• Title/Summary/Keyword: VR기술활용

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Contents Navigation System using Speech Recognition (음성인식 기반 컨텐츠 네비게이션 시스템)

  • Kim, Kee-Beak;Choi, Jong-Ho
    • KSCI Review
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    • v.15 no.1
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    • pp.99-102
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    • 2007
  • 최근 들어 인간의 의지를 각종의 전자시스템에 전달하기 위한 수단으로 음성인식 기술을 이용하고자 하는 연구가 널리 진행되고 있다. 음성인식 인터페이스에서 가장 중요한 이슈는 처리시간의 감소 및 범용 인터페이스의 개발이다. 이러한 문제점을 해결하기 위하여 본 연구에서는 하드웨어 기반의 상용 IC로 생산되고 있는 음성인식프로세서인 RSC-4128이 내장된 음성인식 모듈 VR-STAMP를 사용하였다. 본 연구에서 새롭게 개발한 시스템은 T2SI(Text To Speaker Independent) 기반의 화자(話者)독립 방식으로 음성인식 신호를 컨텐츠 네비게이션 시스템의 제어신호로 활용하여 임베디드 시스템 및 PC 등에 설치된 윈도우즈 기반의 응용 소프트웨어를 제어할 수 있는 시스템이다. 필드 테스트를 통해 그 유용성을 확인한 결과, 본 연구에서 개발한 시스템은 컨텐츠 네비게이션은 물론 가전기기 제어 및 흠 네트워크 등에 널리 응용될 수 있을 것으로 판단된다.

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A study for video-conference architecture in Virtual Reality based on SVTE (SVTE를 기반으로 한 가상 공간에서의 비디오 컨퍼런스 설계에 관한 연구)

  • Kim, Tae-Hun;Kim, Nam-Hyo;Kim, Sun-Woo;Choi, Yeon-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.219-222
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    • 2005
  • 비디오 컨퍼런스는 시간적, 공간적으로 분산된 그룹의 의사소통 및 공동작업에 매우 유용하게 활용되고 있다. 이는 이동에 소요되는 시간 및 경제성에서 특히 강점을 가진다. 본 논문에서는 SVTE(Shared Virtual Table Environment)를 기반으로 하여, 3D 비디오와 Virtual Reality 기술을 결합한 차세데 비디오 컨퍼런스 시스템을 제안한다. 또한 서로 공유된 공간내에서, 평면상의 2D 화면보다 더욱 사실감 있는 3D 영상을 제공하는 비디오 컨퍼런스 시스템의 구조를 보이고, 제안된 시스템에서 고려되어야 할 영상처리 기법을 설명한다.

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Fun Factor Evaluation of VR(Virtual Reality) Shooting Game (가상현실 슈팅 게임의 재미요소 평가)

  • Park, Chan-il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.339-340
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    • 2019
  • 본 논문에서는 가상현실 슈팅 게임의 재미요소를 평가한다. 가상현실은 4차 산업과 연관하여 최근 가장 각광 받고 있는 분야 중 하나이다. 가상현실 게임을 즐기기 위한 기술의 발달은 가장 산업화가 활성화 되어 있는 게임분야에서 활발하다. 장르 또는 기능성 등에 관계없이 성공적으로 게임을 개발하는 것은 모든 게임 개발자들의 목표이다. 이를 위하여 기존의 게임 재미 요소 평가도구를 활용하여 가상현실 게임의 재미요소를 설문을 통하여 평가하고 이를 바탕으로 향후 보다 성공적인 가상현실 게임의 개발 방향을 설정하는데 도움이 되도록 한다.

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Fast Content-preserving Seam Estimation for Real-time High-resolution Video Stitching (실시간 고해상도 동영상 스티칭을 위한 고속 콘텐츠 보존 시접선 추정 방법)

  • Kim, Taeha;Yang, Seongyeop;Kang, Byeongkeun;Lee, Hee Kyung;Seo, Jeongil;Lee, Yeejin
    • Journal of Broadcast Engineering
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    • v.25 no.6
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    • pp.1004-1012
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    • 2020
  • We present a novel content-preserving seam estimation algorithm for real-time high-resolution video stitching. Seam estimation is one of the fundamental steps in image/video stitching. It is to minimize visual artifacts in the transition areas between images. Typical seam estimation algorithms are based on optimization methods that demand intensive computations and large memory. The algorithms, however, often fail to avoid objects and results in cropped or duplicated objects. They also lack temporal consistency and induce flickering between frames. Hence, we propose an efficient and temporarily-consistent seam estimation algorithm that utilizes a straight line. The proposed method also uses convolutional neural network-based instance segmentation to locate seam at out-of-objects. Experimental results demonstrate that the proposed method produces visually plausible stitched videos with minimal visual artifacts in real-time.

Availability Evaluation of DGPS and Smart Device for Field Survey (DGPS와 스마트 디바이스를 이용한 토지조사의 활용성 평가)

  • Park, Joon Kyu;Jung, Kap Yong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.6 no.12
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    • pp.631-638
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    • 2016
  • GNSS(Global Navigation Satellite System) such as GPS(Global Positioning System), GLONASS(GLObal NAvigation Satellite System) has been used in various fields for construction of geospatial inforamtion. But RTK or VRS method for high accuracy has some bad points like requirement of additional GNSS device and internet. So, this methods are difficult to take advantage of field survey. In this study, In this study, experiments using DGPS handheld devices and smart devices that can maximize mobility through was to suggest ways to improve the efficiency of field survey work. As a results, field survey work with smart devices is difficult to apply the limits of accuracy yet. On the other hand, DGPS has been found possible to determine the position accuracy within 1m. If DGPS is used in related work can greatly improve the efficiency of field survey work, which is currently much is done by hand, it is expected to serve as the basis for a structured GIS data management.

A VR-based pseudo weight algorithm using machine learning

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.10
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    • pp.53-59
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    • 2021
  • In this paper, we propose a system that can perform dumbbell exercise by recognizing the weight of dumbbells without wearing and device. With the development of virtual reality technnology, many studies are being conducted to simulate the pysical feedback of the real world in the virtual world. Accurate motion recognition is important to the elderly for rehabilitation exercises. They cannot lift heavy dumbbells. For rehabilitation exercise, correct body movement according to an appropriate weight must be performed. We use a machine learning algorithm for the accuracy of motion data input in real time. As an experiment, we was test three types of bicep, double, shoulder exercise and verified accuracy of exercise. In addition, we made a virtual gym game to actually apply these exercise in virtual reality.

Development of Digital Twin platform using Smart Factory based CPPS (스마트팩토리 기반 CPPS를 활용한 Digital Twin 플랫폼 개발)

  • Lee, Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.305-307
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    • 2021
  • In this paper, we propose a study related to the development of a Digital-Twin platform using a smart factory based CPPS (Cyber Pysical Production System) using ICT (Information Communication Technology) technology. The platform developed through this study performs a 3D model simulation function in conjunction with P3R (Product, Process, Plant, Resource) including BOP (Bill of Process) management function from the preceding manufacturing process planning stage. In addition, we propose a digital twin platform that can predict production processes, equipment, layout, and production. The platform proposed through this paper proposes a feature that can manage the entire smart factory manufacturing process from the initial planning design stage to the manufacturing, production, operation, and maintenance stages.

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Analyzing the Trends of Culture Technology using National Research Projects (문화기술(CT) 연구 동향 분석: 국가연구과제를 중심으로)

  • Lee, Beom-Hun;Jeon, Woojin;Geum, Youngjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.64-76
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    • 2021
  • Culture technology (CT) becomes important in the recent environment where digital technology drives content-based innovations. However, technological trends of CT have not been systematically discussed. Especially, the trends of CT should be analyzed from the national perspective, because CT has grown with the help of government-driven innovation. Therefore, this paper aims to analyze CT trends focusing on national research projects. We collected data on CT from the national science and technology information service (NTIS) database, analyzed the keyword co-occurrence network, and identified the patterns of technological innovation using a clustering analysis. As a result, we found that CT has contributed to the digital content and cultural media, and has been actively developed with the help of machine learning technique. Especially, due to the rise of Covid-19, the non-face-to-face online content is rapidly increasing. This study provides important clues for understanding, analyzing CT trends.

Development of Digital Signage System for Remote Video Advertisement in OSGi Service Platform (OSGi 서비스 플랫폼에서 원격 영상광고 송출 디지털 사이니지 시스템 개발)

  • Chung, Kyung Yong;Jeong, In Jae;Lee, Young Sil
    • Journal of the Institute of Convergence Signal Processing
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    • v.20 no.4
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    • pp.232-237
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    • 2019
  • It has recently been combined with advanced technologies such as AR and VR, and its application range is expanding to various forms of smart signage. However, until now, digital signage service that reaches us is installed in many floating populations such as bus stops, elevators, and banks and is used in the form of providing news, weather, and advertisements. In addition, large companies, government offices, and outdoor advertising companies occupy the market. The use of such services in small and medium-sized businesses and small retail stores is costly and expensive to manage. Also, it is difficult to generalize the market because services and solutions are being deployed in the market in the form of top-down. Therefore, in this paper, we proposed a digital signage system for transmitting a remote video advertisement that uses a show window in front of the store as a beam project screen for small retail stores, and can remotely set and manage and update it in OSGi service platform.

The Implementation of Video Library using VR (가상현실을 이용한 동화상 도서관의 구현)

  • 김동현
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.7 no.7
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    • pp.1456-1461
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    • 2003
  • Recently, the quantity of using information go on increasing geometric-progression. At the same time, the management of information is effected on the most organization's effective operation so that many user call for the powerful equipment which expound. access more information. As information searching technology is concentrated about the object of information based on a letter mainly, an effective searching technology for the object of multimedia such as a still image, a video and a sound must be studied. As a monitor of computer is 2-D, it difficult for one to grasp the whole aspect at a look glance like a library. Accordingly, some condition is necessary. First, it acquired the virtual video, turning a camera around by 30 degrees with a camera of 15mm lens, giving a warping and distortion. Second, it improved the books for user to search easily, adding to the video in existing books information system. The original text suggests some way which can embody the video searching technology under the base of personal computer.