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UHD HDR 에서의 렌즈 선택이 색감에 미치는 영향 연구 -BT.709, BT.2020 비교 중심으로-
김광집,최상미,태양식,이승현,김상일 한국영상제작기술학회 2017 영상기술연구 Vol.- No.27
In 2014, UHD transmission was launched for the first time in the world through several pay channels in Korea. Then on May 31st, 2017, three terrestrial broadcasters started using UHD broadcasting in the metropolitan area with a frequency of 700 MHz. However, there still remains a problem of standardization and hardware problem of conversion of expensive equipment and a shortage of UHD contents due to lack of production resources. The selection of color space and lens in the content production stage is a factor that determines the quality of UHD HDR image. Therefore in this paper, we analyzed differences of the four types of lens: ARRI (Ultra Prime, 85mm), SONY Prime (85mm), FUJINON (ZK3.5x85, 85-300mm) and CANON (CN7x17KSA, 17-120mm) in BT.709 and BT.2020 color space in order to produce UHD HDR contents. For this purpose, 35 participants were subjected to a corresponding sample T test. The results show that there is a difference in color depending on the type of lens in the BT.709 gamut and a little difference in color in the BT.2020 gamut depending on the lens type. It will be applied to the uniform quality control of contents through color correction in BT.2020.
모노스코픽과 스테레오스코픽 VR 시청방법이 이용자에게 미치는 영향 연구 : 프레즌스를 중심으로
김광집 한국영상제작기술학회 2021 영상기술연구 Vol.- No.37
Recently, with the commercialization of 5G, the immersive content industry is receiving attention again. Virtual reality (VR) content is changing as immersive content along with various platforms. In particular, in the field of VR video content, 180-degree stereoscopic content is attracting attention. 180-degree stereoscopic is different from 360-degree content that allows you to watch all the space up, down, left and right while wearing a Head-Mounted Display (HMD). Instead of limiting the viewing angle to 180 degrees, binocular disparity-based stereoscopic technology was used to provide immersion and depth to high users. In this paper, we used 180-degree monoscopic and stereoscopic methods to view VR content and measure the user's presence accordingly. For this purpose, two types of music video and entertainment VR contents that are widely consumed on various platforms were selected. As an analysis method, a presence survey is conducted as a subjective measurement method. In conclusion, the effect of the difference between monoscopic and stereoscopic VR video viewing methods on user presence is confirmed. 최근 5G 상용화와 함께 실감형콘텐츠 산업이 다시 주목받기 시작하며 가상현실(Virtual Reality, VR)은 다양한 플랫폼을 통해 실감형 콘텐츠로서 변화를 도모하고 있다. 특히 VR 영상 콘텐츠 분야에서는 180도 스테레오스코픽(Stereoscopic) 콘텐츠가 주목받고 있다. 헤드 마운티드 디스플레이(Head-Mounted Display, HMD)를 착용하고 상하좌우의 모든 공간을 시청할 수 있었던 360도 콘텐츠와 달리 시야각을 180도로 제한하는 대신 양안시차 방식의 스테레오스코픽(Stereoscopic)을 사용함으로써 높은 몰입감과 깊이감을 제공하였다. 이는 VR 콘텐츠 이용자의 행동 패턴을 반영한 결과이다. VR 영상 콘텐츠를 시청함에 있어 후면 영상보다 전면 영상에 집중하기 때문이다. 이러한 변화는 VR 영상 콘텐츠의 제작환경에도 영향을 미쳤다. 180도 스테레오스코픽은 기존 360도 영상을 여러 대의 카메라로 촬영하여 이어붙이는 스티칭(Stitching)작업이 불필요하여 작업시간과 제작비용을 효과적으로 절감할 수 있게 되었다. 본 연구에서는 180도 VR 콘텐츠를 모노스코픽과 스테레오스코픽 시청 방법을 이용하여 VR 콘텐츠를 시청하고 이에 따른 이용자 프레즌스를 측정하였다. 이를 위해 다양한 플랫폼에서 소비되는 뮤직비디오와 예능 VR 콘텐츠 2종을 선정하였다. 분석 방법으로 주관적 측정 방법으로 프레즌스 설문조사를 병행하고자 한다. 결론적으로는 모노스코픽과 스테레오스코픽 VR 영상 시청방법의 차이가 이용자 프레즌스에 미치는 영향을 확인한다.
A study of virtual human production methods: Focusing on video contents
김광집 한국인터넷방송통신학회 2024 International journal of advanced smart convergenc Vol.13 No.1
Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.