• Title/Summary/Keyword: Virtual Production

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Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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SIFT Feature Based Digital Watermarking Method for VR Image (VR영상을 위한 SIFT 특징점 기반 디지털 워터마킹 방법)

  • Moon, Won-Jun;Seo, Young-Ho;Kim, Dong-Wook
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1152-1162
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    • 2019
  • With the rapid development of the VR industry, many VR contents are produced and circulated, and the need for copyright protection is increasing. In this paper, we propose a method of embedding and extracting watermarks in consideration of VR production process. In embedding, SIFT is performed by selecting the region where distortion is minimized in VR production, and transformed into frequency domain using DWT and embedded into the QIM method. In extracting process, in order to correct the distortion in the projection process, the top and bottom regions are changed to different projection methods and some middle regions are rotated using 3DoF to extract the watermark. After this processing, extracted watermark has higher accuracy than the conventional watermark method, and the validity of the proposed watermark is shown by showing that the accuracy is maintained even in various attacks.

Industrial Transformation in digital economy: A Case Study on PC and Comsumer Industries (디지털경제와 산업 전환: PC와 가전 산업의 사례 연구)

  • 배영자
    • Proceedings of the Technology Innovation Conference
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    • 2002.02a
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    • pp.133-149
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    • 2002
  • This study aims to investigate the impact of wide use of digital technology, in particular, the Internet, on innovation process and corporate strategy in electronics industry. The introduction of digital technology has changed innovation process, business model and organizational structure of the electronics companies. With the introduction of digital technology, the entire value chain of electronics industry from procurement, sales, and marketing to R&D and manufacturing has been restructured. E-commerce has been a major agenda for e-business. Recently, collaboration among electronics companies through e-marketplace has emerged as an important issue. A web-based e-commerce standard, so called RosettaNet, has been developed for facilitating e-transactions of electronics firms. The development of digital technology has dramatically increased the processing speed and sophisticated the virtual reality technology. As simulation becomes easier and more effective, the uncertainty and risk involved in R&D has decreased significantly. Another positive impact is closer cooperation between R&D and manufacturing functions. Taking advantage of automated and flexible production technology, has a new type of firm, so called, EMS (Electronics Manufacturing Services) emerged, whose strategic focus is on manufacturing only. The EMS can be seen as a kind of innovative organization, that is, a modular organization for production function. Digital technology has made convergence of computer and communication possible at early years but right now the convergence has been accelerated in extensive areas of communication, broadcasting, information appliances, software, contents, and services. Firms' effort for an innovative product and service has been intensified and the competition for a new standard product and service has become severe in electronics industry. Business activities are always realized in a specific organizational context. Accordingly building up innovation-friendly organization has emerged as a critical concern. Due to the striking decrease of transaction cost, a network type of organization has proliferated, and a business function turns into a modular organization. As a whole, digital technology has pushed electronics firms into developing their own business model, which takes consideration of standardization of business platform and their core competency.

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Research on the Expression Features of Naked-eye 3D Effect of LED Screen Based on Optical Illusion Art

  • Fu, Linwei;Zhou, Jiani;Tae Soo, Yun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.126-139
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    • 2023
  • At present, naked-eye 3D appears more and more commonly on the facades of urban buildings. It brings an incredible visual experience to the audience by simulating the natural 3D 3D space effect. At the same time, it also creates enormous commercial value for city publicity and commercial advertisements. There is much research on naked-eye 3D visual effects, but for right-angle LED screens. Right-angle LED screen's brand-new expression method that has only become popular in recent years, how to convey a realistic naked-eye 3D effect through two LED screens combined at right angles has become a problem worth exploring. To explore the whole design ideas and production process of the naked-eye 3D impact of the right-angle LED screen, this paper is a preliminary study aimed at understanding the performance principle and expression features. Before the case analysis, first, understand the standard virtual 3D space construction techniques. Combining it with the optical illusion phenomenon, according to the expression principle of the naked-eye 3D effect of the right-angle LED screen, it can be summarized into seven expressions: Shadow, Color contrast, Background structure line, Magnify object, Object out of bounds, Object floating, Fusion of picture and background. By analyzing the optical illusion phenomenon used in the case, we summarized the main performance characteristics of the naked eye 3D effect. The emergence of right-angle LED screens breaks the limitation of a single plane of optical illusion art, perfectly combines building facades with naked-eye 3D visual effects, and provides designers with a brand-new creative platform. Understanding its production principles and main expressive features can help designers enter this innovative platform better.

Case Study of Smart Phone GPS Sensor-based Earthwork Monitoring and Simulation (스마트폰 GPS 센서 기반의 토공 공정 모니터링 및 시뮬레이션 활용 사례연구)

  • Jo, Hyeon-Seok;Yun, Chung-Bae;Park, Ji-Hyeon;Han, Sang Uk
    • Journal of KIBIM
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    • v.12 no.4
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    • pp.61-69
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    • 2022
  • Earthmoving operations account for approximately 25% of construction cost, generally executed prior to the construction of buildings and structures with heavy equipment. For the successful completion of earthwork projects, it is crucial to constantly monitor earthwork equipment (e.g., trucks), estimate productivity, and optimize the construction process and equipment on a construction site. Traditional methods however require time-consuming and painstaking tasks for the manual observations of the ongoing field operations. This study proposed the use of a GPS sensor embedded in a smartphone for the tracking and visualization of equipment locations, which are in turn used for the estimation and simulation of cycle times and production rates of ongoing earthwork. This approach is implemented into a digital platform enabling real-time data collection and simulation, particularly in a 2D (e.g., maps) or 3D (e.g., point clouds) virtual environment where the spatial and temporal flows of trucks are visualized. In the case study, the digital platform is applied for an earthmoving operation at the site development work of commercial factories. The results demonstrate that the production rates of various equipment usage scenarios (e.g., the different numbers of trucks) can be estimated through simulation, and then, the optimal number of tucks for the equipment fleet can be determined, thus supporting the practical potential of real-time sensing and simulation for onsite equipment management.

A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

Real2Animation: A Study on the application of deepfake technology to support animation production (Real2Animation:애니메이션 제작지원을 위한 딥페이크 기술 활용 연구)

  • Dongju Shin;Bongjun Choi
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.3
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    • pp.173-178
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    • 2022
  • Recently, various computing technologies such as artificial intelligence, big data, and IoT are developing. In particular, artificial intelligence-based deepfake technology is being used in various fields such as the content and medical industry. Deepfake technology is a combination of deep learning and fake, and is a technology that synthesizes a person's face or body through deep learning, which is a core technology of AI, to imitate accents and voices. This paper uses deepfake technology to study the creation of virtual characters through the synthesis of animation models and real person photos. Through this, it is possible to minimize various cost losses occurring in the animation production process and support writers' work. In addition, as deepfake open source spreads on the Internet, many problems emerge, and crimes that abuse deepfake technology are prevalent. Through this study, we propose a new perspective on this technology by applying the deepfake technology to children's material rather than adult material.

Utilization Strategies of Generative AI Platforms for CG Education (CG 교육을 위한 생성형 인공지능 플랫폼 활용 방안)

  • Donghee Suh
    • Journal of Practical Engineering Education
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    • v.15 no.2
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    • pp.357-364
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    • 2023
  • Due to the rapid advancement of AI technology, generative artificial intelligence platforms are experiencing innovative applications in various fields. In this paper, it examines research cases involving the utilization of AI in education, explore instances where generative AI platforms are applied in the realm of creative endeavors, and discuss the direction of utilizing generative AI in educational contexts. In the field of computer graphics, this study introduced generative AI platforms that are applicable for image creation, editing, and video editing. It also proposed platforms that can be utilized in the video editing production process. These generative AI platforms not only offer advantages in terms of efficiency, by reducing the efforts of creators and saving time in the production process, but they also present positive aspects in enhancing individual capabilities. It is advocated that their swift integration into education is necessary, considering these benefits. This study aims to provide direction for the expansion of creative education utilizing generative AI platforms.

Interaction Design Type in sensor-based meida installation Artwork (센서 기반 미디어 설치 제작에서의 인터랙션 설계유형)

  • Seo, Sang Hee;Lee, Jung Eun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.747-752
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    • 2023
  • This study is about interaction design types in the production of sensor-based media installations combining Arduino, an open source platform. By typifying the realized media installation works, we seek to explore the diversity and meaning of new media art expression methods. Based on the understanding of the interaction method of media art, the interaction design type in the production of media installation using sensors was divided into physical movement through motor control, 'artificial plants using ultrasonic sensors and motors', and 'virtual garden using light and sound sensors'. 'Moving images using tilt sensors' are classified into four types. Through this, it is expected that media software can be selected as an appropriate technology for the work and can be presented as an example of artistic expression that is evolving into various expressions.

A Study on XR Technology for Digital Twin of Smart Factory (스마트 공장의 디지털 트윈을 위한 XR기술에 관한 연구)

  • Soek-Hee Lee
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.1-9
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    • 2024
  • The introduction of smart factory digital twins is a concept that has already been proposed to increase productivity in the manufacturing industry through CPS(Cyber Physics System), and has been applied to specific industrial process stages or partially introduced in stages where simulation is required. However, with the recent development of the 4th Industrial Revolution technology, it is receiving attention again along with XR (Extended Reality) technology. However, because there are not many effective cases, this study analyzed the devices, equipment, and technology of the manufacturing process to build a digital twin applying digital threads and synchronized signals and information to control, remote control, and produce intelligent process automation equipment. A platform capable of analyzing information was proposed and developed. Through this, we designed and built an XR content service platform that can support artificial intelligence and developed it to enable control, remote control, and analysis of production information. A possible platform was proposed and developed. We hope that this study will be helpful in conducting research on many cases, and in the future, expanded research on increasing productivity in each part of the process and production is needed through intelligent models.