• 제목/요약/키워드: Virtual space

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 2003년도 ICCAS
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로 (Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories)

  • 김정규;김종국
    • 문화기술의 융합
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    • 제7권2호
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    • pp.333-338
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    • 2021
  • 5세대 이동통신 기술의 발전은 이상(理想)적 초연결 사회 정보통신기술(ICT)을 가시화하고 있다. 특히 가상현실(VR)기술은 새로운 확장과 도약의 출발점에 놓여있다. 본 연구는 이러한 맥락에서 가상현실을 미디어로 규정하고, 공간과 소통이론을 중심으로 그 확장성에 대한 담론들을 수집·분석(thematic literature review)하였다. 먼저 1990년 가상현실 개념의 초기 논의들을 시작으로 개념을 정교화하였으며, 물리적 세계와 디지털 정보의 관계, 매체로서 표현과 상호작용 몰입감, 시뮬레이션, 예술창작론, 그리고 마지막으로 진화적 발전방향에 대해 논의하였다. 결론적으로 가상현실의 기술에 대한 담론들을 넘어 학술적 대상으로 가상현실의 발전과 진화를 위해 인지과학, 신경과학, 사회과학, 그리고 인문학적 쟁점(윤리, 인격 등)에 대한 이론적 프레임워크가 요구됨을 필역하였다. 즉, 가(假)를 넘어 가(加)로 넘어갈 수 있는 가상현실 진화가 논의될 시점이다.

향 디스플레이가 가능한 송도 Tomorrow-city 체험관의 상호작용 가상공간 (The Interactive Virtual Space with Scent Display for Song-Do Tomorrow-City Experience Complex)

  • 김정도;박성대;이정환;김정주;이상국
    • 대한인간공학회지
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    • 제29권4호
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    • pp.585-593
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    • 2010
  • Recently, we designed an interactive virtual space for the multi-purpose hall in Songdo Future City, located in Incheon, Korea. The goal of the design is to make a virtual space that is flexible and can be adjusted thanks to its unfixed seats in order to accommodate different and unspecified audience sizes. Virtual images are interactively adjusted according to the distance, position and size of audiences, information about which is detected by 9 photo sensors. To increase the sense of immersion, intensity and reality, we utilized the technology of scent display that can create appropriate scents to match the images on the screen. The intensity and persistence of scents were determined by the size, distance and position of audiences. The virtual image contains background images and reactive images. The background images repeatedly project images of spring, summer, autumn and winter. The reactive images consist of small portraits or pictures or icons that define or characterize the season types, and these are added to the background image according to the distance, position and size of the audiences.

분산 무선 통신시스템 기반의 Dual Virtual Cell 시스템의 제안 및 성능분석 (A study on the Newly Proposed Dual Virtual Cell System in Distributed Wireless Communication System)

  • 양주영;김정호
    • 한국통신학회논문지
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    • 제31권6B호
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    • pp.517-526
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    • 2006
  • 본 논문에서는 가상 셀(Virtual Cell)이라는 새로운 개념을 도입하여 사용자의 움직임에 따라 셀(Cell)이 동적으로 바뀌어서 핸드오프의 문제가 없으며, 사용자 간, 셀 간에 야기되는 간섭을 모니터링 할 수 있고 또한 상호 간섭을 최소화하도록 제어할 수 있어서 기존 셀룰라 시스템이 안고 있는 간섭 문제를 효과적으로 극복할 수 있는 분산무선통신시스템에 관하여 소개한다. 그리고 이러한 분산무선시스템을 기반으로 하여 사용자 통신의 링크 품질을 지속적으로 유지하면서 용량을 향상시키고자 하는 Dual Virtual Cell(DVC) 개념과 운용 방안을 제안하였다. DVC 시스템은 단말의 실제 트래픽을 위한 Active Virtual Cell 외에, 사용자 통신의 다음 시점의 도달 범위 예측과 사용자 무선링크의 품질저하 및 단절을 방지하기 위한 후보군의 분산안테나들의 집합인 Candidate Virtual Cell을 도입하여 이러한 이중구조의 가상 셀을 동시에 관리함으로써, 채널정보 획득에 대한 단말의 부담을 줄이고 채널추정정보에 대한 시간지연과 단말의 이동으로 인한 무선링크 단절 및 품질 저하를 방지하며 신속한 통신채널 변경을 지원할 수 있다. 제안하는 시스템에서는 DVC의 안테나 구성을 위하여 안테나 선택기법을 이용하고 있으며, 시스템 오차 확률 개선을 위하여 Space-Time Trellis Code를 도입하였다.

3D 가상의상 기술을 활용한 패션 브랜드 사례 분석 - 그린디자인 관점을 중심으로 - (Analysis of Fashion Brand Cases Using 3D Virtual Clothing Technology - Focusing on Green Design Perspective -)

  • 김시은;김민지
    • 한국의상디자인학회지
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    • 제26권2호
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    • pp.115-127
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    • 2024
  • This study was initiated by focusing on the characteristics of 3D virtual clothing utilized by fashion brands aiming for sustainability. The purpose of this study is to analyze the characteristics of fashion brands that utilize 3D virtual imagery to mitigate environmental pollution caused by the fashion industry from the perspective of green design. The research methodology draws on green design literature and analyzes three hypothetical cases. These include experiential immersive design, design that rewards engagement, and design that delivers economic benefits that were utilized by fashion brands from 2019 to 2023. The findings and conclusions are as follow. First, the for the commercialization of virtual clothing, offline stores are reproduced in the digital world to provide an immersive shopping experience, similar to reality. These promote fashion products in a virtual space without the constraints of space and time, and creates profits and sustainable value. Second, virtual clothing promotes playfulness. Games and events utilize branded virtual worlds and characters to attract users. Rewards are given for achieving goals, and it is a practice of green marketing that uses virtual items to express products and minimize resource waste. Third, virtual clothing is affordable and can reduce the financial burden on consumers by digitally reproducing expensive products as physical brand collections at an acceptable price point. This reduces environmental pollution, saves physical resources, and increases the utilization of virtual clothing by providing a convenient way to purchase. This study is a basic study that examines the current status and characteristics of fashion brands' use of 3D virtual imagery from the perspective of green design based on literature and case analysis, and follow-up studies are expected on empirical virtual imagery activation measures through interviews or surveys with users for each case.

지능형 아파트의 건축구성요소 디자인을 위한 시나리오 적용에 관한 연구 (Applying Scenarios for Designing Building Elements in the Smart Multi-family housing)

  • 김미연;최진원
    • 한국실내디자인학회논문집
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    • 제15권4호
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    • pp.73-80
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    • 2006
  • As ubiquitous technology(uT) is offered in the future space, human will find their life more convenient and prosperous, and the space efficiency will be improved with virtual displays within a limited space. In an living space with ubiquitous environments, all information of family members will be an essential source creating advanced future spaces both for users and for those maintaining the space. In recent studies of uT environment, development of scenario is mostly being carried out based on user and service. It is unsatisfactory, however, when it comes to the study of how these studies can be developed on the basis of architectural space. In this paper, we study about applying scenarios created through space analysis to suggest ways to predict the analysis of the relationship between digital devices/services and the building elements based on physical space with uT and to offer services smoothly to uT environment, intelligent devices and their users.

가상현실 주거공간을 위한 사용자경험 평가 방법 (The Method of User Experience Evaluation for Virtual Living Space)

  • 김미선;백희원;서혜란;고일주
    • 예술인문사회 융합 멀티미디어 논문지
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    • 제7권12호
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    • pp.795-806
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    • 2017
  • 본 논문은 가상현실 주거공간 콘텐츠를 대상으로 하는 사용자경험 평가 방법을 제안한다. 그리고 프로토타입으로 제작한 시뮬레이션에 제안한 사용자경험 평가 요인을 적용하여 사용자경험을 측정한다. 본 논문에서 제안한 사용자평가 방법론은 기존 사용자평가 방법론에 기반하되, 가상현실 주거공간의 특성에 맞도록 사용 경험과 평가 요인을 변경하여 수립하였다. 프로토타입으로 제작한 가상현실 주거공간 시뮬레이션은 실제 사용자가 현실감을 느낄 수 있도록 실제 공간과 유사하게 구성하였고, 사용자들이 현실에서 사용하는 오브젝트들을 각 공간에 배치하였다. 실험 대상자들은 주어진 시나리오대로 작업을 수행한 뒤, 시뮬레이션 평가를 수행하였다. 평가 결과 시뮬레이션의 주요 목표인 사용자에게 현실감을 느끼게 하는 항목이 예상보다 낮게 나타났다. 이는 추후 시뮬레이션은 현실감을 높이는 요소의 추가하거나 확장하는 방식으로 수정 방향을 설정해야 함을 의미한다. 이렇게 본 논문에서 제안한 UX평가 방법은 콘텐츠 개발자 또는 디자이너에게 가상현실 주거공간에서 사용자의 요구를 파악할 수 있는, 보다 객관적인 지표를 제공할 수 있을 것으로 기대한다.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

심리적 거리로서의 가상성과 시간적 거리: 제품 정보 유형의 제품 태도에 미치는 효과를 중심으로 (Virtuality as a Psychological Distance and Temporal Distance: Focusing on the Effect of Product Information Type on Product Attitude)

  • 박도형
    • 지식경영연구
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    • 제18권3호
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    • pp.163-178
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    • 2017
  • Recent advances in technology are evolving to enable individuals to perform various activities necessary for their lives, without being constrained by physical, temporal, and spatial constraints. The online services and experiences that originated from solving the discomfort in the actual offline space have created the newness that can only be experienced in the digital world and furthermore uniquely new experiences in actual space as well. While many previous studies have suggested several interpretations of unique individual behaviors in virtual environments, a recent research approaches virtuality as an interesting perspective of the change of thinking style. Virtuality is defined as how far apart we are from everyday reality, and if the individual faces a situation far from reality, the psychological distance of the individual becomes distant and ultimately leads to the thinking style of high construal level. Otherwise, it is said to have a relatively low construal level of thinking style. In this study, I try to confirm the virtual distance as the role of psychological distance in new virtual contexts. Simultaneously considering temporal distance, which are most used in psychological distance, and virtual distance based on virtuality, this study tries to find whether the effect of virtual distance on product attitude is the same as that of temporal distance and check the relationship between virtual distance and temporal distance in the context of consumers' product evaluations depending on product information type.