• Title/Summary/Keyword: Reality Convergence

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The Needs for Training Manpower and the Change in Construction Environment by Equipment Based BIM Design (설비분야 BIM 설계에 따른 건축환경 변화와 인재양성의 필요성)

  • Kim, Jong-Hwan
    • Journal of the Korean Society of Industry Convergence
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    • v.14 no.4
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    • pp.157-165
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    • 2011
  • The study figures out the alternatives of training BIM design experts which is the biggest obstacle in training manpower of professional BIM designer, the largest problem when the plant introduce BIM design about the change in Construction Environment by Equipment Based BIM Design in reality of design followed by equipment based BIM design, education institution plan. BIM is the system which is built to make these information be used easier and technique which enables design construction and maintenance in 3-dimensional virtual space by designing buildings in 3-dimensional space, and by data-basing the generated information of every life-cycle information. As the essential contents of the study, educational institutions with the public authority should invest the opening of educational programs, recruit of experts and development of textbooks from a long-term perspective. And also, the role of public institution is important above all for the development of construction industry.

Real-Time Apartment Building Detection and Tracking with AdaBoost Procedure and Motion-Adjusted Tracker

  • Hu, Yi;Jang, Dae-Sik;Park, Jeong-Ho;Cho, Seong-Ik;Lee, Chang-Woo
    • ETRI Journal
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    • v.30 no.2
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    • pp.338-340
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    • 2008
  • In this letter, we propose a novel approach to detecting and tracking apartment buildings for the development of a video-based navigation system that provides augmented reality representation of guidance information on live video sequences. For this, we propose a building detector and tracker. The detector is based on the AdaBoost classifier followed by hierarchical clustering. The classifier uses modified Haar-like features as the primitives. The tracker is a motion-adjusted tracker based on pyramid implementation of the Lukas-Kanade tracker, which periodically confirms and consistently adjusts the tracking region. Experiments show that the proposed approach yields robust and reliable results and is far superior to conventional approaches.

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The Mountain Climbing Information Public Service model based on broadcasting and telecommunication convergence service (방송통신 융합기반의 등산정보 공공서비스 모델)

  • Byeon, Sang-Woo;Hwang, Soon-Ki
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.01a
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    • pp.189-190
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    • 2011
  • Recently people have increased to climb mountain. Owing to developing IT technology, the number of people using smart phone have increased remarkably as well. In this context, the Korea Forest Service has implemented the project of Mountain Climbing Information Public Service(MCIPS). The purpose of the MCIPS is to support climbing safely based on a trail map of spatial data of GIS(geographic information system). The customer will be able to access the MCIPS through n-screen(IP-TV, Web Site, Smart phone, Galaxy tab) provided a broadcasting and telecommunication convergence service. In addition, the MCIPS would support two-way communication through connecting to Twitter and Youtube. The MCIPS will make the customer fun using Augmented Reality(AR) of Smart phone(Android) and contribute to protecting people from mountain accidents.

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A Study on Teleoperating Control Technology of the Industrial Robot Under the Limit Environment (극한환경작업을 위한 산업용 로봇의 원격제어기술에 관한 연구)

  • Baek, Seung-Hack;Hwang, Won-Jun;Jung, Sung-Won
    • Journal of the Korean Society of Industry Convergence
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    • v.18 no.3
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    • pp.150-156
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    • 2015
  • In this paper, it was proposed a new technology to improve the performance of the remote control in virtual reality applications. The operator must know the information of surroundings of the robot, collision possibility of the equipment, and force feedback of the manipulator. The time delay problem occurs in the tele-operating and it causes vibration and expressive power of the manipulator owing to bidirectional force feedback. We presented a new control method to control of the teleoperating system based on serial bus. The reliability is evaluated by simulation.

Multimodal Curvature Discrimination of 3D Objects

  • Kim, Kwang-Taek;Lee, Hyuk-Soo
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.4
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    • pp.212-216
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    • 2013
  • As virtual reality technologies are advanced rapidly, how to render 3D objects across modalities is becoming an important issue. This study is therefore aimed to investigate human discriminability on the curvature of 3D polygonal surfaces with focusing on the vision and touch senses because they are most dominant when explore 3D shapes. For the study, we designed a psychophysical experiment using signal detection theory to determine curvature discrimination for three conditions: haptic only, visual only, and both haptic and visual. The results show that there is no statistically significant difference among the conditions although the threshold in the haptic condition is the lowest. The results also indicate that rendering using both visual and haptic channels could degrade the performance of discrimination on a 3D global shape. These results must be considered when a multimodal rendering system is designed in near future.

Campus AR Information System See-Chosun Design and Implementation (캠퍼스 AR 안내시스템 See-Chosun 설계 및 구현)

  • Cho, Young-Ju;Oh, Ji-Hoon;Kim, Jin-Hyuk;Jang, Dae-Won;Jeong, Il-Yong
    • Proceedings of the Korea Contents Association Conference
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    • 2018.05a
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    • pp.391-392
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    • 2018
  • 대학교 캠퍼스를 방문하는 최초 방문자 대부분은 넓은 부지와 많은 건물들에 의해 혼란을 겪는 경우가 많다. 건물 명칭이 표기되어 있지만 목표건물의 위치를 쉽게 파악하기는 어렵다. 목표 건물의 위치를 파악 하였더라도 건물 내부에 대한 정보를 찾기는 더욱 힘들다. 4차 산업 혁명 시대의 급속한 발전으로 다양한 신기술이 등장하는 과정에서 증강현실(Augmented Reality) 기술이 대두되고 있다. 본 논문에서는 증강현실 기술을 이용하여 조선대학교의 건물 이름과 그 건물에 대한 정보를 제공하는 안내시스템 "See-Chosun" 어플리케이션을 제안하기로 한다.

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Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Influence Maximization Scheme against Various Social Adversaries

  • Noh, Giseop;Oh, Hayoung;Lee, Jaehoon
    • Journal of information and communication convergence engineering
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    • v.16 no.4
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    • pp.213-220
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    • 2018
  • With the exponential developments of social network, their fundamental role as a medium to spread information, ideas, and influence has gained importance. It can be expressed by the relationships and interactions within a group of individuals. Therefore, some models and researches from various domains have been in response to the influence maximization problem for the effects of "word of mouth" of new products. For example, in reality, more than two related social groups such as commercial companies and service providers exist within the same market issue. Under such a scenario, they called social adversaries competitively try to occupy their market influence against each other. To address the influence maximization (IM) problem between them, we propose a novel IM problem for social adversarial players (IM-SA) which are exploiting the social network attributes to infer the unknown adversary's network configuration. We sophisticatedly define mathematical closed form to demonstrate that the proposed scheme can have a near-optimal solution for a player.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Effects on the Virtual Human Guide of Remote Sites (원격지 공간 가상 휴먼 가이드 영향 분석)

  • Chung, Jin-Ho;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1255-1258
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    • 2022
  • Recently, immersive VR/AR contents have actively increased, and various services related to VR/AR allow users to experience remote places. For example, if failure situations occur frequently in factory of the remote site, mixed reality (MR) with a synthetic virtual human expert in reconstructed remote location can help immediate maintenance task with interaction between the operator and the virtual expert. In this paper, we present a technique for synthesizing the virtual human after capturing a 360-degree panorama of a remote environment, and analyze the effects to apply a method of guiding virtual human by interaction types. According to this paper, it was shown that co-presence level significantly increased when verbal, facial expression, and non-verbal animation of the virtual human was all expressed.