• Title/Summary/Keyword: VR게임

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Extraction or gaze point on display based on EOG for general paralysis patient (전신마비 환자를 위한 EOG 기반 디스플레이 상의 응시 좌표 산출)

  • Lee, D.H.;Yu, J.H.;Kim, D.H.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.5 no.1
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    • pp.87-93
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    • 2011
  • This paper proposes a method for extraction of the gaze point on display using EOG(Electrooculography) signal. Based on the linear property of EOG signal, the proposed method corrects scaling difference, rotation difference and origin difference between coordinate of using EOG signal and coordinate on display, without adjustment using the head movement. The performance of the proposed method was evaluated by measuring the difference between extracted gaze point and displayed circle point on the monitor with 1680*1050 resolution. Experimental results show that the average distance errors at the gaze points are 3%(56pixel) on x-axis, 4%(47pixel) on y-axis, respectively. This method can be used to human computer interface of pointing device for general paralysis patients or HCI for VR game application.

Study on Real-time Gesture Recognition based on Convolutional Neural Network for Game Applications (게임 어플리케이션을 위한 컨볼루션 신경망 기반의 실시간 제스처 인식 연구)

  • Chae, Ji Hun;Lim, Jong Heon;Kim, Hae Sung;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.20 no.5
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    • pp.835-843
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    • 2017
  • Humans have often been used gesture to communicate with each other. The communication between computer and person was also not different. To interact with a computer, we command with gesture, keyboard, mouse and extra devices. Especially, the gesture is very useful in many environments such as gaming and VR(Virtual Reality), which requires high specification and rendering time. In this paper, we propose a gesture recognition method based on CNN model to apply to gaming and real-time applications. Deep learning for gesture recognition is processed in a separated server and the preprocessing for data acquisition is done a client PC. The experimental results show that the proposed method is in accuracy higher than the conventional method in game environment.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Micro fluxgate magnetic sensor using multi layer PCB process (PCB 다층 적층기술을 이용한 마이크로 플럭스게이트 자기 센서)

  • Choi, Won-Youl;Hwang, Jun-Sik;Choi, Sang-On
    • Journal of Sensor Science and Technology
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    • v.12 no.2
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    • pp.72-78
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    • 2003
  • To observe the effect of excitation coil pitch on the micro fluxgate magnetic sensor, two sensors are fabricated using multi layer board process and the pitch distance of excitation coil are $260\;{\mu}m$ and $520\;{\mu}m$, respectively. The fluxgate sensor consists of five PCB stack layers including one layer of magnetic core and four layers of excitation and pick-up coils. The center layer as magnetic core is made of a Co-based amorphous magnetic ribbon with extremely high DC permeability of ${\sim}100,000$ and has a rectangular-ring shape to minimize the magnetic flux leakage. Four outer layers as excitation and pick-up coils have a planar solenoid structure and are made of copper foil. In case of the fluxgate sensor having the excitation coil pitch of $260\;{\mu}m$, excellent linear response over the range of $-100\;{\mu}T$ to $+100\;{\mu}T$ is obtained with sensitivity of 780 V/T at excitation sine wave of $3V_{p_p}$ and 360 kHz. The chip size of the fabricated sensing element is $7.3\;{\times}\;5.7\;mm^2$. The very low power consumption of ${\sim}8\;mW$ is measured. This magnetic sensor is very useful for various applications such as: portable navigation systems, telematics, VR game and so on.

A Micro Fluxgate Magnetic Sensor with Closed Magnetic Path (폐자로를 형성한 마이크로 플럭스게이트 자기 센서)

  • 최원열;황준식;강명삼;최상언
    • Journal of the Microelectronics and Packaging Society
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    • v.9 no.3
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    • pp.19-23
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    • 2002
  • This paper presents a micro fluxgate magnetic sensor in printed circuit board (PCB). In order to observe the effect of the closed magnetic path, the magnetic cores of rectangular-ring and two bars were each fabricated. Each fluxgate sensor consists of five PCB stack layers including one layer magnetic core and four layers of excitation and pick-up coils. The center layer as a magnetic core is made of a Co-based amorphous magnetic ribbon with extremely high DC permeability of ~100,000. Four outer layers as an excitation and pick-up coils have a planar solenoid and are made of copper foil. In case of the fluxgate sensor having the rectangular-ring shaped core, excellent linear response over the range of -100 $\mu$T to + 100 $\mu$T is obtained with 540 V/Tsensitivity at excitation square wave of 3 $V_{p-p}$ and 360 KHz. The chip size of the fabricated sensing element is $7.3 \times 5.7\textrm{mm}^2$. The very low power consumption of ~8 mW was measured. This magnetic sensor is very useful for various applications such as: portable navigation systems, telematics, VR game and so on.n.

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A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.291-299
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    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

Important Facility Guard System Using Edge Computing for LiDAR (LiDAR용 엣지 컴퓨팅을 활용한 중요시설 경계 시스템)

  • Jo, Eun-Kyung;Lee, Eun-Seok;Shin, Byeong-Seok
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.10
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    • pp.345-352
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    • 2022
  • Recent LiDAR(Light Detection And Ranging) sensor is used for scanning object around in real-time. This sensor can detect movement of the object and how it has changed. As the production cost of the sensors has been decreased, LiDAR begins to be used for various industries such as facility guard, smart city and self-driving car. However, LiDAR has a large input data size due to its real-time scanning process. So another way for processing a large amount of data are needed in LiDAR system because it can cause a bottleneck. This paper proposes edge computing to compress massive point cloud for processing quickly. Since laser's reflection range of LiDAR sensor is limited, multiple LiDAR should be used to scan a large area. In this reason multiple LiDAR sensor's data should be processed at once to detect or recognize object in real-time. Edge computer compress point cloud efficiently to accelerate data processing and decompress every data in the main cloud in real-time. In this way user can control LiDAR sensor in the main system without any bottleneck. The system we suggest solves the bottleneck which was problem on the cloud based method by applying edge computing service.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

A Study on the Photorealism of Digital Architectural Rendering Images (디지털 건축 렌더링 이미지의 포토리얼리즘에 대한 고찰)

  • Kim, Jong Konk
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.238-246
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    • 2018
  • The production of hyper-realistic digital rendering images has been available due to radical improvements of recent digital rendering and CGI (Computer-Generated Imagery) software technologies. The photorealism of digital architectural rendering images requires further studies and discussions in that architectural visualization becomes a foundation of other fields using digital rendering technology, such as movies, games, and VR industry. The principles for achieving photorealism on digital architectural rendering images were re-defined and detailed elements were analyzed through theoretical analysis of the former studies. Four principles were drawn from the architectural rendering images produced by newly-developed technologies: physically-accurate lighting calculations, accurate object geometry representation, realistic material and texture, and characteristics of photography. The sub-elements of those four principles are categorized into either essential or selective for photorealistic imagery and the randomness of the selective elements could explain the variety of photorealistic architectural rendering styles.