• Title/Summary/Keyword: 모바일 증강 현실

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Indoor Location Positioning System for Image Recognition based LBS (영상인식 기반의 위치기반서비스를 위한 실내위치인식 시스템)

  • Kim, Jong-Bae
    • Journal of Korea Spatial Information System Society
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    • v.10 no.2
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    • pp.49-62
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    • 2008
  • This paper proposes an indoor location positioning system for the image recognition based LBS. The proposed system is a vision-based location positioning system that is implemented the augmented reality by overlaying the location results with the view of the user. For implementing, the proposed system uses the pattern matching and location model to recognize user location from images taken by a wearable mobile PC with camera. In the proposed system, the system uses the pattern matching and location model for recognizing a personal location in image sequences. The system is estimated user location by the image sequence matching and marker detection methods, and is recognized user location by using the pre-defined location model. To detect marker in image sequences, the proposed system apply to the adaptive thresholding method, and by using the location model to recognize a location, the system can be obtained more accurate and efficient results. Experimental results show that the proposed system has both quality and performance to be used as an indoor location-based services(LBS) for visitors in various environments.

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A study on the dual characteristics play of Pokémon game (<포켓몬스터>게임 플레이의 이중적 특성 연구)

  • Kim, Eun-Jung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.63-70
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    • 2017
  • It has been a year since the $Pok{\acute{e}}monGo$ has been released. Over the past year, the $Pok{\acute{e}}monGo$ have become a social phenomenon. This study analyzes the dual characteristics play of the original $Pok{\acute{e}}mon$ game. The Pocket Monster game, which has both casual and hardcore capabilities, has a broader player base and enjoys popularity for 20 years, satisfying the requirement of easy and convenient access, which is an advantage of casual games. In addition, the rating battle system of $Pok{\acute{e}}mon$ game turns casual play into hardcore play. In this paper, we analyze the dual play characteristics of longevity games such as Pocket Monsters, and propose strategies and directions for game development that can survive long term in the competitive game market.

Hair Classification and Region Segmentation by Location Distribution and Graph Cutting (위치 분포 및 그래프 절단에 의한 모발 분류와 영역 분할)

  • Kim, Yong-Gil;Moon, Kyung-Il
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.22 no.3
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    • pp.1-8
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    • 2022
  • Recently, Google MedeiaPipe presents a novel approach for neural network-based hair segmentation from a single camera input specifically designed for real-time, mobile application. Though neural network related to hair segmentation is relatively small size, it produces a high-quality hair segmentation mask that is well suited for AR effects such as a realistic hair recoloring. However, it has undesirable segmentation effects according to hair styles or in case of containing noises and holes. In this study, the energy function of the test image is constructed according to the estimated prior distributions of hair location and hair color likelihood function. It is further optimized according to graph cuts algorithm and initial hair region is obtained. Finally, clustering algorithm and image post-processing techniques are applied to the initial hair region so that the final hair region can be segmented precisely. The proposed method is applied to MediaPipe hair segmentation pipeline.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

A Study of Implementation for Visualizing 3 Dimension Content Generation using Index (인덱스를 활용한 3차원 콘텐츠 생성 시각화 구현에 관한 연구)

  • Lee, Hyun-Chang;Shin, Seong-Yoon;Jang, Hee-Seon;Koh, Jin-Gwang
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.10
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    • pp.11-17
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    • 2010
  • Mobile device, one of typical devices in ubiquitous environment, is received attention owing to portability. In these days, technical researches on a kind of the device are focusing on applications of smart phone. For example, the techniques using geographical position and applied instances such as augmented reality techniques are gradually increasing. That makes data processing important. Mobile application services for users also require various application techniques based on moving objects. In addition, they require the techniques that processed data are needed to be shown in visualization. However, this is reality that it lacks of showing visualization works to improve the understanding of thing what it is. To reduce or solve the problems, in this paper we show the results to implement the R tree based 3 dimension index architecture in visualization. Further, we implemented and present creating objects, showing in 3D for the objects, catching spatial position on a node map through mini map function and improving the understanding of R tree by visualizing.

Smart Content Implementation Strategy for PyeongChang Winter Olympics (평창동계올림픽 스마트콘텐츠 구현전략)

  • Weon, Dal Soo
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.41-44
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    • 2016
  • Though expandeding rapidly in recent years in smart content market, it has been limited utiliztion of smart contents due to limitations of duration and characteristics in the host country. In the past two Olympics, it tried but is lack of leverage. In this study, we suggest the utilization of smart contents of Pyeong Chang Olympic Winter Games held in South Korea in 2018. It is expected to be a unique opportunity enabled the advent of smart content worldwide coupled with Tokyo, Beijing Olympics.

The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

AR Tourism Service Framework Using YOLOv3 Object Detection (YOLOv3 객체 검출을 이용한 AR 관광 서비스 프레임워크)

  • Kim, In-Seon;Jeong, Chi-Seo;Jung, Kye-Dong
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.1
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    • pp.195-200
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    • 2021
  • With the development of transportation and mobiles demand for tourism travel is increasing and related industries are also developing significantly. The combination of augmented reality and tourism contents one of the areas of digital media technology, is also actively being studied, and artificial intelligence is already combined with the tourism industry in various directions, enriching tourists' travel experiences. In this paper, we propose a system that scans miniature models produced by reducing tourist areas, finds the relevant tourist sites based on models learned using deep learning in advance, and provides relevant information and 3D models as AR services. Because model learning and object detection are carried out using YOLOv3 neural networks, one of various deep learning neural networks, object detection can be performed at a fast rate to provide real-time service.

Factors Influencing Acceptance and Use of New Technologies in the Metaverse Era : Focusing on the Difference between B2C Context and B2B Context (Metaverse 시대의 신기술 사용 의도에 영향을 미치는 요인: B2C 맥락과 B2B 맥락의 차이를 중심으로)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.125-139
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    • 2021
  • As the 4th industrial revolution progresses, new technologies and services are being born, growing, and maturing. Now, beyond the mobile era, the metaverse is being discussed as a new paradigm. Therefore, in this study, in preparation for the metaverse era, we tried to analyze what factors have an important influence when consumers want to use new technologies. In particular, the research was conducted focusing on how the context in which consumers use the technology changes depending on whether they are B2C or B2B. For this, augmented reality (AR) was selected in the B2C context by linking the research subject with the metaverse era, and the smart factory was selected in the B2B context. The research model for the analysis was established by deriving and setting common influence variables by reflecting the characteristics of the research target technology based on the modified extended unified theory of acceptance and use of technology. A survey was conducted for empirical analysis, and 150 AR and 150 smart factory subjects were analyzed. The empirical study results are as follows. The relationship between performance expectancy and intention to use, technology readiness and intention to use was found to have a significant positive (+) effect on both AR and smart factory. On the other hand, it was found that effort expectancy, social influence, and trust had a positive (+) effect on intention to use only in AR. Only in smart factory, facilitating conditions had a significant positive (+) effect on intention to use. It was also found that the perceived risk had a significant negative (-) effect on the intention to use only in the smart factory. The results of this study are academically significant in that we empirically test that influencing factors of technology use varies depending on the context in which it is used by consumers. In practice, it provided an implication of what to focus on first is being implemented.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.