• Title/Summary/Keyword: 게임이용시간

Search Result 437, Processing Time 0.024 seconds

Distance measurement System from detected objects within Kinect depth sensor's field of view and its applications (키넥트 깊이 측정 센서의 가시 범위 내 감지된 사물의 거리 측정 시스템과 그 응용분야)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.279-282
    • /
    • 2017
  • Kinect depth sensor, a depth camera developed by Microsoft as a natural user interface for game appeared as a very useful tool in computer vision field. In this paper, due to kinect's depth sensor and its high frame rate, we developed a distance measurement system using Kinect camera to test it for unmanned vehicles which need vision systems to perceive the surrounding environment like human do in order to detect objects in their path. Therefore, kinect depth sensor is used to detect objects in its field of view and enhance the distance measurement system from objects to the vision sensor. Detected object is identified in accuracy way to determine if it is a real object or a pixel nose to reduce the processing time by ignoring pixels which are not a part of a real object. Using depth segmentation techniques along with Open CV library for image processing, we can identify present objects within Kinect camera's field of view and measure the distance from them to the sensor. Tests show promising results that this system can be used as well for autonomous vehicles equipped with low-cost range sensor, Kinect camera, for further processing depending on the application type when they reach a certain distance far from detected objects.

  • PDF

A Study on Replacing Method Global Illumination Using Ambient Occlusion (Ambient Occlusion을 이용한 Global Illumination 대체기법 연구)

  • Park, Jae-Wook;Kim, Yun-Jung
    • Cartoon and Animation Studies
    • /
    • s.36
    • /
    • pp.493-510
    • /
    • 2014
  • From game consoles to TV and Hollywood films, 3D rendering technology is involved in various fields. Up until the late 90s, the computer image rendering method was rasterization that mainly used Phong Shading, and up until recently it was the go-to method for movies and film animation. In the 21st century, the quality provided by Ray Tracing and the development of Global Illumination was much more realistic and thus became popularized. However, despite its growing use in architectural rendering to the markets, Global Illumination in film animation and movies was limited due to its long render time. So, in this thesis, if one were to take the concept from each rendering method and consider it from a mathematical perspective, one could adapt the Ambient Occlusion's equation to the illumination loop equation used in rasterization. This algorithm modification has the capability to reflect the lighting of a diverse array of colors, like in Global Illumination, with a fast render time, as in rasterization, and the example RenderMan Shader is based upon this new algorithm. In conclusion, with Global Illumination's naturalistic lighting and rasterization's rendering speed, the combination of the best points of each is a new method with a short rendering time while producing good quality. I hope animations and films can benefit from this algorithm by the reduction of budget with an overall better quality output in VFX production.

Analysis of Users' Sentiments and Needs for ChatGPT through Social Media on Reddit (Reddit 소셜미디어를 활용한 ChatGPT에 대한 사용자의 감정 및 요구 분석)

  • Hye-In Na;Byeong-Hee Lee
    • Journal of Internet Computing and Services
    • /
    • v.25 no.2
    • /
    • pp.79-92
    • /
    • 2024
  • ChatGPT, as a representative chatbot leveraging generative artificial intelligence technology, is used valuable not only in scientific and technological domains but also across diverse sectors such as society, economy, industry, and culture. This study conducts an explorative analysis of user sentiments and needs for ChatGPT by examining global social media discourse on Reddit. We collected 10,796 comments on Reddit from December 2022 to August 2023 and then employed keyword analysis, sentiment analysis, and need-mining-based topic modeling to derive insights. The analysis reveals several key findings. The most frequently mentioned term in ChatGPT-related comments is "time," indicative of users' emphasis on prompt responses, time efficiency, and enhanced productivity. Users express sentiments of trust and anticipation in ChatGPT, yet simultaneously articulate concerns and frustrations regarding its societal impact, including fears and anger. In addition, the topic modeling analysis identifies 14 topics, shedding light on potential user needs. Notably, users exhibit a keen interest in the educational applications of ChatGPT and its societal implications. Moreover, our investigation uncovers various user-driven topics related to ChatGPT, encompassing language models, jobs, information retrieval, healthcare applications, services, gaming, regulations, energy, and ethical concerns. In conclusion, this analysis provides insights into user perspectives, emphasizing the significance of understanding and addressing user needs. The identified application directions offer valuable guidance for enhancing existing products and services or planning the development of new service platforms.

An Analysis on the Current Status of Daily Outdoor Play Parents Recognize (Focused on Gyeonggi-do) (부모가 인식하고 있는 일상적 바깥놀이 실태 분석 (경기도를 중심으로))

  • Kim, Yong-Sook;Yoon, Hee-Bong;Yoo, Ji-Eun
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.12
    • /
    • pp.461-472
    • /
    • 2017
  • The purpose of this study is to analyze the current status and condition of children's playgrounds in K which parents recognize as in Gyeonggi-do and provide basic data for the qualitative environment for daily outdoor play of young Children. To do so, a survey of 269 parents living in Gyeonggi-do was conducted and reconstructed based on the advanced research related to outdoor play. Also it was evaluated and revised after consultation with 3 children education specialists. The repossessed questionaries were frequency-analyzed with SPSS 20.0 program. The result of the analysis on outdoor playgrounds is in the following. First of all, it was analyzed that parents required 1 or 2 hours for their children to play outdoors in a type of "forest playgrounds." Moreover, they said that it was really important for the children to feel "interesting and funny" during the outdoor play, and they recognized that the play would be helpful for the children's socialization. However, they felt that a risk factor of the outdoor play was "a vehicle risk in streets." Secondly, the study suggested that there were outdoor playgrounds around parents' houses, and a type of the outdoor play was "a playground installed in the apartment complex." Furthermore, most of the parents weren't satisfied with the outdoor play because the apartment neglected the management of the playgrounds, and there were no playing facilities that were good enough to derive children's curiosity and adventurous spirit. The result also showed that most of the children played outdoors with "their mothers," and they participated in indoor activities, especially playing a game or watching TV rather than outdoor activities after attending a children educational institute. Lastly, when it comes to areas of outdoor play to be improved, it was necessary to "expand playgrounds that children can use for each season," build "safe playgrounds" for a type of the outdoor play," provide "playing spaces" for a spatial type, and "control vehicles around the playgrounds and deal with dangerous things" to prevent safety accidents. The result can expand the understanding of outdoor play for Young Children and offer discussions about the relevant organizations and studies.

Documentation of Intangible Cultural Heritage Using Motion Capture Technology Focusing on the documentation of Seungmu, Salpuri and Taepyeongmu (부록 3. 모션캡쳐를 이용한 무형문화재의 기록작성 - 국가지정 중요무형문화재 승무·살풀이·태평무를 중심으로 -)

  • Park, Weonmo;Go, Jungil;Kim, Yongsuk
    • Korean Journal of Heritage: History & Science
    • /
    • v.39
    • /
    • pp.351-378
    • /
    • 2006
  • With the development of media, the methods for the documentation of intangible cultural heritage have been also developed and diversified. As well as the previous analogue ways of documentation, the have been recently applying new multi-media technologies focusing on digital pictures, sound sources, movies, etc. Among the new technologies, the documentation of intangible cultural heritage using the method of 'Motion Capture' has proved itself prominent especially in the fields that require three-dimensional documentation such as dances and performances. Motion Capture refers to the documentation technology which records the signals of the time varing positions derived from the sensors equipped on the surface of an object. It converts the signals from the sensors into digital data which can be plotted as points on the virtual coordinates of the computer and records the movement of the points during a certain period of time, as the object moves. It produces scientific data for the preservation of intangible cultural heritage, by displaying digital data which represents the virtual motion of a holder of an intangible cultural heritage. National Research Institute of Cultural Properties (NRICP) has been working on for the development of new documentation method for the Important Intangible Cultural Heritage designated by Korean government. This is to be done using 'motion capture' equipments which are also widely used for the computer graphics in movie or game industries. This project is designed to apply the motion capture technology for 3 years- from 2005 to 2007 - for 11 performances from 7 traditional dances of which body gestures have considerable values among the Important Intangible Cultural Heritage performances. This is to be supported by lottery funds. In 2005, the first year of the project, accumulated were data of single dances, such as Seungmu (monk's dance), Salpuri(a solo dance for spiritual cleansing dance), Taepyeongmu (dance of peace), which are relatively easy in terms of performing skills. In 2006, group dances, such as Jinju Geommu (Jinju sword dance), Seungjeonmu (dance for victory), Cheoyongmu (dance of Lord Cheoyong), etc., will be documented. In the last year of the project, 2007, education programme for comparative studies, analysis and transmission of intangible cultural heritage and three-dimensional contents for public service will be devised, based on the accumulated data, as well as the documentation of Hakyeonhwadae Habseolmu (crane dance combined with the lotus blossom dance). By describing the processes and results of motion capture documentation of Salpuri dance (Lee Mae-bang), Taepyeongmu (Kang seon-young) and Seungmu (Lee Mae-bang, Lee Ae-ju and Jung Jae-man) conducted in 2005, this report introduces a new approach for the documentation of intangible cultural heritage. During the first year of the project, two questions have been raised. First, how can we capture motions of a holder (dancer) without cutoffs during quite a long performance? After many times of tests, the motion capture system proved itself stable with continuous results. Second, how can we reproduce the accurate motion without the re-targeting process? The project re-created the most accurate motion of the dancer's gestures, applying the new technology to drew out the shape of the dancers's body digital data before the motion capture process for the first time in Korea. The accurate three-dimensional body models for four holders obtained by the body scanning enhanced the accuracy of the motion capture of the dance.

A Study on Needs of Teachers in Community Children's Centers for Oral Health Education in Incheon (인천광역시 지역아동센터 교사의 구강보건교육 요구도 조사)

  • Kim, Jin-Hee;Kim, Hyun-Jin;Kim, Hye-Jin;Park, Ji-Hye;Bang, Woo-Ri;Shin, Hye-Ju;Han, Su-Jin
    • Journal of dental hygiene science
    • /
    • v.11 no.6
    • /
    • pp.505-512
    • /
    • 2011
  • The purpose of this study was to examine the oral health behavior and awareness of teachers in community children's centers, the state of oral health care among children in the centers and the opinions of the teachers on child oral health education in a bid to gather information required for the development of oral health education programs geared toward community children's center teachers. The subjects in this study were 178 teachers who worked in 98 community children's centers in the city of Incheon. After a survey was conducted from April 28 to June 4, 2010, the collected data were analyzed. The findings of the study were as follows: The 57.3% of the teachers investigated provided toothbrushing guidance from time to time or couldn't do it at all. As for the reason why toothbrushing guidance was scarcely conducted, the largest group cited shortage of sinks(27.5%) as the reason, and the second biggest group replied they couldn't afford to pay attention to that due to heavy workload(20.6%). The third greatest group was pressed for time(16.7%). The teachers got a mean of 3.27 in oral health behavior, and 87.7% were concerned about children's oral health. The group of teachers who ever received oral health education was significantly better at oral health behavior and showed significant more interest in oral health(p<0.01). The 97.2% of the respondents considered oral health important. Concerning the reason, they replied it was crucial for systemic health (74.2%). The 89.4% of the teachers viewed child oral health education as necessary, and 86.5% had an intention to provide oral health education for children. They hoped to receive education on the oral health control act(4.52) and the prevention of dental caries(4.40). The above-mentioned findings confirmed that in order to step up the oral health promotion of child users of local children's centers, it's necessary to provide secondhand education for them through their teachers who have a great impact on them. Therefore the development of oral health education programs that cater to local children's center teachers is required.

Incorporating Social Relationship discovered from User's Behavior into Collaborative Filtering (사용자 행동 기반의 사회적 관계를 결합한 사용자 협업적 여과 방법)

  • Thay, Setha;Ha, Inay;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
    • /
    • v.19 no.2
    • /
    • pp.1-20
    • /
    • 2013
  • Nowadays, social network is a huge communication platform for providing people to connect with one another and to bring users together to share common interests, experiences, and their daily activities. Users spend hours per day in maintaining personal information and interacting with other people via posting, commenting, messaging, games, social events, and applications. Due to the growth of user's distributed information in social network, there is a great potential to utilize the social data to enhance the quality of recommender system. There are some researches focusing on social network analysis that investigate how social network can be used in recommendation domain. Among these researches, we are interested in taking advantages of the interaction between a user and others in social network that can be determined and known as social relationship. Furthermore, mostly user's decisions before purchasing some products depend on suggestion of people who have either the same preferences or closer relationship. For this reason, we believe that user's relationship in social network can provide an effective way to increase the quality in prediction user's interests of recommender system. Therefore, social relationship between users encountered from social network is a common factor to improve the way of predicting user's preferences in the conventional approach. Recommender system is dramatically increasing in popularity and currently being used by many e-commerce sites such as Amazon.com, Last.fm, eBay.com, etc. Collaborative filtering (CF) method is one of the essential and powerful techniques in recommender system for suggesting the appropriate items to user by learning user's preferences. CF method focuses on user data and generates automatic prediction about user's interests by gathering information from users who share similar background and preferences. Specifically, the intension of CF method is to find users who have similar preferences and to suggest target user items that were mostly preferred by those nearest neighbor users. There are two basic units that need to be considered by CF method, the user and the item. Each user needs to provide his rating value on items i.e. movies, products, books, etc to indicate their interests on those items. In addition, CF uses the user-rating matrix to find a group of users who have similar rating with target user. Then, it predicts unknown rating value for items that target user has not rated. Currently, CF has been successfully implemented in both information filtering and e-commerce applications. However, it remains some important challenges such as cold start, data sparsity, and scalability reflected on quality and accuracy of prediction. In order to overcome these challenges, many researchers have proposed various kinds of CF method such as hybrid CF, trust-based CF, social network-based CF, etc. In the purpose of improving the recommendation performance and prediction accuracy of standard CF, in this paper we propose a method which integrates traditional CF technique with social relationship between users discovered from user's behavior in social network i.e. Facebook. We identify user's relationship from behavior of user such as posts and comments interacted with friends in Facebook. We believe that social relationship implicitly inferred from user's behavior can be likely applied to compensate the limitation of conventional approach. Therefore, we extract posts and comments of each user by using Facebook Graph API and calculate feature score among each term to obtain feature vector for computing similarity of user. Then, we combine the result with similarity value computed using traditional CF technique. Finally, our system provides a list of recommended items according to neighbor users who have the biggest total similarity value to the target user. In order to verify and evaluate our proposed method we have performed an experiment on data collected from our Movies Rating System. Prediction accuracy evaluation is conducted to demonstrate how much our algorithm gives the correctness of recommendation to user in terms of MAE. Then, the evaluation of performance is made to show the effectiveness of our method in terms of precision, recall, and F1-measure. Evaluation on coverage is also included in our experiment to see the ability of generating recommendation. The experimental results show that our proposed method outperform and more accurate in suggesting items to users with better performance. The effectiveness of user's behavior in social network particularly shows the significant improvement by up to 6% on recommendation accuracy. Moreover, experiment of recommendation performance shows that incorporating social relationship observed from user's behavior into CF is beneficial and useful to generate recommendation with 7% improvement of performance compared with benchmark methods. Finally, we confirm that interaction between users in social network is able to enhance the accuracy and give better recommendation in conventional approach.