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      • KCI등재후보

        Virtual Camera Movement Bring the Innovation and Creativity in Action Video Games for The Player

        Ruan, Xiaoyin(완소음),Cho, Dongmin(조동민) 한국디지털디자인협의회 2013 디지털디자인학연구 Vol.13 No.3

        Many game players are well familiar with cutscenes. It is usually used as linkage between settings or an award to the player who passed through, or defeated the Boss and it is not controlled by the players. Nowadays, along with the rapid development of 3D and virtual shot technology, more and more games begin to have plenty of cutscenes in the process of the plot development. As a kind of animated pictures, cutscene is mainly used for story-telling. It is quite different from the animated movies that it lies inside the game, stringing up each episode into a full story. Thus the use of shots is much important in the process of designing cutscenes. As for the latest design of 3D animation, its most advantage is the use of virtual shots and impressive performance, and the dexterous use of virtual camera movement can make effects much better than others. This paper will discuss the various use of camera movement in cutscenes of the series games, Resident Evil 2 and Resident Evil 6. Since there was more than ten years between these two games had been developed, the visual effect in game is showing huge diversity due to the difference between the techniques in hardware and software. In this study, lens design freed from technique limitation was used to be compared with that in ten years before. According to the analysis of camera data collected from cutscenes in these two games, along with virtual camera developing, Resident Evil 6 is showing more complex shots, more affluent lens motion ways and more vivid lens effects comparing 10 years before. Therefore, the lens design in game cutscenes should be paid more attention due to the development of virtual camera. In this research, it was found that the players were showing negative feelings for too much this kind of cutscenes in 3D action game. Although game producer though that cutscenes was a very important interactive tool between players, how to balance the game producer and player’s demand should be discussed in the further works.

      • KCI등재

        근접한 물체 사이의 공간 관찰을 위한 보조 카메라 위치 최적화

        이지혜,한윤하,최명걸 (사)한국컴퓨터그래픽스학회 2018 컴퓨터그래픽스학회논문지 Vol.24 No.3

        본 논문에서는 3차원 가상 공간을 탐험하는 사용자가 가상 물체들 사이의 충돌 위험 영역을 정밀하게 관찰할 수 있도록 돕는 보조 카메라 최적화 기술을 소개한다. 보조 카메라의 역할은 두 물체 사이의 충돌 위험 영역을 자동으로 감지하고 해당 영역을 현재 메인 카메라가 보여줄 수 없는 새로운 시점에서 관찰하여 사용자에게 보여주는 것이다. 하지만 가상 물체의 기하학적 모양이 복잡한 경우 충돌 위험 주변 공간도 좁고 복잡해진다. 그 결과, 보조 카메라의 위치 설정에 많은 제약이 따르고 최적화 계산의 복잡도 역시 높아진다. 본 논문에서는 보조 카메라의 위치를 두 물체 사이에 계산된 바이섹터-서피스 상의 점으로 제한함으로써 공간적 제약 조건을 지킴과 동시에 최적화의 효율성을 높이는 방법을 제시한다. 검증을 위해 사용자가 핸드 모션 인식 장치를 이용해 3차원 가상 환경을 탐험하게 하는 프로그램을 제작하였으며 사용자 조사를 통해 효용성을 확인하였다. We present a secondary camera optimization method that helps the user exploring 3D virtual environment to precisely observe possible collisions between objects. The first role of our secondary camera is to automatically detect the area with the greatest possible collision. The second role is to show the detected area from a new angle of view that the current main camera cannot show. However, as the shapes of target objects are complex, the shape of the empty space between objects is also complex and narrow. It means that the space for the secondary camera position is highly constrained and its optimization can be very difficult. To avoid this difficulty and increase the efficiency of the optimization, we first compute a bisector surface between two target objects. Then, we limit the domain of the secondary camera's position on the bisector surface in the optimization process. To verify the utility of our method, we built a demonstration program in which the user can explore in a 3D virtual world and interact with objects by using a hand motion recognition device and conducted a user study

      • KCI등재

        입체적인 쇼트를 통한 코믹연출연구

        황길남(Kil-Nam Hwang),김재웅(Jae-Woong Kim) 한국콘텐츠학회 2008 한국콘텐츠학회논문지 Vol.8 No.2

        코믹영상제작에 있어 강조과 과장을 통한 코믹한 연출은 무엇보다도 중요한 과제이다. 본 연구는 입체적 쇼트의 움직임을 활용한 코믹효과를 연구하고자 한다. 연구방법으로는 3D제작프로그램의 가상카메라와 고속카메라의 팔로우 모션(Flow Motion)으로 제작되어진 쇼트를 추출하였다. 이러한 제작기법을 응용하여 효과적으로 제작되고, 영상콘텐츠의 입체연출방법으로 제작되어진 쇼트를 연구장면으로 분류한다. 연구의 중심은 입체적 연출쇼트가 이야기의 분위를 코믹하게 만들어 가는 요인을 찾아보는 것이다. 쇼트 분석에 의하면 입체적인 연출은 이야기를 더욱 입체적으로 시각화 하여 공간과 시간에 대하여 더욱 많은 이야기를 풀어가는 역할로서 카메라의 이동, 렌즈, 초점의 활용이 많은 것을 알 수 있다. 더불어 코믹과장 요소가 많이 제공 되는 연출에서는 쇼트의 크기와 지속시간으로 화면을 강조하는 기법에 활용되었고, 3D 제작프로그램의 가상카메라와 고속카메라로 공간을 과장하는 방법을 연출한다. 이러한 입체적 쇼트 분위기가 코믹연출효과에 적용되는 가능성을 통하여 코믹제작에 대한 질적인 향상과 효율적 제작방법을 재검토하여 코믹연출의 접근성을 연구하고자 한다. When making a comic film, the comic presentation that uses stress and exaggeration is the important subject among other things. In this study we tried to investigate the comic effect using the movement of three-dimensional shot. To conduct this study, we extracted the shot manufactured through the Flow Motion of a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. The shot manufactured applying this manufacturing skill and using three-dimensional production method for the video contents efficiently made was classified into several scenes. The focus of this study is to search for the factor that makes the atmosphere of a story comic through three-dimensional production shot. According to the shot analysis, three-dimensional production method plays a role in developing more stories on space and time by visualizing stories in three dimensions, which makes the most use of the movement of camera, lens and the utilization of focus. In addition, in the presentation where many comic and exaggerated factors are provided, we used the technology that stresses a scene using the size of a shot and the lasting time and presented the method that exaggerates space using a 3D Production Program Virtual Camera and a High Speed Motion Picture Camera. By reviewing the qualitative improvement and the efficient method on making comic films through the possibility that the atmosphere of this three-dimensional shot can apply to the effect for comic presentation, we tried to approach the comic presentation.

      • KCI등재

        카메라 교정 및 측정부 회전을 이용한 가상현실 기기의 전역 왜곡 측정법

        양동근,강필성,김영식 한국광학회 2019 한국광학회지 Vol.30 No.6

        A compact virtual-reality (VR) device with wider field of view provides users with a more realistic experience and comfortable fit, but VR lens distortion is inevitable, and the amount of distortion must be measured for correction. In this paper, we propose two different full-field distortion-measurement methods, considering the characteristics of the VR device. The first is the distortion-measurement method using multiple images based on camera calibration, which is a well-known technique for the correction of camera-lens distortion. The other is the distortion-measurement method by measuring lens distortion at multiple measurement points by rotating a camera. Our proposed methods are verified by measuring the lens distortion of Google Cardboard, as a representative sample of a commercial VR device, and comparing our measurement results to a simulation using the nominal values.

      • KCI등재

        심층 신경망 기반 착륙 지점 인식 기법을 위한 가상 현실 데이터 수집 기술 개발

        김상현 제어·로봇·시스템학회 2023 제어·로봇·시스템학회 논문지 Vol.29 No.5

        This paper presents a technology for collecting datasets using virtual reality for semantic image segmentation-based landing point recognition methods. The virtual reality scenario assumed that a landing point image was obtained from a vertical take-off and landing unmanned aerial vehicle equipped with a downward-facing camera. A semantic image segmentation technique utilizing a deep neural network of the U-Net structure was implemented. The deep neural network was then trained to recognize both the landing points and obstacles. During the deep neural network training phase, only the datasets collected using the automatic labeling technology in virtual reality were utilized to analyze whether it was feasible to recognize the landing points and obstacles in actual environmental images. The results of the analysis confirmed that the trained deep neural network exhibited meaningful performance using only the datasets collected from a virtual environment similar to the actual environment.

      • KCI등재

        디지털영상 합성을 위한 가상카메라의 트래킹 데이터 보정에 관한 연구

        이준상(Junsang Lee),이임건(Imgeun Lee) 한국컴퓨터정보학회 2012 韓國컴퓨터情報學會論文誌 Vol.17 No.11

        디지털 시대에서 컴퓨터 기술의 발전은 각종 사물의 표현력을 강화시키고 있다. 영상에 있어서 컴퓨터그래픽의 발전은 인간이 상상하고 있는 이미지를 현실세계에서 구현 불가능한 것을 효과적으로 나타내고 있다. 영화 등 컴퓨터 그래픽 기술은 영상제작에 있어 전체 흐름의 중심을 차지하는 핵심적인 요소로 발전하고 있으나 국내의 경우, 영상 콘텐츠의 제작 과정에서 연구 개발을 병행하기 어려운 열악한 상황이고 해외 상용 툴에 대한 의존도가 높은 것이 사실이다. 영상합성의 제작에서 실사장면을 촬영하고 실사영상을 컴퓨터 그래픽 이미지에 매치무빙 하는 과정은 매우 복잡한 과정을 거치게 된다. 이 때 중요하게 고려되어야 할 사항이 카메라 트래킹이다. 카메라 트래킹은 촬영된 실사영상만으로 실사카메라의 3차원 이동정보와 광학적 파라미터 등 촬영시의 3차원 공간을 복원하는 과정을 포함하고 있다. 이 과정에서 카메라 트래킹에 대한 오류로 인해 실사와 CG의 합성에 대한 생산성에 많은 문제점을 발생시킨다. 본 논문에서는 이러한 문제를 해결하기 위하여 소프트웨어에서 트래킹데이터를 보정하는 방법을 제안한다. The development of the computer widens the expressive ways for the nature objects and the scenes. The cutting edge computer graphics technologies effectively create any images we can imagine. Although the computer graphics plays an important role in filming and video production, the status of the domestic contents production industry is not favorable for producing and research all at the same time. In digital composition, the match moving stage, which composites the captured real sequence with computer graphics image, goes through many complicating processes. The camera tracking process is the most important issue in this stage. This comprises the estimation of the 3D trajectory and the optical parameter of the real camera. Because the estimating process is based only on the captured sequence, there are many errors which make the process more difficult. In this paper we propose the method for correcting the tracking data. The proposed method can alleviate the unwanted camera shaking and object bouncing effect in the composited scene.

      • KCI등재

        A Study on Applying Proxemics to Camera Position in VR Animation <Help Us!>

        Qu, Lin,Yun, Tae-Soo The Institute of Internet 2021 International Journal of Internet, Broadcasting an Vol.13 No.3

        With the development of science and technology, virtual reality (VR) has become increasingly popular, being widely used in various fields such as aviation, education, medical science, culture, art, and entertainment. This technology with great potential has changed the way of human-computer interaction and the way people live and entertain. In the field of animation, virtual reality also brings a new viewing form and immersive experience. The paper demonstrates the production of VR animation <Help Us!> and then discusses camera's position in VR animation. Where to place the VR camera to bring a comfortable viewing experience. The paper, with the proxemics as its theoretical framework, proposes the hypothesis about the camera position. Then the hypothesis is verified by a series of experiments in animation <Help Us!> to discuss the correlation between camera position and proxemics theory.

      • 360 카메라를 이용한 3차원 VR 모델 자동 생성

        양창윤(Yang, Chang-Yoon),박준영(Park, Jun-Young),배석훈(Park, Jun-Young) 한국BIM학회 2017 한국BIM학회 학술대회 논문집 Vol.2017 No.-

        본 연구에서는 포토그래메트리 기술을 이용하여 저가 360 카메라로 촬영한 파노라마 사진들로부터 3차원 점군 및 메쉬 모델을 자동 계산하는 시스템을 개발하였다. 또한 계산 결과 추적된 각 카메라의 상대 위치 및 방향 정보를 이용하여 웹브라우저에서 3차원 가상 투어가 가능한 사용자 소프트웨어도 개발하였다. 그리고 파노라마 사진과 3차원 기하 모델을 병치하여 사용자가 가상객체를 실감나게 배치하거나 거리를 실측할 수 있는 기능도 구현하였다. 본 연구 결과를 이용하면 건설 현장을 일반 사진보다 훨씬 몰입감 높은 360 VR모델로 쉽고 빠르게 기록할 수 있어서, 건설 과정 기록 보관이나 프로젝트 관계자간의 커뮤니케이션 효율성을 획기적으로 개선 할 수 있으리라 기대된다. In this research, we developed a system which automatically generates 3D point cloud and mesh model from panorama photos of a low-cost 360 degree camera. Also a web application which enables 3D virtual tour using tracked relative camera poses is developed. In addition, in the web application it is possible to realistically arrange 3D virtual objects on a panorama photo and measure dimensions between structures. From the results of this research, stakeholders in a construction can communicate each other efficiently and archive the construction processes through 360 degree VR models providing more immersive scenes than still photos that we’ve used.

      • KCI등재

        Image Based 3D Reconstruction of Texture-less Objects for VR Contents

        Hafeez, Jahanzeb,Lee, Seunghyun,Kwon, Soonchul,Hamacher, Alaric The Institute of Internet 2017 Journal of Advanced Smart Convergence Vol.6 No.1

        Recent development in virtual and augmented reality increases the demand for content in many different fields. One of the fast ways to create content for VR is 3D modeling of real objects. In this paper we propose a system to reconstruct three-dimensional models of real objects from the set of two-dimensional images under the assumption that the subject does not has distinct features. We explicitly consider an object that is made of one or more surfaces and radiant constant energy isotropically. We design a low cost portable multi camera rig system that is capable of capturing images simultaneously from all cameras. In order to evaluate the performance of the proposed system, comparison is made between 3D model and a CAD model. A simple algorithm is also proposed to acquire original texture or color of the subject. Using best pattern found after the experiments, 3D model of the Pyeongchang Olympic Mascot "Soohorang" is created to use as VR content.

      • KCI등재

        Image Based 3D Reconstruction of Texture-less Objects for VR Contents

        Jahanzeb Hafeez,Seunghyun Lee,Soonchul Kwon,Alaric Hamacher 한국인터넷방송통신학회 2017 Journal of Advanced Smart Convergence Vol.6 No.1

        Recent development in virtual and augmented reality increases the demand for content in many different fields. One of the fast ways to create content for VR is 3D modeling of real objects. In this paper we propose a system to reconstruct three-dimensional models of real objects from the set of two-dimensional images under the assumption that the subject does not has distinct features. We explicitly consider an object that is made of one or more surfaces and radiant constant energy isotropically. We design a low cost portable multi camera rig system that is capable of capturing images simultaneously from all cameras. In order to evaluate the performance of the proposed system, comparison is made between 3D model and a CAD model. A simple algorithm is also proposed to acquire original texture or color of the subject. Using best pattern found after the experiments, 3D model of the Pyeongchang Olympic Mascot “Soohorang” is created to use as VR content

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