• Title/Summary/Keyword: reality show

Search Result 658, Processing Time 0.025 seconds

A Study on the Interactive Architecture in Nature Environment

  • Baek, Seung-Man
    • Journal of the Regional Association of Architectural Institute of Korea
    • /
    • v.20 no.6
    • /
    • pp.41-46
    • /
    • 2018
  • The context of innovation in which we evolve today, subtracts us in a spacial reality and virtuality (digital) that aimed less and less to interact with natural processes which could converge to new possible relationships in the world. We constantly live in presence of fluctuations and imperceptible natural energies (wind, solar radiation, etc.) defined by flows, their own physicality, which remains without being virtual, elusive. This study first outlines how these energies already exploited within the framework of production, could be thought as interactive of our habitat's space dimension, as a prolongation of a physical and material environment built by men and for men, giving rise to new social, cultural dynamics, and making natural complexity of our space vivid, comprehensible with new visual and physical clues. In recent days, where lifestyles are changing, architecture no longer needs to limit its scope of creation to only built structures. Based on a deeper understanding of human and through new potential advanced technologies (kinetic system, etc), it is time to fundamentally diagnose what environments or devices contribute to our lives. Architecture becomes ${\ll}interface{\gg}$, step up its fundamental role, and newly defines the sturdy image and tectonics of existing environment, establishing a stance to search for a new typology. In the end, building will show two simultaneous and distinctive connections related to its physical existence: reality in its function and irreductibility, in its ability to forge new dynamic connections with its environment, hybridizing the spatial dimension to a new form of physicality, adaptive and incessantly flexible in the dimension time, becoming a vessel for ever changing contemporary lifestyles.

Parallel Structure Design Method for Mass Spring Simulation (질량스프링 시뮬레이션을 위한 병렬 구조 설계 방법)

  • Sung, Nak-Jun;Choi, Yoo-Joo;Hong, Min
    • Journal of the Korea Computer Graphics Society
    • /
    • v.25 no.3
    • /
    • pp.55-63
    • /
    • 2019
  • Recently, the GPU computing method has been utilized to improve the performance of the physics simulation field. In particular, in the case of a deformed object simulation requiring a large amount of computation, a GPU-based parallel processing algorithm is required to guarantee real-time performance. We have studied the parallel structure design method to improve the performance of the mass spring simulation method which is one of the methods of implementing the deformation object simulation. We used OpenGL's GLSL, a graphics library that allows direct access to the GPU, and implemented the GPGPU environment using an independent pipeline, the compute shader. In order to verify the effectiveness of the parallel structure design method, the mass - spring system was implemented based on CPU and GPU. Experimental results show that the proposed method improves computation speed by about 6,000% compared to the CPU Environment. It is expected that the lightweight simulation technology can be effectively applied to the augmented reality and the virtual reality field by using the design method proposed later in this research.

An Efficient Hand Gesture Recognition Method using Two-Stream 3D Convolutional Neural Network Structure (이중흐름 3차원 합성곱 신경망 구조를 이용한 효율적인 손 제스처 인식 방법)

  • Choi, Hyeon-Jong;Noh, Dae-Cheol;Kim, Tae-Young
    • The Journal of Korean Institute of Next Generation Computing
    • /
    • v.14 no.6
    • /
    • pp.66-74
    • /
    • 2018
  • Recently, there has been active studies on hand gesture recognition to increase immersion and provide user-friendly interaction in a virtual reality environment. However, most studies require specialized sensors or equipment, or show low recognition rates. This paper proposes a hand gesture recognition method using Deep Learning technology without separate sensors or equipment other than camera to recognize static and dynamic hand gestures. First, a series of hand gesture input images are converted into high-frequency images, then each of the hand gestures RGB images and their high-frequency images is learned through the DenseNet three-dimensional Convolutional Neural Network. Experimental results on 6 static hand gestures and 9 dynamic hand gestures showed an average of 92.6% recognition rate and increased 4.6% compared to previous DenseNet. The 3D defense game was implemented to verify the results of our study, and an average speed of 30 ms of gesture recognition was found to be available as a real-time user interface for virtual reality applications.

Development of SILS platform for application system based on AR and UAV (증강현실과 UAV 기반 응용 시스템을 위한 SILS 플랫폼 개발)

  • Cho, Wan Joo;Kang, Moon Hye;Moon, Yong Ho
    • Journal of Aerospace System Engineering
    • /
    • v.15 no.1
    • /
    • pp.19-31
    • /
    • 2021
  • Recently, the development of UAV application system using augmented reality (AR) has received much attention. In general, the design and implementation of UAV application system are verified with SILS techniques before actual flight experiments. However, existing SILS environment cannot be used to verify the application system based on AR and UAV because it does not include key features related to AR. To overcome this problem, we proposed an SILS platform that could be effectively used for the development of application systems based on AR and UAV. Simulation results on accuracy, efficiency, and scalability show that the proposed platform could be effectively utilized for the development of AR and UAV based-application systems.

Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing - (한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 -)

  • Han, Minjae;Lee, Younhee
    • The Research Journal of the Costume Culture
    • /
    • v.30 no.1
    • /
    • pp.66-87
    • /
    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

Smoke Rendering Method in Post-processing for Safety-Training Contents (안전 훈련 콘텐츠에 적합한 포스트 프로세싱 단계에서의 연기 렌더링 방법)

  • Park, Sanghyun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.26 no.11
    • /
    • pp.1644-1652
    • /
    • 2022
  • In the case of safety training where practical training is impossible due to risk problems, training contents using realistic media such as virtual reality or augmented reality are becoming a new alternative. In this paper, we propose a smoke modeling method that can be applied to safety-training contents implemented with realistic media technology. When an accident occurs in a hazardous area such as a petrochemical plant, visibility is not secured due to gas leakage and fire. In order to create such a situation, it is important to realistically express smoke. The proposed method is a smoke model implementation technique that can be effectively applied to the background of complex passages and devices such as petrochemical plants. In the proposed method, the smoke is expressed using volumetric rendering in the post-processing stage for the resulting image of scene rendering. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke realistically.

The Characteristics of Figures Who has the Imaginary Companion in the Picture Book (그림책에서 상상친구를 가진 인물의 특성)

  • Park, Hyun-Kyung;Bong, Jin-Young
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.1
    • /
    • pp.337-347
    • /
    • 2022
  • This research aims to analyze the gender, sibling, and characteristics of figures who created the imaginary friends among 30 picture books published in Korea. At first, as a result of the research, a total of 35 figures of the 30 books had imaginary friends, of which 24 figures were women and 11 were men, with women more than twice as many as men. Secondly, in many cases, the only child in picture books had the imaginary companion, but in case of the figures who have brothers or sisters, The imaginary companion visited them more frequently to different gender rather than to same gender. Looking at the frequency of appearance of imaginary companion, the eldest, younger brother, and no appearance appeared in order. Third, as a result of examining the personality of figures who created the imaginary companion, their extroversion or introversion has no meaningful correlation each other. These results are meaningful as reference data for understanding children with imaginary friends in reality as picture books reflect the reality of children with imaginary friends and show various situations of infant with imaginary friends in a balanced manner.

Digitalization of Fashion Shows in the Pandemic Era - A Focus on Fashion Films and Fashion Gamification - (팬데믹 시대의 패션쇼의 디지털화 - 패션 필름과 패션 게이미피케이션을 중심으로 -)

  • Kang, Soojung;Chun, Jaehoon
    • Fashion & Textile Research Journal
    • /
    • v.24 no.1
    • /
    • pp.29-41
    • /
    • 2022
  • With the outbreak of the COVID-19 pandemic, global fashion brands have been hosting online fashion shows instead of offline ones. In light of the current pandemic scenario, this research conducted a study on digital fashion shows held online, specifically focusing on two types of shows: fashion films and games. This study examined the characteristics of changes in digital fashion shows as well as their limitations. The case studies analyzed fashion shows from January 2020 to July 2021, with a focus on the 2021 S/S and 2021 F/W seasons, and 26 fashion shows from 23 brands. The results of this study were as follows: First, digital fashion shows transcended physical limitations through virtualization and non-face-to-face communication, breaking free of the limits of space and time in reality. Second, the entertainment role of fashion shows was strengthened. However, online fashion shows had limitations as they lacked a sense of reality and distracted viewers' attention from fashion products. This study has practical implications as it proposes a path for the development of digitalized fashion shows by addressing its current limitations. Overcoming these shortcomings, post-pandemic fashion shows would be more diverse, flexible, and creative. Consequently, following the pandemic period, we look forward to new types of fashion shows using digital imaging technologies.

A study on standardization through the analysis of the survey on the use of fishery sea anchor (어업용 씨앵커의 사용실태 분석을 통한 표준화 연구)

  • KIM, Namgu;KIM, Hyung-Seok;LEE, Yoo-Won;RYU, Kyung-Jin
    • Journal of the Korean Society of Fisheries and Ocean Technology
    • /
    • v.58 no.1
    • /
    • pp.10-18
    • /
    • 2022
  • Fishery sea anchor is widely used for many fishing vessels. However, standardization of the dimension and terminology of the fishery sea anchor has not been achieved, reducing the reliability of the performance and safety of the fishery sea anchor. Therefore, this study researches the reality of usage of fishery sea anchor and then attempts to suggest the development direction of the standard draft as basic data. As a result of the survey on the reality of usage show that various terms were used for each part of the fishery sea anchor (including the incorrect form of non-standard words derived from Japanese) and that the production of this product in the fishery sea anchor market was concentrated on one specific manufacturer. In addition, the main specifications of the fishery sea anchor are set and manufactured based on conventional experience without standards. In the field, there was no standardized drawing for fishery sea anchor and users had low awareness of the main specifications of fishery sea anchor. Therefore, this study suggested the following regarding the fishery sea anchor: standard terms for each part including Korean and English names and standard drawing of sea anchor. It is hoped that this study will contribute to research for the standardization of fishery sea anchor, which will increase in reliability and lead to increased interest in standardization in the fishery field.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
    • /
    • v.23 no.2
    • /
    • pp.37-60
    • /
    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.