• Title/Summary/Keyword: virtual digital

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

  • Kang, Jiyoung
    • Journal of Digital Contents Society
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    • v.18 no.5
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    • pp.849-858
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    • 2017
  • With the fast improvement of software and hardware technology of Virtual Reality, VR(Virtual Reality) film get attention for the new possibility of future film. Already, the production of virtual reality film festivals and Hollywood films is highly active, but it is still poorly related to virtual reality films in Korea. Due to this, this research analyze VR film with Realism films and Post-modernism films in four aspects that are film's frame(Mise-en-$Sc{\grave{e}}ne$), shot(montage), vew point and interactivity to deduct characteristics of VR film. Moreover, we also deduct an esthetical characteristic of VR films beyond the Realism films and Post-modern Films through analysing various VR films. This can be said as 'Digital Realism' that is come from the viewers' positive interaction and realization of Realism through Virtual Reality technology. There will be a successful development of VR film based on this research that analyse suitable directing method for Virtual Reality environment. At last, this research focused on characteristics of digital realism aspect for HMD based first person view VR animation .

A Study on 3D Virtual Clothing by Utilizing Digital Fashion Show (디지털 패션쇼를 통한 3D 가상 의상 표현 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Young-A;Kim, Anna;Kim, Naeun;Kim, Cheeyong;Ko, Hyeong-Seok
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.529-537
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    • 2013
  • *IT technology has been rapidly introduced to the clothing and fashion industry, and especially fashion shows have been changed very fast to keep up with the current digital era. In this research, the author designed virtual clothes, and investigated whether it is possible to make them similar to actual clothes and then performed a digital fashion show with these virtual clothes. This research discussed, based on case development and studies, whether a digital fashion show can express the designer's idea more creatively than the existing fashion shows and what needs to be improved for the effectiveness of digital fashion shows. As a result, the virtual clothes have been recognized to be very similar to actual clothes and facilitate creative expressions that are hard to be presented in actual fashion shows. The adaptation of 3D virtual clothes to real fashion industry in the future can make new contents through the innovation of distribution and industry.

A Web-based Virtual Laboratory System for Electronic and Digital Circuit Experiments Uing Multimedia

  • Kim, Dong-Sik;Lee, Sun-Heum;Choi, Kwan-Sun;Seo, Sam-Jun;Yoo, Ji-Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1178-1182
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    • 2004
  • This paper presents web-based virtual laboratory system for electronic and digital circuit experiments. Through our virtual laboratory, the learners will be capable of learning the concepts and theories related to circuit experiments and how to operate virtual experimental equipments such as multimeters, function generators, digital oscilloscopes, DC power suppliers and bread board etc. The proposed virtual laboratory system is composed of important components: Principle Classroom to explain the concepts and theories of electronic and digital circuit operations, Simulation Classroom to provide a web-based simulator to the learners, Virtual Experiment Classroom to provide interactive multimedia contents about the syllabus of off-line laboratory class, Assessment Classroom, and Management System. With the aid of the management System every classroom is organically tied together collaboration to achieve maximum learning efficiency. We have obtained several affirmative effects such as high learning standard, reducing the total experimental hours and the damage rate for experimental equipments.

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Comparison of Virtual Avatars by Using Automatic and Manual Method

  • Lim, Ho-Sun;Istook, Cynthia L.
    • Journal of the Korean Society of Clothing and Textiles
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    • v.34 no.12
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    • pp.1968-1979
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    • 2010
  • New technology that includes 3D body scanning, digital virtual human, and digital virtual garments has had a significant impact on the current apparel industry. Virtual simulation technology enables the visualization of a 3D virtual garment on a virtual avatar so that consumers can try on garments with their virtual avatars before purchasing. However, the manual virtual avatar provided for online apparel shopping currently has revealed limitations on the different body sizes and shapes of customers. This study analyzes the process of designing the automatic virtual avatar and the manual virtual avatar using OptiTex software; in addition, the study compares the practicality of the automatic virtual avatar with that of the manual virtual avatar. Data was examined by evaluating how much each virtual avatar is similar to the real body and how well it matched the needs of the current apparel industry. In the study, Avatar 1 was automatically created from three-dimensional body scan data and Avatar 2 was manually created from body measurements. The virtual avatar images laid over a real body image and the results were evaluated by comparing the simulated sizes of virtual avatars with those of a real body. Consequently, Avatar 1 was evaluated as more similar to the real body than Avatar 2 in all five body shapes. This study illustrates that an automatic virtual avatar might solve the fit problem that is the most common reason for a high return rate for online shopping. The results show that future virtual simulation technology needs to be improved for the practicality of the virtual avatars.

Establishing the Framework of Industry Metaverse based on Digital Twin through Case Studies (디지털트윈 기반의 인더스트리 메타버스 : 사례분석을 통한 프레임워크의 정립)

  • Yang, Kyung Ran;Yoon, Sung Chul;Park, Soo Kyung;Lee, Bong Gyou
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1122-1135
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    • 2022
  • With the development of digital technology and the influence of the global pandemic, the metaverse, a three-dimensional virtual world, is receiving attention in society, economy and overall industry, and the manufacturing industry is also accepting it as a major strategic agenda for digital transformation. Therefore, in this study, the concept of the industry metaverse from the perspective of the manufacturing industry was defined, and the types of the industry metaverse were classified into four types by reflecting the characteristics of the manufacturing industry based on the general metaverse scenario presented in previous studies. These are Virtual behavior simulation, Augmented operation of business objects and Virtual experience simulation, Augmented decision of business subjects. In addition, through case analysis of solutions used in the manufacturing industry, it was confirmed that the central technology of the Industry Metaverse is the digital twin, and that it is being implemented by convergence with major digital technologies such as virtual reality, augmented reality, digital human, and AI. This study will be able to provide guidelines for future research on the metaverse from the perspective of the manufacturing industry and establishment of a digital transformation strategy for the industry.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

A Web-based 3D Virtual Reality Pavilion of Korean Traditional Music (웹 기반의 가상현실 3D 국악 박물관 제작)

  • Choi, Ji Ae;Shim, Jae Sun;Kim, Yoon Sang
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.4 no.1
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    • pp.65-68
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    • 2008
  • In this paper, a web-based 3D virtual reality (VR) pavillion of Korean Traditional Music was implemented. The VR pavillion is used for the virtual demonstration and experience of Korean Traditional Music, which provides the information as well as multimedia experience on eight instruments to users through internet. It provides eight web-pages and one an audio-visual classroom on the instruments.

Occlusion and articulation in digital dentistry: A review (디지털 치의학 시대의 교합)

  • Lee, Jae-Hyun
    • The Journal of the Korean dental association
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    • v.58 no.8
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    • pp.505-512
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    • 2020
  • With the fourth industrial revolution, digitization is accelerating in all healthcare areas. In the field of dentistry, active discussions on digital dental technologies are ongoing, with increasing interest from clinicians daily. Thus far, accuracy and efficiency have primarily been emphasized in digital dentistry, and interest in occlusion has been relatively low. This is because digital dentistry has been predominantly used to restore small numbers of teeth rather than extensive prosthetic reconstruction. However, in the future, most dental treatments will undergo a digital transformation that will require the application of digital technology to more extensive prosthetic rehabilitation, for which discussion of occlusion is essential. In extensive prosthetic reconstruction, occlusion and articulation involve determining the position of the dental arch in relation to the reference plane of the skull or the long axis of the face and the position of the transverse horizontal axis. It also includes determining an occlusal surface with a shape that allows the mandible to move in an eccentric path and masticate most efficiently without any occlusal interference. To better understand how digitization will impact dentistry, this review article summarizes and discusses occlusion and articulation using digital dental technologies. This discussion is divided into several aspects, including facial scan, virtual articulation, augmented reality, and virtual reality.

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Digital Twin Model of a Beam Structure Using Strain Measurement Data (보 구조물에서 변형률 계측 데이터를 활용한 디지털트윈 모델 구현)

  • Han, Man-Seok;Shin, Soo-Bong;Moon, Tae-Uk;Kim, Da-Un;Lee, Jong-Han
    • Journal of KIBIM
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    • v.9 no.3
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    • pp.1-7
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    • 2019
  • Digital twin technology has been actively developed to monitor and assess the current state of actual structures. The digital twin changes the traditional observation method performed in the field to the real-time observation and detection system using virtual online model. Thus, this study designed a digital twin model for a beam and examined the feasibility of the digital twin for bridges. To reflect the current state of the bridge, model updating was performed according to the field test data to construct an analysis model. Based on the constructed bridge analysis model, the relationship between strain and displacement was used to represent a virtual model that behaves in the same way as the actual structure. The strain and displacement relationship was expressed as a matrix derived using an approximate analytical theory. Then, displacements can be obtained using the measured data obtained from strain sensors installed on the bridge. The coordinates of the obtained displacements are used to construct a virtual digital model for the bridge. For verification, a beam was fabricated and tested to evaluate the digital twin model constructed in this study. The displacements obtained from the strain and displacement relationship agrees well with the actual displacements of the beam. In addition, the displacements obtained from the virtual model was visualized at the locations of the strain sensor.

Virtual Human Authoring ToolKit for a Senior Citizen Living Alone (독거노인용 가상 휴먼 제작 툴킷)

  • Shin, Eunji;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.9
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    • pp.1245-1248
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    • 2020
  • Elderly people living alone need smart care for independent living. Recent advances in artificial intelligence have allowed for easier interaction by a computer-controlled virtual human. This technology can realize services such as medicine intake guide for the elderly living alone. In this paper, we suggest an intelligent virtual human and present our virtual human toolkit for controlling virtual humans for a senior citizen living alone. To make the virtual human motion, we suggest our authoring toolkit to map gestures, emotions, voices of virtual humans. The toolkit configured to create virtual human interactions allows the response of a suitable virtual human with facial expressions, gestures, and voice.