.203-225
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    • 2011
  • This study investigated hypothesized relationships between three personality traits, as defined by PEN model (Psychoticism, Extraversion and Neuroticism), and individual media dependency. The basic idea of the study was that individuals' goals are related to active media use, and the goals will be different based on differences in individuals' personality types. In addition, this study attempted to find whether there are gender difference in constructing media dependency relations with the media. The study was conducted online and the total number of participants was 337 (158 male and 179 female). Correlation analyses indicated no relationship between the extraversion and any of the IMD media use categories. Lower levels of psychoticism were related to a greater likelihood of utilizing the media in an effort to obtain self understanding and having fun more than higher levels of psychoticism. Individuals with higher levels of neuroticism were significantly more likely to depend on the media for achieving self understanding than those with lower levels of neuroticism. When the variable of participant gender was controlled for, there were different patterns of the relationships between personality types and IMD goals. This study showed that to varying degrees certain personality types are related to the goals individuals seek to fulfill with the media use. The implications of the study were discussed.

A Study on the Analysis of Emotion-expressing Vocabulary for Realtime Conversion of Avatar′s Countenances (아바타의 실시간 표정변환을 위한 감정 표현 어휘 분석에 관한 연구)

  • 이영희;정재욱
    • Archives of design research
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    • v.17 no.2
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    • pp.199-208
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    • 2004
  • In cyberspace based on internet, users constitute communities and interact one another. Avatar means not only the other self but also the 'another being' that describes oneself in the cyberspace. If user's avatar shows expressive faces and behaves according to his thinking and emotion, he will have a feel of reality much more in the cyberspace. If avatar's countenances can be animated by just typing characters in avatar-based chat communication, the user is able to express his emotions more effectively. In this study, emotion-expressing vocabulary is analyzed and classified. Emotion-expressing vocabulary is essential to develop self-reactive avatar system in which avatar's countenances are automatically converted according to the words typed by users at chat. The results are as follows; First, emotion-expressing vocabulary selected out of Korean adjectives and intransitive verbs is made up of 209 words and is classified into 25 groups. Second, there are only 2 groups out of the 25 groups for positive expressions and others are for negative expressions. Therefore, negative expressions are more abundant than positive expressions in Korean vocabulary. Third, avatar's countenances are modelled according to the 25 groups by using the Quantification Method 3. The result shows that the emotion-expressing vocabulary has dose relations with avatar's countenances and is useful to communicate users' emotions. However, this study has some limits, in that Korean linguistical structure - the whole meaning of context - cannot be interpreted quantitatively.

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