• 제목/요약/키워드: Digital Virtual

검색결과 1,509건 처리시간 0.027초

Angle-Based Virtual Source Location Representation for Spatial Audio Coding

  • Beack, Seung-Kwon;Seo, Jeong-Il;Moon, Han-Gil;Kang, Kyeong-Ok;Hahn, Min-Soo
    • ETRI Journal
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    • 제28권2호
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    • pp.219-222
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    • 2006
  • Virtual source location information (VSLI) has been newly utilized as a spatial cue for compact representation of multichannel audio. This information is represented as the azimuth of the virtual source vector. The superiority of VSLI is confirmed by comparison of the spectral distances, average bit rates, and subjective assessment with a conventional cue.

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A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • 제13권2호
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구 (Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films)

  • 강지영
    • 디지털콘텐츠학회 논문지
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    • 제18권5호
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    • pp.849-858
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    • 2017
  • 가상현실 관련 하드웨어와 소프트웨어 기술의 빠른 성장과 함께 가상현실 영화는 새로운 영화의 가능성으로 주목받고 있다. 이미 세계 유수 영화제와 헐리우드를 중심으로 가상현실영화 제작이 활발히 이루어지고 있으나 아직 국내에서는 가상현실영화 관련 연구가 매우 미흡한 실정이다. 이에 본 연구는 가상현실 영화를 전통영화의 리얼리즘과 포스트모더니즘 관점에서 영화의 프레임(미장센), 쇼트(몽타주) 그리고 시점, 그리고 상호작용성의 네 가지 측면에서 분석하였다. 또한 가상현실 영화 사례들을 통하여 리얼리즘과 포스트모더니즘적 특성 사이의 가상현실영화의 미학적 특징을 도출하였다. 이는 가상현실영화만이 가진 관객의 상호작용성의 특징과 가상현실 기술을 활용한 리얼리즘의 실현, 즉 디지털 리얼리즘이라고 볼 수 있다. 마지막으로 HMD 기반의 1인칭 가상현실 애니메이션 제작사례 'FLY'를 중심으로 가상현실영화의 디지털 리얼리즘적 특성을 논의 하였다.

디지털 패션쇼를 통한 3D 가상 의상 표현 연구 (A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show)

  • 우세희;강연경;고영아;김안나;김나은;김치용;고형석
    • 한국멀티미디어학회논문지
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    • 제16권4호
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    • pp.529-537
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    • 2013
  • 의류 패션산업에서 IT화가 진행되고 있으며 그 중 패션쇼는 디지털 시대의 흐름에 발맞추어 빠르게 변화하고 있다. 본 연구에서는 가상의상을 제작하여 실제의상과 유사하게 재현이 가능한지를 살펴보고, 이를 통하여 디지털 패션쇼를 구현한다. 이때 기존의 패션쇼 보다 아이디어를 창의적으로 표현 할 수 있는지, 효율성 및 보완해야 할 부분은 무엇인지 등 실제 사례 개발 연구를 통해 제시하였다. 그 결과 가상 의상은 매우 유사하다는 평을 받았으며, 실제 패션쇼에서는 재현하기 어려운 연출이 본 연구를 통해 보다 창의적이고 용이한 방법으로 실현 가능하였다. 미래에 3D 가상의상을 실제 패션산업에 도입한다면 유통 및 산업의 혁신을 통해 새로운 콘텐츠 창출이 가능할 것이다.

A Web-based Virtual Laboratory System for Electronic and Digital Circuit Experiments Uing Multimedia

  • Kim, Dong-Sik;Lee, Sun-Heum;Choi, Kwan-Sun;Seo, Sam-Jun;Yoo, Ji-Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2004년도 ICCAS
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    • pp.1178-1182
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    • 2004
  • This paper presents web-based virtual laboratory system for electronic and digital circuit experiments. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to circuit experiments and how to operate virtual experimental equipments such as multimeters, function generators, digital oscilloscopes, DC power suppliers and bread board etc. The proposed virtual laboratory system is composed of important components: Principle Classroom to explain the concepts and theories of electronic and digital circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the management System every classroom is organically tied together collaboration to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립 (Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies)

  • 양경란;윤성철;박수경;이봉규
    • 한국멀티미디어학회논문지
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    • 제25권8호
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    • pp.1122-1135
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    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • 한국의류학회지
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    • 제34권12호
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징 (Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups)

  • 설가예;서승희
    • 패션비즈니스
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    • 제27권1호
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

웹 기반의 가상현실 3D 국악 박물관 제작 (A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music)

  • 최지애;심재선;김윤상
    • 디지털산업정보학회논문지
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    • 제4권1호
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

디지털 치의학 시대의 교합 (Occlusion and articulation in digital dentistry: A review)

  • 이재현
    • 대한치과의사협회지
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    • 제58권8호
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    • pp.505-512
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    • 2020
  • With the fourth industrial revolution, digitization is accelerating in all healthcare areas. In the field of dentistry, active discussions on digital dental technologies are ongoing, with increasing interest from clinicians daily. Thus far, accuracy and efficiency have primarily been emphasized in digital dentistry, and interest in occlusion has been relatively low. This is because digital dentistry has been predominantly used to restore small numbers of teeth rather than extensive prosthetic reconstruction. However, in the future, most dental treatments will undergo a digital transformation that will require the application of digital technology to more extensive prosthetic rehabilitation, for which discussion of occlusion is essential. In extensive prosthetic reconstruction, occlusion and articulation involve determining the position of the dental arch in relation to the reference plane of the skull or the long axis of the face and the position of the transverse horizontal axis. It also includes determining an occlusal surface with a shape that allows the mandible to move in an eccentric path and masticate most efficiently without any occlusal interference. To better understand how digitization will impact dentistry, this review article summarizes and discusses occlusion and articulation using digital dental technologies. This discussion is divided into several aspects, including facial scan, virtual articulation, augmented reality, and virtual reality.

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