• Title/Summary/Keyword: Virtual Worlds

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A Study on Architecture Design of The Integrated Identification System of Open Virtual Worlds. (개방형 가상세계의 통합 식별체계 구조 설계에 관한 연구)

  • Seo, Hae-Moon;Yim, Jae-Ha;Kim, Si-Young;Park, Woo-Chool
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.04a
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    • pp.322-325
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    • 2010
  • 현재 다양한 측면에서 가상세계 관련 연구가 진행되고 있고 실제로 게임, 네비게이션, 휴대전화 등에 적용되어 생활 깊숙한 곳으로 들어 왔다. 하지만 이러한 가상세계를 이루는 메커니즘이나 정의, 프로토콜이 상이하여 가상세계의 폐쇄성은 당연한 것으로 받아들여져 왔다. 특히 그 시발점이라 할 수 있는 객체를 정의 하는 객체 식별 분야에서의 연구는 국 내외 모두 미약한 실정이다. 따라서 가상세계 객체 재활용성과 상호 운용성을 향상시키고, 더 나아가 향후 가상세계 객체 식별자에 대한 방향을 제시 할 수 있는 새로운 객체 식별 체계가 필요하다. 본 논문에서는 가상세계 내에서의 통합 식별체계를 정의하고 제안한다.

Hyper-reality Metaverse Technology Trends and Development Prospects (초실감메타버스 기술 동향 및 발전 전망)

  • Y.S. Cho;E.H. Hyun;S.J. Bae;H. Jeong;S.D. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.1-11
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    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.

A Case Study on AI-Driven <DEEPMOTION> Motion Capture Technology

  • Chen Xi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.87-92
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    • 2024
  • The rapid development of artificial intelligence technology in recent years is evident, from the emergence of ChatGPT to innovations like Midjourney, Stable Diffution, and the upcoming SORA text-to-video technology by OPENai. Animation capture technology, driven by the AI technology trend, is undergoing significant advancements, accelerating the progress of the animation industry. Through an analysis of the current application of DEEPMOTION, this paper explores the development direction of AI motion capture technology, analyzes issues such as errors in multi-person object motion capture, and examines the vast prospects. With the continuous advancement of AI technology, the ability to recognize and track complex movements and expressions faster and more accurately, reduce human errors, enhance processing speed and efficiency. This advancement lowers technological barriers and accelerates the fusion of virtual and real worlds.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

The Model based Tracking using the Object Tracking method in the Sequence Scene (장면 전환에서의 물체 추적을 통한 모델기반추적 방법 연구)

  • Kim, Se-Hoon;Hwang, Jung-Won;Kim, Ki-Sang;Choi, Hyung-Il
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.775-778
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    • 2008
  • Augmented Reality is a growing area in virtual reality research, The world environment around us provides a wealth of information that is difficult to duplicate in a computer. This evidenced by the worlds used in virtual environments. An augmented reality system generates a composite view for the user. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer that augments the scene with addition information. The registration method represent to the user enhances that person's performance in and perception of the world. It decide the direction and location between real world and 3D graphic objects. The registration method devide two method, Model based tracking and Move-Matching. This paper researched at to generate a commerce correlation using a tracking object method, using at a color distribution and information, in the sequence scene.

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A Study on the Improving the Rendering Performance of the 3D Road Model for the Vehicle Simulator (차량 시뮬레이터를 위한 3차원 도로모델의 렌더링 성능 향상에 관한 연구)

  • Choi, Young-Il;Jang, Suk;Kim, Kyu-Hee;Cho, Ki-Yong;Kwon, Seong-Jin;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.5
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    • pp.162-170
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    • 2004
  • In these days, a vehicle simulator is developed by using a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with a natural interaction, a sufficient immersion and realistic images. To achieve this, it is important to provide a fast and uniform rendering performance regardless of the complexity of virtual worlds or the level of simulation. In this paper, modeling methods which offer an improved rendering performance for complex VR applications as 3D road model have been implemented and verified. The key idea of the methods is to reduce a load of VR system by means of LOD(Level of Detail), alpha blending texture mapping, texture mip-mapping and bilboard. Hence, in 3D road model where a simulation is complex or a scene is very large, the methods can provide uniform and acceptable frame rates. The VR system which is constructed with the methods has been experimented under the various application environments. It is confirmed that the proposed methods are effective and adequate to the VR system which associates with a vehicle simulator.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

A Study on Validation of Omnidirectional VR Treadmill by Comparison of Spatial Orientation Skills (공간지향 능력 비교를 통한 전방향 VR 트레드밀의 유효성 검증 연구)

  • Park, Hyunchul;Oh, Taeho;Kim, Inhi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.15-27
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    • 2022
  • An omnidirectional VR treadmill is a highly-immersive walking simulator that allows identical body movements, such as walking, running, and sitting. However, the operation difficulty of an omnidirectional VR treadmill may cause data reliability problems. Therefore, this study aims to verify the effectiveness of a VR treadmill by comparing the ability to orient in the real and virtual worlds spatially. For this purpose, a rotating and searching path experiment was conducted with participants. This experiment showed that there was no statistically significant difference in the ability of the participants to orient in the real and virtual worlds spatially. In addition, the omnidirectional VR treadmill requires an adaptation time for the users due to the difficulty in the treadmill operation. However, there was no significant difference in the difficulty felt by the participants according to the adaptation time. Hence, these findings supported the possibility of collecting realistic walking data without safety concerns through an omnidirectional VR treadmill. Furthermore, this treadmill could be used in future research to solve problems directly related to pedestrian safety, such as the interaction between vehicles and pedestrians.

Orange in Film Color: Real and Virtual (영화색채의 주황, 현실과 가상)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.215-237
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    • 2018
  • I analyze orange that is consistently used, even though not consciously, in the films whose function and meaning are clear. In detail, there are examples of color in films, psychological phenomena of colors expressed in posters and opening titles, color characteristics of clothes and costumes, and semiotic analysis of color names in film titles. (1) Fact and Truth; civilization and criticism. The film tries to tell the truth than the fact. It represents facts as it is, but it presupposes truth. This is a unique characteristic of media films. The truth of the fact is not important. The film tells the truth believing and wanting to show off. The film, which has inherent characteristics of the gap between fact and truth, represents nature and civilization. It carries nature as it is and criticizes the harm of civilization. Orange is nature and civilization. Realistic films such as Hong Sang Soo and Kim Ki Duk, fall into this category. For example, there are A Taxi Driver(2017) and I Can Speak(2017). (2) Virtual History; fake images and memories. In Hollywood SF genres like The Matrix(1999), orange was dealt with virtual reality. However, in Korean films they are replaced by historical dramas. The representation of history becomes a virtual reality. Films such as The Fortress(2017), Masquerade(2012), and Roaring Currents(2014) deal with virtual history. In these films, orange is a fake image and memory. (3) Light=color; Aura. The color and light of orange is aura. At sunrise and sunset, the orange of the incandescent light is almost similar to that of the artificial light. Orange of tungsten makes the real characters surrealistic and mysterious. For example, there are The City of Madness(2016), The Man from Nowhere(2010), and Coinlocker Girl(2014). (4) Fantasy; communication with other worlds. Orange is a sweet fantasy. In our daily life, we go to a supermarket, share a chat with friends in a coffee shop, and spend time in front of a television. Orange makes our life free and dreams. It is the communication between the former being and the other world. This can be found in the sexual fantasy scenes of all genres. For example, there are Sunny(2011), Welcome To Dongmakgol(2005), and 200 Pounds Beauty(2006).

Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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