• Title/Summary/Keyword: 360 video

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

Effects of Dementia Experience using Virtual Reality on Public Awareness and Attitude toward Dementia Patients (3D 가상치매체험 프로그램이 치매에 대한 태도와 인식변화에 미치는 효과)

  • Jeong, Ji Woon;Kim, Hyun Taek;Park, June Hyuk
    • Journal of the HCI Society of Korea
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    • v.13 no.4
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    • pp.5-14
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    • 2018
  • The Empathy for Dementia using Virtual Reality (EDuVR) system, developed by the Jeju Provincial Dementia Center, is a 3D video system capturing the experience of dementia in a first-person perspective using 360 degree vritual reality (VR) technology. It was developed to create a greater understanding of dementia and to help people empathize with individuals with dementia through an immersive VR experience. The EDuVR shows how a dementia patient has impairments in memory, orientation, language, judgment and problem solving, as well as problems with activities of daily living. The present study reported the effectiveness of the EDuVR experience in changing public awareness of, and attitude toward, dementia. Sixty-six participants were assigned to the EDuVR (n = 34) or the conventional education (n = 32) groups, and two types of questionnaires - attitude and awareness questionnaires - were administered to the subjects before and after the EDuVR experience or education. The simulator sickness and presence questionnaires were administered to the EDuVR group to assess cybersickness and presence of the VR experience. As a results, the attitude and awareness toward dementia patients changed positively in both the EDuVR and the conventional education groups, and these changes did not differ between two groups. Only one person reported a significant level of cybersicness after experiencing the EDuVR system. These results suggest that the EDuVR enhances the level of understanding and empathy for dementia and would be a useful tool for improving awareness in the general public.

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A Study on the Document viewer optimized for VR environment (VR 환경에 최적화 된 문서 뷰어에 관한 연구)

  • Joo, Yong-Ho;Kim, Sang-Mok;Cho, Ok-Hue
    • Journal of the Korea Convergence Society
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    • v.12 no.5
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    • pp.139-145
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    • 2021
  • Through this study, we intend to study user satisfaction in order to verify whether there is a need for full-scale research, development and commercialization of document viewers in a VR environment. VR content consists of realistic 3D graphics and 360-degree video, and provides a synesthesia experience and immersion. We developed and tested a VR document viewer prototype that can utilize this concept as a document viewing system. It can act as a viewer that provides an interactive viewing environment according to the user's body interaction and the direction of the field of view, and it can be said that the feature of VR document viewer is that it can draw the user's high level of immersion and concentration when using the viewer. The developed prototype was tested in a test group consisting of 100 VR experiences and device owners for about 1 hour and 3 days a day, and then a questionnaire survey in the form of a fixed selection question was conducted. This study is a prototype study of a document viewer suitable for a virtual reality environment, and can lead to a sense of immersion when reading a document, and suggest a new document viewer direction that is effective for visual fatigue and visual perception of the document.

Scene Change Detection with Sequential Access Method in Compressed MPEG Videos (순차접근법을 이용한 MPEG 압축영역에서의 장면전환점 검출)

  • Ahn, Eui-Sub;Song, Hyun-Soo;Lee, Jae-Dong;Kim, Sung-Un
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.353-360
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    • 2004
  • The study on scene change detection in the compressed MPEG videos has been done by various approaches. However, most of these approacher accomplished scene change detection by carrying out decoding processes and then by comparing pixels with pixels. This approach it not suitable for real time applications owing to much computing time of decoding processes. Recently, the study on scene change detection algorithms using only information of compressed domain is becoming Increasingly important. In this paper, we propose a sequential access method as an efficient scene change detection algorithm in the compressed domain. According to the type of pictures in the compressed MPEG video streams (divided in I-blocks and each I-block into P-blocks), the proposed algorithm provides effective scene change detection by applying sequential access and block by block mechanism. The proposed sequential access method provides fast and accurate detection operation by reducing checking procedures of unnecessary pictures due to molt of operations in compressed domain and checking by block units. Also, this approach uses optimal algorithm to provide fast and accurate detection operation.

Three-dimensional Kinematic Analysis of the Yurchenko Layout with 360-degree Twist in Female Vaults: Deterministic Model and Judges' Scores

  • Park, Cheol-Hee;Kim, Young-Kwan
    • Korean Journal of Applied Biomechanics
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    • v.27 no.1
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    • pp.9-18
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    • 2017
  • Objective: The purpose of this study was to identify kinematic variables that govern successful performance and judges' scores and to establish correlative relationships among those of Yurchenko layout with a full twist in female vaults. Method: Four video cameras with sampling rate of 60 Hz collected 32 motion data of Yurchenko vaults from twenty-two female participants (age: $18.6{\pm}3.6years$, height: $153.0{\pm}6.5cm$, mass: $44.7{\pm}7.3kg$) during national competition. Posting processing and calculations of kinematic variables were performed in Kwon 3D XP and $Matlab^{(R)}$ programs. Correlation and regression analyses were applied to find the relationships between the obtained scores and kinematic variables. Deterministic model (Hay & Reid, 1988) was used to investigate the strength of correlative relationships among kinematic variables. Results: The obtained scores from the judges' decision were mainly affected by post-flight peak height, horse contact time, knee angle at landing, and horse takeoff angle. Strong blocking during horse contact was required to get successful performance and obtain high scores. Modified deterministic model showed that round-off entrance and takeoff angles and resultant velocity of the center of mass (CM) during the roundoff phase were the starting variables affecting performance in the following kinematics. Knee angle at landing, a highly influential variable on the obtained point, was only determined by judges' decision without significant correlative relationship with previous kinematic variables. Conclusion: The obtained scores highly depended on kinematic variables of post-flight and horse contact phases that were affected by those from the previous phases including round-off postures and resultant velocity of the body center of mass.

Panorama Background Generation and Object Tracking using Pan-Tilt-Zoom Camera (Pan-Tilt-Zoom 카메라를 이용한 파노라마 배경 생성과 객체 추적)

  • Paek, In-Ho;Im, Jae-Hyun;Park, Kyoung-Ju;Paik, Jun-Ki
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.45 no.3
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    • pp.55-63
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    • 2008
  • This paper presents a panorama background generation and object tracking technique using a Pan-Tilt-Zoom camera. The proposed method estimates local motion vectors rapidly using phase correlation matching at the prespecified multiple local regions, and it makes minimized estimation error by vector quantization. We obtain the required image patches, by estimating the overlapped region using local motion vectors, we can then project the images to cylinder and realign the images to make the panoramic image. The object tracking is performed by extracting object's motion and by separating foreground from input image using background subtraction. The proposed PTZ-based object tracking method can efficiently generated a stable panorama background, which covers up to 360 degree FOV The proposed algorithm is designed for real-time implementation and it can be applied to many commercial applications such as object shape detection and face recognition in various surveillance video systems.

A Biomechanical Comparison of Cushioning and Motion Control Shoes During Running (달리기시 쿠션형과 모션컨트롤형 런닝화 착용에 따른 생체역학적 비교)

  • Lee, Ki-Kwang
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.1-7
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    • 2005
  • Excessive pronation and impact force during running are related to various running injuries. To prevent these injuries, three type of running shoes are used, such as cushioning, stability, and motion control. Although there were may studies about the effect of midsole hardness on impact force, no study to investigate biomechanical effect of motion control running shoes. The purpose of this study was to determine biomechanical difference between cushioning and motion control shoes during treadmill running. Specifically, plantar and rearfoot motion, impact force and loading rate, and insole pressure distribution were quantified and compared. Twenty male healthy runners experienced at treadmill running participated in this study. When they ran on treadmill at 3.83 m/s. Kinematic data were collected using a Motion Analysis eight video camera system at 240 Hz. Impact force and pressure distribution data under the heel of right foot were collected with a Pedar pressure insole system with 26 sensors at 360 Hz. Mean value of ten consecutive steps was calculated for kinematics and kinetics. A dependent paired t-test was used to compare the running shoes effect (p=0.05). For most kinematics, motion control running shoes reduced the range of rearfoot motion compared to cushioning shoes. Runners wearing motion control shoe showed less eversion angle during standing less inversion angle at heel strike, and slower eversion velocity. For kinetics, cushioning shoes has the effect to reduce impact on foot obviously. Runners wearing cushioning shoes showed less impact force and loading rate, and less peak insole pressure. For both shoes, there was greater load on the medial part of heel compared to lateral part. For pressure distribution, runners with cushioning shoes showed lower, especially on the medial heel.

Analysis of whether the feeling of relative deprivation is shown in the comments of the Luxury Howl YouTube video - Focusing on modern sentiment analysis using TF-IDF, Word2vec, LDA and LSTM - (명품 하울 유튜브 영상 댓글에 나타난 상대적 박탈감 여부와 특징 분석 - TF-IDF, Word2vec, LDA, LSTM을 이용한 현대인의 감정 분석을 중심으로 -)

  • Choi, Jung Min;Oh, Hayoung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.355-360
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    • 2021
  • Recently Youtube has been more popular. As many studies show the comparative deprivation of the Social Medeia, this study looks into whether the comparative deprivation is expressed on the YouTube comments. It focuses on the Luxury Haul contents, videos about huge amounts of luxurious products, of which Youtubers'economic feature are demonstrative. The comments of the videos are analyzed with LDA TF-IDF and Word2Vec. Additionally, the comments were classified into positive and negative groups by the LSTM model as well. As a result of the study, even though many comments turned out positive, the negative keywords were indicated related to comparative deprivation. Also it was found that the viewers compared themselves with Youtubers. In particular, some YouTubers are more criticized if they are younger or does not seem to afford the luxurious products themselves. This study suggests that the users express the comparative deprivation on YouTube as well like on the other Social Media.

Non-Fire Alarm Management and Customized Automatic Guidance System (비화재보 관리 및 맞춤형 자동안내 시스템)

  • Hyo-Seung Lee;Ju-Sang Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.2
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    • pp.355-360
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    • 2023
  • Fire is a disaster that causes irreversible damage to many people due to personal injury and property damage. Various fire detection equipments are installed around us to detect and cope with it quickly. However, due to various problems such as artificial, environmental, and aging, fire detection equipment is activated even though it is not a actual fire, and there are many problems such as delaying the support to the necessary fire scene. In this paper, we analyze the non-fire alarm of the fire detection equipment and propose a system that enables the field staff to check the scene situation through the video as a way to prevent the mobilization due to the misinformation by checking the fire. The purpose of the present invention is to stably cope with a disaster by suggesting a customized automatic guidance system which induces a rapid evacuation by sending an evacuation guidance notification to a range of a fire occurrence neighboring area, and supports a rapid and accurate processing by a rapid dispatch of a firefighter, rather than a wide range of guidance such as an existing emergency disaster guidance letter when it is determined to be an actual fire through the confirmation procedure.