• 제목/요약/키워드: interactive and background

검색결과 119건 처리시간 0.034초

360도 파노라마 영상 기반 대화형 가상현실 서비스 구축 (Development of an Interactive Virtual Reality Service based on 360 degree VR Image)

  • 강병길;유석호;이완복
    • 디지털융복합연구
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    • 제15권11호
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    • pp.463-470
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    • 2017
  • VR 영상을 활용한 가상현실 콘텐츠는 제작의 용이성과 사용자 편의성으로 인해 주목받고 있으나 상호작용이 결여된 상태이기 때문에 응용 분야와 활용성에 있어서 한계가 있다. 본 연구에서는 이러한 문제점을 극복하고자 360도 파노라마 영상과 게임엔진을 활용하여 상호작용이 가능한 고해상도 VR 서비스를 구축하는 방안을 제시한다. 특히 복잡한 연산이 소요되는 배경 영상은 파노라마 영상으로 미리 렌더링하여 생성한 것이므로 낮은 사양의 단말기에서도 높은 프레임 수를 유지하면서 서비스를 제공할 수 있는 특징이 있으며, 사용자의 시점과 움직임에 반응하여 고해상도의 배경영상을 발췌하여 보여주기 때문에 상당한 몰입감을 구현할 수 있다. 본 제안 방법의 효과성을 보이기 위해 가상 동물원 환경을 VR로 구성하여 보았으며 사용자의 상호작용과 몰입감을 증대시킬 수 있음을 보이기 위해 상호작용 게임을 사례로 보인다.

Development of a virtual studio system for live broadcasting of election results: VdreamSet

  • Ko, Hee-Dong;Kim, Hyun-Suk;Kim, Lae-Hyun;Ahn, Jae-Hong;Park, Kyung-Dong
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1999년도 KOBA 방송기술 워크샵 KOBA Broadcasting Technology Workshop
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    • pp.213.1-218
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    • 1999
  • A virtual studio is a new video production environment using interactive computer graphics and imaging media technology. The traditional chroma-keying with two-dimensional background is replaced by an advanced keying method with a dynamic computer-generated, three-dimensional background. We have developed a virtual studio system that is practical to use in the real production environment. It has not only essential features that are common among various commercial virtual studio systems, but also unique feature that help the producer to construct virtual studio sets and scenarios efficiently such as span graph, robust backup controller, and 3 dimensional character generator supporting all languages. Our virtual studio system was used in live broadcasting and proved that the system was practical enough. In this paper, we will introduce the structure and the major features of our system, called VdreamSet, and application examples to broadcasting.

메타버스 대화의 몰입감 증진을 위한 대화 감정 기반 실시간 배경음악 시스템 구현 (Real-time Background Music System for Immersive Dialogue in Metaverse based on Dialogue Emotion)

  • 김기락;이상아;김나현;정문열
    • 한국컴퓨터그래픽스학회논문지
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    • 제29권4호
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    • pp.1-6
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    • 2023
  • 메타버스 환경에서의 배경음악은 사용자의 몰입감을 증진시키기 위해 사용된다. 하지만 현재 대부분의 메타버스 환경에서는 사전에 매칭시킨 음원을 반복 재생하며, 이는 빠르게 변화하는 사용자의 상호작용 맥락에 어울리지 못해 사용자의 몰입감을 저해시키는 경향이 있다. 본 논문에서는 보다 몰입감 있는 메타버스 대화 경험을 구현하기 위해 1) 한국어 멀티모달 감정 데이터셋인 KEMDy20을 이용하여 발화로부터 감정을 추출하는 회귀 신경망을 구현하고 2) 음원에 arousal-valence 레벨이 태깅되어 있는 DEAM 데이터셋을 이용하여 발화 감정에 대응되는 음원을 선택하여 재생한 후 3) 아바타를 이용한 실시간 대화가 가능한 가상공간과 결합하여 몰입형 메타버스 환경에서 발화의 감정에 어울리는 배경음악을 실시간으로 재생하는 시스템을 구현하였다.

인터랙티브 VR 애니메이션의 시선 유도를 위한 연출 (Directing User's Eye Gaze Movement in an Interactive VR Animation)

  • 안찬제;이태구
    • 한국콘텐츠학회논문지
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    • 제21권3호
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    • pp.103-113
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    • 2021
  • VR 애니메이션은 기존의 애니메이션에서의 연출 방법과는 다른 연출 방법이 필요하다. 기존의 애니메이션은 영화관에서 스크린을 응시하며 관람하였지만, VR 애니메이션은 360° 시점의 자유로 인해 기존의 연출 방법만으로는 향유자의 시선을 연출자의 의도대로 움직이기 힘들다. 루돌프 아른하임이 말한 시지각 요인과 브루스 블록의 주목도가 높은 시각적 요인들을 이론적 배경으로 하여 세 편의 VR 애니메이션을 분석하였다. 공간의 인지, 시선의 집중, 시선의 이동의 세 가지 과정에서 시각적 요인인 '움직임' 요소가 시선의 유도를 위해 제일 많이 사용된 것으로 나타났다. 인터랙티브 VR 애니메이션 <울브스 인더 월스>는 스토리에 중요한 지점마다 인터랙션을 통해 향유자가 참여하도록 하여 강제적으로 시선을 유도하였다. 위의 분석을 통해 멀미 유발 감소를 위한 인터랙션 연출 방법으로 캐릭터의 움직임을 통한 시선 유도를 제안하였고, 스토리텔링 이해를 위한 인터랙션 연출 방법으로 인터랙션 이벤트를 이용한 향유자의 참여유도와 GUI를 이용한 직관적인 시선 유도를 제안하였다. 두 가지의 연출제안을 토대로 VR 애니메이션에서 문제가 되는 사이버멀미 저감을 위한 스토리 텔링의 몰입을 유도하는 기초연구로 활용되길 기대한다.

체화.비체화 지식흐름구조의 비교분석 : - 1980년대 한국 제조업을 대상으로 - (A Comparative Analysis between Embodied and Disembodied Technological Knowledge Flow-Structure : The Case of Korean Manufacturing during 1980s)

  • 김문수;오형식;박용태
    • 기술경영경제학회:학술대회논문집
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    • 기술경영경제학회 1998년도 제13회 하계학술발표회 논문집
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    • pp.164-179
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    • 1998
  • The interactive diffusion of technological knowledge across industries is reckoned as the principal determinant of the industrial competitiveness in the knowledge-based economy. The flow of technological knowledge takes place through two major channels, embodied and disembodied ones. This paper analyzes, from the dynamic perspective, the functional role and changing relationship of major Korean industries in terms of embodied and disembodied technological knowledge flow-structures during 1980s. We measure, as a proxy, the knowledge by the number of R&D researchers. The inter-industrial embodied and disembodied knowledge flows are measured by the input-output technique and the technological similarity is quantified according to the R&D researchers'academic background, respectively. Based on the comparative and correlation analysis between the two knowledge flow-structures, it is found that there exist, albeit not striking, both similarities and differences between them. However, interestingly and indicatively, we find that the two flow structures become more similar as time goes by. Some explanatory comments and policy implications are presented.

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방송 코어 망(BCN) 표준화 동향 (Trends of Broadcast Core Network Standardization)

  • 김순철;이재영;허남호;최동준
    • 전자통신동향분석
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    • 제36권6호
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    • pp.25-35
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    • 2021
  • ATSC 3.0 is a next-generation terrestrial broadcasting standard that provides various functions and improved performance compared to the existing ATSC 1.0 High Definition standard. Based on the ATSC 3.0 broadcast system with IP-centric transport and coherence, it can provide personalized and personalized interactive services to TV viewers. However, the broadcasting system still has a structural limitation in that the service is deployed separately from broadcasters who are allocated a specific frequency and is expected to have different spectrum allocation for each market. To overcome this structural limitation and provide improved services compared with the current ATSC 3.0, preliminary studies were conducted to apply the core network concept of a communication network (particularly 5G) to ATSC 3.0 broadcasting. Finally, in february of this year, the ATSC TG3/S43 group for the development of the ATSC 3.0 Broadcast Core Network (BCN) standard was launched. This paper describes the background and current status of BCN standardization by ATSC TG3/S43, and future standardization prospects.

주거 획일화와 극복방안에 대한 기초적 연구 (A Basic Study on the Uniformity of Apartment Dwelling and Handling Measure)

  • 최정민
    • 한국주거학회논문집
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    • 제17권4호
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    • pp.25-36
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    • 2006
  • The aim of this paper is to study on the background and the reasons of the uniformity of housing type and planning, and to find ways of coping with the related problems, focusing on the uniformity of apartment housing and it's excessive typical planning. In this process, I try to take suggestive hints from the case of Japan which already made an issue of uniformity of housing type and promoted the handling measure for the problem in a national level. The result includes that supplied apartment housing in Korea occupies about 80% of total housing supply each year, and the reasons for the increased apartment housing supply are attributed to many interactive influence factors. One of the influence factors is ascribed to mass housing system where many academic theories have supported the system under the interdisciplinary cooperation. In the case of Japan too many supplied condominium housing provoked the uniformity problem, however, the establishment of HOPE plan and a special association board oriented to the study of regional housing planning under Architectural Institute of Japan have considerably relaxed the uniformity problem.

A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • 제7권3호
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

Korean Broadcast News Transcription Using Morpheme-based Recognition Units

  • Kwon, Oh-Wook;Alex Waibel
    • The Journal of the Acoustical Society of Korea
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    • 제21권1E호
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    • pp.3-11
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    • 2002
  • Broadcast news transcription is one of the hardest tasks in speech recognition because broadcast speech signals have much variability in speech quality, channel and background conditions. We developed a Korean broadcast news speech recognizer. We used a morpheme-based dictionary and a language model to reduce the out-of·vocabulary (OOV) rate. We concatenated the original morpheme pairs of short length or high frequency in order to reduce insertion and deletion errors due to short morphemes. We used a lexicon with multiple pronunciations to reflect inter-morpheme pronunciation variations without severe modification of the search tree. By using the merged morpheme as recognition units, we achieved the OOV rate of 1.7% comparable to European languages with 64k vocabulary. We implemented a hidden Markov model-based recognizer with vocal tract length normalization and online speaker adaptation by maximum likelihood linear regression. Experimental results showed that the recognizer yielded 21.8% morpheme error rate for anchor speech and 31.6% for mostly noisy reporter speech.

대각선형 지역적 이진패턴을 이용한 성별 분류 방법에 대한 연구 (A Study on Gender Classification Based on Diagonal Local Binary Patterns)

  • 최영규;이영무
    • 반도체디스플레이기술학회지
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    • 제8권3호
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    • pp.39-44
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    • 2009
  • Local Binary Pattern (LBP) is becoming a popular tool for various machine vision applications such as face recognition, classification and background subtraction. In this paper, we propose a new extension of LBP, called the Diagonal LBP (DLBP), to handle the image-based gender classification problem arise in interactive display systems. Instead of comparing neighbor pixels with the center pixel, DLBP generates codes by comparing a neighbor pixel with the diagonal pixel (the neighbor pixel in the opposite side). It can reduce by half the code length of LBP and consequently, can improve the computation complexity. The Support Vector Machine is utilized as the gender classifier, and the texture profile based on DLBP is adopted as the feature vector. Experimental results revealed that our approach based on the diagonal LPB is very efficient and can be utilized in various real-time pattern classification applications.

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