• Title/Summary/Keyword: Immersive display media

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A Study on the Immersive Display (몰입형 디스플레이에 관한 연구)

  • Chung, Tae-Sub
    • Proceedings of the KAIS Fall Conference
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    • 2011.05b
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    • pp.558-561
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    • 2011
  • 본 논문에서는 Immersive Media의 종류와 디스플레이에 관하여 논하였다. 디스플레이의 발전은 화면 해상도와 밀접한 관계가 있으며, 해상도의 차이에 따른 디스플레이의 크기 및 선명도의 발전을 이루면서 더욱 더 몰입을 할 수 있도록 발전하고 있다. 좋은 해상도를 유지하기 위하여서는 디스플레이의 발전도 이루어져야 한다는 것이다. 이에 본 연구에서는 디스플레이의 해상도에 따른 크기와 디스플레이의 종류에 따른 투영방법에 관하여 조사를 하였으며, 이에 따른 Immersive Media제작방법에 따른 디스플레이의 종류에 관하여 논 하고자 한다.

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Tiled Stereo Display System for Immersive Telemeeting

  • Kim, Ig-Jae;Ahn, Sang-Chul;Kim, Hyoung-Gon
    • Journal of Information Display
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    • v.8 no.4
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    • pp.27-31
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    • 2007
  • In this paper, we present an efficient tiled stereo display system for tangible meeting. For tangible meeting, it is important to provide immersive display with high resolution image to cover up the field of view and provide to the local user the same environment as that of remote site. To achieve these, a high resolution image needs to be transmitted for reconstruction of remote world, and it should be displayed using a tiled display. However, it is hard to transmit high resolution image in real time due to the limit of network bandwidth, and so we receive multiple images and reconstruct a remote world with received images in advance. Then, we update only a specific area where remote user exists by receiving low resolution image in realtime. We synthesize the transmitted image to the existing environmental map of remote world and display it as a stereo image. For this, we developed a new system which supports GPU based real time warping and blending, automatic feature extraction using machine vision technique.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

A Tangible Floating Display System for Interaction

  • Kim, Youngmin;Kang, Hoonjong;Ahn, Yangkeun;Choi, Kwang-Soon;Park, Byoungha;Hong, Sunghee;Jung, Kwang-Mo
    • Journal of the Optical Society of Korea
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    • v.18 no.1
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    • pp.32-36
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    • 2014
  • A tangible floating display that can provide different perspective views without special glasses being introduced. The proposed system can display perspective floating images in the space in front of the system with the help of concave mirrors. In order to avoid wearing special equipment to interact and deliver the sense of touch, the proposed system adopted an ultrasound focusing technology. For providing an immersive experience to the viewers, the proposed system consists of a tangible floating display system and a multiple-view imaging system for generating three lenticular displays in front of the users.

360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

Sharing 3D Media with Enhanced Access Grid(e-AG) (Enhanced Access Grid(e-AG)를 통한 3차원 미디어 공유)

  • 이영호;오세찬;이석희;우운택
    • Proceedings of the IEEK Conference
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    • 2003.11b
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    • pp.107-110
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    • 2003
  • In this paper, we propose sharing 3D media between multisite using enhanced Access Grid (e-AG) which is a composition of 3D display and Access Grld (AG) Conventional AG and other collaborative systems have a limitation to share immersive 3D media Thus, proposed system supports sharing 3D media contents in a AG meeting section. Real object can be shared by acquiring stereo image with pre-calibrated stereo camera and by delivering, and virtual object can be shared by transmitting state information after downloading 3D model. And also, real video scene acquired by stereo camera and virtual object from 3D model can be displayed on the 3D display system of each node adaptively. The characteristics of proposed sharing method are sharing 3D media, displaying 3D media on a system adaptively, supporting real-time interaction. The proposed sharing method will be used remote lecture, remote collaboration with 3D media.

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Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Interactive Virtual Studio & Immersive Viewer Environment (인터렉티브 가상 스튜디오와 몰입형 시청자 환경)

  • 김래현;박문호;고희동;변혜란
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06b
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    • pp.87-93
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    • 1999
  • In this paper, we introduce a novel virtual studio environment where a broadcaster in the virtual set interacts with tele-viewers as if they are sharing the same environment as participants. A tele-viewer participates physically in the virtual studio environment by a dummy-head equipped with video "eyes" and microphone "ears" physically located in the studio. The dummy head as a surrogate of the tole-viewer follows the tele-viewer's head movements and views and hears through the dummy head like a tele-operated robot. By introducing the tele-presence technology in the virtual studio setting, the broadcaster can not only interact with the virtual set elements like the regular virtual studio environment but also share the physical studio with the surrogates of the tele-viewers as participants. The tele-viewer may see the real broadcaster in the virtual set environment and other participants as avatars in place of their respective dummy heads. With an immersive display like HMD, the tele-viewer may look around the studio and interact with other avatars. The new interactive virtual studio with the immersive viewer environment may be applied to immersive tele-conferencing, tele-teaching, and interactive TV program productions.program productions.

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Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

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.