• Title/Summary/Keyword: Real World

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Resolving Occlusion Technique of Virtual Target on Real Image using DEM (DEM을 이용한 실영상기반 가상표적의 폐색처리기법)

  • Cha, Jeong-Hee;Jang, Hyo-Jong;Kim, Gye-Young
    • The KIPS Transactions:PartB
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    • v.13B no.7 s.110
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    • pp.663-670
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    • 2006
  • For virtual target to be displaying on real image realistically, it is essential to determine the location of the virtual object together with producing the occlusions area after registering two world. In this paper, we propose the new method to solve occlusions which happens during virtual target moves according to the simulated route on real image. For this purpose, we first construct three dimensional virtual world by DEM of experimental area and register CCD camera image on it by visual clues. Next, we also propose a method to solve the occlusion using snake and picking algorithm which can extract the three dimensional information of the position happening occlusion in the image and can use it when target moves that area. In the experiment, we proved the effectiveness of the proposed method in the environment which a partial occlusions happens.

A Study on the Method of Mathematical Situation Posing (수학적 상황 설정 방법에 관한 연구)

  • 홍성민;김상룡
    • Education of Primary School Mathematics
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    • v.6 no.1
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    • pp.41-54
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    • 2002
  • The purpose of this study is to find out what mathematical situation means, how to pose a meaningful situation and how situation-centered teaching could be done. The obtained informations will help learners to improve their math abilities. A survey was done to investigate teachers' perception on teaching-learning in mathematics by elementary teachers. The result showed that students had to find solutions of the textbook problems accurately in the math classes, calculated many problems for the class time and disliked mathematics. We define mathematical situation. It is artificially scene that emphasize the process of learners doing mathematizing from physical world to identical world. When teacher poses and expresses mathematical situation, learners know mathematical concepts through the process of mathematizing in the mathematical situation. Mathematical situation contains many concepts and happens in real life. Learners act with real things or models in the mathematical situation. Mathematical situation can be posed by 5 steps(learners' environment investigation step, mathematical knowledge investigation step, mathematical situation development step, adaption step and reflection step). Situation-centered teaching enhances mathematical connections, arises learners' interest and develops the ability of doing mathematics. Therefore teachers have to reform textbook based on connections of mathematics, other subject and real life, math curriculum, learners' level, learners' experience, learners' interest and so on.

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Real-Time Eye Tracking Using IR Stereo Camera for Indoor and Outdoor Environments

  • Lim, Sungsoo;Lee, Daeho
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.3965-3983
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    • 2017
  • We propose a novel eye tracking method that can estimate 3D world coordinates using an infrared (IR) stereo camera for indoor and outdoor environments. This method first detects dark evidences such as eyes, eyebrows and mouths by fast multi-level thresholding. Among these evidences, eye pair evidences are detected by evidential reasoning and geometrical rules. For robust accuracy, two classifiers based on multiple layer perceptron (MLP) using gradient local binary patterns (GLBPs) verify whether the detected evidences are real eye pairs or not. Finally, the 3D world coordinates of detected eyes are calculated by region-based stereo matching. Compared with other eye detection methods, the proposed method can detect the eyes of people wearing sunglasses due to the use of the IR spectrum. Especially, when people are in dark environments such as driving at nighttime, driving in an indoor carpark, or passing through a tunnel, human eyes can be robustly detected because we use active IR illuminators. In the experimental results, it is shown that the proposed method can detect eye pairs with high performance in real-time under variable illumination conditions. Therefore, the proposed method can contribute to human-computer interactions (HCIs) and intelligent transportation systems (ITSs) applications such as gaze tracking, windshield head-up display and drowsiness detection.

Presentation Training System based on 3D Virtual Reality (3D 가상현실기반의 발표훈련시스템)

  • Jung, Young-Kee
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.4
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    • pp.309-316
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    • 2018
  • In this study, we propose a 3D virtual reality based presentation training system to help implement the virtual presentation environment, such as the real world, to present it confidently in the real world. The proposed system provided a realistic and highly engaging presentation and interview environment by analyzing the speakers' voice and behavior in real time to be reflected in the audience of the virtual space. Using HMD and VR Controller that become 6DOF Tracking, the presenter can change the timing and interaction of the virtual space using Kinect, and the virtual space can be changed to various settings set by the user. The presenter will look at presentation files and scripts displayed in separate views within the virtual space to understand the content and master the presentation.

Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

Analysis of plane figures and their measures in 'GwangmuYangan' from the perspective of Joseon mathematics (조선 산학의 관점에서 <광무양안>에 제시된 평면도형의 측도 분석)

  • CHANG Hyewon
    • Journal for History of Mathematics
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    • v.37 no.3
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    • pp.59-75
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    • 2024
  • This study aims to analyze Joseon mathematical knowledge and its application to real world. The mathematical knowledge refers to measuring the area of plane figures, known as square-shaped land(方田). Its application is land surveys(量田) conducted for taxation purposes. Specifically, this study analyzes the correlation between the related contents in representative mathematical books of the Joseon Dynasty, such as MuksaJipsanbub (17th century), Guiljib (18th century), and SanhakIbmun (18th century), and the shapes and areas of plane figures presented in GwangmuYangan (20th century). The analysis reveals both differences and similarities in the measured area between mathematical books and real world land surveys. While most results of the land survey align with the results obtained from mathematical methods, differences arise due to variations in real measurement of lengths and given conditions in the problems. Additionally, various aspects such as the focus on rectangles in land surveys, the proportionality and relativity of lengths, types of approximation, composed shapes, the purpose of problem solving, and reasoning of unspecified shapes or measures are discussed.

A Study on the Innovation Cases Based on Real-Time Enterprise Strategy (실시간 기업 전략 혁신 사례에 관한 연구)

  • Sun, Ji-Ung;Yee, Soung-Ryong
    • IE interfaces
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    • v.20 no.3
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    • pp.407-417
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    • 2007
  • Owing to a real-time innovative infrastructure driven by destructive technology revolution, the business environment has been changed dramatically. In order to respond fast to a continuously and unpredictably changing business environment, the business entities, such as business process participants, customers, distributers, and partners, should have an agile paradigm which is able to acquire and share the real time information adaptively. As a 21st century business paradigm having such adaptability and responsiveness has been introduced and called the "Real-Time Enterprise (RTE)" strategy. In this paper, we investigate the various innovation cases adopting the RTE strategy. After briefly addressing the concept and the value of RTE strategy, we discuss the models and the frameworks used in outstanding international and domestic enterprises. We believe that this case study can provide a good guide to many enterprises planning to adopt a RTE strategy for building competitive advantage in today's world of global competition.

An Efficient Simulation Technique to Verify Real-time Performance of Vehicle Control Systems (자동차 제어 시스템의 실시간 성능 검증을 위한 효율적인 실시간 시뮬레이션 기법)

  • Kim, Seunggon;We, Kyoung-Soo;Lee, Chang-Gun;Yi, Kyongsu
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.3
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    • pp.187-193
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    • 2015
  • When developing a vehicle control system, simulation methods are widely used to validate the whole system in the early development phase. With this regard, the simulator should correctly behave just like the real parts that are not yet implemented while interacting with already implemented parts in real-time. However, most simulators cannot provide functionally and temporally accurate behaviors of the target system. In order to overcome this limitation, this paper proposes a novel real-time simulation technique that can efficiently simulate the temporal behavior as well as the functional behavior of the simulation target system.

Web-Based Media GIS Architecture Using the Virtual World Mapping Technique

  • Kim, Sung-Soo;Kim, Kyong-Ho;Kim, Kyoung-Ok
    • Korean Journal of Remote Sensing
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    • v.19 no.1
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    • pp.71-80
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    • 2003
  • In this Paper, we Propose web-based Media GIS architecture using 3D geographical database and GPS-related data resulted from 45-Van. We introduce a novel interoperable geographical data service concept; so-called, Virtual World Mapping (VWM) that can map 3D graphic world with real-world video. Our proposed method can easily retrieve geographical information and attributes to reconstruct 3D virtual space according to certain frame in video sequences. Our proposed system architecture also has an advantage that can provide geographical information service with video stream without any image processing procedures. In addition to, describing the details of our components, we present a Media GIS web service system by using GeoVideoServer, which performs VWM technique.