• Title/Summary/Keyword: video reality

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Untact Social VR Video-based Tour Scheduling (언택트형 소셜 VR 영상기반 투어 스케줄링)

  • Yang, Seung-Hae;Lee, Duck-Hee;Kim, Hak-Chun
    • Journal of the Health Care and Life Science
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    • v.8 no.2
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    • pp.127-133
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    • 2020
  • While only the experts could create the contents in the existing VR contents business, in the proposed "Untact Social VR Video-Based Tour Scheduling", the GUI (Graphic User Interface) allows anyone to easily and quickly share the information taken through VR camera after creating. It is intended to serve as a variety of SNS-based media by developing a structure that can be shared in html format after creating with the GUI menus. In particular, it is applied to companies that operate the SNS-type publicity projects including experience facilities and viewing facilities, and the various SNS-type publicity businesses that create the VR contents. Communication is clear compared to the existing homepage-based information delivery method, and It aims to provide universality that anyone can easily edit in an environment where only experts can edit VR video contents of.

Blockchain Technology for Combating Deepfake and Protect Video/Image Integrity

  • Rashid, Md Mamunur;Lee, Suk-Hwan;Kwon, Ki-Ryong
    • Journal of Korea Multimedia Society
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    • v.24 no.8
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    • pp.1044-1058
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    • 2021
  • Tempered electronic contents have multiplied in last few years, thanks to the emergence of sophisticated artificial intelligence(AI) algorithms. Deepfakes (fake footage, photos, speech, and videos) can be a frightening and destructive phenomenon that has the capacity to distort the facts and hamper reputation by presenting a fake reality. Evidence of ownership or authentication of digital material is crucial for combating the fabricated content influx we are facing today. Current solutions lack the capacity to track digital media's history and provenance. Due to the rise of misrepresentation created by technologies like deepfake, detection algorithms are required to verify the integrity of digital content. Many real-world scenarios have been claimed to benefit from blockchain's authentication capabilities. Despite the scattered efforts surrounding such remedies, relatively little research has been undertaken to discover where blockchain technology can be used to tackle the deepfake problem. Latest blockchain based innovations such as Smart Contract, Hyperledger fabric can play a vital role against the manipulation of digital content. The goal of this paper is to summarize and discuss the ongoing researches related to blockchain's capabilities to protect digital content authentication. We have also suggested a blockchain (smart contract) dependent framework that can keep the data integrity of original content and thus prevent deepfake. This study also aims at discussing how blockchain technology can be used more effectively in deepfake prevention as well as highlight the current state of deepfake video detection research, including the generating process, various detection algorithms, and existing benchmarks.

Moderating Effect on Transportation Between Short Storytelling ad types and Message Sensation Value: Focusing on TikTok & Chinese consumers (짧은 동영상 광고 스토리텔링 유형과 메시지자극가(MSV)가 스토리몰입에 미치는 영향연구 - 틱톡(TikTok) 중국소비자를 대상으로)

  • CHEN, KAKA;Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.4
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    • pp.659-665
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    • 2021
  • Short video applications (e.g., TikTok, YouTube shorts) are growing quickly in terms of active users and usage time. Of course, advertising industry is utilizing the app as AD channel. The current study, however, argues that the effectiveness of ADs in short video apps are not articulated well and that precise research for measuring the effect is required. In this context, this study measured the effects of storytelling ad types(reality, parody, creative) and message sensation value(high vs. low level) on story transportation. The notable finding is that when creative storytelling ad type which requires more cognitive resources than other two types meets high level of message sensation value, ad viewers could reach cognitive overload state which induced low effectiveness of ad. As its result, the effectiveness of AD reduced. More specific theoretical discussion and suggestions for advertising producers are described.

A Systematic Review on the Effects of Virtual reality-based Telerehabilitation for Stroke Patients (뇌졸중 환자를 위한 가상현실 기반의 원격재활 효과에 관한 체계적 고찰)

  • Lim, Young-Myoung;Lee, ji-Yong;Jo, Seong-Jun;Ahn, Ye-Seul;Yoo, Doo-Han
    • The Journal of Korean society of community based occupational therapy
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    • v.7 no.1
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    • pp.59-70
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    • 2017
  • Objective : The purpose of this study was to examine the effect of virtual reality-based remote rehabilitation on stroke patients systematically and to look for its effect and how to apply it domestically. Methods : In order to search data, EMBASE and CINAHL database were used. Relevant research used those terms of virtual reality, telerehabilitation, and stroke. A total of 10 studies satisfying the selection criteria was analyzed according to their qualitative level, general characteristics, and PICO method. Results : Based on the selected 10 studies, virtual reality-based telerehabilitation system was applied. Sensory and motor feedback was provided with inputting visual and auditory senses through a video in the home environment, and it stimulated changes in the client's nervous system. Tools to measure the results were upper extremity function, balance and gait, activities of daily living, etc. Those virtual reality-based telerehabilitation method had an effect on upper extremity function and ability of sense of balance in all studies, and on the activities of daily living partially. Telerehabilitation service to make up environmental specificity improved satisfaction of client. That meaned the effect of the intervention to maintain the function. Conclusion : The virtual reality-based telerehabilitation system was applied to upper extremity function, sense of balance, and activities of daily living largely, and it showed that it helped to improve functions through intervention, supervision, and training of therapist in the home environment as well. This study suggests the basis and possibility of clinical application on virtual-reality based telerehabilitation. Additional research is needed to diverse virtual reality intervention methods and the effect of telerehabilitation in the future.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Fast Camera Pose Estimation from a Single Frame for Augmented Reality Applications (증강현실 시스템 구현을 위한 단일 프레임에서의 고속 카메라 위치추정)

  • Lee, Bum-Jong;Park, Jong-Seung;Sung, Mee-Young;Noh, Sung-Ryul
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.7-14
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    • 2006
  • 본 논문에서는 3D 복원과 카메라 측정과정 없이 정확하게 카메라 자세를 계산하고 가상객체를 비디오에 합성하기 위한 단일 프레임 기반의 고속 계산 기법을 제안한다. 객체의 로컬 좌표와 단일 이미지에서의 대응되는 이미지 좌표로부터 카메라 자세를 계산한다. 정사영 투영모델에서의 분해기법에 기반한 구조 계산 방법으로 카메라 자세의 고속 추정이 가능하다. 정사영 투영모델에 기반하기 때문에 참조점의 설정에 따라 정확도가 달라진다. 객체에 따라 참조점을 설정하여 정확한 카메라 자세를 계산하는 방법을 제안한다. 카메라 자세 및 물체의 형태는 단일 프레임 기반으로 수행되며 카메라 자세 추정 결과가 즉시 비디오 합성에 사용될 수 있도록 하였다. 제안하는 기법의 유효성 입증을 위해 실사 비디오에 기반한 증강현실시스템을 구현하고 카메라 자세 계산과 비디오 합성의 전체 과정을 단일 프레임에 기반하여 실험을 수행하고 제안 기법의 실용성을 보였다.

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Generating 3-D Models of Human Motions by Motion Capture

  • Yamaguchi, I.;Tou, K.;Tan, J.K.;Ishikawa, S.;Naito, T.;Yokota, M.
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1629-1632
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    • 2003
  • A technique is presented for generating a compound human motion from its primitive motions obtained by a motion capture system. Some human fundamental motions are modeled in a 3-D way and registered as primitive motions. Because the factorization method is used for the motion capture, calibration of video cameras and connection of the motion in the direction of time is both unnecessary. Employing these motions, various compound human motions are generated by connecting the motions after having applied rotation and parallel transformation to them. Linear interpolation is done at the discontinuous boundary between primitive motions and smooth connection is achieved. Experimental results show satisfactory performance of the proposed technique. The technique may contribute to producing various complicated human motions without much effort using a strict motion capture system.

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Analysis of Implementing Mobile Heterogeneous Computing for Image Sequence Processing

  • BAEK, Aram;LEE, Kangwoon;KIM, Jae-Gon;CHOI, Haechul
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.4948-4967
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    • 2017
  • On mobile devices, image sequences are widely used for multimedia applications such as computer vision, video enhancement, and augmented reality. However, the real-time processing of mobile devices is still a challenge because of constraints and demands for higher resolution images. Recently, heterogeneous computing methods that utilize both a central processing unit (CPU) and a graphics processing unit (GPU) have been researched to accelerate the image sequence processing. This paper deals with various optimizing techniques such as parallel processing by the CPU and GPU, distributed processing on the CPU, frame buffer object, and double buffering for parallel and/or distributed tasks. Using the optimizing techniques both individually and combined, several heterogeneous computing structures were implemented and their effectiveness were analyzed. The experimental results show that the heterogeneous computing facilitates executions up to 3.5 times faster than CPU-only processing.

A Study on the Development of Camera Gimbal System for Unmanned Flight Vehicle with VR 360 Degree Omnidirectional Photographing (360도 VR 촬영을 위한 무인 비행체용 카메라 짐벌 시스템 개발에 관한 연구)

  • Jung, Nyum;Kim, Sang-Hoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.11 no.8
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    • pp.767-772
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    • 2016
  • The purpose of this paper is to develop a gimbal system installed in the UFV(unmanned flight vehicles) for 360 degree VR video. In particular, even if the UFV rotated any direction the camera position is fiexd to minimize the shaking using the gyro sensor and the camera system is stable for taking $360^{\circ}$ panorama VR images.

Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1246-1251
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    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

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