• Title/Summary/Keyword: Immersive Interactive Content

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A Study on the Restaurant Recommendation Service App Based on AI Chatbot Using Personalization Information

  • Kim, Heeyoung;Jung, Sunmi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.8 no.4
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    • pp.263-270
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    • 2020
  • The growth of the mobile app markets has made it popular among people who recommend relevant information about restaurants. The recommendation service app based on AI Chatbot is that it can efficiently manage time and finances by making it easy for restaurant consumers to easily access the information they want anytime, anywhere. Eating out consumers use smartphone applications for finding restaurants, making reservations, and getting reviews and how to use them. In addition, social attention has recently been focused on the research of AI chatbot. The Chatbot is combined with the mobile messenger platform and enabling various services due to the text-type interactive service. It also helps users to find the services and data that they need information tersely. Applying this to restaurant recommendation services will increase the reliability of the information in providing personal information. In this paper, an artificial intelligence chatbot-based smartphone restaurant recommendation app using personalization information is proposed. The recommendation service app utilizes personalization information such as gender, age, interests, occupation, search records, visit records, wish lists, reviews, and real-time location information. Users can get recommendations for restaurants that fir their purpose through chatting using AI chatbot. Furthermore, it is possible to check real-time information about restaurants, make reservations, and write reviews. The proposed app uses a collaborative filtering recommendation system, and users receive information on dining out using artificial intelligence chatbots. Through chatbots, users can receive customized services using personal information while minimizing time and space limitations.

Design and Implementation of Immersive Media System Based on Dynamic Projection Mapping and Gesture Recognition (동적 프로젝션 맵핑과 제스처 인식 기반의 실감 미디어 시스템 설계 및 구현)

  • Kim, Sang Joon;Koh, You Jon;Choi, Yoo-Joo
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.3
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    • pp.109-122
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    • 2020
  • In recent, projection mapping, which has attracted high attention in the field of realistic media, is regarded as a technology to increase the users' immersion. However, most existing methods perform projection mapping on static objects. In this paper, we developed a technology to track the movements of users and dynamically map the media contents to the users' bodies. The projected media content is built by predefined gestures just using the user's bare hands without the special devices. An interactive immersive media system has been implemented by integrating these dynamic projection mapping technologies and gesture-based drawing technologies. The proposed realistic media system recognizes the movements and open / closed states of the user 's hands, selects the functions necessary to draw a picture. The users can freely draw the picture by changing the color of the brush using the colors of any real objects. In addition, the user's drawing is dynamically projected on the user's body, allowing the user to design and wear his t-shirt in real-time.

Augmented-Reality Survey: from Concept to Application

  • Kim, Soo Kyun;Kang, Shin-Jin;Choi, Yoo-Joo;Choi, Min-Hyung;Hong, Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.2
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    • pp.982-1004
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    • 2017
  • The recent advances in the field of augmented reality (AR) have shown that the technology is a fundamental part of modern immersive interactive systems for the achievement of user engagement and a dynamic user experience. This survey paper presents the descriptions of a variety of the new AR explorations, and the issues that are relevant to the contemporary development of the fundamental technologies and applications are discussed. Most of the literature regarding the pertinent topics-taxonomy, the core tracking and sensing technologies, the hardware and software platforms, and the domain-specific applications-are then chronologically surveyed, and in varying detail, this is supplemented with the cited papers. This paper portrays the diversity of the research regarding the AR field together with an overview of the benefits and the limitations of the competing and complementary technologies.

Implementation of an Interactive Advertising platform Using the Kinect (Kinect를 이용한 Interactive 광고 플랫폼 구현)

  • Kim, Kyung-hyun;Lee, Ki-young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.89-92
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    • 2013
  • South Korea's advertising market in 2012, growing at a standard 10 trillion, but most advertising is in the form of one-way communication by advertisers. In this paper, at the time they are attracting the interest of consumers, more recent placement by Facebook or Youtube propose an advertising platform using the Kinect motion-sensitive controller that can communicate with consumers. In the proposed platform, by the simple enjoyment of the game accept ads without resistance, and can deliver content more effectively than advertising indirectly passing. Had occurred in the existing Windows forms drawing problem was solved by using the XNA game engine using the Facebook API was designed so that it can be integrated with SNS.The scored elements to attract the interest of the users with the introduction of the ranking system and the user's face image to extract added to the story line, and increased immersive.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.