• Title/Summary/Keyword: Immersive contents

Search Result 164, Processing Time 0.027 seconds

Developing Experiential Exhibitions Based on Conservation Science Content of Bronze Mirror

  • Jo, Young Hoon;Kim, Jikio;Yun, Yong Hyun;Cho, Nam Chul;Lee, Chan Hee
    • Journal of Conservation Science
    • /
    • v.37 no.4
    • /
    • pp.362-369
    • /
    • 2021
  • In museums, exhibition content focuses mostly on cultural heritage's historical values and functions, but doing so tends to limit visitors' interest and immersion. To counter this limitation, the study developed an experiential media art exhibition fusing bronze mirrors' traditional production technology and modern conservation science. First, for the exhibition system, scientific cultural heritage contents were projected on the three-dimensional (3D) printed bronze mirror through interactions between motion recognition digital information display (DID) and the projector. Then, a scenario of 17 missions in four stages (production process, corrosion mechanism, scientific analysis and diagnosis, and conservation treatment and restoration) was prepared according to the temporal spectrum. Additionally, various media art effects and interaction technologies were developed, so visitors could understand and become immersed in bronze mirrors' scientific content. A user test was evaluated through the living lab, reflecting generally high levels of satisfaction (90.2 points). Qualitative evaluation was generally positive, with comments such as "easy to understand and useful as the esoteric science exhibition was combined with media art" (16.7%), "wonderful and interesting" (11.7%), and "firsthand experience was good" (9.2%). By combining an esoteric science exhibition centered on principles and theories with visual media art and by developing an immersive directing method to provide high-level exhibition technology, the exhibition induced visitors' active participation. This exhibition's content can become an important platform for expanding universal museum exhibitions on archaeology, history, and art into conservation science.

Image Stitching focused on Priority Object using Deep Learning based Object Detection (딥러닝 기반 사물 검출을 활용한 우선순위 사물 중심의 영상 스티칭)

  • Rhee, Seongbae;Kang, Jeonho;Kim, Kyuheon
    • Journal of Broadcast Engineering
    • /
    • v.25 no.6
    • /
    • pp.882-897
    • /
    • 2020
  • Recently, the use of immersive media contents representing Panorama and 360° video is increasing. Since the viewing angle is limited to generate the content through a general camera, image stitching is mainly used to combine images taken with multiple cameras into one image having a wide field of view. However, if the parallax between the cameras is large, parallax distortion may occur in the stitched image, which disturbs the user's content immersion, thus an image stitching overcoming parallax distortion is required. The existing Seam Optimization based image stitching method to overcome parallax distortion uses energy function or object segment information to reflect the location information of objects, but the initial seam generation location, background information, performance of the object detector, and placement of objects may limit application. Therefore, in this paper, we propose an image stitching method that can overcome the limitations of the existing method by adding a weight value set differently according to the type of object to the energy value using object detection based on deep learning.

Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
    • /
    • v.11 no.8
    • /
    • pp.55-64
    • /
    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

An Exploratory Study on Experience of Luxury Brand Virtual Fashion Show (럭셔리 패션 브랜드 가상패션쇼 경험에 대한 탐색적 연구)

  • Hyojo Jung;Eunju Ko
    • Journal of Fashion Business
    • /
    • v.27 no.2
    • /
    • pp.70-87
    • /
    • 2023
  • Today, VR, AR, and MR technologies that travel between real world and virtual world are rapidly developing. These technologies are adopted in luxury fashion brands for virtual fashion shows and runways, virtual retail shops and virtual fitting services. Despite its growth potential and social importance, virtual fashion space has been studies insufficiently. Therefore, this study aimed to examine the consumer experience on the virtual fashion space types, components of virtual fashion space, perceived value, and continuous usage intention. Prada, one of the most active luxury fashion brands in the VR field, was selected as the stimulus for an in-depth interview. Participants experienced virtual fashion show space through VR device (Oculus Quest 2 from Meta) before responding to the questions about their experience. Results showed that material space was more like virtual whereas perceptual space felt like reality. Participants could imagine about more virtual image from material space and more real image from perceptual space elements. Moreover, perceptual space enhanced the immersion, presence, and interactivity compared to material space. Most participants perceived that the virtual fashion show was useful and playful, leading to the continuous usage intention. It implies that improvements for some technical limitation from VR device and virtual contents can provide quality consumer experience in the future. Based on results of this study, fashion companies can establish useful marketing strategies for consumers' immersive and playful experiences when introducing virtual fashion space.

A Study on The Self-identity in Role-playing Games - Focused on Lacan's Psychoanalysis (롤플레잉 게임에서의 자아 정체성에 관한 연구 - 라캉의 정신분석학을 중심으로)

  • Xiao Zhongyi;Choi Won-ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.475-487
    • /
    • 2024
  • As today's "ninth art", role-playing games recognized by most players due to their surreal themes and sustained reflection on social diseases. Through precise control of story-telling and game visuals, players develop an avatar identification during role-playing game. Based on Lacan's mirror stage theory, a new self-identity mechanism is established under the guidance of role-playing games. As a "player", the subject's interpretation of himself is shifted by the game order, and the subject identifies with the role-playing game while at the same time being structured by the desire of role-playing game. The immersive experience and emotional guidance of role-playing games all point to the most instinctive human desires. The psychoanalytic theory from Lacan's perspective explains the source of players' desire, and the expression of players' desire in the game. It also plays an important role in the emotional rendering and identity aspects of role-playing games. This paper is to establish that role-playing games do have an impact on the player's self-identity through a Lacanian psychoanalytic reading of role-playing games.

Development of Character Goods Content Utilizing Marker-based Augmented Reality (마커기반 증강현실을 활용한 캐릭터 굿즈 콘텐츠 개발)

  • AHN CHAN JE
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.3
    • /
    • pp.953-958
    • /
    • 2024
  • Recently, there has been growing interest in the Fourth Industrial Revolution, with a particular focus on the advancement of augmented reality (AR) devices. However, there is a shortage of AR content. Augmented reality operates through marker-based and markerless methods. The marker-based approach involves using a camera to capture images that serve as markers, enhancing them through AR principles. To address the scarcity of AR content and improve the quality of character goods, this study proposes integrating AR technology into character goods. The character industry is expanding each year, leading to a diverse range of character goods. Character acrylic stands, among these goods, leverage game, webtoon, and animation character IPs for sales. To enhance the design process, we utilized the character image as a marker, allowing for the creation of content that aligns with the characteristics of the character IP. We selected a webtoon character and developed AR content, incorporating features such as voice, speech bubbles, and an introduction to the webtoon, tailored to the webtoon's characteristics. This study demonstrates the potential of AR to present visual and auditory information, paving the way for a variety of products, including diverse content. We anticipate that utilizing this research will lead to the emergence of products encompassing various contents.

Measuring Visual Fatigue of Glasses-free Interactive 3D System Under Various Viewing Conditions (다양한 시청환경에 따른 무안경식 interactive 3D 시스템의 시각피로도 측정)

  • Kim, Jung-Yul;Li, Hyung-Chul O.;Kim, ShinWoo
    • Journal of Broadcast Engineering
    • /
    • v.18 no.3
    • /
    • pp.425-434
    • /
    • 2013
  • Observers usually experience visual fatigue when they watch contents displayed on 3D display. There has been various research on visual fatigue incurred in stereoscopic displays that use 3D glasses, but relatively less studies have been done in the area of autostereoscopic displays. i3D system refers to interactive 3D system that makes it possible for users to interact with contents using their hands. Current research measured visual fatigue that users experience from i3D under various visual environments. We examined the effects of viewing distance, disparities and visual orientation on visual fatigue in i3D. The results indicated that visual fatigue decreased with longer distance and smaller disparity. Visual fatigue increased with angle when 3D fusion was unstable. In addition, there was an interaction effect between angle and distance in which visual fatigue increased with distance under stable 3D fusion but there was no difference in visual fatigue as a function of distance when 3D fusion was unstable. These results would be importantly used to develop autostereoscopic displays that minimize visual fatigue.

Stereoscopic Free-viewpoint Tour-Into-Picture Generation from a Single Image (단안 영상의 입체 자유시점 Tour-Into-Picture)

  • Kim, Je-Dong;Lee, Kwang-Hoon;Kim, Man-Bae
    • Journal of Broadcast Engineering
    • /
    • v.15 no.2
    • /
    • pp.163-172
    • /
    • 2010
  • The free viewpoint video delivers an active contents where users can see the images rendered from the viewpoints chosen by them. Its applications are found in broad areas, especially museum tour, entertainment and so forth. As a new free-viewpoint application, this paper presents a stereoscopic free-viewpoint TIP (Tour Into Picture) where users can navigate the inside of a single image controlling a virtual camera and utilizing depth data. Unlike conventional TIP methods providing 2D image or video, our proposed method can provide users with 3D stereoscopic and free-viewpoint contents. Navigating a picture with stereoscopic viewing can deliver more realistic and immersive perception. The method uses semi-automatic processing to make foreground mask, background image, and depth map. The second step is to navigate the single picture and to obtain rendered images by perspective projection. For the free-viewpoint viewing, a virtual camera whose operations include translation, rotation, look-around, and zooming is operated. In experiments, the proposed method was tested eth 'Danopungjun' that is one of famous paintings made in Chosun Dynasty. The free-viewpoint software is developed based on MFC Visual C++ and OpenGL libraries.

Implementation of Integrated Player System based on Free-Viewpoint Video Service according to User Selection (사용자 선택에 따른 자유 시점 비디오 서비스 기반의 통합 플레이어 시스템 구현)

  • Yang, Ji-hee;Song, Min-ki;Park, Gooman
    • Journal of Broadcast Engineering
    • /
    • v.25 no.2
    • /
    • pp.265-274
    • /
    • 2020
  • Free-viewpoint video service is a technology that allows users to watch at any angle, location and distance through interaction. In this paper, the free-viewpoint video services are defined in four viewing modes: Inward view, outward view, 3D object view and first person view. And we developed and implemented a new integrated program that plays all the suggested views. In the contents of girl band performances and basketball games, multi-view cameras suitable for each viewing mode are installed to acquire media, and data stored on the server is streamed over the network, making it available for viewing. Users can freely choose four viewing modes, space location, angle and so on, and the media data such as images and sounds are provided to them by rendering appropriately for the selected the viewpoint. Our system is expected to be a scalable free-viewpoint video service player as well as provide users with immersion and presence by combining various viewing modes.

Subjective Video Quality Evaluation and User Satisfaction according to Screen Size and Content Type : Comparison of UHD and UWV (화면크기와 콘텐츠유형에 따른 주관적 영상품질 평가와 이용자 만족도: UHD와 UWV 비교 분석)

  • Cho, EunSun;Lee, Jin-Myong;Rha, Jong-Youn;Park, Sunny;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
    • /
    • v.16 no.12
    • /
    • pp.283-292
    • /
    • 2018
  • UHD (Ultra High Definition) broadcasting technology, and UWV (Ultra Wide Vision) which is the high quality panoramic video of wide view angle based on UHD, were commercialized in Korea for the first time in the world, and those are representative realistic video technologies that maximize the user's sense of presence. By comparing the user's subjective reaction of UHD and UWV, the purpose of this study is to systematically establish the user's subjective video quality evaluation. For this purpose, a large screen projection experiment is designed by setting the screen size (4k x 2k, 8k x 2k) and content types (sports, landscape, concert) as variables to measure the user's subjective video quality evaluation and satisfaction. As a result of the study, the users' evaluation of UWV was higher than UHD in all items of subjective video quality, and satisfaction. Moreover, the results showed the significant differences depending on the video contents. Based on the results of the research, the study proposed the points necessary for the development and commercialization of UWV panoramic technology, and suggestions for the future research.