• Title/Summary/Keyword: virtual reality system

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Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

Comparison of Orthophotos and 3D Models Generated by UAV-Based Oblique Images Taken in Various Angles

  • Lee, Ki Rim;Han, You Kyung;Lee, Won Hee
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.36 no.3
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    • pp.117-126
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    • 2018
  • Due to intelligent transport systems, location-based applications, and augmented reality, demand for image maps and 3D (Three-Dimensional) maps is increasing. As a result, data acquisition using UAV (Unmanned Aerial Vehicles) has flourished in recent years. However, even though orthophoto map production and research using UAVs are flourishing, few studies on 3D modeling have been conducted. In this study, orthophoto and 3D modeling research was performed using various angle images acquired by a UAV. For orthophotos, accuracy was evaluated using a GPS (Global Positioning System) survey that employed VRS (Virtual Reference Station) acquired checkpoints. 3D modeling was evaluated by calculating the RMSE (Root Mean Square Error) of the difference between the outline height values of buildings obtained from the GPS survey to the corresponding 3D modeling height values. The orthophotos satisfied the acceptable accuracy of NGII (National Geographic Information Institute) for a 1/500 scale map from all angles. In the case of 3D modeling, models based on images taken at 45 degrees revealed better accuracy of building outlines than models based on images taken at 30, 60, or 75 degrees. To summarize, it was shown that for orthophotos, the accuracy for 1/500 maps was satisfied at all angles; for 3D modeling, images taken at 45 degrees produced the most accurate models.

Shopping Mall Avatar System Using Behavior and Motion Description Language (수준별 행위 표현 기법을 이용한 쇼핑몰도우미 아바타 시스템의 구현)

  • Kim, Jung-Hee;Lee, Gui-Hyun;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.566-574
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    • 2005
  • In spite of recent increase in the use of avatar in Web and Virtual Reality, there has not been a service that allows users to control directly the avatar behaviors. In addition, the conventional behavior control languages required a lot of complicated information for controlling the avatar motions. Moreover, in order to apply written languages to a different task domain, it was necessary to modify or rewrite the languages. In this paper, we define Task-Level Behavior Description Language and Motion Representation Language for more simple control of the avatar behavior. The first thing allows describing the avatar behaviors in each task domain, and The second thing enables writing detailed data for motion control. And in this paper, we developed an interpreter which can automatically change the Behavior Description Language to the Motion Representation Language. So this system allow users control the avatar behavior simply with only use the Behavior Description Language. The system was applied to shopping mall and the Task-level Behavior Description Language was compared with conventional languages to see how it was more effective in behavior description.

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Physical Modeling for Enhancement of the Functionality of Construction Graphical Simulation System (건설 그래픽 시뮬레이션 시스템의 기능 개선을 위한 물리적 모델링)

  • Kim, Yeong-Hwan;Jung, Pyung-Ki;Seo, Jong-Won
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.1 s.29
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    • pp.80-88
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    • 2006
  • Construction graphical simulations usually do not reflect physical properties of construction equipment and material because there are restricted to the geometric model. The complete description of construction operations is difficult for graphical simulation without a physical modeling. The object of this research is to enhance the functionality of restricted simulation system to geometric model. And research is conducted to overcome the limitation of current construction graphical simulation system through the connection geometric model and physical model with the physical properties of construction equipment and material such as crane's cable oscillation. The motion equations for the oscillation of crane cable as a result of the trolley's movement and the boom's rotation were derived. The equations were solved through numerical analysis and the results were simulated visually. The realistic description with physical modeling of construction operations will contribute for ensuring preliminary against risks and improving constructability as well as the application of various fields.

Design and Implementation of 3D Urban Landscape Simulation System Based on Web GIS (Web GIS 기반의 3차원 도시경관 시뮬레이션시스템 설계 및 구현)

  • Jang Mun-Hyun
    • Spatial Information Research
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    • v.13 no.1 s.32
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    • pp.103-117
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    • 2005
  • Information can be visualized as information technology and computers have recently made dramatic improvements. Thanks to the brisk effects of providing information in 3D on the web with the technological developments of Web 3D and virtual reality implementation in the Internet, there has been the trend to present geographic information in images and 3D. In this study, the Web 3D GIS technique was adopted in analyzing the current state of urban landscape and examining and predicting the urban landscape affected by new urban development businesses. As a result, it was expected that the study would be able to help the government agencies to reduce their errors in making urban landscape plans and policies and implementing them to provide objective and visual data, and to come up with a simulation system that could be used to reflect the residents opinions in plans and policies.

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Change of Brain Activation due to Change of Viewpoint in Action during Action Observation: an EEG Analysis Study (동작관찰 중 동작 수행 시 시점의 변화에 따른 뇌 활성의 변화)

  • Kim, Oi-Jin;Sim, Ji-Young;Lee, Se-Young;Jin, Hyun-Jin
    • PNF and Movement
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    • v.14 no.3
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    • pp.209-217
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    • 2016
  • Purpose: Treatments using a mirror neuron system, such as 3D virtual reality therapy, are used in stroke rehabilitation, but they need to be constructed according to a detailed procedure. The aims of this study were to analyze electroencephalograms (EEG) during relaxation and action while observing first person perspective (1AE) and third person perspective (3AE) videos of the right hand for 20's. Methods: Thirty participants (Male=4, Female=26) were recruited for this study. Participants were selected by a vividness of movement imagery questionnaire (VMIQ). EEG was measured during relaxxation and during action with 1AE and 3AE videos, focusing on the supination and pronation actions of participants' right hands. An absolute mu rhythm, a relatively high alpha power, and a relative beta power were identified. In each group, one-way repeated measures ANOVA was used for statistical analysis. Results: Measurement of absolute mu rhythms was significantly suppressed for both 1AE and 3AE compared with relaxation in C3 and C4 regions. High alpha wave measurements were significantly suppressed for both 1AE and 3AE in all regions, while beta wave measurements were significantly increased only for 3AE in F3 and F4 regions. Conclusion: Based on this study, we suggest that the mirror neuron system is activated during actions accompanied by action observation, especially actions with 3AE video observation, which can be a great therapeutic mathod in stroke rehabilitation.

Implementation of Real-time Recognition System for Continuous Korean Sign Language(KSL) mixed with Korean Manual Alphabet(KMA) (지문자를 포함한 연속된 한글 수화의 실시간 인식 시스템 구현)

  • Lee, Chan-Su;Kim, Jong-Sung;Park, Gyu-Tae;Jang, Won;Bien, Zeung-Nam
    • Journal of the Korean Institute of Telematics and Electronics C
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    • v.35C no.6
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    • pp.76-87
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    • 1998
  • This paper deals with a system which recognizes dynmic hand gestures, Korean Sign Language(KSL), mixed with static hand gesture, Korean Manual Alphabet(KMA), continuously. Recognition of continuous hand gestures is very difficult for lack of explicit tokens indicating beginning and ending of signs and for complexity of each gesture. In this paper, state automata is used for segmenting sequential signs into individual ones, and basic elements of KSL and KMA, which consist of 14 hand directions, 23 hand postures and 14 hand orientations are used for recognition of complex gestures under consideration of expandability. Using a pair of CyberGlove and Polhemus sensor, this system recognizes 131 Korean signs and 31 KMA's in real-time with recognition rate 94.3% for KSL excluding no recognition case and 96.7% for KMA.

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A Semiotic Analysis of Costumes in Fantasy Films - With a Focus on the Power Image of Super Heroes - (판타지 영화 의상에 대한 기호학적 분석 - 슈퍼영웅의 파워 이미지를 중심으로 -)

  • Rhew, Soo-Hyeon;Kim, Min-Ja
    • Journal of the Korean Society of Costume
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    • v.57 no.10
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    • pp.112-128
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    • 2007
  • As fantasy films in which super heroes with superhuman abilities play an active part are rapidly becoming more popular, super hero stories are taking root as a new genre in fantasy films. The costumes in films play an important role in visualizing the virtual reality of fantasy films when those costumes are worn by characters so as to express and define them. In the meantime, in the antagonistic structure of good versus evil as a typical subject in these films, it may be said that the costumes of super heroes who advocate good and those of villains who represent evil have been created as an image of power. In this sense, it is necessary to establish an analytic system of how images of the power of good and evil are visually created in costumes for fantasy films. As such, this study seeks to analyze costumes in fantasy films more systemically through semiotic, which has taken root as a science of analysis in all areas of science. From the perspectives of aesthetic semiotic developed by Morris and costume aesthetics, the syntactical dimension is analyzed into formative elements and the principles of costumes; factual and expressive meanings, themes, and inherent meaning, all of which are immanent in costumes, are elicited in the semantic dimension; and the influence of costumes on viewers is described as identification in terms of pragmatics. This study provided a system to analyze costumes in fantasy films(especially 'Superman', 'Batman' and 'Spiderman') from the perspective of Morris' semiotic, and based on the analytic system, examined how 'power' is revealed in the costumes of super heroes and ruffians, and what it implies.

A Study on Creation of 3D Facial Model Using Facial Image (임의의 얼굴 이미지를 이용한 3D 얼굴모델 생성에 관한 연구)

  • Lee, Hea-Jung;Joung, Suck-Tae
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.21-28
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    • 2007
  • The facial modeling and animation technology had been studied in computer graphics field. The facial modeling technology is utilized much in virtual reality research purpose of MPEG-4 and so on and movie, advertisement, industry field of game and so on. Therefore, the development of 3D facial model that can do interaction with human is essential to little more realistic interface. We developed realistic and convenient 3D facial modeling system that using a optional facial image only. This system allows easily fitting to optional facial image by using the Korean standard facial model (generic model). So it generates intuitively 3D facial model as controling control points elastically after fitting control points on the generic model wire to the optional facial image. We can confirm and modify the 3D facial model by movement, magnify, reduce and turning. We experimented with 30 facial images of $630{\times}630$ sizes to verify usefulness of system that developed.

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Design of Acupuncture Controller and Dummy for Acupuncture Training System based MR (MR 기반 침술 훈련 시스템을 위한 침술 컨트롤러 및 인체모형 설계)

  • Ryu, Chang Ju;Lee, Sang Duck;Han, Seung Jo
    • Smart Media Journal
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    • v.9 no.2
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    • pp.86-91
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    • 2020
  • The current trend of the education market is the development of the fourth industrial revolution and the development of ICT, and various technologies are developing into edu-tech technology that is integrated into the education system. In particular, the market for edu-tech systems capable of lifelike immersive learning effects in virtual space is expanding. However, education in Korean medicine is not objective because of the absence of educational simulators and systems to train and evaluate acupuncture. In this paper, we propose an acupuncture controller and a human body model to increase the effectiveness of acupuncture point training as a follow-up study of "Design of Acupuncture Contents and Dummy for Acupuncture Point Training System". Through the proposed acupuncture controller and Dummy, the accuracy of acupuncture points for the acupuncture point data matching and content motion recognition rate is presented. In addition, the results of temperature and humidity and temperature change tests for evaluating the environmental reliability of the controller are presented.