• Title/Summary/Keyword: Artificial reality

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Current Status of Response to Digital Child Sexual Slavery and Comparative Analysis of Overseas Crime Prediction System Using Artificial Intelligence (디지털 아동 성착취 대응현황과 해외 인공지능 범죄 예측 시스템 비교분석)

  • Kim, Hyejin
    • Journal of Digital Convergence
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    • v.18 no.7
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    • pp.357-368
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    • 2020
  • This study identifies the aspects and characteristics of 'Digital Sexual Crimes' that changed rapidly in recent years. It has identified the so-called "Telegram sexual harassment and exploitation" incident on the front page. We also want to analyze this and draw up policy suggestions that can help prepare social measures. In the wake of the Telegram sexual exploitation scandal, The National Assembly is quickly proposing related bills. However, the reality is that even a clear concept and definition of "Digital sexual Crimes" have not been made yet. The effective support system for victims is also insufficient. Therefore, this paper examines the definition and concept of child sexual exploitation and harassment. We will look at the features, causes, and conditions. In addition, it will examine the current status of Digital Sexual Crimes distribution and deletion of domestic, foreign platforms. Major foreign countries, including the U. S. A. refer to cases in which big data and artificial intelligence technologies are actively used to protect victims and track perpetrators.

The Effect of Data-Guided Artificial Wind in a Yacht VR Experience on Positive Affect (요트 VR 체험에서 데이터 기반의 인공풍이 정적 정서에 미치는 영향)

  • Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.67-77
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    • 2022
  • The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.

Establishment of a Conservation Plan for Colony of Selaginella involvens (Sw.) Spring (부처손 군락지 보존계획의 수립)

  • Hong, Kwang-pyo;Kim, Inhye;LEE, Hyukjae
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.3
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    • pp.449-455
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    • 2022
  • The Colony of Selaginella involvens (Sw.) Spring in Sanyang-myeon, Mungyeong-si, can be divided into five types, and in the past, it was said that Selaginella involvens (Sw.) Spring formed colonies throughout the colony and grew naturally, but now it remains only in some sections. It was found that the Selaginella involvens (Sw.) Spring colony was damaged by artificial and natural factors, and as an artificial factor, the Selaginella involvens (Sw.) Spring was proven to be effective for medicinal and cremation, and many people were damaging the Selaginella involvens (Sw.) Spring colony without permission. Naturally, vines thrive and Selaginella involvens (Sw.) Spring die, and the reality is that the entire colony of Selaginella involvens (Sw.) Spring is in danger of being damaged if maintenance is not performed. On the other hand, there are sections that reproduce with symbiosis with some herbaceous plants, so it is necessary to plan and implement conservation strategies. In order to preserve the Selaginella involvens (Sw.) Spring colony, CCTV is needed to prevent artificial damage, and on the contrary, install facilities such as fences can easily burn up and create worse scenery, so it can preserve the good environment, restore recoverable areas, and install supplementary buffer zones.

Introducing SEABOT: Methodological Quests in Southeast Asian Studies

  • Keck, Stephen
    • SUVANNABHUMI
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    • v.10 no.2
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    • pp.181-213
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    • 2018
  • How to study Southeast Asia (SEA)? The need to explore and identify methodologies for studying SEA are inherent in its multifaceted subject matter. At a minimum, the region's rich cultural diversity inhibits both the articulation of decisive defining characteristics and the training of scholars who can write with confidence beyond their specialisms. Consequently, the challenges of understanding the region remain and a consensus regarding the most effective approaches to studying its history, identity and future seem quite unlikely. Furthermore, "Area Studies" more generally, has proved to be a less attractive frame of reference for burgeoning scholarly trends. This paper will propose a new tool to help address these challenges. Even though the science of artificial intelligence (AI) is in its infancy, it has already yielded new approaches to many commercial, scientific and humanistic questions. At this point, AI has been used to produce news, generate better smart phones, deliver more entertainment choices, analyze earthquakes and write fiction. The time has come to explore the possibility that AI can be put at the service of the study of SEA. The paper intends to lay out what would be required to develop SEABOT. This instrument might exist as a robot on the web which might be called upon to make the study of SEA both broader and more comprehensive. The discussion will explore the financial resources, ownership and timeline needed to make SEABOT go from an idea to a reality. SEABOT would draw upon artificial neural networks (ANNs) to mine the region's "Big Data", while synthesizing the information to form new and useful perspectives on SEA. Overcoming significant language issues, applying multidisciplinary methods and drawing upon new yields of information should produce new questions and ways to conceptualize SEA. SEABOT could lead to findings which might not otherwise be achieved. SEABOT's work might well produce outcomes which could open up solutions to immediate regional problems, provide ASEAN planners with new resources and make it possible to eventually define and capitalize on SEA's "soft power". That is, new findings should provide the basis for ASEAN diplomats and policy-makers to develop new modalities of cultural diplomacy and improved governance. Last, SEABOT might also open up avenues to tell the SEA story in new distinctive ways. SEABOT is seen as a heuristic device to explore the results which this instrument might yield. More important the discussion will also raise the possibility that an AI-driven perspective on SEA may prove to be even more problematic than it is beneficial.

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Orange in Film Color: Real and Virtual (영화색채의 주황, 현실과 가상)

  • Kim, Jong-Guk
    • Cartoon and Animation Studies
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    • s.50
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    • pp.215-237
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    • 2018
  • I analyze orange that is consistently used, even though not consciously, in the films whose function and meaning are clear. In detail, there are examples of color in films, psychological phenomena of colors expressed in posters and opening titles, color characteristics of clothes and costumes, and semiotic analysis of color names in film titles. (1) Fact and Truth; civilization and criticism. The film tries to tell the truth than the fact. It represents facts as it is, but it presupposes truth. This is a unique characteristic of media films. The truth of the fact is not important. The film tells the truth believing and wanting to show off. The film, which has inherent characteristics of the gap between fact and truth, represents nature and civilization. It carries nature as it is and criticizes the harm of civilization. Orange is nature and civilization. Realistic films such as Hong Sang Soo and Kim Ki Duk, fall into this category. For example, there are A Taxi Driver(2017) and I Can Speak(2017). (2) Virtual History; fake images and memories. In Hollywood SF genres like The Matrix(1999), orange was dealt with virtual reality. However, in Korean films they are replaced by historical dramas. The representation of history becomes a virtual reality. Films such as The Fortress(2017), Masquerade(2012), and Roaring Currents(2014) deal with virtual history. In these films, orange is a fake image and memory. (3) Light=color; Aura. The color and light of orange is aura. At sunrise and sunset, the orange of the incandescent light is almost similar to that of the artificial light. Orange of tungsten makes the real characters surrealistic and mysterious. For example, there are The City of Madness(2016), The Man from Nowhere(2010), and Coinlocker Girl(2014). (4) Fantasy; communication with other worlds. Orange is a sweet fantasy. In our daily life, we go to a supermarket, share a chat with friends in a coffee shop, and spend time in front of a television. Orange makes our life free and dreams. It is the communication between the former being and the other world. This can be found in the sexual fantasy scenes of all genres. For example, there are Sunny(2011), Welcome To Dongmakgol(2005), and 200 Pounds Beauty(2006).

Death Orientation of the Korean Adult - Data was focused on residents who were living in urban area - (대도시에 거주하는 한국인 성인의 죽음정위)

  • Kim Soon-Ja;Kil Suk-Yong;Park Chang-Seung
    • Journal of Korean Academy of Fundamentals of Nursing
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    • v.5 no.2
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    • pp.237-256
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    • 1998
  • Death and dying of human being is a comprehensive system, and death orientation, the subjective meaning related to every component of the death system is developed throughout life. This study was designed and carried out to identify, describe and classify the orientations of Korean adult towards the death system. In an attempt to measure the subjective meaning of death and dying, unstructured Q-methodology was used. The 65 Q-statements developed by Kim(1994), used by Kim(1994) and Park(1996) were adopted as Q-population and 39 Q-statements were selected by the three researchers for Q-items for this study. Thirty-three P-samples were sampled from P-population of literate Korean men and women, 35 and 55 years of age, lived in urban Korea for the last 10 years. Sortings of the 39 Q-items according to the level of personal agreement, and a forced normal distribution into the 9 levels were carried out by the P-samples. The Z-scores of the Q-sort data were computed, and the principal components factor analysis by PC-QUANL Program were carried out. The demographic, socio-cultural and health-related attributes of the P-samples were descriptively analysed. Eight types of death orientation were identified ; Type I ; 'naturalist'. Six P-samples. Death is a natural phenomena, to be accepted as it is and to follow its natural course. Prefer to be informed of all facts and possibilities concernig the course of dying and death to occur to self. Type II ; 'life-after-life negator'. Three P-samples. Time and process of death is the destiny of each person. Death means 'darkness' and 'end to every thing, the absolute end'. Yet, wish physical integrity at the dying and after death. Type III ; 'life-after-life believer'. Six P-samples. Men are travellers passing by this life bound to the life-after-life. Priority concerns are on the activities to prepare self for the eternal life ahead. Disregard premature and sudden death. Type IV ; 'here-now believer' Five P-samples. Positive regard to the cremation of the body and donation of the organs on death. Regard religious and customary post-motem rituals meaningless. Negate life-after life. Type V; 'believer of rituals'. Five P-samples. Death being accepted as a part of, a natural end to, and destiny of human life. Concerned to ensure a dignified end to personal life and dignified post-mortem rituals. Type VI ; 'Realist'(derived from Type I). Two P-samples. Life and death as universal reality. The abrupt death at golden age at the peak of happiness is favored to avoid inevitable physical and mental distress of self and the family. Agreed to the cremation of the body. Disregard rituals. Type VII : 'Fatalist' (derived from Type II). Five P-samples. Not favored, yet, all man are destined to death, the inevitable end of all living beings. To ensure dignified end by personal consummation, information on one's dying and imminent death are to be shared. Type VIII ; 'reality avoider'(derived from Type III). One P-sample. Negative to longevity, artificial prolongation of, meaningless and distressful life. Highly positive to postmortem organ donation.

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Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
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    • v.8 no.4
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    • pp.423-433
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    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

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An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

Analyses on the Performance of the CNN Reflecting the Cerebral Structure for Prediction of Cybersickness Occurrence (사이버멀미 발생 예측을 위한 대뇌 구조를 반영한 CNN 성능 분석)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.4
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    • pp.238-244
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    • 2019
  • In this study, we compared and analyzed the performance of each Convolution Neural Network (CNN) by implementing the CNN that reflected the characteristics of the cerebral structure, in order to analyze the CNN that was used for the prediction of cybersickness, and provided the performance varying depending on characteristics of the brain. Dizziness has many causes, but the most severe symptoms are considered attributable to vestibular dysfunction associated with the brain. Brain waves serve as indicators showing the state of brain activities, and tend to exhibit differences depending on external stimulation and cerebral activities. Changes in brain waves being caused by external stimuli and cerebral activities have been proved by many studies and experiments, including the thesis of Martijn E. Wokke, Tony Ro, published in 2019. Based on such correlation, we analyzed brain wave data collected from dizziness-inducing environments and implemented the dizziness predictive artificial neural network reflecting characteristics of the cerebral structure. The results of this study are expected to provide a basis for achieving optimal performance of the CNN used in the prediction of dizziness, and for predicting and preventing the occurrence of dizziness under various virtual reality (VR) environments.

A Study on the Impact of Media Façade Performances on the 10-story Gyeongcheonsa Pagoda (미디어파사드 상영 시 경천사지 십층석탑에 미치는 영향 조사 연구)

  • Lee, Hong Shik;Ryu, Jae Hyoung;Lee, Kwon Joon;Yang, Seok Jin
    • Conservation Science in Museum
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    • v.28
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    • pp.51-64
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    • 2022
  • This study aims to identify the impact of optical energy on cultural properties when the light energy irradiates cultural assets during augmented reality (AR) or media façade performances as activities designed to garner public interest. The 10-story Gyeongcheonsa Pagoda was used for this study, and the impact was evaluated by comparing the optical energy irradiated during a media façade performance with the energy irradiated under normal conditions. For comparison, this study measured the illuminance in lux for each light source that irradiated the ten-story stone pagoda and used the data to calculate illuminance in lux-hours. The results showed that the pagoda receives 786.4 lux per hour when both sunlight and artificial light are present, while 13.2 lux of energy is irradicated by the media façade for each performance. The result indicates that the pagoda receives about 29.8 times more optical energy from sunlight and artificial light sources than during media façade performances on an hourly basis, when the performance is carried out twice a week. This study therefore concludes that the optical energy of media façade performances inflicted trivial damage to the ten-story stone pagoda.