• Title/Summary/Keyword: Metaverse content

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A Study of Artificial Intelligence Generated 3D Engine Animation Workflow

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.286-292
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    • 2023
  • This article is set against the backdrop of the rapid development of the metaverse and artificial intelligence technologies, and aims to explore the possibility and potential impact of integrating AI technology into the traditional 3D animation production process. Through an in-depth analysis of the differences when merging traditional production processes with AI technology, it aims to summarize a new innovative workflow for 3D animation production. This new process takes full advantage of the efficiency and intelligent features of AI technology, significantly improving the efficiency of animation production and enhancing the overall quality of the animations. Furthermore, the paper delves into the creative methods and developmental implications of artificial intelligence technology in real-time rendering engines for 3D animation. It highlights the importance of these technologies in driving innovation and optimizing workflows in the field of animation production, showcasing how they provide new perspectives and possibilities for the future development of the animation industry.

Development of History Education Contents Using VR (가상현실을 활용한 역사 교육 콘텐츠 개발)

  • Jang Sangmin;Cho Jae-cheon;Moon Tae-woong;Kwang-Hyuk Im;Seok-Hun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.225-226
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    • 2024
  • 가상현실 기술을 활용한 역사 교육 콘텐츠 개발은 미래 교육 환경에 적응하고 학습 경험을 혁신하기 위한 중요한 도전이다. 이를 통해 시각적·체험적 학습을 강화하여 학생들의 흥미와 참여도를 높일 수 있으며, 다양한 교육 자료를 가상 현실에서 체험하면서 깊은 이해를 도모할 수 있다. 메타버스 기술은 역사적 사건들을 현실과 가상의 경계를 넘어 재현할 수 있는 독특한 기회를 제공하며, 이를 통해 학생들은 적극적으로 학습에 참여하며 창의성과 문제 해결 능력을 키울 수 있다. 따라서 이 콘텐츠의 개발은 교육의 미래를 모색하고, 새로운 학습 환경에서의 효과적인 교육 방법을 개발하는 데에 중요한 역할을 할 것으로 기대된다.

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A Study on the Types and Features of VR Contents Used in Domestic and Foreign Libraries (국내외 도서관에서 이용되는 VR 콘텐츠 유형과 특징에 관한 연구)

  • Kim, Ji Soo;Cheon, Hee Su;Moon, Seo hyun;Kwon, Sun-Young
    • Journal of the Korean Society for information Management
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    • v.39 no.1
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    • pp.219-256
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    • 2022
  • In an intelligent information society, VR technology is attracting attention as next-generation technology, and its importance as been emphasized. Against this background, there is a need to incorporate VR technology in libraries. The purpose of this study is to investigate and classify VR contents used in domestic and foreign libraries, and to analyze their characteristics and status. Therefore, in this study, cases of VR content were collected and analyzed for domestic and foreign libraries to which VR technology is applied and based on the implications of the analysis results, matters to be noted when applying VR content to the library in the future were suggested. This study is meaningful in that it conducted a study based on actual cases targeting VR content that was not discussed intensively in previous studies.

Correlation between Head Movement Data and Virtual Reality Content Immersion (헤드 무브먼트 데이터와 가상현실 콘텐츠 몰입도 상관관계)

  • Kim, Jungho;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.26 no.5
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    • pp.500-507
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    • 2021
  • The virtual reality industry has an opportunity to take another leap forward with the surge in demand for non-face-to-face content and interest in the metaverse after Covid-19. Therefore, in order to popularize virtual reality content along with this trend, high-quality content production and storytelling research suitable for the characteristics of virtual reality should be continuously conducted. In order for content to which virtual reality characteristics are applied to be effectively produced through user feedback, a quantitative index that can evaluate the content is needed. In this study, the process of viewing virtual reality contents was analyzed and head movement was set as a quantitative indicator. Afterwards, the experimenter watched five animations and analyzed the correlation between recorded head movement information and immersion. As a result of the analysis, high immersion was shown when the head movement speed was relatively slow, and it was found that the head movement speed can be used significantly as an index indicating the degree of content immersion. The result derived in this way can be used as a quantitative indicator that can verify the validity of the storytelling method applied after the prototype is produced when the creator creates virtual reality content. This method can improve the quality of content by quickly identifying the problems of the proposed storytelling method and suggesting a better method. This study aims to contribute to the production of high-quality virtual reality content and the popularization of virtual reality content as a basic research to analyze immersion based on the quantitative indicator of head movement speed.

Usability Evaluation of XR Content for Production Training Through Word Cloud Analysis (워드클라우드 분석을 통한 제작공정 교육용 확장 현실 콘텐츠 사용성 평가)

  • Eeksu Leem
    • Journal of Advanced Navigation Technology
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    • v.28 no.4
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    • pp.574-581
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    • 2024
  • This study explores the usability of extended reality (XR) content tailored for production process training, with a focus on user experience. Participants engaged with extended reality training modules, and qualitative data was subsequently collected through interviews. These interviews evaluated the hardware, user interface, and overall user satisfaction. The analysis utilized python packages for keyword extraction and word cloud visualization, offering insights into user perceptions. The findings revealed that although the hardware was deemed comfortable, concerns were raised regarding its weight and heat emission. The interactive interface, which relies on hand tracking, encountered issues with recognition rates, leading to suggestions for alternative input methods. Users acknowledged extended reality's potential impact on industries like healthcare and education, sharing both positive and negative views on the technology. This research enhances our understanding of user responses and guides the future enhancement of extended reality content for industrial applications, aiming to improve its quality and practical usability

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

The virtual world as a supportive environment for intact communication. -The possibility and task of forming a game user community using a metabus. - (언택트 커뮤니케이션 지원환경으로써 가상세계 - 메타버스를 이용한 게임 유저 커뮤니티 형성의 가능성과 과제 -)

  • Kim, Deok min;Kim, Soo dong;Seok, Hyeonseon;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
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    • v.15 no.1
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    • pp.37-48
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    • 2022
  • Metabus, a three-dimensional virtual environment for digital communication, has gained a lot of attention recently. Even so, there are still many unanswered questions about the user's consciousness and behavior. A difference in nature from conventional digital communication is also unclear. This paper aims to study Metabus on a hypothetical premise by organizing the possibility of Metabus for communication activation based on a research project aimed at using Metabus to support the formation of a community of school dormitories and studio rental residents. After reviewing the establishment process and application cases of Metabus, we focus on the character (avatar) used as the user's alter ego within the metabus, which will allow customization of both form and content different from text-based communication. The "physicality" and the "spatiality" of the metaverse and the "immersion" they bring are among the most important, functional innovations. Based on this summary, a case of using metabuses will be reviewed to describe the research plan aimed at supporting community formation.

Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.364-365
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    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

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3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

Gender Characteristics in Virtual Fashion Design -Virtual Avatars' Genders and Genderless Fashion Design Concepts-

  • Minji Lena Kim;Sang Ha Yun;Inzali Moe;Eun Kyoung Yang
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.3
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    • pp.397-416
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    • 2024
  • This study investigated gender characteristics in contemporary virtual fashion design, focusing on avatars and genderless fashion in recent collections from Auroboros, Republiqe, Placebo Digital Fashion House, RTFKT, and Tribute. Employing content analysis within a theoretical framework of gender-related research, the study coded virtual avatars in terms of biological sex, appearance, and sociological perspectives. The results showed a preference for female-type avatars, through which androgynous aesthetics were embraced and traditional gender norms were challenged. Male-type avatars reflected experimentation with blending masculine elements, emphasizing inclusivity. Human-like avatars indicated a preference for designs that promoted inclusivity and, in the process, challenged binary classifications. The examined brands strategically capitalized on compromise, sensuality, and playfulness, thereby breaking away from traditional values to opt for more diverse styles. Genderless features combined elements from traditional men's and women's clothing, espousing sensuality and playful exaggeration. These findings signify a dynamic shift away from conventional gender standards to foster inclusivity and experimentation. They can serve as a reference for promoting creative strategies and design innovation, challenging the traditional gender perspective in the fashion industry. Implementing these strategies can lead to a more inclusive representation of fashion styles, encouraging critical thinking about gender norms.