• Title/Summary/Keyword: Realistic Media

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A Study on Visual Perception Scalability of AR/QR Picture Book Animation: Focusing on the Design Characteristics of the Picture Book 〈Where is this?〉 (AR·QR 그림책 애니메이션의 시지각 확장성 연구: 그림책 <여기가 어디지?>의 설계적 특징을 중심으로)

  • Sung Won Park;Jae Yun Park
    • Journal of Information Technology Applications and Management
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    • v.30 no.1
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    • pp.21-32
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    • 2023
  • This study presents a way to design picture books that allow children to experience indirectly through realistic media at home and educational institutions for children whose direct experiences and activities are reduced offline in the post-COVID-19 era. The development and popularization of realistic media such as AR continues to be grafted and developed in the picture book field, and the advantage of this picture book is that children at the stage before learning letters can feel the story and character situation of the book through the experience of AR and QR animation in the picture book. In this process, you can get access to imaginary areas that can not be experienced in flat-panel illustrations with spatial animation to help improve the scalability and literacy of the story contained on the page. Children's education through realistic animation can increase the learning effect and needs to continue after COVID-19. Therefore, by presenting the process of viewing and experiencing picture books using AR and QR, the result of the study suggests that the design process of realistic picture books is not just a combination of technology, but a process of expanding children's perception and imagination. This study aims to find out how visual perception is designed differently by analyzing the differences and characteristics of each animation design, focusing on the AR and QR picture book "Where am I?" published by the researcher, and to contribute to the active introduction and development of realistic animation in the field of children's picture books and education.

K-Means Algorithm Using Texture Directionality for Natural Image Segmentation

  • Kasao, Atsushi;Nakajima, Masayuki
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.23-28
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    • 1998
  • The goal of this research is to describe relations between impressions and elements in an image (i.e. color, texture and contours). Adequate image segmentation technique to extract these elements is required. We think that a sketch and a realistic painting are examples of optimal segmented images for our purpose because brush strokes are seem to be segmented areas and realistic paintings should remain the same impression as the model. For the reason, in this paper the segmentation technique which can create realistic painting-like segmentation is exploited. It is shown that the realistic painting-like segmentation is suitable for analyzing images.

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Perceptual Video Coding using Deep Convolutional Neural Network based JND Model (심층 합성곱 신경망 기반 JND 모델을 이용한 인지 비디오 부호화)

  • Kim, Jongho;Lee, Dae Yeol;Cho, Seunghyun;Jeong, Seyoon;Choi, Jinsoo;Kim, Hui-Yong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.213-216
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    • 2018
  • 본 논문에서는 사람의 인지 시각 특성 중 하나인 JND(Just Noticeable Difference)를 이용한 인지 비디오 부호화 기법을 제안한다. JND 기반 인지 부호화 방법은 사람의 인지 시각 특성을 이용해 시각적으로 인지가 잘 되지 않는 인지 신호를 제거함으로 부호화 효율을 높이는 방법이다. 제안된 방법은 기존 수학적 모델 기반의 JND 기법이 아닌 최근 각광 받고 있는 데이터 중심(data-driven) 모델링 방법인 심층 신경망 기반 JND 모델 생성 기법을 제안한다. 제안된 심층 신경망 기반 JND 모델은 비디오 부호화 과정에서 입력 영상에 대한 전처리를 통해 입력 영상의 인지 중복(perceptual redundancy)를 제거하는 역할을 수행한다. 부호화 실험에서 제안된 방법은 동일하거나 유사한 인지화질을 유지한 상태에서 평균 16.86 %의 부호화 비트를 감소 시켰다.

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A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

Haptic Communication for Cooperative Object Manipulation

  • Noma, Haruo;Miyasato, Tsutomu
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.83-88
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    • 1997
  • In this study, we focus on precise and natural cooperative object manipulation in a virtual space. We introduce two virtually expanded physical laws-virtual mechanical equilibrium on a rigid object and exclusive object arrangement-to create realistic cooperative manipulation. We have built a trial system according to our proposed design. The method is expected to allow users to exchange intended manipulation by haptic and visual channels.

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A Study on the Educational Plan First Person Storytelling of Realistic Content

  • Seo, Hyun Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.11
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    • pp.67-74
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    • 2020
  • In this paper, we propose to present a storytelling education plan for the development of realistic content. The need is emerging in the content industry for realistic content along with technological convergence as development of media technology. This phenomenon is being accelerated by COVID-19. In 2019, the government set up strategies to secure future growth engines, announced "three major innovation strategies" in the content industry, and emphasized "fostering leading realistic content." Realistic content is a content that users can experience directly. It is first-person storytelling that should be dealt with as important as the development of technology in the production of realistic content. In this paper, the results of storytelling classes conducted at the actual educational site are analyzed, and the difference from the first-person perspective commonly used in traditional literary works is described. Through this, we present effective teaching methods that can be used to develop realistic content.

Maximizing Secrecy Rate and Performance Analysis of Relay Selection for Cooperative Diversity Networks in Presence of an Eavesdropper (도청자가 존재하는 무선 협력 네트워크의 전달 단말 선택을 통한 보안 전송률 최대 전송기술 및 성능분석)

  • Ju, MinChul;Kwon, Tai-Gil;Cho, Jin-Woong
    • Journal of Korea Multimedia Society
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    • v.18 no.4
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    • pp.533-540
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    • 2015
  • We study relay selection in decode-and-forward (DF)-based relay networks consisting of a source, a destination, an eavesdropper, and multiple relays, where each terminal has a single antenna and operates in a half-duplex mode. In these networks, it is desirable to protect the confidential message from the source to the destination against the eavesdropper with the help of a single selected relay. Specifically, we begin by investigating DF-based networks for the scenario instantaneous signal-to-noise ratios (SNRs) related to the eavesdropper are available. For the scenario, we propose relay selection to maximize the secrecy rate of DF-based networks with and without direct-paths, and we derive the exact secrecy outage probabilities in closed-form.

Implementation of Android-based Emotional Reasoning Mobile Device (안드로이드 OS기반의 감성추론 모바일 단말기 구현)

  • Lim, Yong-Seok;Won, Yun-Jae;Park, Byoung-Ha;Park, Young-Choung;Lim, Seung-Ok
    • Proceedings of the KAIS Fall Conference
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    • 2010.11a
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    • pp.414-416
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    • 2010
  • 본 논문에서는 이동환경에서 시간에 따른 인간의 생체신호 및 인간의 생활공간에서 발생하는 감성 및 환경신호를 센싱 및 융합하여 복합 추론하고 시간과 공간에 따른 사용자의 감성변화에 반응하는 감성 서비스를 위한 모바일 감성추론기술과 감성 모바일 서비스를 위한 임베디드 단말 플랫폼의 시스템 설계에 관한 것이다.

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Implementation of Wireless AMR System using Binary CDMA (Binary CDMA 기술을 이용한 무선 원격검침 시스템 구현)

  • Kwon, Tai-Gil;Cho, Jin-Woong;Hong, Dae-Ki
    • Journal of the Semiconductor & Display Technology
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    • v.12 no.4
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    • pp.1-7
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    • 2013
  • This paper presents the AMR (Automatic Meter Reading) system using the binary CDMA (Code Division Multiple Access) radio technology. The binary CDMA is the new radio technology in domestic research. Main implementation topics includes the binary CDMA remote meter reading system, the wireless piconet configuration for the wireless automatic meter reading, and the transmission scheduling for sending and receiving data. Also, the wireless packet data encryption is very important topics for the wireless automatic meter reading. The proposed AMR system is implemented as a pilot project in Jeju and Gangwon. It can be seen that the wireless remote reading using the binary CDMA wireless technology can be applied to the AMR system.

Realistic Soap Bubble Appearance using Background Scene and Kelvin Temperature Matching

  • Yoo, Sangwook;Chin, Seongah
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.265-270
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    • 2021
  • VR and AR contents provide a rich user experience [1]. Realistic content with human computer interaction and immersion provides an improved user experience, but there is a limit to producing all elements realistically. In this study, we propose a method to advance the rendering of immersive content using background color information [2]. First, the elements necessary for Kelvin temperature rendering are derived from the color and background as context elements, and the rendering effect has been realized in the soap bubble. For soap bubbles Kelvin temperature rendering, the average color of the background is extracted and the color with the highest similarity is applied by comparing the main color and Kelvin temperature.