• Title/Summary/Keyword: 모바일AR

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Implementation and Evaluation of Dynamic and Distributed Mapping System in ID-LOC Separation Internet Architecture (ID-LOC 분리 기반 인터넷 구조에서 분산형 매핑 시스템의 구현 및 평가)

  • Kang, Hyung-Woo;Choi, Nak-Jung;Kim, Ji-In;Jung, Heeyoung;Koh, Seck-Joo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37B no.11
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    • pp.984-992
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    • 2012
  • In this paper, we discuss a new architecture of future Internet for mobile-oriented environments, named Mobile-Oriented Future Internet (MOFI). The MOFI architecture is designed with Host Identifier and Local Locator (HILL) for identifier and locator separation. Based on the HILL separation architecture, we propose a Dynamic and Distributed Mapping System (DDMS) for identifier-locator mapping control. In DDMS, the mapping control function is distributed onto each access router in the domain, which is different from the centralized approach using a central anchor. For validation of the proposed MOFI-DDMS architecture, we implemented the data delivery and mapping control functions using Linux platform. From the testbed experimental results, we see that the DDMS architecture can give better performance than the existing Proxy Mobile IP (PMIP) protocol in terms of data transmission throughput.

Development of Mobile Location Based Service App Using Augmented Reality (증강현실을 활용한 모바일 위치기반 응용서비스 앱 개발)

  • Kim, Jae-Pil;Lee, Dong-Cheol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1481-1487
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    • 2014
  • Recently, with the popularization of smartphones, augmented reality has become even more familiar to the public as an application that can provide realistic images as a tool for location-based services. Therefore, as a location-based application for smartphones that is appropriate for the application of augmented reality technology, the study develops a golf information system. Golf is the sport for which we should exactly know the accurate shape or distance to the destinations or obstacles, so the sport is suitable for applying the augmented reality technology. Even though the sport of golf has constantly increasing population to play it with the popularization of it, presently released golf-related smartphone apps are established as 2D images or in GPS basis; thus, they lack a sense of realism unfortunately. Thereupon, this study develops a golf information system by modifying and complementing usefully Mixare, the open source for augmented reality, for the sport of golf into an augmented reality-based system that can provide various information according to the actual environment of the golf course and describes how to apply it actually to the golf course.

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 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.