• Title/Summary/Keyword: 몰입형 환경

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Content Adaptive Technique of Embedding Complementary Patterns for Nonintrusive Projection-based Augmented Reality (비간섭 프로젝션 기반 증강현실을 위한 컨텐츠 적응형 보색 패턴 삽입 기술)

  • Park, Han-Hoon;Lee, Moon-Hyun;Seo, Byung-Kuk;Jin, Yoon-Jong;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.103-108
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    • 2007
  • 최근 프로젝터의 보편화로 인해 프로젝터를 증강현실의 디스플레이 장치로 활용하는 연구가 활발히 진행되고 있다. 관련 연구들을 흔히 프로젝션 기반 증강현실이라고 부른다. 프로젝션 기반 증강현실을 구현하기 위해서는 스크린의 기하(geometry) 및 컬러(photometry) 정보를 획득하는 과정이 선행되어야 하는데, 이는 프로젝터를 이용하여 정해진 패턴 영상을 투사하고 이를 카메라로 캡쳐한 후, 카메라 영상에 다양한 컴퓨터비전 기술들을 적용함으로써 행해진다. 이러한 스크린 기하 및 컬러 정보 획득 기술은 가시적인(visible) 패턴 영상이 사용자의 몰입감을 저해한다는 단점을 가진다. 특히, 스크린의 기하 및 컬러 정보가 수시로 변하는 환경에서는 가시적인 패턴 영상을 사용하는 기존의 스크린 기하 및 컬러 정보 획득 기술은 유용하지 못하다. 이러한 문제점을 해결하기 위해 일부 패턴 영상을 비가시적(invisible)으로 만드는 기술들이 제안되었다. 본 논문에서는 관련 기술들을 비간섭 프로젝션 기반 증강현실이라고 한다. 특히, 보색 패턴(complementary patterns)을 증강현실 영상에 삽입하는 방법은 부가적인 장비없이 간단한 영상처리만으로 효과적으로 패턴 영상을 비가시적으로 만들어 줄 수 있으며, 최근 가상 스튜디오에 활용하는 방안이 모색되고 있다. 그러나, 삽입된 보색 패턴의 세기와 비가시성 사이는 상반관계(trade-off)를 가지므로, 일반적인 환경에서는 보색 패턴의 비가시성을 보장할 수 없다. 본 논문에서는 이러한 보색 패턴의 비가시성을 극대화하기 위해 컨텐츠 적응형 패턴 삽입 기술을 제안한다. 증강현실 영상의 색감 및 텍스처의 복잡도에 따라 크게 4 가지 경우로 분류하여 부분적으로 다른 채널 및 세기로 보색 패턴을 삽입한다. YIQ 컬러 공간에서 표현된 증강현실 영상을 균일한 크기의 영역으로 나눈 다음, 각 영역에 대해 I 성분이 지배적이면 Q 채널에 패턴을 삽입하고 Q 성분이 지배적이면 I 채널에 패턴을 삽입한다. 한편, 각 영역에 대해 텍스처의 복잡도가 크다면 강한 패턴을, 복잡도가 작으면 약한 패턴을 삽입한다. 여기서, 텍스처의 복잡도는 간단한 미분 필터(derivative filter)를 이용하여 계산된다. 다양한 실험 및 사용자 평가를 통해, 제안된 방법은 기존 방법에 비해 크게 두 가지 상반관계를 가지는 장점을 가짐을 확인하였다. 스크린의 기하 및 컬러 정보를 획득하는 성능 면에서 제안된 방법이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 패턴의 비가시성이 크게 개선된다. 반대로, 제안된 방법의 패턴의 비가시성이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 스크린의 기하 및 컬러 정보를 획득하는 성능이 크게 개선된다.

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Harmony Arrangements using B-Spline Tension Curves (B-스플라인 텐션 곡선을 이용한 음악 편곡)

  • Yoo, Min-Joon;Lee, In-Kwon;Kwon, Dae-Hyun
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.393-399
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    • 2006
  • 음악을 들을 때 사람이 인지할 수 있는 긴장감을 뜻하는 텐션(tension)은 조성음악의 기본을 이루는 중요한 요소이다. 본 논문에서는 임의의 곡의 텐션의 움직임을 B-스플라인 곡선을 이용하여 표현하고 이 곡선을 수정하여 음악의 긴장도를 조정할 수 있는 방법을 제안한다. 먼저, 우리는 음악에서 사용되는 다양한 코드들의 긴장도를 측정하는 방법세 가지를 제안한다. 첫 번째는 러달이 제시한 5도권 기반의 코드 거리 측정방식을 개량한 것이며, 두 번째는 츄가 제시한 나선형 모델의 거리 측정 방식을 응용한 것이며, 세 번째는 크럼한슬이 제시한 특정한 조성에서 각 구성 음들의 안정도와 구성 음들 사이의 음정의 조화성을 이용한 방법이다. 이 방법들을 이용하여 우리는 음악이 지니고 있는 긴장도를 수치적으로 나타낼 수 있다. 다음으로 B-스플라인 곡선을 이용하여 전체 곡의 텐션의 움직임을 표현한다. B-스플라인 곡선으로 표현된 텐션 곡선은 수정이 가해져 원곡의 긴장도를 변화시키는데 사용될 수 있다. 본 논문에서는 텐션 곡선의 높이를 이용하여 곡 전체의 긴장도를 변화시키는 방법과 스페이스-타임 최적화를 사용하여 특정 부분의 긴장도를 변화시키는 방법을 제안한다. 또한 B-스플라인 곡선을 통하여 새로운 코드 진행을 얻을 수 있는 방법을 소개한다. 게임이나 영화, 애니메이션에서 긴장되는 장면을 연출할 때 긴장감 있는 음악의 사용은 필수적인 요소이다. 본 논문에서 제안하는 방법을 통하여 음악의 긴장도라는 인지적인 요소를 B-스플라인 곡선이라는 수치적인 형태로 표현함으로써, 우리는 실시간으로 음악의 긴장도를 자동적으로 변화시킬 수 있다. 따라서 본 논문에서 제안하는 방법은 게임 같은 인터렉티브한 환경에서 사용자의 몰입성을 증가시키는 방법으로 특히 효과적으로 사용될 수 있다.

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Influence A Study on the Effects of Personalized Recommendation Service of OTT Service on the Relationship Strength and Customer Loyalty in Accordance with Type of Contents (콘텐츠 유형에 따라 OTT 서비스의 개인화추천서비스가 관계강화 및 고객충성도에 미치는 영향)

  • Kim, Minjoo;Kim, Minkyun
    • Journal of Service Research and Studies
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    • v.8 no.4
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    • pp.31-51
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    • 2018
  • The objective of this study is to suggest the measures for providing the personalized recommendation service, by analyzing the effects of personalized recommendation service of OTT service on the relationship strength and customer loyalty, and also to verify the differences in meanings of personalized recommendation service in accordance with the type of contents. In the results of this study, the personalized recommendation service has significant effects on the customer loyalty with the mediation of relationship strength, and in accordance with the type of contents mainly used by customers, there are differences in the effects of personalized recommendation service on the customers. Personalized recommendation service could be used as a tool for strengthening the relationship by inducing the commitment, which could improve the customer loyalty. When the contents have more active communications with customers, personalized recommendation service could largely contribute to the improvement of loyalty.

Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.

Effect of the Organization's Autonomous Working Environment and Trust among Members on Workers' Job Immersion (조직의 자율적 근로환경과 구성원 간 신뢰가 근로자의 직무몰입에 미치는 영향)

  • Eun-Soo Han;Jong-Hyeon Hwang;Dong-Hyung Lee
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.2
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    • pp.13-21
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    • 2023
  • In the recent era of the fourth industrial revolution, many industries aim to maximize the efficiency of products and services by introducing cutting-edge technologies such as artificial intelligence and big data. In this situation, organizational culture is changing a lot due to the influx of the MZ generation with strong individualistic tendencies and the decreased face-to-face communication between members. However, active communication with colleagues is still essential to maximize performance, and the margins created by simplifying work processes and automating processes must be used for creating work performance. This requires cooperation and commitment through the job immersion of members who have an active attitude. This study analyzed how the organization's autonomous work environment and trust among members, which are creative work performance conditions, affect job immersion using raw data from the Occupational Safety and Health Research Institute. As a result, it was found that both the organization's autonomous working environment and trust among members significantly effected the members' job immersion. in order to achieve productivity and value improvement in companies, efforts are needed to increase workers' job immersion by building an autonomous working environment and trust among members. The results of this study are expected to contribute significantly to the search for ways to increase workers' job commitment to improve organizational productivity.

Adaptive Mass-Spring Method for the Synchronization of Dual Deformable Model (듀얼 가변형 모델 동기화를 위한 적응성 질량-스프링 기법)

  • Cho, Jae-Hwan;Park, Jin-Ah
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.3
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    • pp.1-9
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    • 2009
  • Traditional computer simulation uses only traditional input and output devices. With the recent emergence of haptic techniques, which can give users kinetic and tactile feedback, the field of computer simulation is diversifying. In particular, as the virtual-reality-based surgical simulation has been recognized as an effective training tool in medical education, the practical virtual simulation of surgery becomes a stimulating new research area. The surgical simulation framework should represent the realistic properties of human organ for the high immersion of a user interaction with a virtual object. The framework should make proper both haptic and visual feedback for high immersed virtual environment. However, one model may not be suitable to simulate both haptic and visual feedback because the perceptive channels of two feedbacks are different from each other and the system requirements are also different. Therefore, we separated two models to simulate haptic and visual feedback independently but at the same time. We propose an adaptive mass-spring method as a multi-modal simulation technique to synchronize those two separated models and present a framework for a dual model of simulation that can realistically simulate the behavior of the soft, pliable human body, along with haptic feedback from the user's interaction.

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Development of Management and Evaluation System for Realistic Virtual Reality Field Training Exercise Contents : A Case Study (실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례연구)

  • Kim, J.;Park, D.;Lee, P.;Cho, J.;Yoon, S.H.;Park, S.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.111-121
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    • 2020
  • Realistic training contents utilizing intensive immersion of virtual reality are being used in various fields such as industry, education, and medical care. High-risk, high-cost education training, in particular, is difficult to conduct in reality, but it can be applied with the latest virtual reality technology that enhances educational effectiveness by efficiently and safely experiencing it in an environment similar to reality. This study introduces a management system that systematically manages realistic virtual training contents and visualizes training results in schematic pictures based on defined evaluation elements. The management system can store the information generated from the content in the database and manage the training records of each trainee in a practical way. In addition, a content-based scenario can be created in multiple scenarios by setting training goals, number of participants, and methods for applying evaluation elements. This paper describes the management system's production method and the results based on the virtual reality training content as an application example.

A Study of the Evolving Process of Wealthy Major Donors' Sharing Lives in Korea (부유층의 기부과정에 관한 연구)

  • Kang, Chul-Hee;Kim, Mi-Ok
    • Korean Journal of Social Welfare
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    • v.59 no.2
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    • pp.5-38
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    • 2007
  • This study attempts to develop a theory on the evolving process of wealthy major donors' sharing lives in Korea through a grounded theory approach. To conduct this study, the researchers have in-depth interviews with 11 exemplary wealthy major donors who have more than one million US dollars in his or her own asset and donate more than ten thousand US dollars annually. In data analysis, this study identifies 161 concepts on the evolving process of wealthy major donors' sharing lives; and the concepts are categorized with 33 sub-categories and 14 categories. In the paradigm model on the evolving process of wealthy major donors' sharing lives, it is identified that the central phenomenon, 'practicing sharing lives as noblesse oblige', is related with the causal conditions such as 'learning through memories and observation', 'realizing my duties', and 'emphasizing'; and the central phenomenon is related with the contingent conditions such as 'being sensitive to external evaluation', 'having limited information on giving', 'distrusting donation related environments'. The action/interactional sequences such as 'utilizing relationships' and 'strengthening active participation' are accomplished by moderating conditions such as 'having internal and external supports' and 'guiding by firm conviction'. It reveals that as a result, wealthy major donors enjoy the feeling of becoming a ideal and true wealthy person, establish sharing lives as firm and major parts of overall lives, and experience strong desires for better future and society. In this study, 'generous sharing that shares personal heritages and social benefits' is analyzed as a core category; it shows that sharing of wealthy major donors is related to the characteristics of generosity practice based on moral self-benefiting rather than complete altruistic characteristics or self-sacrificial characteristics. The process analysis reveals that it has the following stages: first, initial giving by exposure to causes or requests; second, routine practice of giving; third, evolution of practice of giving with gradual expansion in quantities and qualities; and fourth, living with giving. In the process, the following four types are identified: devoted wealthy donors for sharing, wealthy donors practicing sharing in daily life, wealthy donors practicing sharing with learning on external stimulus, and wealthy donors practicing sharing on empathy. Finally, this study discusses both meanings of identifying and developing a theory on the evolving process of wealthy major donors' sharing lives and implications of the research results in cultivating and developing potential wealthy major donors in Korea.

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A Study on Consumer Preference and Willingness to Pay for UWV Panoramic Video (UWV 파노라마 영상에 대한 소비자 선호 및 비용지불의사 연구)

  • Park, Sunny;Lee, Jin-Myong;Rha, Jong-Youn;Cho, EunSun;Koo, Hye-Gyoung;Cho, YongJu;Seo, Jung-Il
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.135-146
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    • 2018
  • This study aims to investigate the consumers' preference and willingness to pay for UWV panoramic video, which is a new realistic video technology, and propose the issues to be considered for developing and commercializing this technology in accordance with the needs of consumers. For this purpose, experimental study was conducted by constructing two environments; watching TV at home and watching panoramic video on the big screen. As a result, consumers in both experimental environments were more likely to prefer UWV than UHD, which is the existing video ratio. Consumers also showed intend to use UWV and are willing to pay for it. As a result of exploring the consumers' maximum amount of money to pay for the UWV and the reasons for it, the perception of immersion, liveliness, and actual experience of UWV were important factors for consumer acceptance of new realistic video technology.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.