• Title/Summary/Keyword: VIRTUAL REALITY

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An Analysis of the Support Policy for Small Businesses in the Post-Covid-19 Era Using the LDA Topic Model (LDA 토픽 모델을 활용한 포스트 Covid-19 시대의 소상공인 지원정책 분석)

  • Kyung-Do Suh;Jung-il Choi;Pan-Am Choi;Jaerim Jung
    • Journal of Industrial Convergence
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    • v.22 no.6
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    • pp.51-59
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    • 2024
  • The purpose of the paper is to suggest government policies that are practically helpful to small business owners in pandemic situations such as COVID-19. To this end, keyword frequency analysis and word cloud analysis of text mining analysis were performed by crawling news articles centered on the keywords "COVID-19 Support for Small Businesses", "The Impact of Small Businesses by Response System to COVID-19 Infectious Diseases", and "COVID-19 Small Business Economic Policy", and major issues were identified through LDA topic modeling analysis. As a result of conducting LDA topic modeling, the support policy for small business owners formed a topic label with government cash and financial support, and the impact of small business owners according to the COVID-19 infectious disease response system formed a topic label with a government-led quarantine system and an individual-led quarantine system, and the COVID-19 economic policy formed a topic label with a policy for small business owners to acquire economic crisis and self-sustainability. Focusing on the organized topic label, it was intended to provide basic data for small business owners to understand the damage reduction policy for small business owners and the policy for enhancing market competitiveness in the future pandemic situation.

Analysis of Emerging Geo-technologies and Markets Focusing on Digital Twin and Environmental Monitoring in Response to Digital and Green New Deal (디지털 트윈, 환경 모니터링 등 디지털·그린 뉴딜 정책 관련 지질자원 유망기술·시장 분석)

  • Ahn, Eun-Young;Lee, Jaewook;Bae, Junhee;Kim, Jung-Min
    • Economic and Environmental Geology
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    • v.53 no.5
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    • pp.609-617
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    • 2020
  • After introducing the industry 4.0 policy, Korean government announced 'Digital New Deal' and 'Green New Deal' as 'Korean New Deal' in 2020. We analyzed Korea Institute of Geoscience and Mineral Resources (KIGAM)'s research projects related to that policy and conducted markets analysis focused on Digital Twin and environmental monitoring technologies. Regarding 'Data Dam' policy, we suggested the digital geo-contents with Augmented Reality (AR) & Virtual Reality (VR) and the public geo-data collection & sharing system. It is necessary to expand and support the smart mining and digital oil fields research for '5th generation mobile communication (5G) and artificial intelligence (AI) convergence into all industries' policy. Korean government is suggesting downtown 3D maps for 'Digital Twin' policy. KIGAM can provide 3D geological maps and Internet of Things (IoT) systems for social overhead capital (SOC) management. 'Green New Deal' proposed developing technologies for green industries including resource circulation, Carbon Capture Utilization and Storage (CCUS), and electric & hydrogen vehicles. KIGAM has carried out related research projects and currently conducts research on domestic energy storage minerals. Oil and gas industries are presented as representative applications of digital twin. Many progress is made in mining automation and digital mapping and Digital Twin Earth (DTE) is a emerging research subject. The emerging research subjects are deeply related to data analysis, simulation, AI, and the IoT, therefore KIGAM should collaborate with sensors and computing software & system companies.

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
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    • s.50
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    • pp.101-130
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    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

Exploring the 4th Industrial Revolution Technology from the Landscape Industry Perspective (조경산업 관점에서 4차 산업혁명 기술의 탐색)

  • Choi, Ja-Ho;Suh, Joo-Hwan
    • Journal of the Korean Institute of Landscape Architecture
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    • v.47 no.2
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    • pp.59-75
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    • 2019
  • This study was carried out to explore the 4th Industrial Revolution technology from the perspective of the landscape industry to provide the basic data necessary to increase the virtuous circle value. The 4th Industrial Revolution, the characteristics of the landscape industry and urban regeneration were considered and the methodology was established and studied including the technical classification system suitable for systematic research, which was selected as a framework. First, the 4th Industrial Revolution technology based on digital data was selected, which could be utilized to increase the value of the virtuous circle for the landscape industry. From 'Element Technology Level', and 'Core Technology' such as the Internet of Things, Cloud Computing, Big Data, Artificial Intelligence, Robot, 'Peripheral Technology', Virtual or Augmented Reality, Drones, 3D 4D Printing, and 3D Scanning were highlighted as the 4th Industrial Revolution technology. It has been shown that it is possible to increase the value of the virtuous circle when applied at the 'Trend Level', in particular to the landscape industry. The 'System Level' was analyzed as a general-purpose technology, and based on the platform, the level of element technology(computers, and smart devices) was systematically interconnected, and illuminated with the 4th Industrial Revolution technology based on digital data. The application of the 'Trend Level' specific to the landscape industry has been shown to be an effective technology for increasing the virtuous circle values. It is possible to realize all synergistic effects and implementation of the proposed method at the trend level applying the element technology level. Smart gardens, smart parks, etc. have been analyzed to the level they should pursue. It was judged that Smart City, Smart Home, Smart Farm, and Precision Agriculture, Smart Tourism, and Smart Health Care could be highly linked through the collaboration among technologies in adjacent areas at the Trend Level. Additionally, various utilization measures of related technology applied at the Trend Level were highlighted in the process of urban regeneration, public service space creation, maintenance, and public service. In other words, with the realization of ubiquitous computing, Hyper-Connectivity, Hyper-Reality, Hyper-Intelligence, and Hyper-Convergence were proposed, reflecting the basic characteristics of digital technology in the landscape industry can be achieved. It was analyzed that the landscaping industry was effectively accommodating and coordinating with the needs of new characters, education and consulting, as well as existing tasks, even when participating in urban regeneration projects. In particular, it has been shown that the overall landscapig area is effective in increasing the virtuous circle value when it systems the related technology at the trend level by linking maintenance with strategic bridgehead. This is because the industrial structure is effective in distributing data and information produced from various channels. Subsequent research, such as demonstrating the fusion of the 4th Industrial Revolution technology based on the use of digital data in creation, maintenance, and service of actual landscape space is necessary.

A Study on Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

A Mobile Landmarks Guide : Outdoor Augmented Reality based on LOD and Contextual Device (모바일 랜드마크 가이드 : LOD와 문맥적 장치 기반의 실외 증강현실)

  • Zhao, Bi-Cheng;Rosli, Ahmad Nurzid;Jang, Chol-Hee;Lee, Kee-Sung;Jo, Geun-Sik
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.1-21
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    • 2012
  • In recent years, mobile phone has experienced an extremely fast evolution. It is equipped with high-quality color displays, high resolution cameras, and real-time accelerated 3D graphics. In addition, some other features are includes GPS sensor and Digital Compass, etc. This evolution advent significantly helps the application developers to use the power of smart-phones, to create a rich environment that offers a wide range of services and exciting possibilities. To date mobile AR in outdoor research there are many popular location-based AR services, such Layar and Wikitude. These systems have big limitation the AR contents hardly overlaid on the real target. Another research is context-based AR services using image recognition and tracking. The AR contents are precisely overlaid on the real target. But the real-time performance is restricted by the retrieval time and hardly implement in large scale area. In our work, we exploit to combine advantages of location-based AR with context-based AR. The system can easily find out surrounding landmarks first and then do the recognition and tracking with them. The proposed system mainly consists of two major parts-landmark browsing module and annotation module. In landmark browsing module, user can view an augmented virtual information (information media), such as text, picture and video on their smart-phone viewfinder, when they pointing out their smart-phone to a certain building or landmark. For this, landmark recognition technique is applied in this work. SURF point-based features are used in the matching process due to their robustness. To ensure the image retrieval and matching processes is fast enough for real time tracking, we exploit the contextual device (GPS and digital compass) information. This is necessary to select the nearest and pointed orientation landmarks from the database. The queried image is only matched with this selected data. Therefore, the speed for matching will be significantly increased. Secondly is the annotation module. Instead of viewing only the augmented information media, user can create virtual annotation based on linked data. Having to know a full knowledge about the landmark, are not necessary required. They can simply look for the appropriate topic by searching it with a keyword in linked data. With this, it helps the system to find out target URI in order to generate correct AR contents. On the other hand, in order to recognize target landmarks, images of selected building or landmark are captured from different angle and distance. This procedure looks like a similar processing of building a connection between the real building and the virtual information existed in the Linked Open Data. In our experiments, search range in the database is reduced by clustering images into groups according to their coordinates. A Grid-base clustering method and user location information are used to restrict the retrieval range. Comparing the existed research using cluster and GPS information the retrieval time is around 70~80ms. Experiment results show our approach the retrieval time reduces to around 18~20ms in average. Therefore the totally processing time is reduced from 490~540ms to 438~480ms. The performance improvement will be more obvious when the database growing. It demonstrates the proposed system is efficient and robust in many cases.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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Inexpensive Visual Motion Data Glove for Human-Computer Interface Via Hand Gesture Recognition (손 동작 인식을 통한 인간 - 컴퓨터 인터페이스용 저가형 비주얼 모션 데이터 글러브)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.16B no.5
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    • pp.341-346
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    • 2009
  • The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.

Matching Points Filtering Applied Panorama Image Processing Using SURF and RANSAC Algorithm (SURF와 RANSAC 알고리즘을 이용한 대응점 필터링 적용 파노라마 이미지 처리)

  • Kim, Jeongho;Kim, Daewon
    • Journal of the Institute of Electronics and Information Engineers
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    • v.51 no.4
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    • pp.144-159
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    • 2014
  • Techniques for making a single panoramic image using multiple pictures are widely studied in many areas such as computer vision, computer graphics, etc. The panorama image can be applied to various fields like virtual reality, robot vision areas which require wide-angled shots as an useful way to overcome the limitations such as picture-angle, resolutions, and internal informations of an image taken from a single camera. It is so much meaningful in a point that a panoramic image usually provides better immersion feeling than a plain image. Although there are many ways to build a panoramic image, most of them are using the way of extracting feature points and matching points of each images for making a single panoramic image. In addition, those methods use the RANSAC(RANdom SAmple Consensus) algorithm with matching points and the Homography matrix to transform the image. The SURF(Speeded Up Robust Features) algorithm which is used in this paper to extract featuring points uses an image's black and white informations and local spatial informations. The SURF is widely being used since it is very much robust at detecting image's size, view-point changes, and additionally, faster than the SIFT(Scale Invariant Features Transform) algorithm. The SURF has a shortcoming of making an error which results in decreasing the RANSAC algorithm's performance speed when extracting image's feature points. As a result, this may increase the CPU usage occupation rate. The error of detecting matching points may role as a critical reason for disqualifying panoramic image's accuracy and lucidity. In this paper, in order to minimize errors of extracting matching points, we used $3{\times}3$ region's RGB pixel values around the matching points' coordinates to perform intermediate filtering process for removing wrong matching points. We have also presented analysis and evaluation results relating to enhanced working speed for producing a panorama image, CPU usage rate, extracted matching points' decreasing rate and accuracy.