• Title/Summary/Keyword: Tangible Object

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Real-time Video Based Relighting Technology for Moving Object (움직이는 오브젝트를 위한 실시간 비디오기반 재조명 기술 -비주얼 헐 오브젝트를 이용한 실시간 영상기반 재조명 기술)

  • Ryu, Sae-Woon;Lee, Sang-Hwa;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.433-438
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    • 2008
  • 본 논문은 비주얼 헐 오브젝트를 이용한 움직이는 오브젝트에 대한 실시간 영상기반 라이팅 기술을 제안한다. 본 논문에서는 특히 서로 다른 공간상의 조명 환경을 일치시키는 기술에 중점을 두고, 실시간으로 움직이는 오브젝트의 실시간 비디오 기반 재조명 기술로서 3가지 핵심 내용을 소개한다. 첫째는 비주얼 헐 데이터를 기반으로 기존에 벡터의 외적을 사용하던 방법을 개선하여 수식을 근사화시켜 연산량을 줄여서 고속으로 노말 벡터를 추출하는 방법이고, 둘째는 사용자 주변 조명 환경 정보를 효과적으로 샘플링하여 라이팅에 사용하는 점광원의 개수를 줄였으며, 세 번째는 CPU와 GPU의 연산량을 분배하여 효과적으로 병렬 고속 연산이 가능하도록 하였다. 종래의 영상기반 라이팅 기술이 정지된 환경맵 영상을 사용하거나 정지된 객체를 라이팅하였던 연구를 한 반면에 본 논문은 실시간에서 라이팅을 구현하기 위한 기술로서 고속 라이팅 연산을 위한 방법을 제시하고 있다. 본 연구의 결과를 이용하면 영상기반 라이팅 연구의 실제적이고도 폭넓은 작용이 가능할 것으로 사료되며 고화질의 콘텐츠 양산에도 기여할 것으로 사료된다.

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The Application of SERVQUAL Distribution In Measuring Customer Satisfaction of Retails Company

  • Haming, Murdifin;Murdifin, Imaduddin;Syaiful, A. Zulfikar;Putra, Aditya Halim Perdana Kusuma
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.25-34
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    • 2019
  • Purpose - This research strives to analyze and investigate customers' perception of the dimensions of service quality at retails in Makassar Municipality of Indonesia Country. This research tries to present its results empirically, which might be helpful to prepare a strategy to improve the service quality at retail companies. Research design, data, and methodology - The research uses Parasuraman's in 1985 unmodified SERVQUAL approach. This research is conducted using a questionnaire by purposive random sampling with 150 housewives customers who are met while they are shopping. The object of the study included several retail companies such as Alfa Mart, Alfa Midi, and Indomart operating in Makassar, Indonesia, which has been serving in 2017. Analysis was conducted by quantitative descriptive analysis, measurement of variable dimensions on the questionnaire using a Likert scale, and using cartecius graph and quadrant graphs to determine the gap size of each variable. Result - This research finds that the tangible and empathy dimensions such as product layout and lighting condition should be prioritized, and the empathy dimension whose gap value is too prominent such us peak load time condition and problem-solving adjustment. Conclusion - The second priority is responsiveness dimensions, and the last priority is reliability and assurance dimensions.

A Study on the Quality Control Effectiveness in the High-rise residential-commercial Complex Building Project (초고층 주상복합건물의 품질관리 효율성에 관한 연구)

  • Kim, Suk-Hoi;Im, Chil-Soon
    • Journal of Korean Association for Spatial Structures
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    • v.7 no.4
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    • pp.79-87
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    • 2007
  • The object of this study is to understand of the effectiveness characteristic in the field work which is controlled by the quality in the high-rise residential-commercial complex building. From the previous study, the quality improvement factors are investigated. Through the structured questionnaire, the opinions of the field engineers(University, Design firms, Construction company) are gathered in the improvement factors of construction phase. Comparing the results of questionnaire with the conception of field engineers, this study helps in revising and improving the quality control system including tangible factors and intangible factors in the frame work of the high-rise residential-commercial complex building project.

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The Effects of Glass Color Tone by Oxidation Power Index (발화력지수(醱化力指數)가 유리색조(色調)에 미치는 영향(影響))

  • Park, Eun-Seong;Park, Byeong-Gi
    • Journal of Korean Society for Quality Management
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    • v.16 no.1
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    • pp.1-7
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    • 1988
  • The most important element upon the quality of family glass products is the color of glass, which is the first object of consumers concern in purchasing. Therefore, colorless and transparent color tone can level up the additional value of the products. But we have produced the glass products in a large quantity by using the automatic tank brazier, chronic problem has been left over the color tone. By compounding and analizing the management techniques applied by peculiar technique and design of experiments pertinently, and by adjusting the decoloring composition ratio, we can contribute to improvement of color tone as well as to the cost reduction by diminishing the unnecessary decoloring agent. Intangible effect was the securing the superiority of quality home and abroad with the improvement of color tone and was taking a triangular position the factors influencing the glass decoloring which had been an unexhausted field. Tangible effect was the reduction of decoloring cost by diminishing the unnecessary oxidant. We registered the optimal composition ratio condition which was searched by applicating the design of experiments. To maintain good color tone, we manage the degree of purity, the most important thing among the items of color tone, continuously by control chart and it has maintained steady state now.

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Enhancing Immersiveness in Video see-through HMD based Immersive Model Realization (Video see-through HMD 기반 실감 모델 재현시의 몰입감 향상 방법론)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.685-686
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    • 2006
  • Recently, various AR-based product design methodologies have been introduced. In this paper, we propose technologies for enhancing robust augmentation and immersive realization of virtual objects. A robust augmentation technology is developed for various lighting conditions and a partial solution is proposed for the hand occlusion problem that occurs when the virtual objects overlay the user' hands. It provides more immersive or natural images to the users. Finally, vibratory haptic cues by page motors as well as button clicking force feedback by modulating pneumatic pressures are proposed while interacting with virtual widgets. Also our system reduces gabs between modeling spaces and user spaces. An immersive game-phone model is selected to demonstrate that the users can control the direction of the car in the racing game by tilting a tangible object with the proposed augmented haptic and robust non-occluded visual feedback. The proposed methodologies will be contributed to the immersive realization of the conventional AR system.

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Interaction Technique of Physics Based Deformation for User Immersion (물리기반 형상변형의 몰입감 증대를 위한 상호작용기술)

  • Choi, Han Kyun;Kim, Hyun Soo;Lee, Seung Joo;Park, Min Ki;Lee, Kwan H.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2009.04a
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    • pp.216-219
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    • 2009
  • 3 차원 콘텐트를 이용한 물리기반 시뮬레이션은 최근 컴퓨터 그래픽스 분야에서 가장 활발히 연구되는 연구 중 하나이다. 이와 더불어 이러한 기술들과 사용자간의 몰입감을 증가시키는 상호작용 기술 역시 계속하여 증가하는 추세이다. 본 연구는 이러한 추세에 발맞추어 물리기반 형상변형 기술의 몰입감을 증가시키기 위한 상호작용 방법을 제안한다. 제안된 방법에서는 3 차원 객체와 사용자와의 효율적인 상호작용을 위해서 시스템을 증강현실 환경에서 구현하였다. 증강현실을 이용한 시스템의 제약조건은 실시간 계산이다. 때문에, 제안된 시스템은 RBF(Radial Basis Function) [1] 와 LSM (Lattice Shape Matching) [2, 3] 방법을 조합하여 물리기반 상호작용 기술을 완성 하였고 실험을 통해 실시간 계산을 확인하였다. 또한, 3 차원 객체가 충돌하여 변형이 일어날 때 감각형 객체 (Tangible object)에 진동을 주어 물리기반 형상변형의 사용자 상호작용에 관한 몰입감을 증가시켰다.

In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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A Study on Children Edutainment Contents Development with Hand Gesture Recognition and Electronic Dice (전자주사위 및 손동작 인식을 활용한 아동용 에듀테인먼트 게임 콘텐츠 개발에 관한 연구)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.14 no.10
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    • pp.1348-1364
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    • 2011
  • As the existing edutainment contents for children are mostly comprised of educational tools which unilaterally induce educatees to passively respond to them, the content-creating methodologies in terms of which active and voluntary learning is made possible is urgently needed. In this paper, we present the implementation of the tangible 'electronic dice' interface as an interactive tool for behavior-based edutainment contents, and propose a methodology for developing edutainment contents for children by utilizing the recognition technique of hand movement based on depth-image information. Also proposed in the paper are an authoring and management tool of learning quizzes that allows educators to set up and manage their learning courseware, and a log analysis system of learning achievement for real-time monitoring of educational progress. The behavior-based tangible interface and edutainment contents that we propose provide the easy-to-operate interaction with a real object, which augments educatees' interest in learning, thus leading to their active and voluntary attitude toward learning. Furthermore, The authoring and management tool and log analysis system allow us to construct learning programs by children's achievement level and to monitor in real-time the learning development of children educatees by understanding the situation and behavior of their learning development from the analytic results obtained by observing the processes of educatees' solving problems for themselves, and utilizing them for evaluation materials for lesson plans.

A Study on Practical Implications in the Contract for International Transfer of Technology -Focused on Character of the Technology compared with Goods- (국제기술이전계약 체결시 실무상 유의점에 관한 연구 - 물품과 비교하여 기술이 가지는 성격을 중심으로 -)

  • Jeong, Hee-Jin
    • Korea Trade Review
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    • v.42 no.1
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    • pp.27-45
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    • 2017
  • A new phenomenon in recent trade is the rising interest in the trade of product production and manufacturing methods themselves, unlike in the past, when the interest was focused on the trade of tangible goods. That is, technology is considered as the object of trade instead of a simple element of production as "technology itself is commercialized". The broad meaning of technology encompasses all the property of knowledge with economic value. Its narrow meaning refers to technology used to produce and manufacture goods. Technologies have features such as no forms, heterogeneity, accumulation of value and extinction of right. The trade of technology commands different styles and content from that of tangible goods due to their unique characteristics; and accordingly, has various risk factors. In other words, technology can be traded in various ways according to commercial objectives including licensing, technical partnership, and joint investment in addition to general trading. The specific forms of technology transfer strategies depend on the purposes and situations between corporations. In case of technical trade with any form, the parties should be cautious about the following practical aspects: First, the contract should clearly define the scope and transfer method of technology. It is a very important matter how the provider of technology will provide the user of technology with abstract technology with no substantiality. Second, a monopoly on technology recognized as intellectual property rights is granted to their inventors for some periods of time, but anyone can have access to that technology after the term of existence. Thus, it is important to check the terms of existence of a patent as well as the terms of contract. Third, the user of technology should fulfill his confidentiality obligation to prevent the technology of the provider from being leaked to a third party unjustly. Fourth, the provider of technology should make a contribution to the successful implementation of the technology by the user as well as provide the licensed technology. Finally, a model contract is recommended to minimizing the legal hiatus of complex technology transfer trade when concluding a contract.

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A study on the Image Augmented Reality Card using Augmented Reality (증강현실을 이용한 이미지기반 AR카드 활용방안 연구)

  • Park, Ki-Deok;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.12 no.8
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    • pp.467-474
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    • 2014
  • Augmented reality in the smart environments is the interaction between the user and the media through the expansion of a variety of experiences is provided. How to use the location information, how to use markers, utilizing real-time marker-less interaction with the real world and the virtual world, such as the mapping method intermediary situated in real-time. Expansion of the elements of experience, and augmented reality as a tool of information being utilized. Educational Edutainment AR card to take advantage in terms of content was a real-time marker-less approach to create an image map image map was constructed urbanization. Stereoscopic 3D environment, taking advantage of the object produced by combining augmented reality and way of interaction, educational content. Help in terms of active and passive involvement pra realistic interest leads to a way of giving tangible.