• Title/Summary/Keyword: Avatar system

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WIPI based E-mail and Schedule Management System (WIPI 기반의 이메일 시스템 및 일정 관리 시스템)

  • Lee Jung-Yun;Lee Kyung-Jin;Song Wang-Cheol
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.333-336
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    • 2005
  • The implementation of cellular phone based applications have been growing very fast because of WIPI which is a hardware independent platform. In this paper, we design and Implement a system to combine the animation avatar and e-mail service by using WIPI platform. Also, this system manages scheduling at the same time. This system uses SMS service in order to notify scheduled time and it synchronizes the schedule data with Outlook Express on the computer.

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Mobile Fashion Fitting Service System using I-phone (아이폰을 이용한 모바일 패션 피팅 서비스 시스템)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.355-356
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    • 2012
  • Recently, Digital clothing techniques using computer graphics to reappear clothes are activated in fashion area and Researches incorporating fashion flows and 3D techniques are frequently progressed. In fashion industry, Using smartphone can make successful result by catching a change of trend and adding an emotional factor. Conventional 3D fitting services are only provided in store or internet sites installed avatar system, virtual mirror. This study suggests a fashion fitting service system saving time and oneself by using I-phone in consumers' position. In this system, Companies can market their product easily to consumers, consumers can choose various product and check their fitness.

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Computerized Human Body Modeling and Work Motion-capturing in a 3-D Virtual Clothing Simulation System for Painting Work Clothes Development

  • Park, Gin Ah
    • Journal of Fashion Business
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    • v.19 no.3
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    • pp.130-143
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    • 2015
  • By studying 3-D virtual human modeling, motion-capturing and clothing simulation for easier and safer work clothes development, this research aimed (1) to categorize heavy manufacturing work motions; (2) to generate a 3-D virtual male model and establish painting work motions within a 3-D virtual clothing simulation system through computerized body scanning and motion-capturing; and finally (3) to suggest simulated clothing images of painting work clothes developed based on virtual male avatar body measurements by implementing the work motions defined in the 3-D virtual clothing simulation system. For this, a male subject's body was 3-D scanned and also directly measured. The procedures to edit a 3-D virtual model required the total body shape to be 3-D scanned into a digital format, which was revised using 3-D Studio MAX and Maya rendering tools. In addition, heavy industry workers' work motions were observed and recorded by video camera at manufacturing sites and analyzed to categorize the painting work motions. This analysis resulted in 4 categories of motions: standing, bending, kneeling and walking. Besides, each work motion category was divided into more detailed motions according to sub-work posture factors: arm angle, arm direction, elbow bending angle, waist bending angle, waist bending direction and knee bending angle. Finally, the implementation of the painting work motions within the 3-D clothing simulation system presented the virtual painting work clothes images simulated in a dynamic mode.

Design and implementation of web based virtual broadcasting system Using VRML and JAVA (VRML과 JAVA를 이용한 Web 기반 Virtual 방송국 시스템 설계 및 구현)

  • 김정현;임영태;정희경
    • Proceedings of the Korean Information Science Society Conference
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    • 1999.10b
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    • pp.638-640
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    • 1999
  • 최근 WWW(World Wide Web)이 확산되면서, 정보들을 좀 더 자유롭게, 시간과 공간의 제약을 받지 않으면서 이용할 수 있게 되었다. 하지만, 초기 Web 기반 기술은 2차원적이고, 수동적인 정보를 제공하는 정도였다. 이에 비해 사용자들은 좀 더 실제의 세계와 유사한 3차원 환경에서, 능동적으로 참여하기를 원했고 이런 사용자들의 욕구에 발 맞춰 많은 기술들이 쏟아져 나오기 시작했다. 본 논문에서는 최신의 VRML과 JAVA기술들을 활용하여 Web 상에서 3차원 실시간 방송 시스템을 구현하였다 클라이언트가 직접 방송에 참여하거나 관람만 할 수 있는 모드를 제공하고 있으며, 실제 방송 참여자들은 자신의 아바타(avatar)를 선택하여 행동 콘트롤러와 자동 행동 발생시스템을 통해 좀 더 동적인 동작과 함께 방송에 참여할 수 있도록 하였으며, 일반 관람인의 경우 웹상에서 실시간으로 방송이 진행되는 모습을 볼 수 있다.

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A Motion Capture and Mapping System: Kinect Based Human-Robot Interaction Platform (동작포착 및 매핑 시스템: Kinect 기반 인간-로봇상호작용 플랫폼)

  • Yoon, Joongsun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.12
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    • pp.8563-8567
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    • 2015
  • We propose a human-robot interaction(HRI) platform based on motion capture and mapping. Platform consists of capture, processing/mapping, and action parts. A motion capture sensor, computer, and avatar and/or physical robots are selected as capture, processing/mapping, and action part(s), respectively. Case studies-an interactive presentation and LEGO robot car are presented to show the design and implementation process of Kinect based HRI platform.

A Study On The Avatar Generation System Using Camera Embedded Phone (카메라 내장형 휴대폰을 이용한 아바타 생성 시스템 연구)

  • 이무열;이성준;안광선
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.571-573
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    • 2003
  • 본 논문에서는 카메라 내장형 휴대폰을 이용한 아바타 영상 생성 시스템을 제안하고자 한다. 먼저 정면에서 찍은 상반신 컬러영상의 배경제거를 위하여 흑백영상으로 변환한 후, sobel edge 방법을 적용하여 수축 및 확장처리를 하였다. 이후, 배경이 제거된 영상의 얼굴을 구성하는 각 부분(머리카락, 얼굴형태, 눈, 코, 잎, 귀)을 추출하는 과정을 거친다. 제일먼저 filling 방법을 적용하여 머리카락 영역을 추출한 후, 얼굴영역은 skin-color 모델을 적용하여 추출하였다. 얼굴의 형태는 얼굴의 상하좌우의 끝점을 이용한 계란형을 기본으로 하였으며, 눈, 코. 잎. 귀 부분은 얼굴의 형태정보를 이용하여, 각 부분들의 위치 정보를 구하였다. 이 정보를 이용하여 이미 만들어 놓은 샘플 아바타와 가장 유사한 샘플을 선택한 후, 각 부분들을 조립함으로서 나와 닮은 아바타 영상을 만든다.

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A Study on the Unfairness of Adhesion Contracts for Internet Contents Service (인터넷 콘텐츠서비스 이용약관의 불공정성 검토에 관한 연구)

  • Park Mi Hye;Kang Lee Ju
    • Journal of the Korean Home Economics Association
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    • v.42 no.12 s.202
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    • pp.123-140
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    • 2004
  • The purpose of this study was to explore the unfairness of adhesion contracts for internet contents service. The internet contents were classified into six types of avatar, learning, download, e-book and movie internet sites. The adhesion contracts of internet contents service were collected in 60 internet sites. The unfairness of the adhesion contract was reviewed under the adhesion contract regulation act. The major results were as follows. First, the obligation of clear statement, explanation, and delivery was not observed completely. Second, many articles of adhesion contract were unfair and they especially violated articles 7 and 9. Therefore, the standard adhesion contract system for internet content service should be enforced and self-regulation of information service providers is needed.

Vision-based Human-Robot Motion Transfer in Tangible Meeting Space (실감만남 공간에서의 비전 센서 기반의 사람-로봇간 운동 정보 전달에 관한 연구)

  • Choi, Yu-Kyung;Ra, Syun-Kwon;Kim, Soo-Whan;Kim, Chang-Hwan;Park, Sung-Kee
    • The Journal of Korea Robotics Society
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    • v.2 no.2
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    • pp.143-151
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    • 2007
  • This paper deals with a tangible interface system that introduces robot as remote avatar. It is focused on a new method which makes a robot imitate human arm motions captured from a remote space. Our method is functionally divided into two parts: capturing human motion and adapting it to robot. In the capturing part, we especially propose a modified potential function of metaballs for the real-time performance and high accuracy. In the adapting part, we suggest a geometric scaling method for solving the structural difference between a human and a robot. With our method, we have implemented a tangible interface and showed its speed and accuracy test.

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Automatic Camera Control Based Avatar Behavior in Virtual Environment

  • Jung, Moon-Ryul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.55-62
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    • 1998
  • This paper presents a method of controlling camera to present virtual space to participating users meaningfully. The users interact with each other by means of dialogue and behavior. Users behave through their avatars. So our problem comes down to controlling the camera to capture the avatars effectively depending on how they interact with each other. The problem is solved by specifying camera control rules based on cinematography developed by film producers. A formal language is designed to encode cinematography rules for virtual environments where people can participate in the story and can influence its flow. The rule has been used in a 3D chatting system we have developed.

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Development of Educational Simulator for Load Flow (교육용 전력조류계산 시뮬레이터 개발)

  • Kim, Hyun-Houng;Jeong, Yun-Won;Yang, Kwang-Min;Lee, Ki-Song;Park, Jong-Bae;Shin, Joong-Rin
    • Proceedings of the KIEE Conference
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    • 2004.11b
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    • pp.88-90
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    • 2004
  • This paper presents the development method of educational simulator for the load flow. The developed simulator can be made the students to model, analysis of power systems by drawing the system and performing the load flow by themselves under window environment. For the effective education of load flow, we have introduced the avatar which is the object to explain the load flow to the students. Also, The simulator has developed by using the language based on XML(Extended Markabel Language). Therefore, we determine that this simulator is useful to educate the load flow and easily to expand the other application program.

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