• Title/Summary/Keyword: Virtual Production

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The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

Development of upcycle fashion design using Picasso's works and deconstructivism (피카소 작품과 해체주의 특성을 활용한 업사이클 패션디자인 개발)

  • Haeun Hwang;Younhee Lee
    • The Research Journal of the Costume Culture
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    • v.31 no.6
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    • pp.720-737
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    • 2023
  • This study aims to merge Picasso's expressive elements and deconstructive fashion's formative traits, proposing an upcycle fashion design that fuses artistic and philoso-phical aspects. The analysis of Picasso's Cubism identified qualities like liberating revolution, fluidity of vision, geometric reducibility, complex symbolism, and creative imitation. The analysis of Derrida's deconstructionism revealed expressive traits: uncertainty, intertextuality, différance, and dis-de phenomenon. An upscale fashion design was developed based on six Picasso works featuring women. The design was created using the fashion design software CLO 3D and integrated clothing waste and scrap fabrics as materials.The results are as follows. First, upcycle fashion was viewed from a new perspective based on Picasso and Derrida's values. This perspective suggested creating better ethical values by upholding environmental protection in novel ways that overcome limitations rather than destroy existing values indiscriminately. Second, upcycle fashion design methodologies were derived from various perspectives utilizing formative features of Picasso's works and specific expressive features of deconstructed fashion. Third, the direction of mitigating waste and pollution from clothing production and transportation was revealed by making clothes in a virtual space using the CLO 3D program. This study contributed to obtaining various methods for developing upcycle fashion designs using own methods of Picasso and Derrida to diversify the approaches of upcycling, which is relatively stagnant in disassembling.

A Study on the Usability of Digital Humans in New Media Contents

  • Jihan Kim;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.300-305
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    • 2023
  • This thesis is a study of content development utilizing media outlets to date through digital humans. The trend of global content is that the video content industry, including the character business, is growing. Lil Michela, who was selected as one of the 25 most influential people on the Internet by Time magazine in 2018, Nasua, who appeared in a SK Telecom commercial, and Rosie, who appeared in a Shinhan Bank commercial, are representative. Digital humans, which are driving new content, are computer-generated human characters with various characteristics and are referred to as virtual humans, metahumans, and cyber humans. With the rise of the metaverse after COVID-19, digital humans are being utilized in various forms such as media and marketing as an element of visual content. In the form of media, we can see that the boundaries between the offline and digital worlds are converging, and in the form of marketing, we can see that digital humans connect consumers and products more naturally. In the form of interaction, it is possible to achieve two-way communication through various methods of operation, and through these factors, it is possible to go beyond behavioral communication in the form of memorialization to emotional communication through AI technology. What can be seen through these processes is that through the currently developing digital human production methods and AI functions, not only experts but also non-experts can create quality contents, and new directions of contents will appear, and contents that can provide immediate feedback by bringing consumers and creators closer together have been studied.

Development of a Test Environment for Performance Evaluation of the Vision-aided Navigation System for VTOL UAVs (수직 이착륙 무인 항공기용 영상보정항법 시스템 성능평가를 위한 검증환경 개발)

  • Sebeen Park;Hyuncheol Shin;Chul Joo Chung
    • Journal of Advanced Navigation Technology
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    • v.27 no.6
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    • pp.788-797
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    • 2023
  • In this paper, we introduced a test environment to test a vision-aided navigation system, as an alternative navigation system when global positioning system (GPS) is unavailable, for vertical take-off and landing (VTOL) unmanned aerial system. It is efficient to use a virtual environment to test and evaluate the vision-aided navigation system under development, but currently no suitable equipment has been developed in Korea. Thus, the proposed test environment is developed to evaluate the performance of the navigation system by generating input signal modeling and simulating operation environment of the system, and by monitoring output signal. This paper comprehensively describes research procedure from derivation of requirements specifications to hardware/software design according to the requirements, and production of the test environment. This test environment was used for evaluating the vision-aided navigation algorithm which we are developing, and conducting simulation based pre-flight tests.

Development of Fashion Design Applying Hippie Characteristics Based on 3D Digital Fashion Design (히피 특성을 활용한 3D 디지털 패션 디자인)

  • Dayeon You;Yoon Mee Lee;Younhee Lee
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.4
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    • pp.13-28
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    • 2023
  • The purpose of this study is to analyze the characteristics of hippie style in emerging brands pursuing the hippie spirit, examine the changes in hippie style, and apply them to the design development process to propose a hippie style design that reflects contemporary characteristics. The research method of this study was used to grasp the characteristics and current status of hippie style based on a literature review and prior research. Through the analysis of Bode and Story mfg, a new brand that reflects the hippie spirit, the design expression methods and characteristics of modern hippie style were derived, and based on the analysis, the design of the 3D CLO virtual outfit was developed. The results of the study are as follows. First, in addition to the use of eco-friendly materials, the digital technology of the CLO 3D program was applied to the design development process, which made it possible to increase sustainability from the production process. Second, by creating a retro design centered on a striped pattern expressing freedom, revolution, and equality, and a handcrafted design based on a tie-dye pattern, the design was able to express the hippie spirit of loving nature, and through this, a new direction of eco-friendly and modern fashion design was presented.

An Economic Ripple Effect Analysis of Domestic Supercomputing Modeling and Simulation (슈퍼컴퓨팅 모델링 및 시뮬레이션의 산업연관분석 기반 경제적 파급효과 분석)

  • Kim, Myungil;Park, Sung-Uk;Kim, Jaesung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.340-347
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    • 2016
  • Since the 1970s, manufacturing has been one of the key driving forces that has led to Korea's economic growth. However, this growth rate has been reduced significantly since the 2000s, and shows that revenues and employment are steadily decreasing. In addition, while manufacturing investment in Korea has dropped sharply, the United States, Germany, Japan, and other major countries have increased investment in manufacturing. These countries have promoted manufacturing innovation strategies that include the convergence of information and communications technologies (ICT) and manufacturing. For manufacturing innovation, it is important for time and cost savings required for product development to be achieved by changes in the production process, especially product design. Modeling and simulation (M&S) is a process that replaces physical product design, mockup making, and testing, with virtual product creation (modeling) and engineering analysis (simulation). In this paper, we analyze the economic ripple effect of supercomputing M&S using an input-output model technique based on the input-output tables published by the Bank of Korea. When we set the M&S budget (about US$16 million for the last 10 years) of the Korea Institute of Science and Technology Information (KISTI) as input coefficients, the effect on production inducement, value-added inducement, and employment inducement was analyzed to be US$24 million, US$13.4 million, and 267, respectively.

Effect of Kinetic Degrees of Freedom of the Fingers on the Task Performance during Force Production and Release: Archery Shooting-like Action

  • Kim, Kitae;Xu, Dayuan;Park, Jaebum
    • Korean Journal of Applied Biomechanics
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    • v.27 no.2
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    • pp.117-124
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    • 2017
  • Objective: The purpose of this study was to examine the effect of changes in degrees of freedom of the fingers (i.e., the number of the fingers involved in tasks) on the task performance during force production and releasing task. Method: Eight right-handed young men (age: $29.63{\pm}3.02yr$, height: $1.73{\pm}0.04m$, weight: $70.25{\pm}9.05kg$) participated in this study. The subjects were required to press the transducers with three combinations of fingers, including the index-middle (IM), index-middle-ring (IMR), and index-middle-ring-little (IMRL). During the trials, they were instructed to maintain a steady-state level of both normal and tangential forces within the first 5 sec. After the first 5 sec, the subjects were instructed to release the fingers on the transducers as quickly as possible at a self-selected manner within the next 5 sec, resulting in zero force at the end. Customized MATLAB codes (MathWorks Inc., Natick, MA, USA) were written for data analysis. The following variables were quantified: 1) finger force sharing pattern, 2) root mean square error (RMSE) of force to the target force in three axes at the aiming phase, 3) the time duration of the release phase (release time), and 4) the accuracy and precision indexes of the virtual firing position. Results: The RMSE was decreased with the number of fingers increased in both normal and tangential forces at the steady-state phase. The precision index was smaller (more precise) in the IMR condition than in the IM condition, while no significant difference in the accuracy index was observed between the conditions. In addition, no significant difference in release time was found between the conditions. Conclusion: The study provides evidence that the increased number of fingers resulted in better error compensation at the aiming phase and performed a more constant shooting (i.e., smaller precision index). However, the increased number of fingers did not affect the release time, which may influence the consistency of terminal performance. Thus, the number of fingers led to positive results for the current task.

What Did Elementary School Pre-service Teachers Focus on and What Challenges Did They Face in Designing and Producing a Guided Science Inquiry Program Based on Augmented Reality? (증강현실 기반의 안내된 과학탐구 프로그램 개발에서 초등 예비교사들은 무엇에 중점을 두고, 어떤 어려움을 겪는가?)

  • Chang, Jina;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.725-739
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    • 2022
  • This study aims to analyze what elementary school pre-service teachers focused on and what challenges they faced in designing and producing a guided science inquiry program based on augmented reality (AR) and to provide some implications for teachers' professionalism and teacher education. To this end, focusing on the cases of pre-service teachers who designed and created AR-based guided inquiry programs, the researchers extracted and categorized the pre-service teachers' focus and challenges from the program design and production stages. As a result, in the program design stage, the pre-service teachers tried to construct scenarios that could promote students' active inquiry process. At the same time, drawing on the unique affordances of AR, the pre-service teachers focused on creating vivid visual data in a 3D environment and making meaningful connections between virtual and real-world activities. The pre-service teachers faced challenges in making use of the advantages of AR technology and designing an inquiry program due to a lack of background knowledge about CoSpaces, a content creation program. In the program production stage, the pre-service teachers tried to make their program easy to handle to improve students' concentration on inquiry activities. In addition, challenges of programming using CoSpaces were reported. Based on these results, educational implications were discussed in terms of the pedagogical uses of AR and teachers' professionalism in adopting AR in science inquiry.

A Study on the Possibility of Producing a Floor Plan of 「Donggwoldo(東闕圖)」 through the Use of Rubber Sheeting Transformation - With a Focus on the Surroundings near the Geumcheongyo Bridge in Changdeokgung Palace - (러버쉬팅변환을 통한 「동궐도(東闕圖)」의 평면도 제작 가능성 연구 - 창덕궁 금천교 주변을 중심으로 -)

  • Lee, Jae-Yong;Kim, Young-Mo
    • Korean Journal of Heritage: History & Science
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    • v.50 no.4
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    • pp.104-121
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    • 2017
  • The present study attempted to produce the floor plan of the surroundings near Geumcheongyo Bridge in Changdeokgung Palace of the Late Joseon Period through the use of rubber sheeting transformation based on the drawing principles of "Donggwoldo(東闕圖)". First, the study compared the actual sizes of the major buildings that have existed since the production of "Donggwoldo(東闕圖)" with the sizes depicted in the picture to reveal that the front elevation of the buildings was produced by reducing it by approximately 1/200. However, the study could not confirm the same production proportions for the side elevation. Only the lengths of the side elevation were depicted at around half of the actual proportions, and as the diagonal line angles were found to be at an average of $39^{\circ}$, the study confirmed they were drawn in a manner similar to cabinet projection. Second, the study created an obliquely projected floor plan by inversely shadowing the drawing principles of "Donggwoldo(東闕圖)" and produced a floor plan of the surroundings near Geumcheongyo Bridge in Changdeokgung Palace through the use of rubber sheeting transformation. Projective transformation was confirmed as most suitable during the transformation, and with standard error of 2.1208m, the relatively high accuracy of the transformation shows that the production of a floor plan for "Donggwoldo(東闕圖)" is significant. Furthermore, it implies the possibility of producing floor plans for various documentary paintings produced using the paralleled oblique drawing method in addition to "Donggwoldo(東闕圖)". Third, the study evaluated the accuracy of the spatial information provided by the produced floor plan by comparing the three items of Geumcheongyo Bridge location, Geumcheongyo Bridge and Jinseonmun Gate arrangement, and Geumcheon stone embankment location. The results confirmed the possibility of utilizing the floor plan as a useful tool which helps understand the appearance of the surroundings at the time of "Donggwoldo(東闕圖)" production because it is parallel to the excavation results of the Geumcheongyo Bridge and its context. Therefore, the present study is significant in that it seeks the possibility of producing spatial information recorded in "Donggwoldo(東闕圖)" by applying rubber sheeting transformation and consequently in that it presents a new methodology for understanding the appearance of the East Palace of the Late Joseon Period.

Visual Media Education in Visual Arts Education (미술교육에 있어서 시각적 미디어를 통한 조형교육에 관한 연구)

  • Park Ji-Sook
    • Journal of Science of Art and Design
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    • v.7
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    • pp.64-104
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    • 2005
  • Visual media transmits image and information reproduced in large quantities, such as a photography, film, television, video, advertisement, or computer image. Correspondence to the students' reception and recognition of culture in the future. arrangements for the field of studies of visual culture. 'Visual Culture' implies cultural phenomena of visual images via visual media, which includes not only the categories of traditional arts like a painting, sculpture, print, or design, but the performance arts including a fashion show or parade of carnival, and the mass and electronic media like a photography, film, television, video, advertisement, cartoon, animation, or computer image. In the world of visual media, Image' functions as an essential medium of communication. Therefore, people call the culture of today fra of Image Culture', which has been converted from an alphabet convergence era to an image convergence one. Image, via visual media, has become a dominant means for communication in large part of human life, so we can designate an Image' as a typical aspect of visual culture today. Image, as an essential medium of communication, plays an important role in contemporary society. The one way is the conversion of analogue image like an actual picture, photograph, or film into digital one through the digitalization of digital camera or scanner as 'an analogue/digital commutator'. The other is a way of process with a computer drawing, or modeling of objects. It is appropriate to the production of pictorial and surreal images. Digital images, produced by the other, can be divided into the form of Pixel' and form of Vector'. Vector is a line linking the point of departure to the point of end, which organizes informations. Computer stores each line's standard location and correlative locations to one another Digital image shows for more 'Perfectness' than any other visual media. Digital image has been evolving in the diverse aspects, such as a production of geometrical or organic image compositing, interactive art, multimedia art, or web art, which has been applied a computer as an extended trot of painting. Someone often interprets digitalized copy with endless reproduction of original even as an extension of a print. Visual af is no longer a simple activity of representation by a painter or sculptor, but now is intimately associated with a matter of application of media. There is some problem in images via visual media. First, the image via media doesn't reflect a reality as it is, but reflects an artificial manipulated world, that is, a virtual reality. Second, the introduction of digital effect and the development of image processing technology have enhanced a spectacle of destructive and violent scenes. Third, a child intends to recognize the interactive images of computer game and virtual reality as a reality, or truth. Education needs not only to point out an ill effect of mass media and prevent the younger generation from being damaged by it, but also to offer a knowledge and know-how to cope actively with social, cultural circumstances. Visual media education is one of these essential methods for the contemporary and future human being in the overflowing of image informations. The fosterage of 'Visual Literacy' can be considered as a very purpose of visual media education. This is a way to lead an individual to the discerning, active consumer and producer of visual media in life as far as possible. The elements of 'Visual Literacy' can be divided into a faculty of recognition related to the visual media, a faculty of critical reception, a faculty of appropriate application, a faculty of active work and a faculty of creative modeling, which are promoted at the same time by the education of 'visual literacy'. In conclusion, the education of 'Visual Literacy' guides students to comprehend and discriminate the visual image media carefully, or receive them critically, apply them properly, or produce them creatively and voluntarily. Moreover, it leads to an artistic activity by means of new media. This education can be approached and enhanced by the connection and integration with real life. Visual arts and education of them play an important role in the digital era depended on visual communications via image information. Visual me야a of day functions as an essential element both in daily life and in arts. Students can soundly understand visual phenomena of today by means of visual media, and apply it as an expression tool of life culture as well. A new recognition and valuation visual image and media education is required to cultivate the capability of active, upright dealing with the changes of history of civilization. 1) Visual media education helps to cultivate a sensibility for images, which reacts to and deals with the circumstances. 2) It helps students to comprehend the contemporary arts and culture via new media. 3) It supplies a chance of students' experiencing a visual modeling by means of new media. 4) There are educational opportunities of images with temporality and spaciality, and therefore a discerning person becomes to increase. 5) The modeling activity via new media leads students to be continuously interested in the school and production of plastic arts. 6) It raises the ability of visual communications dealing with image information society. 7) An education of digital image is significant in respect of cultivation of man of talent for the future society of image information as well. To correspond to the changing and developing social, cultural circumstances, and the form and recognition of students' reception of them, visual arts education must arrange the field of studying on a new visual culture. Besides, a program needs to be developed, which is in more systematic and active level in relation to visual media education. Educational contents should be extended to the media for visual images, that is, photography, film, television, video, computer graphic, animation, music video, computer game and multimedia. Every media must be separately approached, because they maintain the modes and peculiarities of their own according to the conveyance form of message. The concrete and systematic method of teaching and the quality of education must be researched and developed, centering around the development of a course of study. Teacher's foundational capability of teaching should be cultivated for the visual media education. In this case, it must be paid attention to the fact that a technological level of media is considered as a secondary. Because school education doesn't intend to train expert and skillful producers, but intends to lay stress on the essential aesthetic one with visual media under the social and cultural context, in respect of a consumer including a man of culture.

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