• Title/Summary/Keyword: virtual digital

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A Study on Spacial Characteristic features in Digital Game (디지털 게임의 공간 표현 특성에 관한 연구)

  • 황용섭;김주연
    • Korean Institute of Interior Design Journal
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    • no.33
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    • pp.3-10
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    • 2002
  • Virtual reality is not a new concept but just a new word and also it isnt limited to the reality created by computer-assisted image composition. Furthermore, we have lived within the virtual reality since long time ago, and the newly emerging digital technology has made the limits of the virtual expression vague and the definition of space concept new, The magical experiences we have had within the digital space consisted of Virtual space are the philosophical subject which we can hardly explain as a simple dichotomous definition such as Virtuality or Reality. But its true that our experiences made within virtual space are felt as much newer space considering those of space design, which have been traditionally made in our physical territory. Digital game is the representative space that provides a new space. Therefore, the new concept in space will be not just the territory expansion of space but also the opportunity we can find a new possibility through the relation between human and space. At this point in time that the life territory is expanding as a new space, this research goal is to show the new possibility of the connection of human and digital space through studying the relationship of Human and Space, Space and Digital space and Human and Digital space as well as The peculiarity of the space which is expressed at Digital game, the most representative space providing new experiences.

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

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

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

  • Shin, Kwang-Seong;Jo, Dongsik
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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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.

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

  • Lee, Kwang-Woon;Kim, Hack-Jun
    • The Transactions of the Korean Institute of Power Electronics
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    • v.25 no.1
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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
    • Fashion & Textile Research Journal
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    • v.25 no.1
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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.

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

  • Yoon, Han Seong
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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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.

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

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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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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    • v.10 no.4
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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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    • v.28 no.2
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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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    • v.13 no.2
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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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