• Title/Summary/Keyword: 다중 사용자 상호 작용

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DB-Based Feature Matching and RANSAC-Based Multiplane Method for Obstacle Detection System in AR

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.7
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    • pp.49-55
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    • 2022
  • In this paper, we propose an obstacle detection method that can operate robustly even in external environmental factors such as weather. In particular, we propose an obstacle detection system that can accurately inform dangerous situations in AR through DB-based feature matching and RANSAC-based multiplane method. Since the approach to detecting obstacles based on images obtained by RGB cameras relies on images, the feature detection according to lighting is inaccurate, and it becomes difficult to detect obstacles because they are affected by lighting, natural light, or weather. In addition, it causes a large error in detecting obstacles on a number of planes generated due to complex terrain. To alleviate this problem, this paper efficiently and accurately detects obstacles regardless of lighting through DB-based feature matching. In addition, a criterion for classifying feature points is newly calculated by normalizing multiple planes to a single plane through RANSAC. As a result, the proposed method can efficiently detect obstacles regardless of lighting, natural light, and weather, and it is expected that it can be used to secure user safety because it can reliably detect surfaces in high and low or other terrains. In the proposed method, most of the experimental results on mobile devices reliably recognized indoor/outdoor obstacles.

Snack Culture and Fast Fashion (스낵 컬처와 패스트 패션)

  • Yun, Eul-Yo
    • The Journal of the Korea Contents Association
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    • v.16 no.9
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    • pp.612-627
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    • 2016
  • This study is research on the snack culture and fast fashion. The purpose of this study is to examine the common attributes of snack culture and fast fashion as a cultural phenomenon. The following results were obtained: First, snack culture and fast fashion have attributes of 3S represented by Speed, Short time, and Simplification. Second, snack culture and fast fashion meet consumer demands by fun and various contents and a variety of designs, respectively. Third, although snack culture has developed on the basis of information technology, fast fashion has grown based on the technological innovation of business, organization, and distribution system. Fourth, snack culture communicates with the world through opening and sharing to be globalize a context, and fast fashion is globalized to multinational corporations by increasing sales and development of scale. Fifth, snack culture has a synergistic effect by maximizing the multiple interactions through social campaigns based on the attribute to communicate with many-to-many relationship. In addition, fast fashion produces a synergistic effect through collaborative strategic alliances.

Design of a Motion Recognition System for the Realistic Biathlon Simulator System (실감형 바이애슬론 시뮬레이터를 위한 동작 인식 시스템 설계)

  • Kim, Cheol-min;Lee, Min-tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.396-399
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    • 2018
  • In this paper, we propose a motion recognition system for identification and interaction with simulator used in the realistic biathlon simulator. The proposed system tried to improve the motions data which is obstructed by the obstacles or overlapping joints and the motion due to the fast motion in the process of recognizing the various motion patterns in the biathlon. In this paper, we constructed a multi-camera motion recognition system based on IoT devices, and then we applied a skeletal area interpolation method for normal motion identification. We designed a system that can increase the recognition rate of motion from the biathlon. The proposed system can be applied to the analysis of snow sports motion and it will be used to develop realistic biathlon simulator system.

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A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
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    • v.17 no.4
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    • pp.200-208
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    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

A Study on Self efficacy Difference between User and Nonuser of Smartphone (자기 효능감에 의한 스마트폰 사용의도 연구)

  • Lee, JangHyung;Kim, Jong-Won;Sung, Baek-Chun;Choi, Young-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.2
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    • pp.157-164
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    • 2013
  • Self efficacy is a term used in psychology, roughly corresponding to a person's belief in their own competence. It has been defined as the belief that one is capable of performing in a certain manner to attain certain goals. It is believed that our personalized ideas of self-efficacy affect our social interactions in almost every way. Understanding how to foster the development of self-efficacy is a vitally important goal for positive psychology because it can lead to living a more productive and happy life. The objective of this study is to show difference of the relationship between user and non-user in smartphone by self efficacy. For this purpose, we propose a research model which consists of 3type' self efficacy. For empirical test of this model, the sample data is collected from employee in a company and divided into two groups by user and nonuser. By multi-group analysis, we show two groups are different from each other in the relationship between user and nonuser of smartphone. Results show difference of the relationship smartphone user and non-user's self-efficacy(self-control self-efficiacy and problem difficulty preference).

Toward an integrated model of emotion recognition methods based on reviews of previous work (정서 재인 방법 고찰을 통한 통합적 모델 모색에 관한 연구)

  • Park, Mi-Sook;Park, Ji-Eun;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.101-116
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    • 2011
  • Current researches on emotion detection classify emotions by using the information from facial, vocal, and bodily expressions, or physiological responses. This study was to review three representative emotion recognition methods, which were based on psychological theory of emotion. Firstly, literature review on the emotion recognition methods based on facial expressions was done. These studies were supported by Darwin's theory. Secondly, review on the emotion recognition methods based on changes in physiology was conducted. These researches were relied on James' theory. Lastly, a review on the emotion recognition was conducted on the basis of multimodality(i.e., combination of signals from face, dialogue, posture, or peripheral nervous system). These studies were supported by both Darwin's and James' theories. In each part, research findings was examined as well as theoretical backgrounds which each method was relied on. This review proposed a need for an integrated model of emotion recognition methods to evolve the way of emotion recognition. The integrated model suggests that emotion recognition methods are needed to include other physiological signals such as brain responses or face temperature. Also, the integrated model proposed that emotion recognition methods are needed to be based on multidimensional model and take consideration of cognitive appraisal factors during emotional experience.

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Study of Web Services Interoperabiliy for Multiple Applications (다중 Application을 위한 Web Services 상호 운용성에 관한 연구)

  • 유윤식;송종철;최일선;임산송;정회경
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2004.05b
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    • pp.217-220
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    • 2004
  • According as utilization for web increases rapidly, it is demanded that model about support interaction between web-based applications systematically and solutions can integrate new distributed platforms and existing environment effectively, accordingly, Web Services appeared by solution in reply. These days, a lot of software and hardware companies try to adoption of Web Services to their market, attenpt to construct their applications associationing components from various Web Services providers. However, to execute Web Services completely. it must have interoperability and need the standardization work that avoid thing which is subject to platform, application as well as service and programming language from other companies. WS-I (Web Services Interoperability organization) have established Basic Profile 1.0 based on XML, UDDI, WSDL and SOAP for web services interoperability and developed usage scenario Profile to apply Web Services in practice. In this paper, to verify suitability Web Services interoperability between heterogeneous two applications, have design and implements the Book Information Web Services that based on the Web Services Client of J2SE platform and the Web Services Server of .NET platform, so that analysis and verify the service by adaptation of WS-I Basic Profile.

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Interference Pattern Analysis in the Optical CDMA system using the SCAE and SCAD (SCAE와 SCAD를 이용한 광 CDMA시스템에서 간섭패턴 분석)

  • Kang, Tae-Gu;Choi, Jae-Kyong;Park, Chan-Young;Choi, Young-Wan
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.37 no.1
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    • pp.44-51
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    • 2000
  • We have analyzed optical matched filters considering the third order signals in the optical code division multiple access (CDMA) system based on optical series coupler access encoder (SCAE) and series coupler access decoder (SCAD). In previous studies, the performance evaluation of the optical CDMA system using SCAE and SCAD was not sufficiently accurate because they analyzed system performance only considering the first order signals. Since optical SCAE and SCAD intrinsically have high order signals of various patterns as the number of coupler increases, they change auto- and cross-correlation intensities. Thus, it is necessary to investigate properties of the third order signals so that we may analyze the exact performance of system. In this paper, we mathematically interpret the optical signals up to the third order, and analyzed the effects of th third order signals on auto- and cross-correlation intensities. In result, as ${\alpha}$(coupling coefficient) value increases, the intensity of the third order signals increases. It is found that the peak to side-lobe ratio considering the third order signals is degraded by 3.75 dB at N(coupler number)=5 and ${\alpha}$=0.5. Also if threshold value in receiver is set by main-lobe peak of the first order signals, it is found that the number of users in an optical CDMA system is limited because the intensity peak of side-lobes is raised by the third order signals.

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A Study on The Metaverse Content Production Pipeline using ZEPETO World (제페토 월드를 활용한 메타버스 콘텐츠 제작 공정에 관한 연구)

  • Park, MyeongSeok;Cho, Yunsik;Cho, Dasom;Na, Giri;Lee, Jamin;Cho, Sae-Hong;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.91-100
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    • 2022
  • This study proposes the metaverse content production pipeline using ZEPETO World, one of the representative metaverse platforms in Korea. Based on the Unity 3D engine, the ZEPETO world is configured using the ZEPETO template, and the core functions of the metaverse content that enable multi-user participation such as logic, interaction, and property control are implemented through the ZEPETO script. This study utilizes the basic functions such as properties, events, and components of the ZEPETO script as well as the ZEPETO player which includes avatar loading, character movement, and camera control functions. In addition, based on ZEPETO's properties such as World Multiplayer and Client Starter, it summarizes the core synchronization process required for multiplay metaverse content production, such as object transformation, dynamic object creation, property addition, and real-time property control. Based on this, we check the proposed production pipeline by directly producing multiplay metaverse content using ZEPETO World.