• 제목/요약/키워드: virtual example

검색결과 252건 처리시간 0.027초

Application of Virtual Studio Technology and Digital Human Monocular Motion Capture Technology -Based on <Beast Town> as an Example-

  • YuanZi Sang;KiHong Kim;JuneSok Lee;JiChu Tang;GaoHe Zhang;ZhengRan Liu;QianRu Liu;ShiJie Sun;YuTing Wang;KaiXing Wang
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.106-123
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    • 2024
  • This article takes the talk show "Beast Town" as an example to introduce the overall technical solution, technical difficulties and countermeasures for the combination of cartoon virtual characters and virtual studio technology, providing reference and experience for the multi-scenario application of digital humans. Compared with the live broadcast that combines reality and reality, we have further upgraded our virtual production technology and digital human-driven technology, adopted industry-leading real-time virtual production technology and monocular camera driving technology, and launched a virtual cartoon character talk show - "Beast Town" to achieve real Perfectly combined with virtuality, it further enhances program immersion and audio-visual experience, and expands infinite boundaries for virtual manufacturing. In the talk show, motion capture shooting technology is used for final picture synthesis. The virtual scene needs to present dynamic effects, and at the same time realize the driving of the digital human and the movement with the push, pull and pan of the overall picture. This puts forward very high requirements for multi-party data synchronization, real-time driving of digital people, and synthetic picture rendering. We focus on issues such as virtual and real data docking and monocular camera motion capture effects. We combine camera outward tracking, multi-scene picture perspective, multi-machine rendering and other solutions to effectively solve picture linkage and rendering quality problems in a deeply immersive space environment. , presenting users with visual effects of linkage between digital people and live guests.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • 제3권1호
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

PLC를 적용한 실시간 시스템의 가상 프로토타이핑 (Virtual Prototyping of Progrmmable Logic Controller based Real-time Systems)

  • 천성욱;강순주서대화
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 1998년도 추계종합학술대회 논문집
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    • pp.735-738
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    • 1998
  • To develop an effective virtual prototyping methodology for the PLC(Programmable Logic Controller) based real-time systems, a conversion algorithm from RLL(Relay Ladder Logic) to statechart is presented in this paper. The RLL is the main programming language to represent the operation of the PLC, and the statechart is the most widely used tool in the field of virtual prototyping in order to represent the behaviour of real-time systems. A virtual prototyping for an example case is implemened to evaluate the benefit of the proposed algorithm.

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Finite Type Invariants and the Kauffman Bracket Polynomials of Virtual Knots

  • Jeong, Myeong-Ju;Park, Chan-Young;Yeo, Soon Tae
    • Kyungpook Mathematical Journal
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    • 제54권4호
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    • pp.639-653
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    • 2014
  • In [9], Kauffman introduced virtual knot theory and generalized many classical knot invariants to virtual ones. For example, he extended the Jones polynomials $V_K(t)$ of classical links to the f-polynomials $f_K(A)$ of virtual links by using bracket polynomials. In [4], M. Goussarov, M. Polyak and O. Viro introduced finite type invariants of virtual knots. In this paper, we give a necessary condition for a virtual knot invariant to be of finite type by using $t(a_1,{\cdots},a_m)$-sequences of virtual knots. Then we show that the higher derivatives $f_K^{(n)}(a)$ of the f-polynomial $f_K(A)$ of a virtual knot K at any point a are not of finite type unless $n{\leq}1$ and a = 1.

분류기 성능 향상을 위한 범주 속성 가상예제의 생성과 선별 (Generation and Selection of Nominal Virtual Examples for Improving the Classifier Performance)

  • 이유정;강병호;강재호;류광렬
    • 한국정보과학회논문지:소프트웨어및응용
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    • 제33권12호
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    • pp.1052-1061
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    • 2006
  • 본 논문에서는 베이지안 네트워크를 기반으로 생성하고 평가한 가상예제를 활용하여 범주 속성 데이타에 대한 분류 성능을 향상시키는 방안을 제안한다. 가상예제를 활용하는 종래의 연구들은 주로 수치 속성 데이타를 대상으로 하였고, 대상 도메인에 특화된 지식을 활용하여 특정 학습 알고리즘의 성능을 향상시키는 것을 목표로 하였다. 본 연구에서는 도메인에 특화된 지식을 활용하는 대신 주어진 훈련 집합을 기반으로 만든 베이지안 네트워크로부터 범주 속성 가상예제를 생성하고, 그 예제가 네트워크의 조건부 우도를 증가시키는데 기여할 경우 유용한 것으로 선별한다. 이러한 생성 및 선별과정을 반복하여 적절한 크기의 가상예제 집합을 수집하여 사용한다. 범주 속성 데이타를 대상으로 한 실험 결과, 여러 가지 학습 모델의 성능이 향상됨을 확인하였다.

가상주행시험장(SVPG) 개발: 가상주행시험장의 시스템 구성 및 운영 (Development of the SVPG(Sungkyunkwan Univ. Virtual Proving Ground) : System Configuration and Application of the Virtual Proving Ground)

  • 서명원;구태윤;권성진;신영수;조기용;박대유
    • 한국자동차공학회논문집
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    • 제10권1호
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    • pp.195-202
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    • 2002
  • By using modeling and simulation. today's design engineers are simultaneously reducing time to market and decreasing the cost of development, while increasing the quality and reliability of their products. A driving simulator is the best example of this method and allows virtual designs of control systems, electronic systems, mechanical systems and hydraulic system of a vehicle to be evaluated before costly prototyping. The objective of this Paper is to develop the virtual Proving: ground using a driving simulator and to show its capabilities of an automotive system development tool. For this purpose, including a real-time vehicle dynamics analysis system, the PC-based driving simulator and the virtual proving ground are developed by using VR(Virtual Reality) techniques. Also ABS HIL(Hardware-In-the-Loop ) simulation is performed successfully.

ACTIVE WORLDS'를 이용한 가상현실 건축의 가능성에 대한 연구 (A Study on the Possibilites of Architecture in Virtual Reality Using 'ACTIVE WORLDS')

  • 신유진
    • 한국실내디자인학회논문집
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    • 제19호
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    • pp.20-29
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    • 1999
  • We live now in information society. High-tech communication technique of information came up to our daily life thoroughly. Then, what will happen to change the field of architecture in information society\ulcorner This study realized architecture in virtual reality by choosing technique in virtual reality that was able to alternate architecture in reality. The result of this study: 1. We promoted some shopping malls by making use of 'an active world' that is one of the virtual reality programs. As a result, we could know that we were able to find out goods faster than reality economically and purchase them in virtual reality. 2. There are many fields that we can adapt the architecture in virtual reality beside the shopping malls. For example, they can be a museum, an art gallery, and educational facility, a movie theater, a government and public office, and a recreation facility. 3. The architecture in virtual reality will cause to change our lifestyles and environments and to coexist architecture in reality.

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다중 참여자 가상환경에서의 촉각상호작용기술 (Haptic Display in Multi-user Virtual World)

  • 최혁렬;류성무
    • 한국정밀공학회지
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    • 제16권5호통권98호
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    • pp.112-123
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    • 1999
  • Virtual reality is becoming a powerful tool for various applications such as training, entertainment, surgery, tele-robotics etc. One potential use for virtual reality is to allow several users to interact in a single virtual environment, for example several students sitting in front of different computers connected over a network. In this paper, we present a loosely coupled architecture of haptic display in the multi-user virtual world. The method of controlling haptic devices as well as the way of configuring individual haptic display system are addressed. We will develop an experimental virtual reality system for two remote users and conclude with an experimental work for the task of a multi-player ping-pong and grasping of a common object.

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가상 텔레케어 팀을 위한 퍼지신뢰평가 모델 (Fuzzy Trust Evaluation Model for Virtual Telecare Team)

  • 이경휘;김효중
    • 산업경영시스템학회지
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    • 제32권2호
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    • pp.112-119
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    • 2009
  • Telecare, one of the e-healthcare services with lCT, is a promising technology which aims to monitor the state of patients and then provide the medical services appropriately in remote sites. Virtual telecare team based on the concept of virtual collaborative teams which consist of a patient, a doctor, and a telecare team, operates on a temporary basis in need. Reputation, which means the degree of a patient's belief to a doctor in consideration, is the most important factor to make the virtual telecare team trustable. In this paper, we propose the fuzzy reputation model of a virtual telecare team, which is a reputation-based trust model based on fuzzy set theory. An illustrative example is also given in order to show the applicability of the model to the concept of a virtual telecare team.