• Title/Summary/Keyword: 가상학습공간

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A study on the development of virtual reality for disaster prevention in households living with companion animals (반려동물 동거가구의 재난예방을 위한 가상현실 개발 연구)

  • Han, Dong-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.583-589
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    • 2021
  • This study is a study on the development of virtual reality to prepare for the increase in disasters of households living with companion animals due to the increase of companion animals. The increase in single-person households and DINKs(Double Income, No Kid) along with the low birth rate and aging population is raising the risk of disasters caused by companion animals in particular. Among these disasters, there is an increase in the occurrence of fires primarily due to the raising of companion animals. Electric stove fires caused by pets are the most common fires. In particular, the frequency of electric stove fires caused by cats is the highest. Careful precautions by the owner are necessary to reduce fires caused by pets. Parenting of companion animals causes pet loss syndrome due to emotional exchange. There are injuries to pets in escalators and injuries to owners in elevators due to disasters caused by the owner's negligence. In order to reduce injuries on escalators and elevators, basic etiquette for using escalators and elevators with pets is required as basic etiquette. It is necessary to utilize virtual reality to reduce disasters caused by such companion animals. Virtual reality can be experienced without a physical space in advance training to overcome disasters, so real disaster cases can be experienced immersively. Therefore, learning how to reduce fires caused by companion animals, disasters caused by owner's negligence, and petloss syndrome through virtual reality will greatly contribute to disaster prevention and reduction of social costs.

Development of Processing Program for Audio-vision System Based on Auditory Input (청각을 이용한 시각 재현장치의 분석프로그램 개발)

  • Heo, Se-Jin;Bang, Sung-Sik;Seo, Jee-Hye;Choi, Hyun-Woo;Kim, Tae-Ho;Lee, Na-Hee;Lee, Yu-Jin;Park, Ji-Won;Lee, Hui-Joong;Won, Chul-Ho;Lee, Jong-Min
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.58-65
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    • 2010
  • The final goal of our research is developing not a simple collision a1ann equipment for the blinded walkers, but the apparatus (Audio- Vision System) which can simulate vision based on auditory information so that the blinds can figure the three dimensional space in front of them. On the way to the final goal, in this study, simulation software was developed and verified. Thirty normal volunteers were included in the subject group and the average age Was 25.8 years old. After being accustomed to the system by evaluating 10 blinded virtual spaces, the volunteers performed test using another set of 10 blinded virtual spaces. The results of test were scored by shape, center, margin, and gradient surface of objects in virtual space. The score of each checking point ranged from 1 to 5, and the full score was converted to 100. As results of this study, the total score ranged from 77 to 97 with the average of 88.7. In this study, a simulation software was developed and verified to have acceptable success rale. By combining to visual sensors, the vision-reconstruction system based on auditory signal (Audio-vision System) may be developed.

Education Equipment and Its Application for Indoor Position Recognition Using Inertial Measurement Unit Sensor (IMU센서를 이용한 실내 위치 인식 교육용 장비 및 응용)

  • Seo, Bo-In;Yu, YunSeop
    • Journal of Practical Engineering Education
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    • v.10 no.2
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    • pp.119-124
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    • 2018
  • Educational equipment that enables the user or device to recognize the indoor position by using the acceleration and angular velocity of the IMU (Inertial Measurement Unit) sensor is introduced. With this educational equipment, various position recognition and tracking algorithms can be learned and creative engineering design works can be realized. The data value of the IMU sensor is transmitted to the MCU (microcontroller unit) through $I^2C$ (Inter-Integrated Circuit), and the indoor position recognition algorithm is applied by processing the data value through the filter and numerical method. It is then designed to use wireless communication to send and receive processed values and to be recognized by the user. As an example using this equipament, the case of "Implementation and recognition of virtual position using computation of moving direction and distance using IMU sensor" is introduced, and various creative engineering design application is discussed.

Implementation of IPv6 based Virtual Storage System for Mobile Devices and Its Application (IPv6 기반의 모바일용 가상 저장장치 드라이버 구현 및 응용)

  • Lim, Hyo-Taek;Choi, Sae-Bom;Singh, Vinay;Cha, Kyung-Hwan
    • Journal of Korea Multimedia Society
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    • v.10 no.1
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    • pp.74-82
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    • 2007
  • IPv6 is the internet protocol for next generation which can solve the problem of IPv4 protocol. Mobile IPv6 efficiently provides the mobility for mobile devices holding the properties of IPv6. iSCSI(Internet Small Computer System Interface) is a block-oriented storage access protocol that enables a user to recognize a remote storage as their own local block device through general TCP/IP networks. Since iSCSI uses a standard Ethernet switch and router for this kind of access, it can not only be applized to Ethernet technologies, but can also be used to create a storage networking system without any distance restrictions that can equally be applied to a wireless network environment. Accordingly, this paper presents an alternative approach to overcome the limited storage space of mobile devices based on the IPv6 iSCSI initiator driver which was originally designed for wired networks. Also, this paper describes about the implementation and performance analysis of mobile education service system using virtual storage devices in IPv6 wireless networks.

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Development of VR Fire-extinguishing Experience Education Contents Using UX Design Methodology (UX 디자인 방법론을 적용한 VR 소방체험 교육콘텐츠 개발)

  • Chung, Yoo-Kyung
    • The Journal of the Korea Contents Association
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    • v.17 no.3
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    • pp.222-230
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    • 2017
  • The Ministry of Public Safety and Security plans to expand fire safety education infrastructure to provide customized fire safety education, spread fire safety culture and develop a tailored fire safety education system as a part of the 2016 Citizens' Safety Improvement Policy. This study has also been designed to improve safety problems in the Republic of Korea. Even though safety education has been given, citizens aren't still able to experience a close-to-real situation. In addition, their understanding and satisfaction with the curriculum are very low. Therefore, this study offers VR fire-extinguishing experience education contents as an effective alternative. With a goal of having the participants experience fire extinguishing and evacuation drill in a virtual space, this program has the following advantages: i) safe fire-extinguishing experience; ii) UI to create fun ; iii) useful in fire-extinguishing education; iv) budget saving. we configure the VR fire experience system structure and hardware by applying UX design methodology. We also develop for VR-specific motion recognition plug-in and controller that can be feeling in HMD environment.

Development of System for Real-Time Object Recognition and Matching using Deep Learning at Simulated Lunar Surface Environment (딥러닝 기반 달 표면 모사 환경 실시간 객체 인식 및 매칭 시스템 개발)

  • Jong-Ho Na;Jun-Ho Gong;Su-Deuk Lee;Hyu-Soung Shin
    • Tunnel and Underground Space
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    • v.33 no.4
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    • pp.281-298
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    • 2023
  • Continuous research efforts are being devoted to unmanned mobile platforms for lunar exploration. There is an ongoing demand for real-time information processing to accurately determine the positioning and mapping of areas of interest on the lunar surface. To apply deep learning processing and analysis techniques to practical rovers, research on software integration and optimization is imperative. In this study, a foundational investigation has been conducted on real-time analysis of virtual lunar base construction site images, aimed at automatically quantifying spatial information of key objects. This study involved transitioning from an existing region-based object recognition algorithm to a boundary box-based algorithm, thus enhancing object recognition accuracy and inference speed. To facilitate extensive data-based object matching training, the Batch Hard Triplet Mining technique was introduced, and research was conducted to optimize both training and inference processes. Furthermore, an improved software system for object recognition and identical object matching was integrated, accompanied by the development of visualization software for the automatic matching of identical objects within input images. Leveraging satellite simulative captured video data for training objects and moving object-captured video data for inference, training and inference for identical object matching were successfully executed. The outcomes of this research suggest the feasibility of implementing 3D spatial information based on continuous-capture video data of mobile platforms and utilizing it for positioning objects within regions of interest. As a result, these findings are expected to contribute to the integration of an automated on-site system for video-based construction monitoring and control of significant target objects within future lunar base construction sites.

정보통신윤리교육을 위한 사례중심 코스웨어의 적용 및 효과 분석

  • Jung, Youn-Yeong;Jeong, In-Kee
    • 한국정보교육학회:학술대회논문집
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    • 2004.08a
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    • pp.351-361
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    • 2004
  • 매스컴을 통해 자주 보도되는 정보통신 윤리 관련 범죄는 정보통신 윤리 교육의 필요성이 강조되게 하고 있으며, 최근 교육학자들은 정보 윤리 교육의 실행방안에 대해 많은 연구를 하고 있다. 추병완(2001)은 가상공간의 질서 유지를 위한 네티켓은 강제적이고 억압적인 외적규제보다는 네티즌 자신의 자율성에 의존하는 내적 규제라는 점을 고려해 볼 때, 정보통신윤리 교육은 학생들의 자율성을 발달시켜 주는 방향으로 실시되어야한다고 제시한다. 정보 윤리 교육이 학생들의 자발적인 활동과 체험을 중시하는 가운데 양방향적으로 이루어질 수 있게 하기 위한 방법을 제시하고 설명형, 탐구형, 시범형, 활동형방법의 네 가지 방법을 통합적으로 활용하는 것이 바람직하다고 하였다. 정보통신윤리 교육방법을 통합적으로 활용할 수 있는 코스웨어가 필요하며 그 대안으로 GBS(Goal-Based Scenarios) 방식의 코스웨어를 제시하며 초등학생을 대상으로 하여 GBS를 기반으로 정보통신윤리교육을 위한 사례중심 프로그램을 개발하고 적용해 봄으로써 그 효과를 검증해 보고자 정보 나열형 코스웨어와 사례중심형 코스웨에의 두 가지 종류의 프로그램으로 사전검사를 통해 동질집단으로 밝혀진 두 집단을 학습시키고 사후검사를 통해 두 집단간 비교를 하였으며 각 집단의 사전 사후 대응 검정을 통하여 프로그램의 효과를 검증하였다.

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A Study on the Multimedia Communication and Distance Education for Information Society (정보화 사회에 따른 멀티미디어 통신과 원격교육에 관한 연구)

  • 정재영;김석수
    • Journal of the Korea Society of Computer and Information
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    • v.4 no.1
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    • pp.15-20
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    • 1999
  • In this paper, we propose some essential requirements for CBM(Computer Based Multimedia) based distance education. This is a class of multimedia distance education in which the multimedia technique is combined with the distance home education application that is real time collaborative application on cyber-space using the information super highway. Requirements in this paper is observed standard at ITU(International Telecommunication Union). international standardization organization for multimedia communication. And. a structure for integrated home information service on the information super highway is based on IEEE 1394 serial communication and POF(Plastic Optical Fiber) home backbone that is study for application service according to the multimedia based distance home study system.

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ARMA-based data prediction method and its application to teleoperation systems (ARMA기반의 데이터 예측기법 및 원격조작시스템에서의 응용)

  • Kim, Heon-Hui
    • Journal of Advanced Marine Engineering and Technology
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    • v.41 no.1
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    • pp.56-61
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    • 2017
  • This paper presents a data prediction method and its application to haptic-based teleoperation systems. In general, time delays inevitably occur during data transmission in a network environment, which degrades the overall performance of haptic-based teleoperation systems. To address this situation, this paper proposes an autoregressive moving average (ARMA) model-based data prediction algorithm for estimating model parameters and predicting future data recursively in real time. The proposed method was applied to haptic data captured every 5 ms while bilateral haptic interaction was carried out by two users with an object in a virtual space. The results showed that the prediction performance of the proposed method had an error of less than 1 ms when predicting position-level data 100 ms ahead.

Human Action Recognition using Global Silhouette and Local Optical Flow Features (전역 실루엣 및 지역 광류 특징을 이용한 사람의 동작 인식)

  • Kim, HyunCheol;Ra, Moon-Soo;Kim, Hee-Kwon;Nam, Seung-Woo;Lee, Jae-Ho;Kim, Whoi-Yul
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2011.11a
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    • pp.154-157
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    • 2011
  • 인간의 동작 인식은 가상 현실 시스템 및 게임 등에 적용할 수 있는 컴퓨터 비전 분야의 요소 기술 중 하나로써, 최근까지 그 연구과 활발히 진행되고 있다. 본 논문에서는 빠르고 정확한 동작 인식을 위해, 실루엣과 모션 특징이 결합된 방법을 제안한다. 제안하는 방법은 전역 특징을 이용한 후보 동작 선정 및 지역 특징을 이용한 검증 2 단계로 구성된다. 전역 특징은 Motion History Image의 Hu 모멘트를 이용해 계산되며, 후보 동작의 선정은 이들의 통계치를 이용해 결정한다. 한정된 후보 동작들 중 입력 동작을 정확히 인식하기 위해, 공간 및 방향성 비닝 기법으로 추출된 광류와 실루엣 특징을 지역 특징으로 이용한다. 최종 인식 결과는 Hu 모멘트 통계치와의 유사도 및 지역 특징의 학습을 통해 생성된 Support Vector Machine의 결과를 고려하여 결정된다. 제안하는 방법의 성능을 평가하기 위해, 실세계에서 사용 빈도가 높으며 동작의 변화가 큰 13 개의 제스처를 선정하여 데이터 셋을 구성하였다. 실험 결과 제안하는 방법의 연산 시간은 50 ms, 인식 정확도는 95%임을 확인하였다.

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