• 제목/요약/키워드: virtual digital

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초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례 (Case Study : Cinematography using Digital Human in Tiny Virtual Production)

  • 임재호;장민정;전상욱;이수빈;박민수;김유진
    • 한국컴퓨터그래픽스학회논문지
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    • 제29권3호
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    • pp.21-31
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    • 2023
  • 본 논문에서는 디지털 휴먼을 활용한 버추얼 프로덕션에서의 촬영 사례를 소개한다. 본 촬영 사례는 LED를 활용한 버추얼 프로덕션의 시스템 구성과 디지털 휴먼을 활용한 효율적인 촬영 파이프라인을 다루고 있다. LED를 이용한 버추얼 프로덕션은 주로 LED에 배경을 투사하여 촬영하는 것과 달리 본 사례는 디지털 휴먼을 가상 배우로 사용하여 실제 배우와 소통하는 장면을 촬영하였다. 또한, 실제 배우와 디지털 휴먼의 대화 장면을 실시간 엔진을 이용하여 촬영하기 위해 음성과 텍스트 기반 한국어 립싱크 모션 자동 생성 기술을 적용하여 디지털 휴먼의 발화 애니메이션을 사전에 제작해 사용하였다. 우리는 실시간 엔진을 활용하여 LED 기반의 버추얼 프로덕션 환경에서 실제 배우와 디지털 휴먼을 이용한 짧은 드라마 콘텐츠를 제작함으로써 본 촬영 사례에 대하여 검증하였다.

Exploring the Effects of the Virtual Human with Physicality on Co-presence and Emotional Response

  • Shin, Kwang-Seong;Jo, Dongsik
    • 한국컴퓨터정보학회논문지
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    • 제24권1호
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    • pp.67-71
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    • 2019
  • With continued technology innovation in the fields of computer graphics (CG) and virtual reality (VR), digital animated avatars (or virtual humans) are evolving into ones that are more interactive at a suitable location such as museum, airport, and shopping mall. Specially, the form of the avatar (or the virtual human) realistically need to be expressed in a way that matches the users' physical space. In recent many researches, the form of virtual human has been expressed as mixed-reality human (MRH)-the virtual human combines with the physicality as the real part. In this paper, we propose to carry out a study comparing various MRH on co-presence and emotional response in two-typed virtual humans depending on how many actual parts are included: (1) (Level 1) small parts in the virtual human combined virtual components (e.g., the head only) and (2) (Level 2) large parts in the virtual human with the physicality as the real part such as head, arms, and upper body). We report on the implemented results of our virtual humans and experimental results on co-presence and emotional response.

가상 d-q 변환을 이용한 승압형 단상 PFC 컨버터의 디지털 전류 제어 방법 (Digital Current Control Scheme for Boost Single-Phase PFC Converter Based on Virtual d-q Transformation)

  • 이광운;김학준
    • 전력전자학회논문지
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    • 제25권1호
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    • pp.54-60
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    • 2020
  • A digital current control scheme using virtual d-q transformation for a boost single-phase power factor correction (PFC) converter is proposed. The use of virtual d-q transformation in single-phase power converters is known to improve current control performance. However, the conventional virtual d-q transformation-based digital current control scheme cannot be directly applied to the boost single-phase PFC converter because the current and average voltage waveforms of the inductor used in the converter are not sinusoidal. To cope with this problem, this study proposes a virtual sinusoidal signal generation method that converts the current and average voltage waveform of the inductor into a sinusoidal waveform synchronized with the grid. Simulation and experimental results are provided to show that the virtual d-q transformation-based digital current control is successfully applied to the boost single-phase PFC converter with the aid of the proposed virtual sinusoidal signal generation method.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • 한국의류산업학회지
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    • 제25권1호
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

가상폴더 접근방식의 디지털콘텐츠 관리방안 (Virtual Folder Based Approach to Digital Contents Control)

  • 윤한성
    • 디지털산업정보학회논문지
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    • 제10권1호
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    • pp.29-38
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    • 2014
  • EDMS systems have been a main alternative for enterprise content management (ECM), which provide valuable functions for the effective control and management of organization-level digital contents. However, it has not been effective frequently for the purpose of integrative control of overall contents in an organization. One of reasons for this problem is that individuals usually create and store files with their own personal computers and do not move them to the central storage and control device, EDMS. Many occasions show that this situation can cause undesirable results for better management of enterprise contents. This paper introduced an approach of virtual folder which can directly connect individual computers and EDMS storage device without users' inconvenience. Adding the capacity of restricting usage of individual computer, users unavoidably and conveniently store and retrieve digital contents using EDMS server system. Several modules and implementing architecture for the virtual folder system are shown and the results of utilizing the system are explained with a case of application.

다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로- (A Proposition of Incorporating Time and Space in a Virtual World)

  • 길태숙;장준호;백형목;이대웅
    • 한국게임학회 논문지
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    • 제9권4호
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    • pp.21-32
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    • 2009
  • 본 논문에서는 디지털매체의 복합적 특징을 포괄적으로 활용할 수 있도록 기존 가상세계 모델에 시간축을 부여하여 확장하는 방안을 제안하였다. 시간축이 부여된 가상세계의 구현은 현재의 공간정보가 포함된 전 세계의 맵을 기반으로 하여 형성된 가상세계 시뮬레이션에 시간축으로의 정보를 부여함으로써 가능하다. 시간축을 적용한다는 것은 그 시대에 맞는 정치, 경제, 문화, 사회의 제도가 적용된다는 의미이며 이에 사용자들은 시대에 적합한 행동을 함으로 가상세계인으로서 생존할 수 있고, 또한 시대 커뮤니티를 형성할 수 있다. 본 논문에서 제시한 시간축이 부여된 가상세계는 사용자의 상호소통과 참여를 유도하여 계속적인 유지 확장이 가능하며, 이에 궁극적으로는 전세계 시공간적 콘텐츠 내에서의 사용자 스토리텔링을 지원하는 것을 지향한다.

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Analytical Study on the Correlation between the Functionality of Virtual Idols and Fan Satisfaction under the Chinese Market

  • Hou, ZhengDong;Kim, KiHong;Ren, YuShi
    • International Journal of Advanced Culture Technology
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    • 제10권4호
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    • pp.28-38
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    • 2022
  • Virtual idols have aroused wide attention as a novel product of the idol industry in the digital era over the past few years. The population of China determines that virtual idols have a huge fan market. As a digital cultural product closely connected with fans, virtual idols are im-portant to gain insights into the correlation between fan satisfaction and virtual idol functions. In accordance with the KANO demand model, this study first classifies and explains the specific functions of virtual idols into four quadrants, including attractive, must-be, 1D (One-Dimensional), and indifferent. Subsequently, the satisfaction of fans of virtual idols with specific functions in each quadrant are analyzed using a questionnaire. This study suggests that virtual idols have one at-tractive quality, three 1D quality, two must-be quality, and five indifferent quality functional elements. This study qualitatively analyzes the functional elements of virtual idols through fan satisfaction based on the KANO model, which provides valuable help for future research in the field of virtual idols and producers in this field.

Angle-Based Virtual Source Location Representation for Spatial Audio Coding

  • Beack, Seung-Kwon;Seo, Jeong-Il;Moon, Han-Gil;Kang, Kyeong-Ok;Hahn, Min-Soo
    • ETRI Journal
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    • 제28권2호
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    • pp.219-222
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    • 2006
  • Virtual source location information (VSLI) has been newly utilized as a spatial cue for compact representation of multichannel audio. This information is represented as the azimuth of the virtual source vector. The superiority of VSLI is confirmed by comparison of the spectral distances, average bit rates, and subjective assessment with a conventional cue.

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A Comparative Study on Virtual Try-on Systems using Body Measurement Input

  • Lim, Ho-Sun;Istook, Cynthia
    • The International Journal of Costume Culture
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    • 제13권2호
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    • pp.118-129
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    • 2010
  • Digital technology introduced into the clothing and fashion industry is evolving to digital virtual fashions and consumer-centered mass-customized production systems. Today the application of such 3D virtual try-on systems is being expanded gradually in the clothing industry. This study purposed to make virtual avatars and virtual garments using OptiTex and V-stitcher virtual software and compared the appearance of the virtual garments put on the virtual avatars. For this, we created virtual avatars and virtual garments using body measurements obtained from jive subjects of top jive body shapes, respectively, using $[TC]^2$ body scanner. According to the results of comparing the outcomes of the two different virtual software systems, virtual avatar II of V-Stitcher tended to have a more round and lifted hip and the waist line at a higher position. In addition, the body curves and shapes of a virtual avatar affect the appearance of virtual garments. This study applied the same body measurements to virtual avatars and the same pattern to virtual garments, but when different kinds of virtual software were used, the virtual avatars and virtual garments showed different appearance and fit. This result may mean that when customers buy apparel products using different kinds of virtual try-on systems, their evaluation of appearance can vary depending on the virtual try-on system. Therefore, research needs to be made actively for the development and use of linkage programs that can reflect actual body measurements between virtual software systems and 3D body scanning systems.

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HMD 기반 가상현실 영화의 디지털 리얼리즘적 특성에 대한 연구 (Study on Characteristics of Digital Realism Aspect for HMD based Virtual Reality Films)

  • 강지영
    • 디지털콘텐츠학회 논문지
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    • 제18권5호
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    • pp.849-858
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    • 2017
  • 가상현실 관련 하드웨어와 소프트웨어 기술의 빠른 성장과 함께 가상현실 영화는 새로운 영화의 가능성으로 주목받고 있다. 이미 세계 유수 영화제와 헐리우드를 중심으로 가상현실영화 제작이 활발히 이루어지고 있으나 아직 국내에서는 가상현실영화 관련 연구가 매우 미흡한 실정이다. 이에 본 연구는 가상현실 영화를 전통영화의 리얼리즘과 포스트모더니즘 관점에서 영화의 프레임(미장센), 쇼트(몽타주) 그리고 시점, 그리고 상호작용성의 네 가지 측면에서 분석하였다. 또한 가상현실 영화 사례들을 통하여 리얼리즘과 포스트모더니즘적 특성 사이의 가상현실영화의 미학적 특징을 도출하였다. 이는 가상현실영화만이 가진 관객의 상호작용성의 특징과 가상현실 기술을 활용한 리얼리즘의 실현, 즉 디지털 리얼리즘이라고 볼 수 있다. 마지막으로 HMD 기반의 1인칭 가상현실 애니메이션 제작사례 'FLY'를 중심으로 가상현실영화의 디지털 리얼리즘적 특성을 논의 하였다.