• 제목/요약/키워드: Realistic digital contents

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Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • 제8권1호
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    • pp.147-152
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    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.

한 장의 포토기반 실사 수준 얼굴 애니메이션 (A photo-based realistic facial animation)

  • 김재환;정일권
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2011년도 춘계 종합학술대회 논문집
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    • pp.51-52
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    • 2011
  • We introduce a novel complete framework for contructing realistic facial animations given just one facial photo as an input in this paper. Our approach is carried on in 2D photo spacem not 3D space. Moreover, we utilize computer vision-based technique (digital matting) as well as conventional image processing methods (image warping and texture synthesis) for expressing more realistic facial animations. Simulated results show that our scheme produces high quality facial animations very efficiently.

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실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구 (A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media)

  • 이현철;박기창;김은석;허기택
    • 한국멀티미디어학회논문지
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    • 제20권9호
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법 (A Method of Sensory Effect Metadata Generation Based on User Feedback Information)

  • 김철민;허용수;김은석
    • 한국멀티미디어학회논문지
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    • 제21권7호
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

바다영상에서의 CG/실사 합성 (CG and Photo-Realistic Image Composition in Ocean Scenes)

  • 유정재;김재헌;박창준;이인호
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2006년도 하계종합학술대회
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    • pp.287-288
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    • 2006
  • CG and Photo-realistic image composition in the ocean scenes is frequently used in movies and TV advertisement. But it is very difficult task because it's impossible to use calibration tool in outdoor environment or to use auto-calibration algorithm using natural features like KLT(Kanade Lucas Tomasi feature tracker) from the ocean scene. We propose a simple, effective method for solving camera motion using previous knowledge about background structure. We applied our method to the production of a commercial movie, 'Hanbando' and the result was satisfactory.

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A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

다중 감정 에이전트를 이용한 자동 이야기 생성 시스템의 설계 (Multi Emotional Agent based Story Generation)

  • 김원일;김동현;홍유식;김승식;이창민
    • 전자공학회논문지CI
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    • 제45권5호
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    • pp.134-139
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    • 2008
  • 이 논문에서 우리는 다중 감정 에이전트를 이용한 자동 이야기 생성 시스템을 제안한다. 다중 감정 에이전트는 서로 다른 감정 모델을 가진 에이전트를 말하며 이러한 에이전트가 서로 작용하여 새로운 상황을 생성해 나가는 것이다. 이러한 다중 에이전트는 기본적으로 아바타나 컴퓨터 게임에서 NPC 로 사용될 수 있다. 제안된 시스템에서 감정 에이전트는 성격이나 선호도가 서로 다른 등장인물로 사용되며, 이러한 시스템에 의해 생성된 이야기는 여러 성격을 가진 다중 에이전트의 사용으로 매우 현실적인 이야기 생성을 가능하게 한다.

디지털 콘텐츠로서 개인형 메신저 콘텐츠 디자인 분석에 관한 연구 (Analysis of Personal Messenger Contents Design as Digital Contents)

  • 오문석;원종욱
    • 디지털산업정보학회논문지
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    • 제6권4호
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    • pp.183-192
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    • 2010
  • Digital communities' spaces have been very popular through communication contents provide entertainment and usability. Emoticons provide simply emotional expressions and intension, so they weakly convey a realistic sense as they are designed by 2D graphics. However, 3D Avatars presented by 3D Computer Graphics make users interesting because of delivering senses of reality and three-dimension and amuse users because of representing their characters. It is the purpose of this study to analyze design examples of emoticons and avatars applying to personal messengers and propose the development of them. In addition, this paper researches various characteristics of emoticons and avatars for web and mobile phones, and suggests a strategy to usefully and properly apply emoticons and avatars to design.

A Study on Ways to Vitalize Digital Contents Business through IP Holding Company

  • Jung, Jai-Jin
    • 디지털융복합연구
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    • 제9권1호
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    • pp.107-114
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    • 2011
  • In order to have the highest level of a certain society's technology be evaluated as digital contents technology the value concept of such technology's social utilization must be established while active investment on the technology takes place and makes it the subject of social capitalization. This study wishes to discuss the strategies and methods of establishing and managing IP holding company which requires business activation with digital contents technology at its base, research ways of vitalizing IP holding company to expand social utility values of contents technology, suggest necessary systemic improvements and investment activation methods, management structure, and governance structure by investigating ways to stimulate the industrialization of contents technology through the establishment and management of this IP holding company, and finally come up with a realistic measure to establish and manage a IP holding company. Strategies on commercialization of digital contents technology and acceleration of technology development, as well as activation of venture business set-ups will be analyzed and suggested based on such suggestions while IP holding company's digital contents technology investment activation model will be established to produce means to realize discovering superior contents companies and activation of investment, and activating high quality contents production for the global market.

초등학교 과학 디지털교과서에 제시된 테크놀로지를 활용한 탐구 활동의 특징 - 가상실험, 가상현실, 증강현실 활용 사례들을 중심으로 - (The Features of Inquiry Activities Using Technology in Elementary Science Digital Textbook - Focusing on the Cases of Using Virtual Experiment, Virtual Reality and Augmented Reality -)

  • 장진아;박준형;송진웅
    • 한국초등과학교육학회지:초등과학교육
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    • 제38권2호
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    • pp.275-286
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    • 2019
  • The purpose of this study is to investigate the features of inquiry activities using technology in the 2015 revised elementary science digital textbooks. For this, we analyzed the features of inquiry context and inquiry method presented in inquiry activities using three kinds of technology: Virtual experiment, virtual reality and augmented reality. As a result, firstly, the most common types of 77 inquiry activities were realistic type which shows the phenomenon actually and vividly as possible and realistic-abstract type which shows the phenomena with the abstract concepts. Second, the ways of using three technologies were different depending on the processes of inquiry and the sub-domains of science. For example, virtual experiment technologies were mostly used in the contents of physics and chemistry with the inquiry context of realistic-abstract type for investigating the relationship between variables of experiments and describing the phenomena mechanically. On the other hand, virtual reality and augmented reality techniques tended to be used more frequently in biology and earth science contents with the inquiry context of realistic type for observing and describing the phenomena. Finally, we discussed educational implications in terms of developing and applying technology-based inquiry activities.