• Title/Summary/Keyword: CG/VR

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CG/VR Image Super-Resolution Using Balanced Attention Mechanism (Balanced Attention Mechanism을 활용한 CG/VR 영상의 초해상화)

  • Kim, Sowon;Park, Hanhoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.22 no.4
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    • pp.156-163
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    • 2021
  • Attention mechanisms have been used in deep learning-based computer vision systems, including single image super-resolution (SISR) networks. However, existing SISR networks with attention mechanism focused on real image super-resolution, so it is hard to know whether they are available for CG or VR images. In this paper, we attempt to apply a recent attention module, called balanced attention mechanism (BAM) module, to 12 state-of-the-art SISR networks, and then check whether the BAM module can achieve performance improvement in CG or VR image super-resolution. In our experiments, it has been confirmed that the performance improvement in CG or VR image super-resolution is limited and depends on data characteristics, size, and network type.

A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting (실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여-)

  • 이남수
    • Korean Institute of Interior Design Journal
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    • no.12
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    • pp.40-49
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    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

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Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.1-10
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    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.

CG Tool for Validating Acquisition and Generation Technology of VR Video (실사 VR영상 획득 및 생성 기술 검증용 CG툴)

  • Jeong, Jun Young;Yun, Kugjin;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.229-230
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    • 2019
  • 실사 기반의 VR (Virtual Reality) 영상을 생성하기 위해서는 카메라 리그 (rig) 설계 기술, 스티칭(stitching) 기술, 3 차원 공간 정보 추정 기술 등 여러 기술이 필요하다. 이러한 기술에 대한 연구를 진행하려면 카메라 위치, 피사체 거리, 조명 정도 등 다양한 요소를 고려한 수 많은 실험을 수행해야 하는데, 실사 조건에서 이를 직접 수행하려면 상당한 시간과 노력이 소요된다. 따라서 원하는 실험 조건을 쉽게 구성할 수 있는 컴퓨터 그래픽스 (CG: Computer Graphics) 환경 상에서 먼저 실험을 진행한 이후 실사로 확장하는 것이 더욱 효율적인 접근법이 될 것이다. 본 논문에서는 VR 영상의 생성에 요구되는 다양한 기술을 연구할 때 활용할 수 있는 CG 기반의 툴을 소개하고자 한다.

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A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.63-73
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    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

Effect of virtual reality-based construction safety education on the learning performance of construction workers - Using CAMIL theory - (가상현실 기반 건설안전교육이 건설근로자의 학습효과에 미치는 영향 - CAMIL 이론을 활용하여 -)

  • Park, Hyunsoo;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.23 no.3
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    • pp.104-115
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    • 2022
  • Safety accidents in the construction industry account for the highest percentage of all industries; and thus, it is encouraged to introduce a virtual reality (VR)-based experiential education system into the basic occupational safety and health training for construction as a way to solve the problem. However, there are some limitations such as a lack of competent workforce, and insufficient content and equipment for VR-based construction safety education. In this background, this study aimed to analyze the difference in learning effect between the CG-based experiential VR education (direct method, type B) and the existing photo-based audiovisual VR education (indirect method, type A), in which a CAMIL (Cognitive & Affective Model of Immersive Learning) theory was used as objective assessment tool. The learning effect of the direct education method (type B) was found to be superior to that of the indirect education method (type A) in terms of all areas in the CAMIL theory. It is expected that the VR-based experiential construction safety education will increase the learning effect of construction workers.

Design and Manipulation of 3-D geometry using a CAVE System

  • Naoki-Hashimoto;Hiroki-Takahashi;Masayuki-Nakajima
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.201-206
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    • 1999
  • Though a demand for 3-D CG (Three-Dimensional Computer Graphics) drastically increases, traditional modeling system for virtual objects are very difficult to handle. Applying VR (Virtual Reality) technology is, however, able to make the modeling systems more efficiently and intuitively. In this paper, traditional modeling operations are analyzed and their problems are clarified. We discuss what can be improved with VR technology. Then, a guideline of merging VR technology into the modeling system is described. A new modeling system is proposed using a CAVE system which is utilized in the latest VR technology. This proposed system aids in creating 3-D objects with high immersion in VEs (Virtual Environments)

Discussion on the Concept of Terminology in the Introduction of Virtual Studio (가상스튜디오 도입기의 용어 개념에 관한 논의)

  • Nah, So-Mi
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.91-98
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    • 2022
  • Currently, new terms are overflowing with the development of technology from VR, AR, XR to Metaverse. Every time a term is generated in this way, society considers it a new technology and tends to use it enthusiastically, but there is confusion in correctly understanding and utilizing the category of the term. He would like to discuss the virtual studio that played an important role in the development of broadcasting CG (Computer Graphics) technology in the 1990s, and talk about the introduction of new terms in the past and how to use them. Therefore, this paper examines the gap between chaos and upright each time a term is generated based on the time when the virtual studio is introduced, and analyzes the utilization of new technology from the past through the introduction machine manufacturing case. By examining the past technological development processes expressed by remediation, this paper argues that the current situation is not a new technology but an expression of a new term, that is, a phenomenon that appears during the gradual development of technology. It is something to do.

The Recent Trends of Rendering Technologies for Realistic Scene Representation (사실적 장면 표현을 위한 렌더링 기술 동향)

  • Jang, H.W.;Lee, I.H.
    • Electronics and Telecommunications Trends
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    • v.20 no.6 s.96
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    • pp.97-109
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    • 2005
  • 컴퓨터를 이용하여 실물이나 가상의 객체를 형상화하고 움직임을 부여하는 컴퓨터 그래픽스(CG)는 현실과 구분할 수 없을 정도의 기술의 발전과 함께 영화, 게임, VR, 산업용 디스플레이, 화상통신 등 디지털 콘텐츠 전분야에서 활용폭이 넓어지고 있다. 렌더링은 CG에서 장면의 추상적인 3차원 description을 2차원 영상으로 생성하는 과정을 말하며, 생성되는 영상의 품질 및 제작시간을 결정하는 중요한 요소로 인식되고 있다. 과거에 비해 전역 조명 및 셰이딩 기술이 발전하면서 극도로 사실적인 영상의 생성이 가능하게 되었으나 이를 렌더링하는 것은 많은 시간을 필요로 하고 있어, 사실적인 영상을 고속으로 렌더링하기 위한 연구가 진행되고 있다. 본 고에서는 CG 제작 과정에서 널리 사용되고 있는 주요 렌더러들의 기능들과 미래의 기술 발전 방향을 분석한다.

A Study on B737NG Aircraft Tail Strike during Takeoff (B737NG 항공기 이륙 중 미부지면접촉에 관한 연구)

  • Noh, Kun-Soo
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.17 no.4
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    • pp.70-75
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    • 2009
  • According to the aviation statistics, tail strike incidents and accidents are cyclic. Although many tail strikes occurred during takeoff, these are less than during landing cases. Many cases are related on human factors. In my opinion it is possible to analyze the causes of takeoff tail strikes to some extent. There are major casual factors of tail strike during takeoff such as; (1) Mis-trimmed horizontal stabilizer (2) premature rotation prior to $V_R$ (3) Excessive pitch up rate during rotation (4) Improper use of the flight director. Among these causes improper use of flight director is excluded in this paper because it is recommended that pilot should use flight director after airborne. So I analyzed the other three causes as following. Firstly, because mis-trimmed stabilizer is related to center of gravity(CG), the relationship between stabilizer and CG is reviewed. Secondly, concerned premature rotation prior to $V_R$ I reviewed the background of rotation speed($V_R$) establishment and analyzed theoretically what speed leads to tail strikes. Thirdly, concerning excessive pitch up rate during rotation I analyzed what excessive pitch up rate can decrease ground clearance while using FDR data.

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