• Title/Summary/Keyword: Alternative Reality

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An alternative method for smartphone input using AR markers

  • Kang, Yuna;Han, Soonhung
    • Journal of Computational Design and Engineering
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    • v.1 no.3
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    • pp.153-160
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    • 2014
  • As smartphones came into wide use recently, it has become increasingly popular not only among young people, but among middle-aged people as well. Most smartphones adopt capacitive full touch screen, so touch commands are made by fingers unlike the PDAs in the past that use touch pens. In this case, a significant portion of the smartphone's screen is blocked by the finger so it is impossible to see the screens around the finger touching the screen; this causes difficulties in making precise inputs. To solve this problem, this research proposes a method of using simple AR markers to improve the interface of smartphones. A marker is placed in front of the smartphone camera. Then, the camera image of the marker is analyzed to determine the position of the marker as the position of the mouse cursor. This method can enable click, double-click, drag-and-drop used in PCs as well as touch, slide, long-touch-input in smartphones. Through this research, smartphone inputs can be made more precise and simple, and show the possibility of the application of a new concept of smartphone interface.

A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.63-73
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    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

Designing Games with 'Boundary' as Formal Element (게임디자인을 위한 형식적 요소로서의 '경계' 연구)

  • Lee, Jun-Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.3-10
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    • 2010
  • Game design as an academic discipline is still in the early developing stages and the lack of fundamental study has seen game designers cloning other games with only superficial changes added to them. Game market today is going through unprecedented expansion with games for more diverse users and variety of game styles. Such trend owes to the fact that formal structures of the game can be manipulated to formulate creative and experimental forms. This paper will focus on the 'boundary' element of the game that could broaden the perspective of the game into different possibilities with emerging mobile technologies, public design's new interpretation of urban spaces and integrating interactive technologies in different phases of art.

Generation of Simulation input Stream using Threshold Bootstrap (임계값 부트스트랩을 사용한 시뮬레이션 입력 시나리오의 생성)

  • Kim Yun Bae;Kim Jae Bum
    • Korean Management Science Review
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    • v.22 no.1
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    • pp.15-26
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    • 2005
  • The bootstrap is a method of computational inference that simulates the creation of new data by resampling from a single data set. We propose a new job for the bootstrap: generating inputs from one historical trace using Threshold Bootstrap. In this regard, the most important quality of bootstrap samples is that they be functionally indistinguishable from independent samples of the same stochastic process. We describe a quantitative measure of difference between two time series, and demonstrate the sensitivity of this measure for discriminating between two data generating processes. Utilizing this distance measure for the task of generating inputs, we show a way of tuning the bootstrap using a single observed trace. This application of the threshold bootstrap will be a powerful tool for Monte Carlo simulation. Monte Carlo simulation analysis relies on built-in input generators. These generators make unrealistic assumptions about independence and marginal distributions. The alternative source of inputs, historical trace data, though realistic by definition, provides only a single input stream for simulation. One benefit of our method would be expanding the number of inputs achieving reality by driving system models with actual historical input series. Another benefit might be the automatic generation of lifelike scenarios for the field of finance.

Effective Inverse Matrix Transformation Method for Haptic Volume Rendering (햅틱 볼륨 렌더링을 위한 효과적인 역행렬 계산법)

  • Kim, Nam-Oh;Min, Wan-Ki;Jung, Won-Tae;Kim, Young-Dong
    • Proceedings of the KIEE Conference
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    • 2007.11c
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    • pp.183-186
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    • 2007
  • Realistic deformation of computer simulated anatomical structures is computationally intensive. As a result, simple methodologies not based in continuum mechanics have been employed for achieving real time deformation of virtual reality. Since the graphical interpolations and simple spring models commonly used in these simulations are not based on the biomechanical properties of tissue structures, these "quick and dirty"methods typically do not accurately represent the complex deformations and force-feedback interactions that can take place during surgery. Finite Element(FE) analysis is widely regarded as the most appropriate alternative to these methods. However, because of the highly computational nature of the FE method, its direct application to real time force feedback and visualization of tissue deformation has not been practical for most simulations. If the mathematics are optimized through pre-processing to yield only the information essential to the simulation task run-time computation requirements can be drastically reduced. To apply the FEM, We examined a various in verse matrix method and a deformed material model is produced and then the graphic deformation with this model is able to force. As our simulation program is reduced by the real-time calculation and simplification because the purpose of this system is to transact in the real time.

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Bioadsorbents for remediation of heavy metals: Current status and their future prospects

  • Gupta, Vinod Kumar;Nayak, Arunima;Agarwal, Shilpi
    • Environmental Engineering Research
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    • v.20 no.1
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    • pp.1-18
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    • 2015
  • The biosorption process has been established as characteristics of dead biomasses of both cellulosic and microbial origin to bind metal ion pollutants from aqueous suspension. The high effectiveness of this process even at low metal concentration, similarity to ion exchange treatment process, but cheaper and greener alternative to conventional techniques have resulted in a mature biosorption technology. Yet its adoption to large scale industrial wastewaters treatment has still been a distant reality. The purpose of this review is to make in-depth analyses of the various aspects of the biosorption technology, staring from the various biosorbents used till date and the various factors affecting the process. The design of better biosorbents for improving their physico-chemical features as well as enhancing their biosorption characteristics has been discussed. Better economic value of the biosorption technology is related to the repeated reuse of the biosorbent with minimum loss of efficiency. In this context desorption of the metal pollutants as well as regeneration of the biosorbent has been discussed in detail. Various inhibitions including the multi mechanistic role of the biosorption technology has been identified which have played a contributory role to its non-commercialization.

The Construction Of Water Treatment Operation System Using Fieldbus (필드버스(Lonworks)를 이용한 수운영시스템 구축)

  • Park, J.S.;Kim, I.S.;Song, H.S.
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2257-2259
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    • 2004
  • Water Treatment Operation System is applied in most water treatment plants with DCS(Distributed Control System) or PLC(Programmable Logic Controller) system. But it has a lot of problems in viewpoint of cost and expansibilities. Therefore, we rose demand about a system that it was easier, convenient and a few costs. So, It was appeared at a Fieldbus as an alternative about this. It is used in ail industrial fields, but because of the economic reality that we can't removes the existing system, and cannot introduce new technology. Because it is actual to be hard to find an actual implementation reward and way of domestic fieldbus technology, we cannot be acknowledged with reliability in the industrial spot. Therefore, We is going to look into a fieldbus application reward in this paper. That is, We recognize structure and a kind of a fieldbus in a Chapter 2. And we is going to look into difference between a PLC method and fieldbus methods in a Chapter 3. Also, We are going to compare the system that used PLC with the system that used fieldbus (LonWorks). And the objects are JinAn and Wonju where a field bus was applied to.

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The Study of Skeleton System for Facial Expression Animation (Skeleton System으로 운용되는 얼굴표정 애니메이션에 관한 연구)

  • Oh, Seong-Suk
    • Journal of Korea Game Society
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    • v.8 no.2
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    • pp.47-55
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    • 2008
  • This paper introduces that SSFE(Skeleton System for Facial Expression) to deform facial expressions by rigging of skeletons does same functions with 14 facial muscles based on anatomy. A three dimensional animation tool (MAYA 8.5) is utilized for making the SSFE that presents deformation of mesh models implementing facial expressions around eyes, nose and mouse. The SSFE has a good reusability within diverse human mesh models. The reusability of SSFE can be understood as OSMU(One Source Multi Use) of three dimensional animation production method. It can be a good alternative technique for reducing production budget of animations. It can also be used for three dimensional animation industries such as virtual reality and game.

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NUMERICAL SIMULATION OF THERMAL CONTROL OF A HOT PLATE FOR THERMAL NANOIMPRINT LITHOGRAPHY MACHINES (고온 나노임프린트 장비용 핫플레이트의 열제어에 대한 수치모사)

  • Park, G.J.;Kwak, H.S.;Shin, D.W.;Lee, J.J.
    • 한국전산유체공학회:학술대회논문집
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    • 2007.04a
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    • pp.153-158
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    • 2007
  • Since the introduction of Nanoimprint in the mid-1990s, Nanoimprint lithography, a low-cost, non-convential method, has been the dominant lithography technology that guarantees high-throughput patterning of nanostructures. Based on the mechanical embossing mechanism, Nanoimprint lithography creates the nanopatterns on the polymer material cast on the substrate. In essence, the process needs nanofabrication equipment for printing with the adequate control of temperature, pressure and control of parallels of the stamp and substrate. This article introduce the possibility and reality of the thermal control on the hot plate using a CFD code. Numerical computation has been conducted for assessing the feasibility of a hot plate($120{\times}120\;mm2$). PID control is adopted to ensure high temperature uniformity in several zones. Parallel experiments have also been performed for verifying thermal performance. Not only show the results the optimum number of thermocouples related to controllers but also suggest that the thermal simulation using a CFD code would be an alternative method to design and develop the thermal control equipment in the financial aspect.

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Relationship Marketing of Fashion Products on the Internet Shopping Mall (인터넷 쇼핑몰에서의 의류제품(衣類製品) 관계(關係) 마케팅에 관(關)한 연구(硏究))

  • Kim, Il;Moon, Jay-Hun
    • Journal of Fashion Business
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    • v.5 no.4
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    • pp.37-55
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    • 2001
  • This study put its major concern in consumer behavior during a purchase of fashion products through the Internet marketing channels. Therefore, it investigated the Internet shopping and tried to find the reasons why clothes shopping through the Internet marketing channels is not popular enough. Then, alternative marketing strategies would be suggested which is accessible from the relationship marketing approach. The study adopted a qualitative research method to implement those purposes. In-depth interviews were conducted with the interviewees who had an experience of buying a fashion merchandise through the Internet or who had such an intention. And the information on stages of decision-making process and actual purchase was obtained by participating in and observing the process. The results revealed stages of decision-making in purchasing a fashion product through the Internet channels, the process of relationship development, and the elements of relationship marketing which affect purchase intention. The elements of relationship marketing to promote a purchase of a clothing product via the Internet marketing channels included convenience; communication and socal experience; sensual information; risk acknowledgement and pursuit for safety; and usage of complexed marketing channels. Based on these, a few strategic points such as remote reality, database of communication basis, strengthening individualized services, and development of complex marketing channels were suggested.

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