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VR@Home: An Immersive Contents Creation System for 3D User-Generated Contents

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Book cover Technologies for E-Learning and Digital Entertainment (Edutainment 2007)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 4469))

Abstract

In this paper, we propose VR@Home, an immersive contents creation system for 3D User-Generated Contents(UGC). VR@Home system enables users to create realistic 3D contents for themselves and to interact with the contents. It also augments users in the virtual environment. The four components of VR@Home system, image-based modeling, real-time user segmentation, real-time soft shadow generation, and tangible user interface, provide solutions to the challenges emerging from the limitations of home environment. The proposed system is not only for 3D UGC creation, but also can be applied to interactive on-line education, personal broadcasting, and entertainment such as video games.

This research is funded by ETRI OCR.

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Kin-chuen Hui Zhigeng Pan Ronald Chi-kit Chung Charlie C. L. Wang Xiaogang Jin Stefan Göbel Eric C.-L. Li

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© 2007 Springer Berlin Heidelberg

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Lee, W., Ram Babu, C., Lee, J., Woo, W. (2007). VR@Home: An Immersive Contents Creation System for 3D User-Generated Contents. In: Hui, Kc., et al. Technologies for E-Learning and Digital Entertainment. Edutainment 2007. Lecture Notes in Computer Science, vol 4469. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-73011-8_11

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  • DOI: https://doi.org/10.1007/978-3-540-73011-8_11

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-73010-1

  • Online ISBN: 978-3-540-73011-8

  • eBook Packages: Computer ScienceComputer Science (R0)

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