• 제목/요약/키워드: Artificial Reality

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The Zhouyi and Artificial Intelligence (『주역』과 인공지능)

  • Bang, In
    • Journal of Korean Philosophical Society
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    • 제145권
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    • pp.91-117
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    • 2018
  • This paper aims to clarify the similarities and differences between the Zhouyi and artificial intelligence. The divination of the Zhouyi is rooted in the oldest system of human knowledge, while artificial intelligence stands at the cutting edge of modern scientific revolution. At first sight, there does not appear to be any association that links the one to the another. However, they share the same ground as seen from a semiotic standpoint because both of them depend on the semiotic system as a means of obtaining knowledge. At least four aspects can be pointed out in terms of similarities. First, artificial intelligence and the Zhouyi use artificial language that consists of semiotic signs. Secondly, the principle that enables divination and artificial intelligence lies in imitation and representation. Thirdly, artificial intelligence and the Zhouyi carry out inferences based on mathematical algorithms that adopt the binary system. Fourth, artificial intelligence and the Zhouyi use analogy as a means of obtaining knowledge. However, those similarities do not guarantee that the Zhouyi could arrive at the scientific certainty. Nevertheless, it can give us important insight into the essence of our civilization. The Zhouyi uses intellect in order to get new information about the unknown world. However, it is hard to know what kind of intellect is involved in the process of divination. Likewise, we do not know the fundamental character of artificial intelligence. The intellect hidden in the unknown subject is a mystic and fearful existence to us. Just as the divination of the Zhouyi inspires the sense of reverence toward the supernatural subject, we could not but have fear in front of the invisible subject hidden in artificial intelligence. In the past, traditional philosophy acknowledged the existence of intellect only in conscious beings. Nonetheless, it becomes evident that human civilization ushers into a new epoch. As Ray Kurzweil mentioned, the moment of singularity comes when artificial intelligence surpasses human intelligence. In my viewpoint, the term of singularity can be used for denoting the critical point in which the human species enters into the new phase of civilization. To borrow the term of Shao Yong(邵雍) in the Northern Song Dynasty, the past civilization belongs to the Earlier Heaven(先天), the future civilization belongs to the Later Heaven(後天). Once our civilization passes over the critical point, it is impossible to go back into the past. The opening of the Later Heaven foretold by the religious thinkers in the late period of Joseon Dynasty was a prophecy in its own age, but it is becoming a reality in the present.

A Study on the Smart Maritime Traffic Safety Monitoring System Based on AI & AR (AI와 AR기반의 스마트 해상교통안전모니터링 시스템에 관한 연구)

  • Kim, Won-Ouk
    • Journal of the Korean Society of Marine Environment & Safety
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    • 제25권6호
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    • pp.642-648
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    • 2019
  • Vessels sail according to the COLREG to prevent a collision. However, it is difficult to apply COLREG under special situation as heavy traffic, at this time personal skills of the operator are required. In this case, traffic control is required through the maritime traffic monitoring system. Therefore, maritime traffic management is globally implemented by VTS. In this system, VTS of icer uses the VTS system to assess risks and recommends possible safety operation to vessels with radio systems. This study considers that the risk analysis method with AI (Artificial Intelligence) technology from the operator's aspect. In addition, the research explains the Maritime Traffic Safety Monitoring System, Including AR (Augmented Reality) technology to increase vessel control efficiency. This system is able to predict hazards and risk priorities, and it leads to sequential elimination of dangerous situations. Especially, the hazard situations can be analyzed from operator's perspective of each vessel instead of the VTS officer's aspect, which is more practical than the conventional method. Furthermore, the result of analysis enables to comprehend quantitative hazardous areas and support recommended routes to avoid a collision. As a result, I firmly believe that the system will support to prevent a collision in complex traffic waters. In particular, it could be adopted as a collision prevention system for Maritime Autonomous Surface Ship, which occupies a significant proportion in Maritime 4th industrial revolution.

The Efficacy of Biofeedback in Reducing Cybersickness in Virtual Navigation (생체신호 피드백을 적용한 가상 주행환경에서 사이버멀미 감소 효과)

  • 김영윤;김은남;정찬용;고희동;김현택
    • Science of Emotion and Sensibility
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    • 제5권2호
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    • pp.29-34
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    • 2002
  • Our previous studies investigated that narrow field of view (FOV : 50˚) and slow navigation speed decreased the frequency of occurrence and severity of cybersickness during immersion in the virtual reality (VR). It would cause a significant reduction of cybersickness if it were provided cybersickness alleviating virtual environment (CAVE) using biofeedback method whenever subject underwent physiological agitation. For verifying the hypothesis, we constructed a real-time cybersickness detection and feedback system with artificial neural network whose inputs are electrophysiological parameters of blood pulse volume, skin conductance, eye blink, skin temperature, heart period, and EEG. The system temporary provided narrow FOV and decreased speed of navigation as feedback outputs whenever physiological measures signal the occurrence of cybersickness. We examined the frequency and severity of cybersickness from simulator sickness questionnaires and self-report in 36 subjects. All subjects experienced VR two times in CAVE and non-CAVE condition at one-month intervals. The frequency and severity of cybersickness were significantly reduced in CAVE than non-CAVE condition. Virtual environment of narrow FOV and slow navigation provided by electrophysiological features based artificial neural network caused a significant reduction of cybersickness symptoms. These results showed that efficiency of a cybersickness detection system we developed was relatively high and subjects expressed more comfortable in the virtual navigation environment.

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ICT Trend Analysis Based on Research Papers and Patents (논문 및 특허 기반의 ICT 동향 분석 연구)

  • Son, Yeonbin;Kim, Solha;Choi, Yerim
    • Journal of the Korea Convergence Society
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    • 제12권12호
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    • pp.1-18
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    • 2021
  • ICT is the main driving force of Korea's economic growth. Korea has the world's best ICT competitiveness, and several policies are being implemented to maintain it. However, for successful policy implementation, it is crucial to understand ICT trends accurately. Therefore, this study analyzes the trends of 18 core technologies in the ICT field. In particular, the degree of scientific development and commercialization by technology are investigated through research paper analysis and patent analysis, respectively. Then, the trends shown by document type are compared based on the two analysis results. As a result, artificial intelligence and virtual reality are at the stage where commercialization is actively taking place after scientific development, and at the same time, since research is being conducted, it is expected to develop continuously. On the other hand, quantum computer and implantable device are in the basic research stage. It is necessary to understand the current research status and determine the direction of future support. The results of the ICT trend analysis conducted in this study can be used as a criterion for determining the future direction of Korean policy.

Design and Implementation of Sandcastle Play Guide Application using Artificial Intelligence and Augmented Reality (인공지능과 증강현실 기술을 이용한 모래성 놀이 가이드 애플리케이션 설계 및 구현)

  • Ryu, Jeeseung;Jang, Seungwoo;Mun, Yujeong;Lee, Jungjin
    • Journal of the Korea Computer Graphics Society
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    • 제28권3호
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    • pp.79-89
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    • 2022
  • With the popularity and the advanced graphics hardware technology of mobile devices, various mobile applications that help children with physical activities have been studied. This paper presents SandUp, a mobile application that guides the play of building sand castles using artificial intelligence and augmented reality(AR) technology. In the process of building the sandcastle, children can interactively explore the target virtual sandcastle through the smartphone display using AR technology. In addition, to help children complete the sandcastle, SandUp informs the sand shape and task required step by step and provides visual and auditory feedback while recognizing progress in real-time using the phone's camera and deep learning classification. We prototyped our SandUp app using Flutter and TensorFlow Lite. To evaluate the usability and effectiveness of the proposed SandUp, we conducted a questionnaire survey on 50 adults and a user study on 20 children aged 4~7 years. The survey results showed that SandUp effectively helps build the sandcastle with proper interactive guidance. Based on the results from the user study on children and feedback from their parents, we also derived usability issues that can be further improved and suggested future research directions.

A Study on the Smart Elderly Support System in response to the New Virus Disease (신종 바이러스에 대응하는 스마트 고령자지원 시스템의 연구)

  • Myeon-Gyun Cho
    • Journal of Industrial Convergence
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    • 제21권1호
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    • pp.175-185
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    • 2023
  • Recently, novel viral infections such as COVID-19 have spread and pose a serious public health problem. In particular, these diseases have a fatal effect on the elderly, threatening life and causing serious social and economic losses. Accordingly, applications such as telemedicine, healthcare, and disease prevention using the Internet of Things (IoT) and artificial intelligence (AI) have been introduced in many industries to improve disease detection, monitoring, and quarantine performance. However, since existing technologies are not applied quickly and comprehensively to the sudden emergence of infectious diseases, they have not been able to prevent large-scale infection and the nationwide spread of infectious diseases in society. Therefore, in this paper, we try to predict the spread of infection by collecting various infection information with regional limitations through a virus disease information collector and performing AI analysis and severity matching through an AI broker. Finally, through the Korea Centers for Disease Control and Prevention, danger alerts are issued to the elderly, messages are sent to block the spread, and information on evacuation from infected areas is quickly provided. A realistic elderly support system compares the location information of the elderly with the information of the infected area and provides an intuitive danger area (infected area) avoidance function with an augmented reality-based smartphone application. When the elderly visit an infected area is confirmed, quarantine management services are provided automatically. In the future, the proposed system can be used as a method of preventing a crushing accident due to sudden crowd concentration in advance by identifying the location-based user density.

Virtual Spatial Database Creation for Application of Three Dimensional GIS (3차원 GIS 적용을 위한 가상공간 데이터베이스 구축)

  • 안기원;신석효;김상철
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • 제21권1호
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    • pp.53-60
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    • 2003
  • Generally, feature of real world as 2-dimensional information of point, line and polygon achieve a GIS function from 2-dimensional GIS. But at enduring the geography elements which exist when it is composed of 3-dimensional spatial information it is abstracted with 2-dimensional which will reach, the loss of many information and 2-dimensional GIS of existing the basic limit exists md, Accordingly, 3-dimensional geography elements of the real world even at the computer controlling with 3-dimensional geography element original it will be able to minimize the loss of information which it keeps, for 3-dimensional expression and the analysis against the natural facility and the artificial facility of the real world it is the actual condition whose 3-dimensional GIS of ultimate form are necessary. This study was 2-dimensional feature a point the line and polygon and 3-dimensional spatial data information as the method for to use the VRML(Virtual Reality Modeling Language), 3-dimensional virtual worlds for 3-dimensional GIS applications to create and hereafter various decision making of at connection web more efficient and the possibility of doing in vision in order to be, it drew up a spatial database.

A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • 제14권6호
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Generating Augmented Lifting Player using Pose Tracking

  • Choi, Jong-In;Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • 제25권5호
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    • pp.19-26
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    • 2020
  • This paper proposes a framework for creating acrobatic scenes such as soccer ball lifting using various users' videos. The proposed method can generate a desired result within a few seconds using a general video of user recorded with a mobile phone. The framework of this paper is largely divided into three parts. The first is to analyze the posture by receiving the user's video. To do this, the user can calculate the pose of the user by analyzing the video using a deep learning technique, and track the movement of a selected body part. The second is to analyze the movement trajectory of the selected body part and calculate the location and time of hitting the object. Finally, the trajectory of the object is generated using the analyzed hitting information. Then, a natural object lifting scenes synchronized with the input user's video can be generated. Physical-based optimization was used to generate a realistic moving object. Using the method of this paper, we can produce various augmented reality applications.

A study on the users' behavior and satisfaction in Moaksan provincial park (모악산 도립공원 이용실태 분석에 관한 연구)

  • Kim, Sei-Chon;Huh, Joon;Park, Bong-Ju
    • Journal of the Korean Institute of Landscape Architecture
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    • 제23권3호
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    • pp.167-176
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    • 1995
  • The purpose of this study is to suggest objective basic data for park management proposal through the quantitative analysis of users' behaviors and satisfaction for the actual conditions of management in Moaksan provincial park. For this, users' behaviors and socio-ecnomic characteristics have been analyzed. Specifically, it attempts to investigate users' anticipation and degree of satisfaction applied Expectancy Theory by Likert scale. And users' satisfaction for the actual conditions of management had been analyzed by using the multiple regression. Results of this study can be summarized as follows ; From the aspect of utilization reality, the male usage was silighty higher than female usage, and the usage rate reality, the male usage was slighty higher than female usage, and the usage rate among the young and students such as university students also appeared slightly higher than the norm. Due to the fact, subject park had been provincial park, bus usage was predominant, and users' visit park 1 or 2 times a year. Generally, the value of users' post occupancy evaluation were higher than those of anticipated, and Use in night and facilities were lower. A sense of the season, dense of forest, beauty of skyline and a perspective view appeared as main explicatory variables having positive effects on the satisfaction level for the landscape. Amount of plant and shade were positive variables on the satisfaction and users' had dissatisfaction with trial damage. According to the multiple regression analysis, the major variables to the satisfaction for the actual condition of vegetation management were diversity, recovery of artificial injury.

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