• Title/Summary/Keyword: video reality

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A Study on Synchronization of Video and Virtual Reality Data for On-line Education (온라인 교육을 위한 동영상과 가상현실 데이터의 동기화에 관한 연구)

  • Sun Bok-Keun;Han Kwang-Rok
    • Journal of Korea Multimedia Society
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    • v.8 no.3
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    • pp.389-397
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    • 2005
  • In this paper, we study the synchronization method of animated simulations and VRs for on-line virtual reality education system. To build the data of animated simulations and synchronization modules of VRML content, the media-synchronizing technology, HTML + TIME and scripts are used. The VRML control module ismade into Java applet using the Java EAI provided for the web and the interface for VRML contents. To control the animation of VRML contents, the node information is extracted, and an animation production template capable of controlling animation in inter-connection with VRML content is made. With evaluation of the animation control performance, processing speed, synchronization performance between media in the system built, more improved results are obtained. We would like to suggest a education system with easy system construction and various multi-medium applicability by realizing HTML + TIME media synchronization and VRML web 3D virtual reality creation techniques, and animated images and 3D animation controls according to time using Java through this study.

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Interactive Authoring Tool for Mobile Augmented Reality Content

  • Jeon, Jiyoung;Hong, Min;Yi, Manhui;Chun, Jiyoon;Kim, Ji Sim;Choi, Yoo-Joo
    • Journal of Information Processing Systems
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    • v.12 no.4
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    • pp.612-630
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    • 2016
  • As mobile augmented reality technologies are spreading these days, many users want to produce augmented reality (AR) contents what they need by themselves. To keep pace with such needs, we have developed a mobile AR contents builder (hereafter referred to as MARB) that enables the user to easily connect a natural marker and a virtual object with various interaction events that are used to manipulate the virtual object in a mobile environment so that users can simply produce an AR content using natural photos and virtual objects that they select. MARB consists of five major modules-target manger, virtual object manager, AR accessory manager, AR content manager, and AR viewer. The target manager, virtual object manager and AR accessory manager register and manage natural target markers, various virtual objects and content accessories (such as various decorating images), respectively. The AR content manger defines a connection between a target and a virtual object with enabling various interactions for the desired functions such as translation/rotation/scaling of the virtual object, playing of a music, etc. AR viewer augments various virtual objects (such as 2D images, 3D models and video clips) on the pertinent target. MARB has been developed in a mobile application (app) format in order to create AR contents simply using mobile smart devices without switching to a PC environment for authoring the content. In this paper, we present the detail organizations and applications of MARB. It is expected that MARB will enable ordinary users to produce diverse mobile AR contents for various purposes with ease and contribute to expanding the mobile AR market based on spread of a variety of AR contents.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Enhancing the digitization of cultural heritage: State-of-Practice

  • Nguyen, Thu Anh;Trinh, Anh Hoang;Pham, Truong-An
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.1075-1084
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    • 2022
  • The use of Hi-Tech in cultural heritage preservation and the promotion of cultural heritage values in general, particularly artifacts, opens new opportunities for attracting tourists while also posing a challenge due to the need to reward high-quality excursions to visitors historical and cultural values. Building Information Modeling (BIM) and Hi-Tech in new building management have been widely adopted in the construction industry; however, Historic Building Information Modeling (HBIM) is an exciting challenge in 3D modeling and building management. For those reasons, the Scan-to-HBIM approach involves generating an HBIM model for existing buildings from the point cloud data collected by Terrestrial 3D Laser Scanner integrated with Virtual Reality (VR), Augmented Reality (AR), contributes to spatial historic sites simulation for virtual experiences. Therefore, this study aims to (1) generate the application of Virtual Reality, Augmented Reality to Historic Building Information Modeling - based workflows in a case study which is a monument in the city; (2) evaluate the application of these technologies to improve awareness of visitors related to the promotion of historical values by surveying the experience before and after using this application. The findings shed light on the barriers that prevent users from utilizing technologies and problem-solving solutions. According to the survey results, after experiencing virtual tours through applications and video explanations, participant's perception of the case study improved. When combined with emerging Hi-Tech and immersive interactive games, the Historic Building Information Modeling helps increase information transmission to improve visitor awareness and promote heritage values.

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Reliable Camera Pose Estimation from a Single Frame with Applications for Virtual Object Insertion (가상 객체 합성을 위한 단일 프레임에서의 안정된 카메라 자세 추정)

  • Park, Jong-Seung;Lee, Bum-Jong
    • The KIPS Transactions:PartB
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    • v.13B no.5 s.108
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    • pp.499-506
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    • 2006
  • This Paper describes a fast and stable camera pose estimation method for real-time augmented reality systems. From the feature tracking results of a marker on a single frame, we estimate the camera rotation matrix and the translation vector. For the camera pose estimation, we use the shape factorization method based on the scaled orthographic Projection model. In the scaled orthographic factorization method, all feature points of an object are assumed roughly at the same distance from the camera, which means the selected reference point and the object shape affect the accuracy of the estimation. This paper proposes a flexible and stable selection method for the reference point. Based on the proposed method, we implemented a video augmentation system that inserts virtual 3D objects into the input video frames. Experimental results showed that the proposed camera pose estimation method is fast and robust relative to the previous methods and it is applicable to various augmented reality applications.

A Location-based Service on Smartphone Combining with Mirror World (미러월드 연계를 통한 스마트폰에서의 위치기반 서비스)

  • Oh, Gyu-Hwan;Kim, Jae-Won;Bae, Kyoung-Woo
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.47-57
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    • 2011
  • Mobile based location-based service can normally be classified into four categories according to their dimensions of their screen layout: map-based, bird-eye view based, photo-based, and video-based. Specifically, video-based layout system combining AR technology has a appealing factor to users through the reality-based presence but normally requires sophisticated real-time image matching algorithms to represent the system. This paper provides a new location-based service by introducing mirror world to resolve the problem and implements its prototype. The proposed service does not need such algorithm and will effectively be useful for users to get the reality of the presence for any locations which is regardless of a user's real location.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Analysis of IT Technology through the Trends in Home Video Game Console (가정용 게임기 동향을 통해 본 IT 기술 분석)

  • Bae, Jung-Min;Bae, Yu-Mi;Jung, Sung-Jae;Jang, Rea-Young;Sung, Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.675-678
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    • 2014
  • One time, Home video game console's penetration was as comparable to the personal computer's penetration, growth has slowed since the advent of smartphones, tablets and moblie devices. But game console actively introducing new IT technologies not available in the pc games and mobile games, still keeping a firm position in the relevent market. In this paper Home video game console's history, contemporary trends, and learn about trends in the company, New IT technologies applied to gaming was analyzed. Home video console market become the arena of New IT technologies according to the introduction of New IT technologies such as gesture recognition technology, speech recognition technology, media facade technology, virtual reality technology.

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HTML5-based Streaming System Designed for Real-time Store Video (HTML5기반 실시간 저장 영상에 대한 스트리밍 시스템 설계)

  • Ban, Tae-Hak;Bae, Eun-Ah;Kim, Jong-Moon;Jeong, In-Yong;Jung, Hoe-Kyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.736-738
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    • 2014
  • As part of real-time streaming service, which is one of the latest QoS technology has become the issue. But the current majority of streaming services are specific S/W I a separate setup program supports real-time streaming service a reality, will be stored until the end of the video, save for a video about editing and is not available. In this paper, a video about multi-threaded and distributed processing system applied to the Storm technique based on separate software or installation of programs without the H T M L 5-based Web content is produced by each device using a Web browser, real-time streaming system you want, no. This is a streaming service that provides users with real-time editing and the footage is stored as about and respond in real time between the server and the client and content sharing that need training and will be utilized in the field of multimedia streaming.

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The Effect of Empathy in Responses to Persuasive Health Communication Campaign Contents (건강캠페인 콘텐츠에 대한 공감 반응 효과 연구)

  • Shin, Kyung-Ah;Cha, Kyung-Sim;Kim, Ji-Yun
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.128-137
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    • 2021
  • The purpose of this study is to examine the effect of sympathetic reactions to public service advertisement video messages produced for health campaigns. To this end, based on the empathy response scale proposed by Campbell & Babrow (2004), the empathy response to the images of nine health campaigns with themes of smoking cessation, tuberculosis, and suicide triggered fear of health risks and health behaviors (information seeking, preventive actions). As a result of the analysis, among the factors of empathy reaction, the reality of the message creative, the match of emotions, and the identification of the characters in the video each played a role in raising fear, and it is rather fear that logically understanding the situation that causes health problems through the health campaign video It was found that it played a role in reducing health information seeking behavior. On the other hand, it was found that the higher the degree of interest, such as sympathy for the characters in the video, among the factors of the sympathetic response to the health campaign, the higher the intention of preventive action to reduce the health risk.