• Title/Summary/Keyword: Real World

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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.

Single-View Reconstruction of a Manhattan World from Line Segments

  • Lee, Suwon;Seo, Yong-Ho
    • International journal of advanced smart convergence
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    • v.11 no.1
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    • pp.1-10
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    • 2022
  • Single-view reconstruction (SVR) is a fundamental method in computer vision. Often used for reconstructing human-made environments, the Manhattan world assumption presumes that planes in the real world exist in mutually orthogonal directions. Accordingly, this paper addresses an automatic SVR algorithm for Manhattan worlds. A method for estimating the directions of planes using graph-cut optimization is proposed. After segmenting an image from extracted line segments, the data cost function and smoothness cost function for graph-cut optimization are defined by considering the directions of the line segments and neighborhood segments. Furthermore, segments with the same depths are grouped during a depth-estimation step using a minimum spanning tree algorithm with the proposed weights. Experimental results demonstrate that, unlike previous methods, the proposed method can identify complex Manhattan structures of indoor and outdoor scenes and provide the exact boundaries and intersections of planes.

Review of Real Options Analysis for Renewable Energy Projects (실물옵션 기법을 활용한 신재생에너지사업 경제성분석에 관한 연구)

  • Kim, Kyeongseok
    • Korean Journal of Construction Engineering and Management
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    • v.18 no.2
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    • pp.91-98
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    • 2017
  • Due to climate change, countries around the world are actively investing in renewable energy, reducing fossil fuel use. 23.7% of world electricity is supplied by renewable energy. As the technology continues to develop, it is in a level to compete in terms of power generation cost, and investment conditions are improving. However, investment in renewable energy projects is not easy. This study analyzed trends of domestic and international researches on economics assessment applying real options analysis to investment decisions of hydro, solar, and wind power projects, which account for a large portion of renewable energy. This study provides (1) the difference between the traditional economic method and the real options analysis, (2) the application process, and (3) the uncertainty elements and option type of the renewable energy project presented by many studies. The real options analysis is suitable for the detailed investment strategy by considering the uncertainties of the renewable energy project and applying the option to improve the profit or to avoid the risk.

Transaction Pattern between Real Life and Games Centered on Players (플레이어의 현실과 게임내의 교류패턴)

  • Hyun, Hye-Jung;Ko, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.95-107
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    • 2012
  • Communication skill to maintain personal relationships is a crucial factor in our social life. However, even though a number of people are experiencing difficulty in communication owing to their poor interpersonal interchanges in real life, they are interacting with virtual characters in artificially created virtual space. In order to remedy such a lack of communication among game players, first, they need to search appropriate ways to communicate each other in real life, but not in virtual space, or to create a game space as a new place for interaction among them by utilizing advantages of the game world. To accomplish such an aim, it is necessary to precede the research on what kind of relations or characteristics for game players' interaction to others in the real life and game world. For the reason, in this paper, we investigate interaction patterns of game players in real life and in the virtual space. In order to perform this investigation, an ego-gram, which demonstrates the pattern of the ego states as a field-oriented approach is used as the research method. The result shows that there are differences between patterns in each spaces. so, we apply a factor analysis and analyse the relationship between the transaction pattern of players in two spaces using the ego-gram.

Augmented Reality Using Projective Information (비유클리드공간 정보를 사용하는 증강현실)

  • 서용덕;홍기상
    • Journal of Broadcast Engineering
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    • v.4 no.2
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    • pp.87-102
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    • 1999
  • We propose an algorithm for augmenting a real video sequence with views of graphics ojbects without metric calibration of the video camera by representing the motion of the video camera in projective space. We define a virtual camera, through which views of graphics objects are generated. attached to the real camera by specifying image locations of the world coordinate system of the virtual world. The virtual camera is decomposed into calibration and motion components in order to make full use of graphics tools. The projective motion of the real camera recovered from image matches has a function of transferring the virtual camera and makes the virtual camera move according to the motion of the real camera. The virtual camera also follows the change of the internal parameters of the real camera. This paper shows theoretical and experimental results of our application of non-metric vision to augmented reality.

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