• Title/Summary/Keyword: Immersive Content

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A Study on Fingerprinting Robustness Indicators for Immersive 360-degree Video (실감형 360도 영상 특징점 기술 강인성 지표에 관한 연구)

  • Kim, Youngmo;Park, Byeongchan;Jang, Seyoung;Yoo, Injae;Lee, Jaechung;Kim, Seok-Yoon
    • Journal of IKEEE
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    • v.24 no.3
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    • pp.743-753
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    • 2020
  • In this paper, we propose a set of robustness indicators for immersive 360-degree video. With the full-fledged service of mobile carriers' 5G networks, it is possible to use large-capacity, immersive 360-degree videos at high speed anytime, anywhere. Since it can be illegally distributed in web-hard and torrents through DRM dismantling and various video modifications, however, evaluation indicators that can objectively evaluate the filtering performance for copyright protection are required. In this paper, a robustness indicators is proposed that applies the existing 2D Video robustness indicators and considers the projection method and reproduction method, which are the characteristics of Immersive 360-degree Video. The performance evaluation experiment has been carried out for a sample filtering system and it is verified that an excellent recognition rate of 95% or more has been achieved in about 3 second execution time.

STAGCN-based Human Action Recognition System for Immersive Large-Scale Signage Content (몰입형 대형 사이니지 콘텐츠를 위한 STAGCN 기반 인간 행동 인식 시스템)

  • Jeongho Kim;Byungsun Hwang;Jinwook Kim;Joonho Seon;Young Ghyu Sun;Jin Young Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.89-95
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    • 2023
  • In recent decades, human action recognition (HAR) has demonstrated potential applications in sports analysis, human-robot interaction, and large-scale signage content. In this paper, spatial temporal attention graph convolutional network (STAGCN)-based HAR system is proposed. Spatioal-temmporal features of skeleton sequences are assigned different weights by STAGCN, enabling the consideration of key joints and viewpoints. From simulation results, it has been shown that the performance of the proposed model can be improved in terms of classification accuracy in the NTU RGB+D dataset.

A Feature Point Extraction and Identification Technique for Immersive Contents Using Deep Learning (딥 러닝을 이용한 실감형 콘텐츠 특징점 추출 및 식별 방법)

  • Park, Byeongchan;Jang, Seyoung;Yoo, Injae;Lee, Jaechung;Kim, Seok-Yoon;Kim, Youngmo
    • Journal of IKEEE
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    • v.24 no.2
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    • pp.529-535
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    • 2020
  • As the main technology of the 4th industrial revolution, immersive 360-degree video contents are drawing attention. The market size of immersive 360-degree video contents worldwide is projected to increase from $6.7 billion in 2018 to approximately $70 billion in 2020. However, most of the immersive 360-degree video contents are distributed through illegal distribution networks such as Webhard and Torrent, and the damage caused by illegal reproduction is increasing. Existing 2D video industry uses copyright filtering technology to prevent such illegal distribution. The technical difficulties dealing with immersive 360-degree videos arise in that they require ultra-high quality pictures and have the characteristics containing images captured by two or more cameras merged in one image, which results in the creation of distortion regions. There are also technical limitations such as an increase in the amount of feature point data due to the ultra-high definition and the processing speed requirement. These consideration makes it difficult to use the same 2D filtering technology for 360-degree videos. To solve this problem, this paper suggests a feature point extraction and identification technique that select object identification areas excluding regions with severe distortion, recognize objects using deep learning technology in the identification areas, extract feature points using the identified object information. Compared with the previously proposed method of extracting feature points using stitching area for immersive contents, the proposed technique shows excellent performance gain.

Hazard Recognition and Construction Safety Training Efficacy using Interactive Virtual Reality (VR)

  • Saiyad, Meeranali;Rybkowski, Zofia K.;Suermann, Patrick;Dixit, Manish;Luhan, Gregory;Shanbari, Hamzah
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1209-1216
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    • 2022
  • The majority of construction site incidents occur due to a lack of hazard awareness among workers on job sites. This lack of awareness is despite mandatory construction safety training, typically in the form of written content (safety manuals) or of images depicting hazards. To reduce job-site injuries and fatalities, general contractors have started adopting Virtual Reality (VR) to impart safety training to job site personnel. VR safety training can take the form of an immersive simulation comprising potential safety hazards intentionally embedded into a virtual job site; users are required to identify these hazards within a specified time frame with the expectation that they will be more adept at recognizing hazards on an actual job-site, resulting in fewer accidents. This research study seeks to identify the actual impacts of VR on construction safety awareness among participants. The research addresses the following question: Does VR improve hazard recognition awareness? The primary objective is to evaluate participants' performance of past construction safety awareness against present construction safety awareness after receiving VR training. Participants were asked to complete a multiple-choice Qualtrics™ questionnaire. The results of the study showed a statistically significant knowledge gain advantage with respect to hazard recognition and construction safety awareness with the use of interactive, immersive VR over a more conventional and passive safety training method.

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A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

A Study on the Heterogeneity in Multi-player VR Games : focused on (멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로)

  • Park, Eun-Kyung;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.151-162
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    • 2016
  • The purpose of this paper is to identify the significance of heterogeneity in multi-player VR games. Heterogeneity is a concept of multi-player mode that a game uses the immersive VR and non-immersive system at the same time. As immersive VR device has become more commercial, multi-player VR games try to use heterogeneity strategically. is the best example to explain a new phenomenon, so this paper analyses by using a revised and reinforced MDA framework. As a result, we can find heterogeneity concept not only in the separation of player's interface, but also in the division of play patterns and experiences within a game itself.

Trends and Prospects in the Application of AI Technology for Creative Contents (차세대 콘텐츠를 위한 AI 기술 활용 동향 및 전망)

  • Hong, S.J.;Lee, S.W.;Yoon, M.S.;Park, J.Y.;Lee, S.W.;Kim, A.Y.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.35 no.5
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    • pp.123-133
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    • 2020
  • With the development of artificial intelligence (AI) and 5G technology, an ecosystem of digital content is gradually becoming intelligent, immersive, and convergent. However, there is not enough ultra-realistic content for the ecosystem. For ultra-realistic content services, creative content technologies using AI are being developed. This paper introduces the trends in and prospects of creative content technologies such as 3D content creation, digital holography, image-based motion recognition, content analysis/understanding/searching, sport AI, and content distribution.

A Plan to Promote Intangible Cultural Heritage Transmission Education Through the Analysis of Immersive Content Cases (실감 콘텐츠 사례 분석을 통한 무형문화유산 전수 교육 활성화 방안)

  • Hwa-Su Jin
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.519-528
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    • 2023
  • Recently, for the preservation and transmission of cultural heritage, various researches and content development based on technologies such as virtual reality, augmented reality, and extended reality, which are the core technologies of the 4th industrial revolution era, are being conducted. Intangible cultural heritage is variable, unlike tangible cultural heritage, so it changes greatly depending on time and space, and as a result, it is in danger of being discontinued due to the aging and death of the inheritors. In this study, the current status and cases of related realistic content production were collected and analyzed, focusing on statistical data, intangible cultural heritage training centers through search portals, and platform cases. As a result of the analysis, it was found that overall, there were very few cases of use in content and transfer education using intangible cultural heritage. Through this study, we will consider ways to revitalize the effective transfer education of intangible cultural heritage that is on the verge of being cut off from transmission.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

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.