• Title/Summary/Keyword: Virtual Studio

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A Plan to Improve Storytelling through the Intermediary Potentials between Media in Game Designs (게임디자인의 미디어 간 매개 잠재력을 통한 스토리텔링 개선 방안)

  • Noh, In-Shik
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.35-42
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    • 2009
  • Analyzing the aspects of pattern in MMORPG that has been leading our domestic game industry to the climax, our game industry might be thought to orient the space narrative storytelling method containing the leading life in the virtual sociality to the nature of society. It is essential to have the convergence and linkage between media in describing the lifestyle in the virtual society, which should be operated in a very flexible manner. It is, however, true that we are lacking of the quantification of designing process until now, although the designing process should have the vivid academic functions between media in advance. In addition, the designing crossing over the MMORPG genre along with the game patterns in the MMORPG genre has close correlations with the spectrum of crises emerging recently in our domestic online game industry. In other words, this essay aims at raising an issue that the selective method to the lifestyle in the virtual society being settled down as characteristics inherent to the methods of our domestic online games might deliver the improving effects through the establishment of game designing jobs and compliant plans.

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The Design and experiment of 5G-based metaverse motion synchronization system (5G 기반의 메타버스 모션 동기화 시스템의 설계 및 실험)

  • Lee Sangyoon;Lee Daesik;You, Youngmo;You, Hyeonsoo;Lee, Sangku
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.3
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    • pp.61-75
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    • 2023
  • In this paper, we design and experiment a 5G-based metaverse motion synchronization system with configuration of a mobile motion capture studio that has not been commercialized at home and abroad. As a result of the experiment, the average value of the latency test measurement using Wi-Fi is 0.134 seconds faster than the average latency test measurement value using the 5G network. Existing motion capture studios have spatial limitations as the motion capture range is limited to the Wi-Fi communication range. However, the 5G-based metaverse motion synchronization system configures a mobile motion capture studio so that motion performers can solve the spatial limitations by expanding the motion capture communication range indefinitely regardless of time and place. Therefore, it is possible to implement realistic metaverse contents by displaying a realistic and natural digital human because it is free from spatial constraints. The system which was tested in this paper can create a new business model by converging next-generation technologies that are receiving attention related to the digital virtual world, such as motion capture + 5G + digital human twin + metaverse. And it allows for research and develop a next-generation metaverse-based broadcasting solution at a recent time when the business value of digital human and metaverse technologies and functions has been proven and related sales are growing in earnest.

Real-Time Camera Tracking for Virtual Stud (가상스튜디오 구현을 위한 실시간 카메라 추적)

  • Park, Seong-Woo;Seo, Yong-Duek;Hong, Ki-Sang
    • Journal of the Korean Institute of Telematics and Electronics S
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    • v.36S no.7
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    • pp.90-103
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    • 1999
  • In this paper, we present an overall algorithm for real-time camera parameter extraction which is one of key elements in implementing virtual studio. The prevailing mechanical methode for tracking cameras have several disadvantage such as the price, calibration with the camera and operability. To overcome these disadvantages we calculate camera parameters directly from the input image using computer-vision technique. When using zoom lenses, it requires real time calculation of lens distortion. But in Tsai algorithm, adopted for camera calibration, it can be calculated through nonlinear optimization in triple parameter space, which usually takes long computation time. We proposed a new method, separating lens distortion parameter from the other two parameters, so that it is reduced to nonlinear optimization in one parameter space, which can be computed fast enough for real time application.

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Design and Implementation of 3D Web Service based on ASE File and Model Database (ASE 파일 파싱과 모델 데이터베이스 연동을 통한 3D 웹 서비스 설계 및 구현)

  • Yeo, Yun-Seok;Park, Jong-Koo
    • The KIPS Transactions:PartD
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    • v.11D no.6
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    • pp.1327-1334
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    • 2004
  • The purpose of this paper is to implement Web 3D environment that is not provider - oriented but client-oriented in order to provide dynamic information and to analyze knowledges by executing programs on Web pages. For these, The 3D Viewer program that parses and renders ASE files - the most general 3D Model Data file and exported text file of 3D Max Studio - is made and then converted into ActiveX 3D Viewer Component that can be used on the Web. With the purpose of managing ASE and texture file efficiently and interacting between clients and server, ActiveX Component link ASP and Database with Web Service. The 3D View Web Service can make dynamic information and cooperative works easier in Networked Virtual Reality.

A Study of the Accessibility Evaluation of the SI-Bass Guitar (플러그인 가상악기 SI-Bass Guitar의 접근성 평가 연구)

  • Yong-Hwan Seok
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.1
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    • pp.495-500
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    • 2024
  • The purpose of this study is to evaluate the accessibility of the SI-Bass Guitar for the visually impaired who uses the Sense Reader which is a screen reader software. An evaluation was performed for the Sense Reader users to do the [Virtual Instrument Editing] task on the NCS(National Competency Standards) using the SI-Bass Guitar. This study shows that the SI-Bass Guitar has no basic accessibility. But the visually impaired can do above task using the Sense Reader's Mouse Pointer and Position Memory Function. Several Propositions are suggested to develop a fully accessible SI-Bass Guitar for the screen users.

A Study on Digital Reinforcements for Efficient Automotive Design - With Emphasis on VR based CAID System - (자동차 디자인 효율화를 위한 디지털 강화요소 연구 - VR 기반 CAID 시스템을 중심으로 -)

  • Cho, Kyung-Sil;Lee, Myung-Ki
    • Archives of design research
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    • v.19 no.5 s.67
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    • pp.55-64
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    • 2006
  • As digital systems were introduced to automotive design in the mid 1980s, the design process has adopted many digital programs to save time compared to the conventional hand drafting. Digital technology was introduced not only to satisfy the reeds of the global environment, as the number of automobiles exported to many different parts of the world has increased, but also to save time and effort in developing several models of quality automobiles. Therefore, every automotive manufacturer in the world has expanded its virtual reality(VR) studio to establish visualization systems that visualize automobiles in the actual size and a co-operation system that enables simultaneous feedback from all of its design studios around the world. Unlike the existing design reviewing methos, the new improved feedback system is assessed as a reasonable method to evaluates and understand how the automobiles are actually manufactured in simulation. It is especially helpful when advanced products and concept cars require fast results. Other strengths of the new system include shorter development period, cost efficiency, no more manual labor, various designs within a short period of time, and realistic visualization of concepts. Large-scale products, including automobiles, need to be projected in the actual size and high clarity through the Power-wall System and are examined in a virtual space called a Cave. Therefore, it took much time to establish digital infrastructure. An infrastructure would constantly require system improvement and performance enhancement, but it is certain that now is the right time for the take-off to utilizing the strengths of digital design and improve the weaknesses. In this respect, this study provided an understanding of the importance of digital design based on digital reinforcements and examined an effective utilization of digital technology for an efficient development of automobiles in the future.

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Development and Evaluation of a Web-based Education Program for Nursing Students on Control of Vancomycin-resistant Enterococcus Infection (간호학생을 위한 웹기반 VRE 감염관리 교육프로그램의 개발 및 효과)

  • Gong, Ju;Kang, Ji-Yeon
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.19 no.1
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    • pp.122-133
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    • 2012
  • Purpose: The purpose of this study was to develop a web-based education program on control vancomycin-resistant enterococci (VRE) infections and to identify the effects of the program on knowledge and performance of nursing students. Methods: The web-based VRE infection control education program was developed by using the network-based instructional systems design model. The nursing students in the experimental group could access this web-based education program at any time, and as many times as they wanted, during the clinical training period. Effects were evaluated by assessing knowledge and performance of VRE infection control measures during the clinical training period. Results: The contents of the education program included diagnosis, transmission, and treatment of VRE, contact precautions, hand washing, personal protective equipment, environment management, and quizzes. The lecture portion was filmed in a virtual screen studio using flash animation, video, and sound effects, and it was uploaded on an internet site. The knowledge and performance scores of the experimental group after using the education program were significantly higher than those of the control group. Conclusion: The results suggest that the web-based VRE infection control education program is an effective educational method to enhance knowledge and performance of VRE infection control measures.

A study on Applicability through Comparison of Weather Data based on Micro-climate with existing Weather Data for Building Performative Design (건물 성능디자인을 위한 미기후 기반 기상데이터의 기존 기상데이터와 비교를 통한 활용 가능성 연구)

  • Kim, Eon-Yong;Jun, Han-Jong
    • KIEAE Journal
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    • v.11 no.6
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    • pp.101-108
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    • 2011
  • The weather data has important role for performative building design. If the data location is close to building site, the result of performative design can be accurate. The data which have used nowadays in Korea are from U.S. Department of Energy (DOE) and Korea Solar Energy Society (KSES) but they cover only several locations in Korea which are 4 in DOE and 11 in KSES and there are opinions which it could be served building design efficiently even if the data are not enough. However the weather data for micro-climate are exist which are Green Building Studio Virtual Weather Station (GBS VWS) and Meteonorm weather data. Each weather data has different generation methods which are TMY2, TRY, MM5, and extrapolation. In this research, the weather date for climate are compared with DOE and KSES to check correlation. The result shows the value of correlation in Dry Bulb Temp. and Dew Point Temp. is around 0.9 so they have high correlation in both but in Wind Speed case the correlation(around 0.2) is not exist. In overall result, the data has correlation with DOE and KSES as the value of correlation 0.648 of GBS VW and 0.656 of Meteonorm. Even if the correlation value is not high enough, the patterns of difference in each weather element are similar in scatter plot.

Facile Docking and Scoring Studies of Carborane Ligands with Estrogen Receptor

  • Ok, Kiwon;Jung, Yong Woo;Jee, Jun-Goo;Byun, Youngjoo
    • Bulletin of the Korean Chemical Society
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    • v.34 no.4
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    • pp.1051-1054
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    • 2013
  • Closo-carborane has been considered as an efficient boron-carrier for boron neutron capture therapy (BNCT) and an attractive surrogate of lipophilic phenyl or cyclohexyl ring in drug design. Despite a great number of carborane-containing ligands have been synthesized and evaluated, molecular modeling studies of carborane ligands with macromolecules have been rarely reported. We herein describe a facile docking and scoring-function strategy of 16 carborane ligands with an estrogen receptor by using the commercial Gaussian, Chem3D Pro and Discovery Studio (DS) computational programs. Docked poses of the carborane ligands in silico exhibited similar binding modes to that of the crystal ligand in the active site of estrogen receptor. Score analysis of the best docked pose for each ligand indicated that the Ligscore1 and the Dockscore have a moderate correlation with in vitro biological activity. This is the first report on the scoring-correlation studies of carborane ligands with macromolecules. The integrated Gaussian-DS approach has a potential application for virtual screening, De novo design, and optimization of carborane ligands in medicinal chemistry.

Trends in Programmable Object-Based Content Production Technologies (프로그래밍 방식의 객체 기반 영상 콘텐츠 제작 기술 동향)

  • Lee, J.Y.;Kim, T.O.;Choo, H.G.;Lee, H.K.;Seok, W.H.;Kang, J.W.;Hur, N.H.;Kim, H.M.
    • Electronics and Telecommunications Trends
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    • v.37 no.4
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    • pp.70-80
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    • 2022
  • With the rapid growth in media service platforms providing broadcast programs or content services, content production has become more important and competitive. As a strategy to meet the diverse needs of global consumers for a variety of content and to retain them as long-term repeat customers, global over-the-top service providers are increasing not only the number of content productions but also their production efficiency. Moreover, a considerable amount of scene composition in the flow of content production work appears to be combined with rendering technology from a game engine and converted to object-based computer programming, thereby enhancing the creativity, diversity, quality, and efficiency of content production. This study examines the latest technology trends in content production such as virtual studio technology, which has emerged as the center of content production, the use cases in various fields of artificial intelligence, and the metadata standards for content search or scene composition. This study also examines the possibility of using object-based computer programming as one of the future candidate technologies for content production.