• Title/Summary/Keyword: Reality Convergence

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Design and Implementation of OpenCV-based Inventory Management System to build Small and Medium Enterprise Smart Factory (중소기업 스마트공장 구축을 위한 OpenCV 기반 재고관리 시스템의 설계 및 구현)

  • Jang, Su-Hwan;Jeong, Jopil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.1
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    • pp.161-170
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    • 2019
  • Multi-product mass production small and medium enterprise factories have a wide variety of products and a large number of products, wasting manpower and expenses for inventory management. In addition, there is no way to check the status of inventory in real time, and it is suffering economic damage due to excess inventory and shortage of stock. There are many ways to build a real-time data collection environment, but most of them are difficult to afford for small and medium-sized companies. Therefore, smart factories of small and medium enterprises are faced with difficult reality and it is hard to find appropriate countermeasures. In this paper, we implemented the contents of extension of existing inventory management method through character extraction on label with barcode and QR code, which are widely adopted as current product management technology, and evaluated the effect. Technically, through preprocessing using OpenCV for automatic recognition and classification of stock labels and barcodes, which is a method for managing input and output of existing products through computer image processing, and OCR (Optical Character Recognition) function of Google vision API. And it is designed to recognize the barcode through Zbar. We propose a method to manage inventory by real-time image recognition through Raspberry Pi without using expensive equipment.

A Study on the Patent Valuation for SMEs' Patent Management (중소기업의 특허경영을 위한 특허가치평가에 관한 연구)

  • Yang, Hui-Man
    • Journal of Industrial Convergence
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    • v.15 no.2
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    • pp.17-26
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    • 2017
  • In light of the fact that the effect of intellectual property rights like patent on enterprise competitiveness is growing, rational valuation of patent rights, which are own by enterprises, is required because accurate patent valuation can bring about the activation of the technology exchange market and enhancing the values of enterprises as well as the security of funds through technology security. However, in reality, interest in the value of patent rights is not great due to many variables, affecting patent rights, and diverse attributes, and non-generalized methods of valuation. Therefore, studies on patent valuation for patent management of Small and Medium Enterprises is required. This thesis examined patent valuation for the patent management of Small and Medium Enterprises based on literature studies, and attempted to find factors, affecting patent valuation by finding patent valuation factors through experts, organizing, and analyzing these factors. 10 essential factors, which are demonstrated in this research, are the commercialization possibilities of technology, market competitiveness, the possibility of technology commercialization, market size, the originality of acquired technology, the stability of the right(the possibility of invalidating), the level of technology, technology competitiveness, the ripple effect of technology, and the characteristics of technology(original technology/application technology).

A Suggestion for Structure of Interactive Storytelling that Mediates Online and Offline: Focusing on the Comparison between ARG and AR Games (온·오프라인 매개 인터랙티브 스토리텔링 구조 제안 : 대체현실게임과 AR게임의 비교를 중심으로)

  • Kim, Ji-Young;Kwon, Byung-Woong
    • The Journal of the Korea Contents Association
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    • v.21 no.6
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    • pp.687-700
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    • 2021
  • The advent of realistic technologies such as AR has extended the interaction area from the computer environment to the offline space. As demand is expected to increase in the future, the need for study on interactive storytelling that mediates online and offline is emerging. This study proposes a storytelling structure to achieve a balance between interactivity and narrativity in interactive narrative characterized by online and offline mediation. According to a case study of ARG and AR games based on Henry Jenkins' theory of 'Environmental Storytelling', there should be a balance between the space designed by the game designer and the space created by the player's interaction, and the roles should be properly distributed in both online and offline spaces to contribute to the formation of narrative together. In addition, it is necessary to borrow the characteristics of ARG that achieves a balance of interactivity and narrativity based on offline spatiality. The significance of this study is to expand the area of interactive storytelling, which has been discussed centering on online, to offline, and to suggest the interaction area as a factor to consider. In addition, as a basic study related to storytelling that mediates online and offline, it is expected to provide a direction for the development of content based on realistic technologies.

An Investigation on Digital Humanities Research Trend by Analyzing the Papers of Digital Humanities Conferences (디지털 인문학 연구 동향 분석 - Digital Humanities 학술대회 논문을 중심으로 -)

  • Chung, EunKyung
    • Journal of the Korean Society for Library and Information Science
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    • v.55 no.1
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    • pp.393-413
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    • 2021
  • Digital humanities, which creates new and innovative knowledge through the combination of digital information technology and humanities research problems, can be seen as a representative multidisciplinary field of study. To investigate the intellectual structure of the digital humanities field, a network analysis of authors and keywords co-word was performed on a total of 441 papers in the last two years (2019, 2020) at the Digital Humanities Conference. As the results of the author and keyword analysis show, we can find out the active activities of Europe, North America, and Japanese and Chinese authors in East Asia. Through the co-author network, 11 dis-connected sub-networks are identified, which can be seen as a result of closed co-authoring activities. Through keyword analysis, 16 sub-subject areas are identified, which are machine learning, pedagogy, metadata, topic modeling, stylometry, cultural heritage, network, digital archive, natural language processing, digital library, twitter, drama, big data, neural network, virtual reality, and ethics. This results imply that a diver variety of digital information technologies are playing a major role in the digital humanities. In addition, keywords with high frequency can be classified into humanities-based keywords, digital information technology-based keywords, and convergence keywords. The dynamics of the growth and development of digital humanities can represented in these combinations of keywords.

A Study on the Reality of IoT Device and Service Information Gap in the Era of Digital Transformation (디지털 전환 시대에 IoT 기기와 서비스 정보 격차 실태 연구)

  • Lee, Sangho;Cho, Kwangmoon
    • Journal of Internet of Things and Convergence
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    • v.7 no.1
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    • pp.79-89
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    • 2021
  • This study attempted to identify the information gap about Internet of Things (IoT) devices and services in the era of digital transformation. To this end, we analyzed differences in perception of predicting future issues about IoT devices and services, and analyzed differences in the need for digital technology and help in life according to perceptions and experience of using IoT devices and services. Also, the level of education and demand for education were analyzed. A survey was conducted from February 15th to March 7th, 2021 for residents in Gwangju Metropolitan City and Jeollanam-do, and 232 respondents responded. Analysis was performed using SPSS 21.0, and all statistical values were presented as average values. The results of the study are as follows. First, the future issues of the intelligent information society according to the recognition of the intelligent information society, the help of life provided by artificial intelligence devices and services, and the need for intelligent information technology were presented. Second, the difference in Life help provided by artificial intelligence according to the recognition and use experience of artificial intelligence devices was presented. Third, the difference in life help provided by artificial intelligence according to the recognition and use experience of artificial intelligence service was presented. Fourth, the difference in necessity according to artificial intelligence technology recognition and use experience was presented. Fifth, the educational level and educational demand of the intelligent information society were investigated and presented. Through the results of this study, a suggestion for resolving the information gap in the era of digital transformation was suggested.

DECODE: A Novel Method of DEep CNN-based Object DEtection using Chirps Emission and Echo Signals in Indoor Environment (실내 환경에서 Chirp Emission과 Echo Signal을 이용한 심층신경망 기반 객체 감지 기법)

  • Nam, Hyunsoo;Jeong, Jongpil
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.59-66
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    • 2021
  • Humans mainly recognize surrounding objects using visual and auditory information among the five senses (sight, hearing, smell, touch, taste). Major research related to the latest object recognition mainly focuses on analysis using image sensor information. In this paper, after emitting various chirp audio signals into the observation space, collecting echoes through a 2-channel receiving sensor, converting them into spectral images, an object recognition experiment in 3D space was conducted using an image learning algorithm based on deep learning. Through this experiment, the experiment was conducted in a situation where there is noise and echo generated in a general indoor environment, not in the ideal condition of an anechoic room, and the object recognition through echo was able to estimate the position of the object with 83% accuracy. In addition, it was possible to obtain visual information through sound through learning of 3D sound by mapping the inference result to the observation space and the 3D sound spatial signal and outputting it as sound. This means that the use of various echo information along with image information is required for object recognition research, and it is thought that this technology can be used for augmented reality through 3D sound.

Nursing students' experience of visiting the National Institute for Scientific Investigation (간호대학생의 국립과학수사연구소 탐방 경험)

  • Kim, Mi-Hwa
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.35-41
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    • 2021
  • The purpose is a qualitative study on the search for career paths of nursing students after visiting the National Institute of Science and Investigation. Participants in this study were 13 people who participated in the National Institute of Science and Investigation visit program during a club event for 3rd graders at a university in M city, Gyeongsangbuk-do. Data collection was made through a self-report within 48 hours of visiting the National Institute of Science and Investigation. The collected data were analyzed using Krippendorff's phenomenological method. As a result of analyzing the experiences of nursing students' visits to the National Institute of Forensic Science, 3 categories, 6 themes, and 20 meaningful statements were identified. The three categories were derived from "Beyond the boundaries of the nursing profession," "The difference between drama and reality", and "Challenge in a new field". As a result of this study, it was confirmed that the experience of visiting the National Institute of Forensic Science provided an understanding of forensic nurses and had opportunities for various social participation attitudes as nurses. In addition, it is expected to be used as basic data useful for career guidance and student counseling in the future, and it is expected to be used as basic data for educational demand structure and educational development for forensic nurses.

The Geometrical Imagination of the MCU 'Phase 3' Movie (MCU '페이즈3'영화에 나타난 기하학적 상상력)

  • Kim, Young-Seon;Kim, Tae-Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.132-142
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    • 2022
  • The purpose of this study is to interpret the MCU's universal worldview from the perspective of geometry and to storytell narrative elements with mathematical imagination. For storytelling, data from the Phase 3 series aired from 2016 to 2019 was used. The Phase 3 series stimulates the imagination of the public with the sense of reality shown in the narrative and images based on geometrical theory and various predictions about future technology. Imagination is the driving force for diverse and original thinking about the unexperienced, and the ability to find order in chaos and create new perceptions of matter. The power of imagination is very necessary not only in artistic activities, but also in the scientific field where logic and rationality are important. Bachelard's imagination aims for art, the primitive realm of human beings, and contains sincerity and passion for the wonders of nature and all things. By exploring the MCU's worldview and superhero narrative through geometrical logic and imagination-driven imagery, you can understand the cosmic messages and laws in the film. From a convergence point of view of art and science, various and original techniques based on mathematics and scientific imagination used in MCU video production will help to improve the quality of video analysis.

A Study on the Recognition and Acceptance of Metaverse in the Entertainment Industry : Focusing on the Case of K-pop Idol 'aespa' Fandom (엔터테인먼트 영역에서의 메타버스 인식과 수용방식 연구 : 에스파(aespa) 팬덤 사례를 중심으로)

  • Kim, Soo-Hyun;Yoo, Ji-Yun
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.7
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    • pp.1-15
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    • 2021
  • With the prolonged COVID-19 pandemic situation, the attention on Metaverse has been soared throughout media and publications. Recently the entertainment industry is also changing to actively utilize the virtual world with artists working through Metaverse platforms. With the recent high interests on Metaverse, this study attempts to illuminate how the public perceives and accepts Metaverse experiences. While research on Metaverse has been mainly focused on specific technologies or technical objects, this study focuses on exploring how fans recognize and understand the concept of Metaverse through newly debuted idol group 'aespa', composing of 4 human members and 4 AI avatar members that integrate real and virtual world. For this, this study seeks to analyze the reaction and recognition of fans by exploring online community 'DC Inside'. As a result of analyzing the reactions of fans in the early days of aespa's debut, the perspectives of understanding AI members of aespa are categorized into three groups: first, the type of equating and accepting the real and the virtual world; second, the type of recognizing the real world and the virtual world separately and recognizing the virtual member as an avatar or concept, not a genuine member; and finally, a type of recognizing virtual worlds separately from reality. Based on these results, the implications that Metaverse contents may have in the entertainment industry are suggested.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.