• Title/Summary/Keyword: 3D 자막

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A Study on Efficient Positioning of Subtitles in 360 VR (360 VR 영상에서 효율적인 자막 위치 선정에 관한 연구)

  • Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.93-98
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    • 2020
  • In this paper, we proposed a technique in which subtitles are followed according to changes in the user's viewpoint in 360 VR. Create a Sphere object in Unity's Scene and insert a 360-degree image on the surface of the Sphere object. At this time, the ReverseNormals script is used to convert the viewpoint to the inside. The SightOrbitproved script is used to modify the camera view. Use this script to set the environment in which subtitles can move depending on the viewpoint. Next, add the 3D text (subtitle) that the user wants to the lower layer of the main camera and build a 360 VR object. The 3D text subtitles implemented through this study were compared according to the change of the user's viewpoint. As a result, as the viewpoint changes, normal subtitles flow out of line of sight according to the user's point of view, but 3D Text subtitles move according to the user's point of view, and it can be seen that the user can always view the subtitles.

4D event extraction from subtitles and scenario information (자막과 시나리오 정보로부터 4D 이벤트 추출)

  • Lee, Jin-Kyu;Jang, In-Seon;Kang, Hang-Bong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.11a
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    • pp.1510-1512
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    • 2013
  • 3D 영화 산업 발전과 함께 4D 영화에 관한 수요가 증가했지만, 4D 영화 제작은 복잡한 시스템과 오랜 제작 시간을 요구한다. 본 논문에서는 기존의 4D 영화 제작 방식의 문제점을 해결하기 위해 자막과 시나리오 정보를 이용한 4D 이벤트 추출 방법을 제안한다. 자막과 시나리오의 문장으로 부터 4D 이벤트와 관련된 특징을 추출하고 4D 사전과 비교하여 4D 이벤트를 분류한다. 또한, 자막과 시나리오 각각의 4D 이벤트 추출 성능을 비교한다.

Synchronization of the Train PIS using the reference clock and development of a subtitle authoring tool (레퍼런스 클럭을 이용한 객차 PI 시스템 동기화 및 자막 편집기 개발)

  • Kim, Jung-Hoon;Jang, Dong-Wook;Han, Kwang-Rok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.4
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    • pp.1-10
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    • 2007
  • This paper describes the development of a network-based passenger information system(PIS) which provides the convenience of the passenger of the train and heightens the effect of the subtitle service, the advertising and the shelter guidance broadcasting against the urgent event. The existing system uses VGA signal distributor in order to broadcast information with image and subtitle and voice guidance. In this paper we improve the existing system by applying the UDP and TCP/IP protocol and use a reference clock to solve a data loss and synchronization problem which occurs in this case. We also developed an XML-based subtitle authoring tool which can edit and play the subtitles with various 3D to improve the automatic guidance broadcasting and advertisement effect according to the operation schedule of the train. The system performance was evaluated through a simulation.

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Development of Korean Sign Language Generation System using TV Caption Signal (TV 자막 신호를 이용한 한글 수화 발생 시스템의 개발)

  • Kim, Dae-Jin;Kim, Jung-Bae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.39 no.5
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    • pp.32-44
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    • 2002
  • In this paper, we propose TV caption-based KSL(Korean Sign Language) generation system. Through TV caption decoder, this caption signal is transmitted to PC. Next, caption signal is segmented into meaning units by morphological analyzer in considering specific characteristics of Korean sign language. Finally, 3D KSL generation system represents the transformed morphological information by 3D visual graphics. Specifically, we propose a morphological analyzer with many pre-processing techniques for real-time capability. Our developed system is applied to real TV caption program. Through usage of the deaf, we conclude that our system is sufficiently usable compared to conventional TV caption program.

A Study on the Presence Classified by Dimensions through Character Agents on E-Learning (온라인 강의 프로그램의 캐릭터 에이전트를 통한 차원별 프레젠스 연구)

  • Kweon, Sang-Hee;Cho, Eun-Joung
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.123-143
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    • 2009
  • This study examined factors of presence using the experimental method. The design of this study was to analyze presence through the dimensions of character agents(text, voice, 2D, 3D, reality character dimension and gender) for e-learning platforms that used new technology-based content. There were 232 experimental participants in the study. This study was designed to measure their cognitive awareness of presence by agent dimensions in the first level to measure the presence level in the types of users. The results showed that there were significant correlation between types of users and presence. However there were no statistically significant results on dimensions. In addition, there were significant differences on character gender, voice or non-voice, text or non-text and character dimensions.

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Active Transport of Anions through Synthesized Polymer Membrane with Pyridine as Fixed Carrier (피리딘 고정전달자를 함유한 합성 고분자막을 통한 음이온의 능동전달)

  • 이용현;한정우박돈희조영일
    • KSBB Journal
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    • v.6 no.3
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    • pp.241-247
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    • 1991
  • The Poly (4-vinyipyridine-co-styrene) membrane containing Pyridine as fixed carrier was synthesized and characterized. And the active transport mechanism of Cl- and $CCl_3COO^-$ with changing concentration of $H^+$ and $OH^-$ was investigated. $CCl_3COO^-$ was transported not only by a symport mechanism with $H^+$ transfer but also by an antiport mechanism with $OH^-$transfer, while $Cl^-$ was transported only by a symport mechanism with $H^+$ transfer. Observing the initial flux of anions, salt formation constant between ions and membrane (K), and diffusion coefficient in membrane (D) were calculated as follows: for $Cl^-, \;K=4.60{\times}10^2\;mol^{-1}{\cdot}\textrm{cm}^3, \;D=1.57{\times}10^{-3}{\textrm{cm}^2/h$ and for $CCl_3COO^-, \;K=1.l0{\times}10^4\;mol^{-1}{\cdot}\textrm{cm}^3, \;D=1.14{\times}10^{-4}{\textrm{cm}^2}/h$.

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Development of Virtual Reality Contents for Korean Sign Language Interpretation (수화 통역을 위한 VR 콘텐츠 개발)

  • Na, Kil-Hang;Lee, Byung-Ho;Kim, Jong-Hun;Kim, Jong-Nam;Jung, Young-Kee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.690-695
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    • 2009
  • 본 논문은 영화, 방송, 애니메이션 등의 다양한 동영상 콘텐츠에 수화 애니메이션을 합성하여 동영상 콘텐츠를 청각 및 언어장애인들에게 이해시키기 위한 수화 통역 VR 콘텐츠 시스템을 제안하고자 한다. 제안된 시스템은 수화 사전에 있는 수화들을 3D 애니메이션으로 DB화하기 위해, 모션 캡처 시스템과 데이터 글러브를 사용하여 실제 사람처럼 자연스러운 애니메이션을 생성하였다. 최종적으로 동영상 콘텐츠의 자막이나 대본의 구문분석을 한 후, 이를 수화용 단어자막을 통해 수화 애니메이션을 DB에서 검색한 후, 실시간적으로 기존 동영상 콘텐츠와 동기합성을 하여 수화 통역 콘텐츠를 제공하는 VR 콘텐츠 시스템을 구현하였고 이 시스템을 동화용 애니메이션에 적용하였다.

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미세탐침기반 기계-화학적 리소그래피공정을 이용한 3차원 미세 구조물 제작에 관한 기초 연구

  • 박미석;성인하;김대은;장원석
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.05a
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    • pp.128-128
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    • 2004
  • 나노 스케일의 구조물 제작에 있어서 기존의 리소그래피 공정들이 가지는 한계점을 극복하기 위해서 다양한 방식의 새로운 공정들이 개발되고 있다. 특히, 기계-화학적 가공공정을 이용한 미세탐침 기반의 나노리소그래피 기술(Mechano-Chemical Scaning Probe based Lithography; MC-SPL)은 기존의 포토리소그래피 공정의 단점을 극복하고, 보다 경제적이며 패턴 디자인 변경이 유연한 미세 패턴 제작 기술임이 확인되었다.(중략)

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Real-Time Stereo Matching of HD Video Using Graphics Hardware (그래픽 하드웨어를 이용한 HD 영상의 실시간 스테레오 정합)

  • Oh, Juhyun;Sohn, Kwanghoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.07a
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    • pp.35-38
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    • 2011
  • 최근 3DTV 의 급격한 활성화로 스테레오 영상 콘텐츠 제작이 크게 증가하고 있다. 스테레오 영상은 일반 2D 영상과 달리 깊이(depth)가 존재하므로 자막과 같은 그래픽의 삽입에서 그 깊이를 반드시 고려해야 한다. 또한 시각피로를 줄이기 위해 스테레오 촬영 시 영상의 변이맵(disparity map)을 실시간 관찰할 필요성도 요구되고 있다. 본 논문에서는 최신의 그래픽 하드웨어를 이용하여 듀얼스트림 HD 영상을 실시간으로 스테레오 정합하는 방법을 제안한다.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.