• 제목/요약/키워드: AR application

검색결과 545건 처리시간 0.024초

A Context-aware Task Offloading Scheme in Collaborative Vehicular Edge Computing Systems

  • Jin, Zilong;Zhang, Chengbo;Zhao, Guanzhe;Jin, Yuanfeng;Zhang, Lejun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권2호
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    • pp.383-403
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    • 2021
  • With the development of mobile edge computing (MEC), some late-model application technologies, such as self-driving, augmented reality (AR) and traffic perception, emerge as the times require. Nevertheless, the high-latency and low-reliability of the traditional cloud computing solutions are difficult to meet the requirement of growing smart cars (SCs) with computing-intensive applications. Hence, this paper studies an efficient offloading decision and resource allocation scheme in collaborative vehicular edge computing networks with multiple SCs and multiple MEC servers to reduce latency. To solve this problem with effect, we propose a context-aware offloading strategy based on differential evolution algorithm (DE) by considering vehicle mobility, roadside units (RSUs) coverage, vehicle priority. On this basis, an autoregressive integrated moving average (ARIMA) model is employed to predict idle computing resources according to the base station traffic in different periods. Simulation results demonstrate that the practical performance of the context-aware vehicular task offloading (CAVTO) optimization scheme could reduce the system delay significantly.

A Multi-Scale Parallel Convolutional Neural Network Based Intelligent Human Identification Using Face Information

  • Li, Chen;Liang, Mengti;Song, Wei;Xiao, Ke
    • Journal of Information Processing Systems
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    • 제14권6호
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    • pp.1494-1507
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    • 2018
  • Intelligent human identification using face information has been the research hotspot ranging from Internet of Things (IoT) application, intelligent self-service bank, intelligent surveillance to public safety and intelligent access control. Since 2D face images are usually captured from a long distance in an unconstrained environment, to fully exploit this advantage and make human recognition appropriate for wider intelligent applications with higher security and convenience, the key difficulties here include gray scale change caused by illumination variance, occlusion caused by glasses, hair or scarf, self-occlusion and deformation caused by pose or expression variation. To conquer these, many solutions have been proposed. However, most of them only improve recognition performance under one influence factor, which still cannot meet the real face recognition scenario. In this paper we propose a multi-scale parallel convolutional neural network architecture to extract deep robust facial features with high discriminative ability. Abundant experiments are conducted on CMU-PIE, extended FERET and AR database. And the experiment results show that the proposed algorithm exhibits excellent discriminative ability compared with other existing algorithms.

가상현실 콘텐츠의 교육 과정 운영을 위한 중학교 교육 환경에 대한 연구 - 교육 품질의 질적 제고를 중심으로 (An Exploratory Study on the Educational Enviroment for the Application of Virtual Reality Contents to the Curriculum -Focusing on Improving the Quality of Education)

  • 김기윤
    • 품질경영학회지
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    • 제49권3호
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    • pp.405-420
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    • 2021
  • Purpose: This study started with the question of how to use Virtual Reality (VR) contents as a part of the non-face-to-face education tool that has recently attracted attention. Methods: In this paper, the use of VR contents as an educational tool is explained as a process of 'new media access dimension'. The question was explored on why Virtual Reality (or Augmented Reality) contents are not used as educational tools in the educational field. Results: As a result, the lack of 'material access' such as devices and infrastructure affects 'motivational access' approach stage, which is the previous stage. Again, it has a negative effect on literacy, which is 'skill access' approach stage. As it was found that it was not circulating to the level of "motive-material-skill-usage", it was discussed that it was taking a different step from the past adoption process of ICT and smart media. Conclusion: Based on this, it is believed that immersive content will contribute to arousing interest that can be applied and spread in the educational field, and it is also thought that it will be possible to derive academic interest in the educational effect according to the characteristics of immersive content such as VR.

자외선 및 초음파 공정에 의한 수용액 상의 PCBs 분해 (Removal of PCBs in Aqueous Phase in Ultraviolet (UV), Ultrasonic (US), and UV/US Processes)

  • 이덕영;손영규
    • 한국지하수토양환경학회지:지하수토양환경
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    • 제26권4호
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    • pp.1-7
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    • 2021
  • The removal of PCBs (Polychlorinated biphenyls) in aqueous phase was investigated in the ultraviolet (UV) process, ultrasonics (US) process and ultraviolet/ultrasonic (UV/US) process using PCB No.7 and Aroclor 1260. For PCB No.7 relatively high removal efficiency over 90% was obtained during 20 min in the UV process and UV/US process. On the other hand, lower removal efficiency of 50 - 70% was achieved for it consisted of individual congeners of PCBs containing 3~8 of chlorine atom. It was found that the dechlorination reaction (the photolytic cleavage of C-Cl bond) was considered as a main removal mechanism in the UV process while PCBs were removed by cavitation-induced radical reaction in the US process. No significant dechlorination occurred in the US process. Consequently, it was suggested that the UV process or UV/US process was applicable for the removal of PCBs in aqueous phase in terms of the removal efficiency and operation time. In addition, the application of saturating gas such as Ar and Air could be considered to control redox condition and enhance the severity of acoustic cavitation for the removal of PCBs.

Framework for Reconstructing 2D Data Imported from Mobile Devices into 3D Models

  • Shin, WooSung;Min, JaeEun;Han, WooRi;Kim, YoungSeop
    • 반도체디스플레이기술학회지
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    • 제20권4호
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    • pp.6-9
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    • 2021
  • The 3D industry is drawing attention for its applications in various markets, including architecture, media, VR/AR, metaverse, imperial broadcast, and etc.. The current feature of the architecture we are introducing is to make 3D models more easily created and modified than conventional ones. Existing methods for generating 3D models mainly obtain values using specialized equipment such as RGB-D cameras and Lidar cameras, through which 3D models are constructed and used. This requires the purchase of equipment and allows the generated 3D model to be verified by the computer. However, our framework allows users to collect data in an easier and cheaper manner using cell phone cameras instead of specialized equipment, and uses 2D data to proceed with 3D modeling on the server and output it to cell phone application screens. This gives users a more accessible environment. In addition, in the 3D modeling process, object classification is attempted through deep learning without user intervention, and mesh and texture suitable for the object can be applied to obtain a lively 3D model. It also allows users to modify mesh and texture through requests, allowing them to obtain sophisticated 3D models.

Design and Implementation of Physical Computing Education Content based on Augmented Reality

  • Kim, So-Young;Jung, Eunmi;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.198-205
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    • 2022
  • Along with a variety of coding education, physical computing education for controlling various sensors is being actively conducted for elementary, middle, and high school students in line with the era of the fourth industrial revolution. A problem with physical computing education using Arduino is pin connection errors between Arduino and various sensors. Most of the students who come into contact with the Arduino for the first time often do not know the purpose of the Arduino pin and the connection position of the pin. Also, hardware built with incorrect pin connections to the Arduino board often does not work properly. If this case continues, students will lose interest in coding education. Therefore, in this paper, we implemented an augmented reality application that informs the connection process of the Arduino board and the sensor during physical computing coding education using Arduino, and designed and implemented educational content for the Arduino pin position and connection process. First, we explain the role of the Arduino board and the sensor and the location of the pins. After that, the students run the educational augmented reality educational content using their smartphones and check the correct pin connection process between the Arduino and the sensor. In the physical computing education, augmented reality content is used to increase the understanding and immersion of the class. It is expected that the educational effect will also increase by inducing fun and interest in physical computing coding education.

가상 피팅 서비스 사용의도에 영향을 미치는 요인 연구 - UTAUT2를 중심으로 - (Understanding factors influencing usage intention of virtual fitting services - An application of the UTAUT2 model -)

  • 정세리;정제라;신은정
    • 복식문화연구
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    • 제31권4호
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    • pp.489-503
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    • 2023
  • This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers' virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.

선형 초점 적외선 가열에 의해 이축 집합조직화된 Ni 기판의 제조 (Fabrication of biaxially textured Ni substrate by line-focused infrared heating)

  • 정준기;김원정;정규동;배원태;김철진
    • 한국초전도ㆍ저온공학회논문지
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    • 제8권1호
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    • pp.19-22
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    • 2006
  • Desirable substrates for $YBa_2Cu_3O_{7-\delta}$ coated conductor are highly cube textured Ni or Ni-alloy tapes, which can be produced by cold rolling and recrystallization annealing. We have fabricated hi-axially textured pure Ni tapes for the application of coated conductors. The sintered Ni rod was cold-rolled into the thin tapes of $50{\mu}m$ thickness and the tapes were heat-treated for texture development with line-focused infrared heater. The temperature was maintained at $800\sim1050^{\circ}C$, using 1kW double ended linear halogen lamp in $96%Ar-4%H_2$ atmosphere The biaxially tortured Ni tapes were successfully formed by line-focused infrared heat treatment The texture of the annealed Ni tapes was analysed using the GADDS (general area detector diffraction system). The full width at half maximum values of phi and omega scan for the Ni tapes were less than $10^{\circ}$ and the grain size was $20-50{\mu}m$.

A Research of User Experience on Multi-Modal Interactive Digital Art

  • Qianqian Jiang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권1호
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    • pp.80-85
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    • 2024
  • The concept of single-modal digital art originated in the 20th century and has evolved through three key stages. Over time, digital art has transformed into multi-modal interaction, representing a new era in art forms. Based on multi-modal theory, this paper aims to explore the characteristics of interactive digital art in innovative art forms and its impact on user experience. Through an analysis of practical application of multi-modal interactive digital art, this study summarises the impact of creative models of digital art on the physical and mental aspects of user experience. In creating audio-visual-based art, multi-modal digital art should seamlessly incorporate sensory elements and leverage computer image processing technology. Focusing on user perception, emotional expression, and cultural communication, it strives to establish an immersive environment with user experience at its core. Future research, particularly with emerging technologies like Artificial Intelligence(AR) and Virtual Reality(VR), should not merely prioritize technology but aim for meaningful interaction. Through multi-modal interaction, digital art is poised to continually innovate, offering new possibilities and expanding the realm of interactive digital art.

답토양(沓土壤)의 가리(加里) Activity ratio와 수도(水稻)의 가리(加里) 흡수(吸收) 특성(特性)에 관(關)한 연구 (Study on the relationship between the potassium activity ratio of paddy soils and potassium uptake by rice plant)

  • 김태순
    • 한국토양비료학회지
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    • 제9권4호
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    • pp.223-233
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    • 1976
  • 7종(種)의 답(畓) 토양(土壤)에 대한 가리(加里) 평형(平衡) activity ratio와 exchange energy를 측정(測定)하고 이들 값은 치환성(置換性) 가리(加里), 수도체(水稻體)의 가리(加里) 흡수량(吸收量)과 어떤 관계(關係)가 있는지 구명(究明)해 보았다. 그 결과(結果) 1. 토양(土壤)의 배수(排水), 투수성(透水性)이 양호(良好)한 본실험(本實驗) 조건하(條件下)에서 최고(最高) 분얼기(分蘖期), 출수기(出穗期), 수확기(收穫期) 토양(土壤)의 가리(加里) 평형(平衡) activity ratio는 그때 수도체(水稻體)가 흡수(吸收)한 가리(加里)와 또 최고(最高) 분얼기(分蘖期) 토양(土壤)의 치환성(置換性) 가리(加里)와 유의차(有意差) 1% 수준(水準)에서 고도(高度)의 상관(相關)이 있다. 가리(加里) 평형(平衡) activity ratio가 크면 가리(加里) 흡수(吸收)도 많아지고 그것이 작으면 흡수(吸收)되는 가리(加里)도 적다. 따라서 수도체(水稻體)의 가리(加里) 흡수(吸收)는 가리(加里) 평형(平衡) activity ratio 또는 가리(加里) 치환(置換) 방출(放出)에 관여(關與)한 exchange energy의 다소(多少)에 의(依)해서 다스려 진다고 본다. 2. 수도체(水稻體)의 가리(加里) 흡수량(吸收量)과 수도(水稻) 수량(收量)을 토양(土壤)의 가리(加里) exchange energy 관점(觀點)에서 보면 -2500~-3000cal/equiv. 범위(範圍)에서 가리(加里) 흡수(吸收)와 수량(收量)이 많은 것으로 보아 토양(土壤) 중의 가리(加里)와 석회(石灰) 고토(苦土)가 서로 평균상태(均衡狀態)에 있기 때문이라고 본다. 3. exchange energy는 최고(最高) 분얼기(分蘖期) 토양(土壤)의 치환성(置換性) 가리(加里)와 1%수준(水準)에서 고도(高度)의 상관(相關) 관계(關係)가 있다. 토양(土壤) 가리(加里)와 석회(石灰) 고토(苦土)가 평형(均衡) 상태(狀態)에 있다고 보는 -2500~-3000cal/equiv. 에 상당(相當)하는 치환성(置換性) 가리(加里)를 회귀식(回歸式)(표(表)10)으로 부터 구(求)해 본 결과(結果)는 0.375~0.458m.e./100g건토(乾土)이다(산성(酸性) 토양(土壤)). 그런데 석회암(石灰岩) 토양(土壤)인 장성통(長城統)은 치환성(置換性) 가리(加里)가 0.3~0.5m.e./100g 건토(乾土)나 되는데도 이에 상당(相當)하는 exchange energy는 -3214~-3893cal/equiv이다. woodruff에 의(依)하면 이 energy 범위(範圍)의 토양(土壤)에서는 석회(石灰)는 과다(過多)하고 가리(加里)는 부족(不足)하다고 한다. 이것은 석회(石灰), 고토(苦土)가 산성(酸性) 토양(土壤)의 그것보다 3~5배가 더 많아서 가리(加里)와 불균형(不均衡) 상태(狀態)에 있기 때문이다. 따라서 토양(土壤)의 가리(加里) 방출(放出)은 가리량(加里量) 뿐만 아니라 석회(石灰), 고토량(苦土量)도 함께 비(比)를 취(取)해서 평가(評價)하는 가리평형(加里平衡) activity ratio 또는 exchange energy를 아는 것이 타당(妥當)하다고 본다. 4. 우리나라 답(畓) 토양(土壤)의 치환성(置換性) 가리(加里) 평균치(平均値)는 0.19m.e./100g로 알려져 있는데 이 값에 상당(相當)하는 exchange energy는 -4116cal/equiv. 이다. exchange energy가 -4000cal/equiv. 이하(以下)에서는 가리(加里) 흡수량(吸收量)이 훨씬 적다. 따라서 산성(酸性) 토양(土壤)에서 치환성(置換性) 가리(加里)는 0.37~0.45m.e./100g 건토(乾土)는 유지(維持)되어야 한다고 본다. 5. 토양(土壤)에의 가리(加里) 흡착(吸着) zeolite 시용(施用)은 가리(加里) 평형(平衡) activity ratio를 높여 준다. 수도체(水稻體)의 가리(加里) 흡수량(吸收量)과 수량(收量)을 보아도 대조구(對照區)의 그것들 보다 증가(增加)한다. 이것은 zeolite가 가리방출(加里放出)을 조절(調節)하기 때문이다. 토양(土壤)의 치환성(置換性) 가리(加里)를 0.37m.e./100g 건토(乾土) 이상(以上)을 유지(維持)시키는데는 가리흡착(加里吸着) zeolite(6.0% $K_2O$)를 167kg/10a 시용(施用)하니까 그 효과가 컸다.

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