• Title/Summary/Keyword: Reality Convergence

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The Protocol of Basic Body Ability for 4D Cycling System (4D 사이클링에 대한 기초 신체능력 프로토콜)

  • Kim, Ki-Bong;Lee, Sung-Han
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.313-320
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    • 2013
  • The four-dimensional cycle simulator, which can recognize whether the road is ascent or descent, its gradient, and status of its surface on Virtual Reality, is introduced in this paper. On the base of these recognitions, various virtual motion path situations are displayed on LCD monitor attached ahead. These various situations may support not only the sense of realty but also an interest in a game in opposition to previous exercise cycles that might be monotonous. In this paper both analysis and estimation of basic bodily abilities for the four-dimensional cycling are addressed.

Design of Contactless Gesture-based Rhythm Action Game Interface for Smart Mobile Devices

  • Ju, Da-Young
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.4
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    • pp.585-591
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    • 2012
  • Objective: The aim of this study is to propose the contactless gesture-based interface on smart mobile devices for especially rhythm action games. Background: Most existing approaches about interactions of smart mobile games are tab on the touch screen. However that way is such undesirable for someone or for sometimes, because of the disabled person, or the inconvenience that users need to touch/tab specific devices. Moreover more importantly, new interaction can derive new possibilities from stranded game genre. Method: In this paper, I present a smart mobile game with contactless gesture-based interaction and the interfaces using computer vision technology. Discovering the gestures which are easy to recognize and research of interaction system that fits to game on smart mobile device are conducted as previous studies. A combination between augmented reality technique and contactless gesture interaction is also tried. Results: The rhythm game allows a user to interact with smart mobile devices using hand gestures, without touching or tabbing the screen. Moreover users can feel fun in the game as other games. Conclusion: Evaluation results show that users make low failure numbers, and the game is able to recognize gestures with quite high precision in real time. Therefore the contactless gesture-based interaction has potentials to smart mobile game. Application: The results are applied to the commercial game application.

A Study on the Forms of Serial Expression in Contemporary Fashion Design (현대 패션디자인의 연속 표현[serial expression]형식에 관한 연구)

  • Kwon, Ja-Young;Geum, Key-Sook
    • Journal of the Korean Society of Costume
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    • v.57 no.8
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    • pp.114-124
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    • 2007
  • Contemporary fashion design has been represented as intermedia transcended value and spatiotemporal notion and also had a tendency to concentrate on serial process that materials are transfigured through time rather than existence. These forms related to interaction with time, space and performance as well as compositive genres, hybrid culture, compound gender define as 'serial expression' in this study. The serial expression ran be characterized that system, process, series, enumeration of sequences, depiction of performance, repetition of action in fashion collections and exhibitions of designers. The concept and circumstances made by author as a creator of fashion broaden perceptions of audiences and arouse spectators to participate in the situation as needing immediate attention. The forms of fashion and Conceptual Art in serial expression are analogous and even identical situations represent in fashion collection. Therefore analysis serial forms of art derives formative features: Narrative process, Imitation and Appropriation, Virtual reality and High technology, Hybridism and Convergence. This study suggest a framework to analyze conceptual fashion that give salience to megatrend in contemporary fashion culture on artistic point of view.

Implementation of SNS-based Web Integrated System for Child Care Participate Activation (보육 참여 활성화를 위한 SNS 기반의 웹 통합 시스템 구현)

  • Han, Jin Seok;Kim, Bong Han
    • Journal of Digital Convergence
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    • v.11 no.9
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    • pp.139-145
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    • 2013
  • In most of the child-care facility, Children's photos, newsletters, menu, training plans, etc. made in print and is delivered through the child's bag. This method does not allow the parents to check their kids' condition and the regarding information. To solve these problems, parents using internet-based CCTV monitoring, or a call to teachers and the child's condition is unknown. In reality, however, is difficult. Therefore, to enable active participation in care SNS-based web integration system is to implement. Through the implementation of this system, the cause of the problem does not completely eliminate but a large portion will be eliminated.

Future Army Super-Connected New Concept Weapon System (미래 육군의 초연결 신개념 무기체계)

  • Lee, Kyoung-Rok;Jung, Min-Sub;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.663-667
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    • 2020
  • By 2050, the technologies of the fourth industrial revolution currently being discussed will become highly mature and face a turning point in human civilization. Among them, the most innovative technologies will be artificial intelligence, robots, virtual reality and hyper-connected networks. These technologies will transform not only human life but also the appearance of the battlefield. Therefore, in 2050, the Army should concentrate all its capabilities on developing new concept weapons systems based on superintelligence and hyperconnectivity that converge and integrate these technologies.

Will 80% of Medical Laboratory Technologist disappear in the future?

  • KIM, Min-Jeong;KIM, Dong-Ho;YOUN, Myoung-Kil
    • Journal of Wellbeing Management and Applied Psychology
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    • v.2 no.1
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    • pp.1-8
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    • 2019
  • "In the future, 80% of doctors will be replaced by advanced technology." It has been talked about for a long time. When I first heard this story, people said it was ridiculous. But now that AlphaGo has won the Go match against Lee Se-dol, and many global companies have come up with a variety of services and products based on artificial intelligence, the story has become no more than ridiculous. In other words, it is beginning to come true. Artificial intelligence technology is already widely used in manufacturing and service industries. This spread of artificial intelligence is sure to usher in an era of great change in our future. And it is safe to say that it is the "medical world" where the biggest changes will be made. So how on earth does artificial intelligence replace medical personnel? If replaced, where would you stand out? In order to understand this, we must first be familiar with deep learning, which is the basis of medical artificial intelligence. And as the fourth industrial revolution gradually approaches reality, various occupational groups are becoming meaningless, as in the preceding industrial revolution, and in this paper we will learn about the impact of this situation on the medical community.

Sensitivity analysis for finite element modeling of humeral bone and cartilage

  • Bola, Ana M.;Ramos, A.;Simoes, J.A
    • Biomaterials and Biomechanics in Bioengineering
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    • v.3 no.2
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    • pp.71-84
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    • 2016
  • The finite element method is wide used in simulation in the biomechanical structures, but a lack of studies concerning finite element mesh quality in biomechanics is a reality. The present study intends to analyze the importance of the mesh quality in the finite element model results from humeral structure. A sensitivity analysis of finite element models (FEM) is presented for the humeral bone and cartilage structures. The geometry of bone and cartilage was acquired from CT scan and geometry reconstructed. The study includes 54 models from same bone geometry, with different mesh densities, constructed with tetrahedral linear elements. A finite element simulation representing the glenohumeral-joint reaction force applied on the humerus during $90^{\circ}$ abduction, with external load as the critical condition. Results from the finite element models suggest a mesh with 1.5 mm, 0.8 mm and 0.6 mm as suitable mesh sizes for cortical bone, trabecular bone and humeral cartilage, respectively. Relatively to the higher minimum principal strains are located at the proximal humerus diaphysis, and its highest value is found at the trabecular bone neck. The present study indicates the minimum mesh size in the finite element analyses in humeral structure. The cortical and trabecular bone, as well as cartilage, may not be correctly represented by meshes of the same size. The strain results presented the critical regions during the $90^{\circ}$ abduction.

An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

Implementation of CNN-based Masking Algorithm for Post Processing of Aerial Image

  • CHOI, Eunsoo;QUAN, Zhixuan;JUNG, Sangwoo
    • Korean Journal of Artificial Intelligence
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    • v.9 no.2
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    • pp.7-14
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    • 2021
  • Purpose: To solve urban problems, empirical research is being actively conducted to implement a smart city based on various ICT technologies, and digital twin technology is needed to effectively implement a smart city. A digital twin is essential for the realization of a smart city. A digital twin is a virtual environment that intuitively visualizes multidimensional data in the real world based on 3D. Digital twin is implemented on the premise of the convergence of GIS and BIM, and in particular, a lot of time is invested in data pre-processing and labeling in the data construction process. In digital twin, data quality is prioritized for consistency with reality, but there is a limit to data inspection with the naked eye. Therefore, in order to improve the required time and quality of digital twin construction, it was attempted to detect a building using Mask R-CNN, a deep learning-based masking algorithm for aerial images. If the results of this study are advanced and used to build digital twin data, it is thought that a high-quality smart city can be realized.

Object Magnification and Voice Command in Gaze Interface for the Upper Limb Disabled (상지장애인을 위한 시선 인터페이스에서의 객체 확대 및 음성 명령 인터페이스 개발)

  • Park, Joo Hyun;Jo, Se-Ran;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.903-912
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    • 2021
  • Eye tracking research for upper limb disabilities is showing an effect in the aspect of device control. However, the reality is that it is not enough to perform web interaction with only eye tracking technology. In the Eye-Voice interface, a previous study, in order to solve the problem that the existing gaze tracking interfaces cause a malfunction of pointer execution, a gaze tracking interface supplemented with a voice command was proposed. In addition, the reduction of the malfunction rate of the pointer was confirmed through a comparison experiment with the existing interface. In this process, the difficulty of pointing due to the small size of the execution object in the web environment was identified as another important problem of malfunction. In this study, we propose an auto-magnification interface of objects so that people with upper extremities can freely click web contents by improving the problem that it was difficult to point and execute due to the high density of execution objects and their arrangements in web pages.