• Title/Summary/Keyword: 3D convergence contents

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Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Specification and Implementation of Projective Texturing Node in X3D

  • Kim, In-Kwon;Jang, Ho-Wook;Yoo, Kwan-Hee;Ha, Jong-Sung
    • International Journal of Contents
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    • v.12 no.2
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    • pp.1-5
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    • 2016
  • Extensible 3D (X3D) is the ISO standard for defining 3D interactive web- and broadcast-based 3D content integrated with multimedia. With the advent of this integration of interactive 3D graphics into the web, users can easily produce 3D scenes within web contents. Even though there are diverse texture nodes in X3D, projective textures are not provided. We enable X3D to provide SingularProjectiveTexture and MultiProjectiveTexture nodes by materializing independent nodes of projector nodes for a singular projector and multi-projector. Our approach takes the creation of an independent projective texture node instead of Kamburelis's method, which requires inconvenient and duplicated specifications of two nodes, ImageTexture and Texture Coordinate.

Development of an Authoring Tool to Create Interactive 3D Convergence Contents for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합콘텐츠 저작도구 개발)

  • Roh, Chang Hyun;Kim, Byung-Cheol
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.401-407
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    • 2016
  • In the smart education era, it is crucial for the teacher to make lecture materials in the form of 3D convergence contents for themselves. In this study, we developed an interactive authoring tool to create 3D convergence contents for the teacher. The proposed system was implemented based on a commercial 3D engine for practicality. To evaluate the usability of the tool, we conducted a satisfaction survey of a focus group. As a result, we concluded that the proposed authoring tool was useful to create desired contents but rather complicated to use due to the text-based script editor. In the following research we will improve the editor so that it can be used in a more intuitive manner.

Development of Control Board for Coding Education and Convergence Contents based on 3D Printing (코딩 교육용 제어 보드와 3D 프린팅 융복합 콘텐츠 개발)

  • Youm, Sung-Kwan;Kim, Young-Sang
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.1-8
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    • 2018
  • It is a key role in leading and activating coding education as a process to solve problems creatively to produce and provide the educational contents on the basis of 3D printing. In this paper, we develop a variety of fusion contents to use 3D printing and 8bit MCU base control board which provides specific functions through Arduino. The developed control program conducts various packet monitoring more than ten times per a second, supporting intrinsically full duplex. In addition, communication protocol optimized in conveying a lot of information enables to control different contents. The contents produced with the control board and 3D printing are useful as a programming education tool to train the principle and the concept of coding.

A Study of Digital Convergence And Integration Contents Utilizing Ink Painting Technique (수묵화 기법을 활용한 디지털 융복합 콘텐츠연구)

  • Guo, Dawei;Chung, Jeanhun
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.391-397
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    • 2019
  • Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.

System Realization of Whale Sound Reconstruction (고래 사운드 재생 시스템 구현)

  • Chong, Ui-Pil;Jeon, Seo-Yun;Hong, Jeong-Pil
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.3
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    • pp.145-150
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    • 2019
  • We develop the system realization of whale sound reconstruction by inverse MFCC algorithm with the weighted L2-norm minimization techniques. The output products from this research will contribute to the whale tourism and multimedia content industry by combining whale sound contents with the prototype of 3D printing. First of all, we develop the softwares for generating whale sounds and install them into Raspberry Pi hardware and fasten them inside a 3D printed whale. The languages used in the development of this system are the C++ for whale-sounding classification, MATLAB and Python for whale-sounding playback algorithm, and Rhino 6 for 3D printing.

A study on underwater 3D contents production (수중 3D 콘텐츠 제작에 관한 연구)

  • Kim, Sang-Hoon;Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.3
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    • pp.529-536
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    • 2012
  • Recently, the interest of 3D contents are increased and viewers demand a variety of 3D contents. In such circumstances, underwater 3D contents are an alternative to meet the demands of viewers. Cause that underwater mass density is 1.33 times that in air the objects in underwater is bigger and closer in real. Therefore it needs to modify the distance between cameras, the distance to objects and the convergence value. In this paper, we present the method to set optimal depth values with the particularities of underwater space. In addition, through the case of underwater 3D production we present the method of underwater 3D contents development. We expect that a lot of material with colorful, variety marine organism in underwater will be made of 3D contents.

Component and Classification Method on 3d Animation Data (3D 애니메이션 데이터 구성요소 및 분류방식)

  • Kim, Hyun-Jo;Kim, Ge-Won
    • The Journal of the Korea Contents Association
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    • v.8 no.12
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    • pp.118-130
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    • 2008
  • Today, Numbers of "0" and "1" which are represented as a digital code have a role of communicating with various media, result in the development of IT technology. With the changes of the times, new media is created and various contents and media are formed. There is convergence between exiting contents and media at the same time and also is in the rapid progress of unification and collapse between the boundary of the data. Under these digital circumstance, the amount of many data which are created and disappeared is rapidly changed as much as the remarkable growth of the digital technology. The purpose of this thesis is to make a classified method of a effective data component related to data management, data recycling and data copyright in 3D animation.

Generation of High Resolution Elemental Images using Expanded Depth Image (깊이영상 확장을 이용한 고해상도 요소영상 생성)

  • Song, Min-Ho;Lim, Byung-Muk;Jeong, Ji-Seong;Yoo, Kwan-Hee
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.343-344
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    • 2016
  • 최근 3D 기술의 이슈는 안경을 사용하지 않고 고화질 3D를 볼 수 있도록 하는 것이며, 그 기술로 집적영상시스템이 대표적으로 사용된다. 본 논문에서는 고화질의 3D 영상 생성에 대한 기법의 하나로 저해상도의 깊이영상을 고해상도로 확장시켜 고해상도 요소영상을 생성하는 기법을 제안한다. 제안 기법을 적용한 결과 질 좋은 요소 영상을 생성하였다.

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3D Cross-Modal Retrieval Using Noisy Center Loss and SimSiam for Small Batch Training

  • Yeon-Seung Choo;Boeun Kim;Hyun-Sik Kim;Yong-Suk Park
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.3
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    • pp.670-684
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    • 2024
  • 3D Cross-Modal Retrieval (3DCMR) is a task that retrieves 3D objects regardless of modalities, such as images, meshes, and point clouds. One of the most prominent methods used for 3DCMR is the Cross-Modal Center Loss Function (CLF) which applies the conventional center loss strategy for 3D cross-modal search and retrieval. Since CLF is based on center loss, the center features in CLF are also susceptible to subtle changes in hyperparameters and external inferences. For instance, performance degradation is observed when the batch size is too small. Furthermore, the Mean Squared Error (MSE) used in CLF is unable to adapt to changes in batch size and is vulnerable to data variations that occur during actual inference due to the use of simple Euclidean distance between multi-modal features. To address the problems that arise from small batch training, we propose a Noisy Center Loss (NCL) method to estimate the optimal center features. In addition, we apply the simple Siamese representation learning method (SimSiam) during optimal center feature estimation to compare projected features, making the proposed method robust to changes in batch size and variations in data. As a result, the proposed approach demonstrates improved performance in ModelNet40 dataset compared to the conventional methods.