• Title/Summary/Keyword: The image of virtual experience

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Implementation of Interactive Self-portrait using Real-time News Stream

  • Lim, Sooyeon
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.147-153
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    • 2018
  • This study is about the interactive self-portrait which provides the experience of self-consciousness reflection of the viewer to modern people who are easily alienated in rapid social change. We proposed interactive self-portrait is implemented by an interactive mirror that reproduces the appearance of the viewer acquired using a webcam. The interactive mirror, which can directly project its own image, is drawn by searching news articles in real time and using the extracted characters as pixel information in real time. The viewer has the opportunity to experience a new style of active self-expression while watching his/herself composed of news characters that are issues of modern society. The virtual self-portrait designed with news characters can attract viewers' attention by visually expressing the interests of modern people and can act as an incentive to generate positive interaction.

An Image and Visual Characteristics Analysis of Gyeongju Daereungwon Area Using Virtual Walkthrough (Virtual Walkthrough를 이용한 경주 대릉원지구의 경관이미지 및 시각적 특성 분석)

  • Deng, Bei-Jia;Kim, Young-Hun;Jeong, Jae-Hyun;Heo, Sang-Hyun
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.38 no.2
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    • pp.108-117
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    • 2020
  • This study takes the Gyeongju Historic Areas Daereungwon Area as the research object, uses the Virtual Walkthrough method for virtual experience and evaluation, the visual characteristics were analyzed. To analyze landscape visual characteristics and to find out the relationship between image factors and visual preferences, the factor analysis and multiple regression analysis were conducted. The results are as follows: the results of preference analysis of the Daereungwon Area show that the preference of scene3 where located on the western boundary of Noseo-rl tumuli got the highest score, and the preference score of scene5 where located on the western boundary of Daereungwon less than three points. The results of factor analysis of visual characteristics, three factors were analyzed: regularity factor, spatiality factor and historical factor. The analysis of variance and multiple regression analysis results of the relationship between factor scores and visual preferences show that regularity factor was analyzed as the biggest factor that affects the visual preference of the Historical-cultural landscape Daereungwon Area. Virtual Walkthrough method has a strong three-dimensional and strong production of the real landscape scene, it's an effective method in landscape analysis. The results of research provides data and information for improving the visual quality of Historical-cultural landscape and it's expected to be applied in the future of landscape planning.

A Study on the Space Design of the Virtual Reality Simulation Exclusive Space (가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구)

  • 임종엽;유태관
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

Effects of Image Resolution and HMD Luminance on Virtual Reality Viewing Experience (영상의 해상도와 HMD의 휘도가 가상현실 시청 경험에 미치는 영향)

  • Lee, Hyejin;Chung, Donghun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.74-85
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    • 2018
  • The research investigated the interaction effect of video resolution and device luminance on the perceived characteristics, presence, and fatigue viewing virtual reality. Experiments were composed of mixed design, and the resolution and luminance were classified into three types, HD, 2K, and 4K, and 20, 60, and 100, respectively. Participants watched video of 6-minutes randomly, and responded to the questionnaire after watching each video. The results showed that no interaction effect existed. Meanwhile, there are statistically significant differences on the luminance of depth perception, the resolution of visual intervention, and the resolution of adjustment fatigue. Also, higher resolution and luminance showed higher cognitive function, presence and fatigue.

A Proposal of the Direction of Cultural Welfare Based on ICT: Focusing on Experience Center for Arts and Culture (ICT기반 문화복지의 방향성 제시: 문화예술체험관 중심으로)

  • Lim, Young-June;Lee, Young-Suk
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1567-1576
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    • 2017
  • This study presented the direction of cultural welfare based on ICT. For this purpose, it examined the direction of government policies and the status of cultural welfare services and it analyzed art galleries and museums focusing on experiences of cultural welfare services in a home and abroad. As a result, the museum has many changes depending on the media environment, unlike art gallery. In the age of media 1.0, the audience has experienced in real museums. As time goes by, in the age of media 2.0, the customer has opportunity to experience in virtual museums. It seems that there are many differences factor of a media environment, target (exhibits), accessibility, consumption and information. Finally, this study suggested the environmental change factors of Korean ICT cultural welfare service through this. In the future, it will be necessary to continue research on the possibility of expanding cultural welfare services for cultural enjoyment to the underprivileged.

Fashion-show Animation Generation using a Single Image to 3D Human Reconstruction Technique (이미지에서 3차원 인물복원 기법을 사용한 패션쇼 애니메이션 생성기법)

  • Ahn, Heejune;Minar, Matiur Rahman
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.5
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    • pp.17-25
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    • 2019
  • In this paper, we introduce the technology to convert a single human image into a fashion show animation video clip. The technology can help the customers confirm the dynamic fitting result when combined with the virtual try on technique as well as the interesting experience to a normal person of being a fashion model. We developed an extended technique of full human 2D to 3D inverse modeling based on SMPLify human body inverse modeling technique, and a rigged model animation method. The 3D shape deformation of the full human from the body model was performed by 2 part deformation in the image domain and reconstruction using the estimated depth information. The quality of resultant animation videos are made to be publically available for evaluation. We consider it is a promising approach for commercial application when supplemented with the post - processing technology such as image segmentation technique, mapping technique and restoration technique of obscured area.

A Study of Generating Depth map for 3D Space Structure Recovery

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1855-1862
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    • 2010
  • In virtual reality, there are increasing qualitative development in service technologies for realtime interaction system development, 3- dimensional contents, 3D TV and augment reality services. These services experience difficulties to generate depth value that is essential to recover 3D space to form solidity on existing contents. Hence, research for the generation of effective depth-map using 2D is necessary. This thesis will describe a shortcoming of an existing depth-map generation for the recovery of 3D space using 2D image and will propose an enhanced depth-map generation algorithm that complements a shortcoming of existing algorithms and utilizes the definition of depth direction based on the vanishing point within image.

A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store- (가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로-)

  • Jang, Ju Yeun;Chun, Jaehoon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.42 no.4
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

Optical Resonance-based Three Dimensional Sensing Device and its Signal Processing (광공진 현상을 이용한 입체 영상센서 및 신호처리 기법)

  • Park, Yong-Hwa;You, Jang-Woo;Park, Chang-Young;Yoon, Heesun
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2013.10a
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    • pp.763-764
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    • 2013
  • A three-dimensional image capturing device and its signal processing algorithm and apparatus are presented. Three dimensional information is one of emerging differentiators that provides consumers with more realistic and immersive experiences in user interface, game, 3D-virtual reality, and 3D display. It has the depth information of a scene together with conventional color image so that full-information of real life that human eyes experience can be captured, recorded and reproduced. 20 Mega-Hertz-switching high speed image shutter device for 3D image capturing and its application to system prototype are presented[1,2]. For 3D image capturing, the system utilizes Time-of-Flight (TOF) principle by means of 20MHz high-speed micro-optical image modulator, so called 'optical resonator'. The high speed image modulation is obtained using the electro-optic operation of the multi-layer stacked structure having diffractive mirrors and optical resonance cavity which maximizes the magnitude of optical modulation[3,4]. The optical resonator is specially designed and fabricated realizing low resistance-capacitance cell structures having small RC-time constant. The optical shutter is positioned in front of a standard high resolution CMOS image sensor and modulates the IR image reflected from the object to capture a depth image (Figure 1). Suggested novel optical resonator enables capturing of a full HD depth image with depth accuracy of mm-scale, which is the largest depth image resolution among the-state-of-the-arts, which have been limited up to VGA. The 3D camera prototype realizes color/depth concurrent sensing optical architecture to capture 14Mp color and full HD depth images, simultaneously (Figure 2,3). The resulting high definition color/depth image and its capturing device have crucial impact on 3D business eco-system in IT industry especially as 3D image sensing means in the fields of 3D camera, gesture recognition, user interface, and 3D display. This paper presents MEMS-based optical resonator design, fabrication, 3D camera system prototype and signal processing algorithms.

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Photographic Virtual Reality-based Education Systems for Cultural Property Learning (문화재 학습을 위한 PVR 기반 교육 시스템)

  • Han, Seon-Kwan;Yoon, Kyoung-Nam
    • Journal of The Korean Association of Information Education
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    • v.13 no.2
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    • pp.159-168
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    • 2009
  • This study is a project case research on PVR-based e-book systems for the cultural property learning effectively. In this study, we designed and implemented the systems and contents using a photographic virtual reality technique. This system could provide the students an effectiveness of virtual experience such as a student is at place that has the cultural property. Moreover we developed the educational contents in image DB. We also converted these contents into e-book typed contents that the students easily searched and used the system in class. This systems were applied the students in elementary school. As the result of applying, we found that the PVR-based e-book systems were more effective than plain web-based systems. This study will give advanced education environment to students as well as teachers in future.

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