• Title/Summary/Keyword: 휴먼

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일본의 휴먼팩터연구 개요 - 조직적$\cdot$체계적으로 추진

  • 한국원자력산업회의
    • Nuclear industry
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    • v.7 no.10 s.56
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    • pp.79-81
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    • 1987
  • 일본의 전력중앙연구소는 최근 휴먼팩터연구센터의 연구개요를 정리발표 하였다. 동센터는 동 연구소내에 7월 1일부로 설치된 것으로써 민간인 총력을 집결하여 휴먼팩터(인간요인)에 기인하는 원자력발전소 사고의 방지책을 체계적으로 연구하는 곳이다. 5개년 계획으로 약10억엔의 연구개발자금을 투입, 그 성과는 일본 전력회사의 휴먼에러방지책에 직접, 반영시켜진다. 소원은 현재 14명이지만, 전력회사에서의 파견으로 확충하고, 피크시에는 20명으로 하고 있다. 동 센터의 연구개요는 다음과 같다.

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Narrative Strategy of UHD TV Human Documentary:Focusing on (UHD TV휴먼다큐멘터리 서사전략: <순례-집으로 가는 길>을 중심으로)

  • Kwon, Sang-Jung;Chang, Woo-Jin
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.516-526
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    • 2019
  • As with all narrative forms based on media, the narrative method of TV human documentary is closely related to the change of broadcasting environment. In 2017, the world's first terrestrial UHD broadcast was launched in Korea, and in September of that year, KBS broadcasted the UHD special documentary series. , made of UHD capable of ultra-high definition video and immersive audio, showed a narrative approach completely different from the existing TV human documentary. Instead of all-out narration, which was considered an essential element in the TV human documentary, it used the modest first-person narration of the characters, while actively using drones capable of various compositions to express the psychology of the characters in detail and enable viewers' immersion. In addition, the Montage editing technique, an editing method that has not been attempted in TV human documentaries, utilizes the narrative development method of 'showing' as a video without 'explaining' with narration. After , many similar narrative documentaries are broadcast, and the flow and direction of TV human documentaries are changing under UHD broadcasting environment.

Image Based Human Action Recognition System to Support the Blind (시각장애인 보조를 위한 영상기반 휴먼 행동 인식 시스템)

  • Ko, ByoungChul;Hwang, Mincheol;Nam, Jae-Yeal
    • Journal of KIISE
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    • v.42 no.1
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    • pp.138-143
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    • 2015
  • In this paper we develop a novel human action recognition system based on communication between an ear-mounted Bluetooth camera and an action recognition server to aid scene recognition for the blind. First, if the blind capture an image of a specific location using the ear-mounted camera, the captured image is transmitted to the recognition server using a smartphone that is synchronized with the camera. The recognition server sequentially performs human detection, object detection and action recognition by analyzing human poses. The recognized action information is retransmitted to the smartphone and the user can hear the action information through the text-to-speech (TTS). Experimental results using the proposed system showed a 60.7% action recognition performance on the test data captured in indoor and outdoor environments.

Case Study : Cinematography using Digital Human in Tiny Virtual Production (초소형 버추얼 프로덕션 환경에서 디지털 휴먼을 이용한 촬영 사례)

  • Jaeho Im;Minjung Jang;Sang Wook Chun;Subin Lee;Minsoo Park;Yujin Kim
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.21-31
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    • 2023
  • In this paper, we introduce a case study of cinematography using digital human in virtual production. This case study deals with the system overview of virtual production using LEDs and an efficient filming pipeline using digital human. Unlike virtual production using LEDs, which mainly project the background on LEDs, in this case, we use digital human as a virtual actor to film scenes communicating with a real actor. In addition, to film the dialogue scene between the real actor and the digital human using a real-time engine, we automatically generated speech animation of the digital human in advance by applying our Korean lip-sync technology based on audio and text. We verified this filming case by using a real-time engine to produce short drama content using real actor and digital human in an LED-based virtual production environment.

3D 휴먼팩터 : 시청자 친화적인 3D 영상의 구현

  • Lee, Hyeong-Cheol
    • Information and Communications Magazine
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    • v.27 no.3
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    • pp.36-41
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    • 2010
  • 3D 영상과 컨텐츠 제작 기술의 발전에도 불구하고 시청자 친화적인 영상 구현을 위한 기술발전의 여지는 여전히 존재한다. 3D관련 하드웨어 기술과 소프트웨어 기술이 일정 단계에 올라 선 상황에서 3D기술의 완성은 휴먼팩터 분야에서의 문제해결 없이는 불가능할 것이다. 본고는 휴먼팩터 분야의 연구 필요성과 현황 그리고 전망을 제시한다.

증강현실 그리고 증강휴먼!

  • U, Un-Taek
    • The Optical Journal
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    • s.163
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    • pp.34-39
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    • 2016
  • 가상현실 및 증강현실 기술이 미래 지식서비스 산업으로 각광 받으면서 가상/증강현실 시대를 대비하는 IT 기업들이 증가하고 있다. 본 글에서는 증강현실 분야의 현황, 증강현실의 기본 개념 및 정의, 미래발전 방향으로서의 증강휴먼, 증강휴먼 핵심기술 및 응용을 살펴보고 이를 통해 미래 전망을 도출하고자 한다.

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