• Title/Summary/Keyword: Dynamic immersion

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Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.1
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A Study on Distance Estimation in Virtual Space According to Change of Resolution of Static and Dynamic Image (가상현실공간에서 정적 및 동적 이미지의 해상도 변화에 따른 거리추정에 관한 연구)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.109-119
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    • 2011
  • The virtual reality (VR) technology has been used as the application of architectural presentation or simulation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation or environmental simulation when we are using the virtual environments. But the distortion of distance perception in VR is still a big problem when the accuracy of distance presentation is strictly required. For example, distance estimation is especially important when the virtual environments are applied to the presentational tool for evaluation the space design or planning in the field of architecture. If there are some perception error between the built space in real and represented space in virtual, the accurate design evaluation or modification of design is hard to be carried out during the design development stage. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verify the factors and their influence. We made a hypothesis that the lack of the information for the user in VR causes the different distance estimation from the real world because users are usually comfortable with moving fast and long distance in VR environments compared with moving slow and short distance in real space. So, we carried out basic experiment to prove our hypothesis that the lack of information makes subjects estimate the distance of walking in VR shorter compared with the same distance in real. Also, among the factors that probably affect the distance estimation in VR, we have verified the influence of the image resolution. The influence of resolution degradation of image on the distance estimation was verified with the condition of static and dynamic images. The results showed that the resolution has deep relation with the distance estimation. For example, the subject underestimated the distance at the lower resolution condition. We also found the methods of the making the lower resolution image could affect on the visual perception of subjects.

Process Parameters on Quality Characteristics of Jacopever (Sebastes schlegeli Hilgendorf) under Treatment of Hydrostatic Pressure (고압처리 공정변수가 조피볼락의 초기 품질특성에 미치는 영향)

  • Kim, Min-Ji;Lee, Soo-Jeong;Kim, Chong-Tai
    • The Korean Journal of Food And Nutrition
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    • v.29 no.3
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    • pp.371-381
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    • 2016
  • The present study investigated the effects of processing parameters such as time (10, 20, 30, 40 min), pressure (25, 50, 75, 100 MPa), and the salinity of brine (0~10%(w/v)) on jacopever (Sebastes schlegeli Hilgendorf) in order to establish optimization of the three factors using a high hydrostatic pressure (HHP) machine. To do so, it analyzed the quality characteristics of volatile basic nitrogen (VBN), trimethylamine (TMA), total bacterial counts, dynamic viscoelasticities, and differential scanning calorimetry (DSC) properties. First, when the time increased to 40 mins, by 10 min intervals, the total bacterial counts in HHP groups under $25^{\circ}C$, 100 MPa, and 4%(w/v) brine were significantly decreased except for the first 10 min in comparison to the control group. In regards to DSC properties, the onset temperature ($T_O$) of the first endothermal curve was significantly reduced. Second, when the pressure level increased up to 100 MPa by 25 MPa increments, the total bacterial counts in the HHP samples significantly decreased for 20 min at 50 MPa or higher. As the pressure increased, G', G" and the slope of tan ${\delta}$ decreased (except for 50 MPa). Third, in regards to the salinities of brine, when the HHP processing was treated at 100 MPa, $25^{\circ}C$ for 20 min, the total bacterial counts of all the HHP groups significantly decreased in comparison to those of the control group. A significant difference was found in the enthalpy of the second endothermic curve in the 6~10%(w/v) (except 7%(w/v)) HHP groups. Therefore, the salinity of the immersion water under the HHP condition was appropriate when it was lower than 6%(w/v). The present study demonstrated that the optimum parameter condition according to/under the condition of the microbial inhibition and economic effects using an HHP would be the reaction time for 20 min, reaction pressure at 100 MPa, and the salinity of 4%(w/v) brine.

A Study on Marketing Revitalization Plan of Performing Arts Theatre Using Realistic Contents (실감콘텐츠를 활용한 공연장 마케팅 방안 연구)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.309-318
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    • 2018
  • We proposed a marketing plan for the performing arts venue using realistic contents(VR, AR, and MR). The venue is a place where the audience can experience the performance directly. The marketing plan of the performance venue is as follows. Firstly, it is a marketing strategy that utilizes an arrangement of venue seats. It is possible to predict for watching a performance at angle and sight in performance venue seats that audience want through VR. This allows the theatre seats to be experienced in advance with the VR contents inducing the reservation of the seats with a high sense of immersion. Secondly, it is a marketing using PR and AD of performing arts through MR in the space with a large transient population. It is possible to promote dynamic promotion utilizing the sense of the presence of performing arts compared with existing static promotion means. Thirdly, it is a marketing strategy that utilizes actor characters in performance. The audience could be interested in the performing arts in advance via a preview of the AR contents of the pamphlet. Fourthly, it is a way to communicate with customers directly by establishing a VR social network to manage venue members. This will help attract an audience to revitalize the theatre venue.

Effect of Repeated Wet/Dry Cycles of Salt Solution on Flexural Performance of Steel Fiber Reinforced Concrete (반복적 염수침지가 강섬유 혼입 콘크리트의 휨성능에 미치는 영향)

  • Kim, Ji-Hyun;Choi, Yu-Jin;Chung, Chul-Woo
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.6
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    • pp.553-564
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    • 2022
  • Concrete is a representative composite material that shows excellent performance in the construction field. However, it is a brittle and nonhomogeneous material and exhibits weak behavior against bending and tensile forces. To compensate for such weakens, fiber reinforcement has been utilized, and steel fiber has been recognized as one of the best material for such purpose. However, steel fiber can seriously affect the durability of concrete exposed to the marine environment due to the corrosion caused by chlorine ions. This study intended to evaluate the mechanical performance of steel fiber reinforce concrete during and after repeated wet/dry cycles in salt solution. According to the experimental results, there was no reduction in the relative dynamic modulus of concrete during the repeated wet/dry cycles in salt solution for 37 weeks. Flexural strength was not decreased after completion of repeated wet/dry cycles in salt solution. There was no sign of corrosion in steel fibers after visual observation of fractured surface. However, the flexural toughness was decreased, and this is because about half of the concrete specimen showed failure before reaching the maximum displacement of 3 mm. Although repeated wet/dry cycles in salt solution did not cause cracks in concrete through corrosion of steel fibers, specific attention is required because it can reduce flexural toughness of steel fiber reinforced concrete.

Magnesium Sulfate Resistance of Geopolymer Incorporating Evaporated Rice Husk Powder (증해추출 왕겨분말을 혼입한 지오폴리머의 황산마그네슘 저항성에 관한 연구)

  • Cho, Seung-Bi;Kim, Young-Su
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.6
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    • pp.663-672
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    • 2022
  • The purpose of this study is to evaluate the magnesium sulfate resistance of a geopolymer mixed with rice husk powder. General concrete, silica fume mixed concrete, and binary blended geopolymer were selected as comparison targets to confirm the magnesium sulfate resistance, and sulfate deterioration was calculated using the compressive strengths with ages. In addition, the weight change rate and the relative dynamic coefficient of the geopolymer were comparatively analyzed, and the degree of etteringite formation was confirmed using X-ray diffraction analysis. the experiment, the geopolymer mixed with 10% rice husk powder showed 10.8% higher compressive strength than concrete with silica fume when submerged for 56 days. Also, the geopolymer mixed with rice husk powder showed a small weight change rate of 0.9 to 1.45%. composition after immersion in magnesium sulfate through X-ray diffraction analysis, it was observed that a small amount of ettringite was dispersed in the geopolymer containing rice husk powder. Thus, there is a high correlation with the corrosion resistance of magnesium sulfate