• Title, Summary, Keyword: 3D Contents

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Generation of Stereoscopic Image from 2D Image based on Saliency and Edge Modeling (관심맵과 에지 모델링을 이용한 2D 영상의 3D 변환)

  • Kim, Manbae
    • Journal of Broadcast Engineering
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    • v.20 no.3
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    • pp.368-378
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    • 2015
  • 3D conversion technology has been studied over past decades and integrated to commercial 3D displays and 3DTVs. The 3D conversion plays an important role in the augmented functionality of three-dimensional television (3DTV), because it can easily provide 3D contents. Generally, depth cues extracted from a static image is used for generating a depth map followed by DIBR (Depth Image Based Rendering) rendering for producing a stereoscopic image. However except some particular images, the existence of depth cues is rare so that the consistent quality of a depth map cannot be accordingly guaranteed. Therefore, it is imperative to make a 3D conversion method that produces satisfactory and consistent 3D for diverse video contents. From this viewpoint, this paper proposes a novel method with applicability to general types of image. For this, saliency as well as edge is utilized. To generate a depth map, geometric perspective, affinity model and binomic filter are used. In the experiments, the proposed method was performed on 24 video clips with a variety of contents. From a subjective test for 3D perception and visual fatigue, satisfactory and comfortable viewing of 3D contents was validated.

A Research on the Uses of and Satisfactions from 360° 3D Video Using VR Devices (VR 디바이스를 이용한 360° 3D 동영상 이용과 충족 연구 : 시청자와 시청예정자의 차이를 중심으로)

  • Moon, Yoon-Taek;Kim, Donna
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.205-214
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    • 2018
  • As the paradigm of the Fourth Industrial Revolution is expanding, VR devices and their contents industry are drawing more and more attention as the digital devices of the next generation. Of the realms of VR contents, $360^{\circ}$ 3D videos are receiving the most attention in the field of media, and they are being utilized by Google as educational contents. As such, this research analyzes actual condition of use and motivation of using corresponding contents through survey of $360^{\circ}$ 3D video users. Results show that the most utilized platform is Youtube, and the genres which the respondents have used or are willing to use turned out to be Games and Movies.

Difference of GUI Efficiency based on 3D and 2D Graphic -Imaginary 3D IPTV Interface Development Using Virtual Reality Theory- (2D와 3D Graphic 기반으로 구성된 GUI의 효율성의 차이 -가상현실이론을 활용한 가상 3D IPTV 인터페이스 개발-)

  • Sung, Jung-Hwan;Lee, Dae-Young;Kim, Hyung-Koo
    • The Journal of the Korea Contents Association
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    • v.7 no.7
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    • pp.87-95
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    • 2007
  • On this study, we researched differences between 2D and 3D with principle of GUI with the estimate that the user interface will be changed to 3D and we figured out the special feature of 3d-GUI through 3 ways, Autonomy, Interaction and Presence. Based on this theory research, we also had a survey with difference of 3d and 2d GUI to forecast the possibility of 3d-GUI for the main user interface of the future media contents and finally found out its marketability as an ideal interface.

Application and Analysis of Handheld Camera Technique in 3D Animation (3D애니메이션에서 핸드헬드 카메라 기법의 적용 및 분석)

  • Gu, Jing;Jeon, Hyung Jin;Pak, Hong Sik
    • Journal of Korea Multimedia Society
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    • v.20 no.11
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    • pp.1820-1827
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    • 2017
  • With the development of 3D technology, image expression has been widely used in the field of 3D animation these days for the purpose of illustrating a certain image, feeling or status. In this paper, we examine how it affects to audiences' feelings and senses when we applied the handheld camera technique to other kinetic characteristics. In addition, we analyze the scenes which the handheld camera technique is applied into each characteristic from movie contents, present the kinetic characteristics of the handheld camera technique, and study the scenes that can apply this technique with 3D animation and its influence.

3D Animation Skills Training Research based on Performance Technology - based on the 3D Animation Skills Training in R Animation Company - (성능 기술 기반 3D 애니메이션 기술 훈련 연구 - R 애니메이션 회사 3D 애니메이션 기술 훈련 중심으로 -)

  • Ma, Ben;Lee, Hyun-Cheol;Kim, Eun-Seok;Hur, GI-Taek
    • Proceedings of the Korea Contents Association Conference
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    • pp.417-418
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    • 2011
  • In recent years, the rapid development of 3D animation industry promoted the 3D animation skills training progress. In this article, the author analyzed deeply the 3D animation skills training situation based on the training practice and comprehension in R animation company, constructed the 3D animation skills training mode, and made further discussion of improving the performance of training.

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3D Fishes Simulation System applied e-Book Technique (e-Book 기법을 적용한 3D 어류 시뮬레이션 시스템)

  • Lee, SangJin;Ryu, NamHoon;Lee, HyeMi;Oh, KyeongSug;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • pp.157-162
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    • 2009
  • As the improvement of computer performance and the development of IT technology have influence upon publishing industry, the e-Book system, a type of electronic resources, has come out. This is a method to use both texts and 2D image illustrations. Nowadays, there are more and more users who want high quality contents and a variety of contents such as the illustrated fish book using the 3D system. This article adds 3D animation objects to the current e-Book system and designs and realizes the 3D fish simulation system to which e-Book technology is applied so as to improve the comprehension of texts and readability of detailed information and increase readers' immersion as well.

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Algorithms to convert 2D image into a 3D model (2D 이미지를 이용한 3D모델 변환 알고리즘)

  • Choi, Tae-Jun;Kim, Eung-Soo;Lee, Hee-man
    • Proceedings of the Korea Contents Association Conference
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    • pp.347-348
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    • 2015
  • 최근 들어 3D데이터의 필요성이 대두되면서 여러 콘텐츠가 개발되고 있다. 2D image를 3D로 변환하기 위해 Canny 에지 검출알고리즘을 이용하였다. 이와 같은 3D 모델로 제작한 데이터는 3D 애니메이션이 가능하므로 과학관 등의 전시실에 활용 할 수 있다.

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Kinect-based Motion Recognition Model for the 3D Contents Control (3D 콘텐츠 제어를 위한 키넥트 기반의 동작 인식 모델)

  • Choi, Han Suk
    • The Journal of the Korea Contents Association
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    • v.14 no.1
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    • pp.24-29
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    • 2014
  • This paper proposes a kinect-based human motion recognition model for the 3D contents control after tracking the human body gesture through the camera in the infrared kinect project. The proposed human motion model in this paper computes the distance variation of the body movement from shoulder to right and left hand, wrist, arm, and elbow. The human motion model is classified into the movement directions such as the left movement, right movement, up, down, enlargement, downsizing. and selection. The proposed kinect-based human motion recognition model is very natural and low cost compared to other contact type gesture recognition technologies and device based gesture technologies with the expensive hardware system.

A Study on Development of the Digital Curture Contents Production (디지털 문화컨텐츠 제작을 위한 발전 방안 연구)

  • Park Man-Soo;Ro Heon-Jun;Bang Kee-Chun
    • Journal of Digital Contents Society
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    • v.5 no.4
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    • pp.300-305
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    • 2004
  • The industry of digital culture contents has resulted in the high growth of added value at the area of game and movie in 2004 but the markets of animation character, and music disc have been weaken. Animation industries in Digital culture contents have attracted the attention of the people as the business of multi culture contents which has the possibility to expend and to enhance the added value nut only for the field of image and character business but also for the area of the copy right on. The stable structure of market, however, has not been settked down except a few of successful projects due to the rapid decline of 2D animation and the strong market of 3D in overseas. The purpose of this study is to analyze and research the basic logic of the market structure at the domestic business of 3D animation. In addition this paper is to suggest an alternative in terms of benchmarkin in overseas. It could be expected to achieve the effective production in this field, if the result of this study could be applied to the related world as a development model at the area of 3D animation in digital culture contents.

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Realtime 3D Stereoscopic Image based on Single Camera with Marker Recognition (마커 인식을 이용한 싱글카메라 기반의 실시간 3D 입체영상)

  • Hyun, Hye-Jung;Park, Jun-Hyoung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.11 no.1
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    • pp.92-101
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    • 2011
  • However, in order to create a stereoscopic 3D image, independently, it is required to spend expensive manufacturing costs and to have special techniques. As 3D display devices have been generalized, there is an increasing need for implementing a stereoscopic 3D image without a burden of expensive costs. This paper proposes some methods to implement stereoscopic 3D images easily by utilizing a marker tracking technology using a single camera. In addition, the study made it possible for the resolution of an image to be adjustable dynamically. This paper will be committed to the promotion of the field of UCC (User Created Contents) using stereoscopic 3D images by attracting the active participation of general users in the field of the implementation of stereoscopic 3D images.