• Title/Summary/Keyword: 4d콘텐츠

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A Study on 3D Object and GUI Representation Based on MPEG-4 BIFS for Mobile TV (MPEG-4 BIFS 기반 모바일 방송 환경에서 3D 객체 및 GUI 표현 기술 연구)

  • Yim, Hyun-Jeong;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.5
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    • pp.677-687
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    • 2009
  • Despite the fact that the mobile environment has favorable conditions for using data contents, it is not easy to implement enhanced data services for mobile broadcasting based on MPEG-4 BIFS. With a structure inherited from VRML, BIFS targets different types of content with a development approach that is not very compatible with broadcasting contents. Furthermore, it is not easy to implement BIFS because the standard is too complicated for the mobile broadcasting environment. Accordingly, this study proposes an enhanced mobile TV contents model that provides interactive 3D objects and GUI for the viewers to interact with the broadcasting contents. By applying the model to the DMB environment, this study suggests a direction for future developments of mobile broadcasting contents. In order to represent 3D graphics on mobile TV, we analyzed MPEG-BIFS 3D nodes and composed a subset of VRML profile, and defined new nodes that can efficiently represent GUI at the content development level. If this study helps facilitate expression of 3D graphics and interactions in data contents composition, enhanced efficiency of contents development is expected to promote the development of various contents suitable for the mobile broadcasting environment.

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A Process From Study Experiment of 3D Sweetening on 4D Experiential Contents (4D 체감형 콘텐츠에 대한 3D Sweetening 연구 실험 절차)

  • Meng, Hui;Song, Seung Keun;Chae, Eel Jin;Kim, Ki Hong;Park, Hong Sik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.477-478
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    • 2011
  • 3D 입체영상은 영화관에서 시작되어 최근에는 방송, 게임, 테마파크에 이르기 까지 널리 확산되고 있다. 하지만 3D 입체영상에 대한 응용기술의 발전은 입체영상에 쉽게 접근하게 하였음에도 불구하고 3D 입체영상을 시청하는 사용자에 대한 근본적인 연구가 미흡한 실정이다. 이러한 문제로 인하여 3D 입체영상을 접한 대부분의 시청자들이 안구통증, 어지러움 증을 호소하지만 이에 대한 근본적인 대책을 제시하지 못하는 것이 현실이다. 따라서 이러한 입체피로를 해결하기 위한 3D Sweetenig을 다양한 연구방법으로 진행되고 있고, 그 중 4D 체감형 콘텐츠에 대한 감성연구실험 절차를 소개하고자 한다.

Analysis for MPEG-4 BIFS profile Of 3D data contents on DMB (DMB에서 3D 데이터 콘텐츠를 위한 MPEG-4 BIFS의 프로파일에 대한 분석)

  • Yim, Hyun-Jeong;Kim, Soh-Yang;Choy, Yoon-Chul;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1271-1276
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    • 2006
  • DMB 데이터 표준화 위원회는 기존의 방송과 차별화 된 서비스를 제공하기 위하여 MPEG-4 BIFS Core 2D @ Level 1 을 지상파 DMB 데이터 표준으로 선택하였다. 그러나 MPEG-4 BIFS Core 2D @ Level 1 은 비디오 객체 위에 간단한 2D 도형을 오버레이하는 정도의 기능만을 제공하고 있어서, 아직은 DMB 데이터 표준에 3D 데이터 표현에 대한 내용을 포함하고 있지 않다. 따라서 본 논문에서는 향후 DMB 용 데이터 콘텐츠에서 3D 그래픽스를 활용한 멀티미디어 콘텐츠 개발이 가능하도록 3D 그래픽스 표현을 위한 프로파일을 제시하고자 한다. 방송의 새로운 영역인 모바일 환경에서의 BIFS 활용을 위하여 본 연구에서는 MPEG-4 BIFS 의 3D 노드들을 기반으로 모바일 환경에 적합한 노드들을 추려서 프로파일을 구성하였다. 이를 위해 콘텐츠 제작 시 노드 사용 빈도 및 각 노드별 리소스 사용 정도를 조사하였고, 모바일에서 그래픽스 객체 표현을 위한 언어인 OpenGL|ES, JSR184, Mobile Direct3D 등의 표준과 BIFS 표준을 비교 분석하였다. 이러한 조사 내용을 바탕으로 BIFS 3D 노드들 중에서 DMB 용 3D 콘텐츠 구현에 적합한 노드들을 분석하였으며 프로파일 검증을 위한 테스트 콘텐츠를 작성하였다. 향후 멀티미디어 콘텐츠는 다양한 3D 그래픽스 기술의 활용이 예상되므로 이와 같은 연구를 통해 DMB 환경에서도 3D 그래픽스를 객체를 표현이 가능하게 된다면, 다양한 데이터 콘텐츠 개발을 위한 발판이 되어 향후 데이터 방송 활성화에 기여할 수 있을 것이라 기대된다.

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Priority Analysis of Factors for Activating 3D Contents lndustry Using AHP(Analytic Hierarchy Process) (계층적 분석 방법을 활용한 3D콘텐츠 활성화 요인 중요도 분석)

  • Lee, Chang-Hyung;Park, Chang-Mook;Kim, Kwang-Ho
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.401-410
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    • 2013
  • A big success of the 3D film 'Avatar' in 2009 opened a full-fledged 3D movie era. A new industrial possibility of 3D contents was predicted in Korea and then the support for 3D contents production took placed via various media platforms. Korean government also announced the new development policies with a focus on 3D content. However, the 3D content industry has not been activated. Therefore, in this study by applying AHP(Analytic Hierarchy Process) method we tried to grasp the reason of the deactivation of 3D content industry through analyzing the relative importance rate of three research factors(content aspects, technical aspects, and policy aspects) that were mainly considered to activate the industry. The results of this study showed that the relative importance rate of content aspects was higher than that of technical aspects and policy aspects. It means the lack of 3D contents is one of main reason causing the delay of 3D industrial activation. And it also showed that the relief of human factors such as visual fatigue evaluated as a sub-factors of technical aspects are challenges to be solved soon..

Development of story-based growth type content using 3D printing (3D프린팅을 활용한 스토리 기반 성장형 콘텐츠 개발)

  • Lee, Young cheon
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.1
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    • pp.27-32
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    • 2018
  • Recently, diverse bio-growth and object production experience learning contents have been developed for AR-based storytelling. In this paper, we will develop a storytelling-based growth type content using 3D printer which can add interest in and motivation of experiential learning. It is possible to increase the value of the characters produced by 3D printer as they can be used as personal collections. The bio-growth type content enables the learners and users to experience the local culture, history, and tourism ecology, which can enhance the educational effect by promoting their understanding in a fun way. The purpose of this study is to develop an application for experiential learning contents which creates a virtual environment in an object smart device where you can experience the culture and ecology of a learning community, and then produce the output using the 3D printer to keep as a personal souvenir. The developed contents application for experiential learning can be utilized not only for students but also for tourists. It is expected to serve as a source for further development of various contents through 3D printing technology.

Motion-based Controlling 4D Special Effect Devices to Activate Immersive Contents (실감형 콘텐츠 작동을 위한 모션 기반 4D 특수효과 장치 제어)

  • Kim, Kwang Jin;Lee, Chil Woo
    • Smart Media Journal
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    • v.8 no.1
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    • pp.51-58
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    • 2019
  • This paper describes a gesture application to controlling the special effects of physical devices for 4D contents using the PWM (Pulse Width Modulation) method. The user operation recognized by the infrared sensor is interpreted as a command for 3D content control, several of which manipulate the device that generates the special effect to display the physical stimulus to the user. With the content controlled under the NUI (Natural User Interface) technique, the user can be directly put into an immersion experience, which leads to provision of the higher degree of interest and attention. In order to measure the efficiency of the proposed method, we implemented a PWM-based real-time linear control system that manages the parameters of the motion recognition and animation controller using the infrared sensor and transmits the event.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

A Study on 4D Special Effect Graphics Content Development Creative Processing and Preproduction Design : base on Special Effect Graphics of 'Namsadang' Character Preproduction Report in An-Sung (4D 특수영상에서의 캐릭터 개발과정 제작 공동 작품 연구 - 안성 특수 영상 남사당패 Pre-Production 작품 개발을 기반으로)

  • Cho, Hyun-Kyung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.153-168
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    • 2015
  • In Kyung-GI DO, An-sung, Each local autonomous entity developed the character design to inform the public relations and revitalize local economy and culture. consequently, These have got benefits with marketing local speciality related to their an-sung character; we call it name is arum, pung-mul, duck-bugi who korea traditional face characters. On the contrary, Most of old characters which have been fallen off their formative qualities became a reason that unfit (4D,3D) special film at local doom movie theater. This thesis aims to study on the character of 'namsadang' group what have been produced in ansung-si, that the show up to people about an-sung 4D Contents what local actually character and to make it more competitive through 3D,4D spacial character project developing process. It is need for new various characters, that (3D,4D-VFX) -Graphics of new an-sung'namsadang' group. that will be total different and new development. total VFX; 4-Dimantion visual graphics released in next an-sung local festival, Business prospects are bright and receiving benefits are increasing. As seen in the case of the character of in 2015, it can be a measure to earn benefits as a higher value-added business if it is managed in the local autonomous entities. In this thesis, I propose what the of character in the local special graphics; VFX style characters design. also I was show up to '4D contents character;' ; 'namsadang' group; creative processing including planing. It is possible to be ranged from special 4D series animation, a feature-length special effct cartoon film, character products, and even local doom Theme parks show up film. which are all expected high profits. These profits will be returned back to the an-sung local autonomous entity, who can use them to develop new contents, one of foundations in local economy. As a result, it is helpful to make local traits and effective tourist attractions.

A Study on depth analysis for S3D animation (S3D 애니메이션 제작을 위한 입체 값 분석 기술)

  • Kim, Sang-hoon;hwan, Moon suk
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.645-650
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    • 2015
  • In this paper, we propose the method for creating a stable stereoscopic 3D contents with the production guidelines by removing the excessive depth value and scene changes for high quality. We have developed a three-dimensional depth analysis tool for detecting the scene changes out of the production guidelines and the depth value changes excessively. The Scenes detected by depth analysis tool can be modified at the post production and it helps to make a stable stereoscopic 3D contents.