• Title/Summary/Keyword: Viewing Systems

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A Design Aspects of Historic Parks Preserving Buried Cultural Heritages - In the Case of Neunggok Prehistoric Remains Park, Ansan Singil Historic Park, Yongjuk Historic Park - (매장문화재 보존형 역사공원의 설계 양상 - 능곡선사유적공원, 안산신길역사공원, 용죽역사공원을 대상으로 -)

  • Kim, Ki-Uk;So, Hyun-Su
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.1
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    • pp.12-22
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    • 2019
  • This study derived the design aspects by carrying out the case study of Neunggok prehistoric remains park, Ansansingil historic park and Yongjuk historic park to which are taken measures to preserve undesignated cultural heritages after studying the related laws & regulations and the systems as the design conditions of historic park preserving buried cultural heritages. The results of the study are as follows. First, according to the laws & regulations related to the historical parks, the historic sites should be preserved and utilized at the same time and can have history-related facility spaces, squares, rest spaces, exercise spaces, education & culture space, and convenience spaces. Second, by the space organization and the circulation system emphasizing only the preservation of buried cultural heritages, the feature-preservation space and the functional space are separated and due to not accepting the usage behavior considering peripheral land use, the effectiveness of the historical park was low. Third, the passive feature-preservation methods such as the preservation of the exposed site in architectural methods, the reproduction of the dugout hut, and the planting Royal azaleas or displaying stone after covering up the location of the pit dwellings with soil and the usage mainly for viewing have weakened the identity of the historical park. Fourth, the fence preventing users' access interferes experiencing the features, and the vertical structure protecting the upper part of the exposed features has overwhelmed the landscape of the historical parks. Fifth, it was difficult to figure out the feature space only by the texts mainly on terminologies and the excavation photographs presented on the information signs which introduce the buried cultural heritages.

A Study on the Media Recommendation System with Time Period Considering the Consumer Contextual Information Using Public Data (공공 데이터 기반 소비자 상황을 고려한 시간대별 미디어 추천 시스템 연구)

  • Kim, Eunbi;Li, Qinglong;Chang, Pilsik;Kim, Jaekyeong
    • Journal of Intelligence and Information Systems
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    • v.28 no.4
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    • pp.95-117
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    • 2022
  • With the emergence of various media types due to the development of Internet technology, advertisers have difficulty choosing media suitable for corporate advertising strategies. There are challenging to effectively reflect consumer contextual information when advertising media is selected based on traditional marketing strategies. Thus, a recommender system is needed to analyze consumers' past data and provide advertisers with personalized media based on the information consumers needs. Since the traditional recommender system provides recommendation services based on quantitative preference information, there is difficult to reflect various contextual information. This study proposes a methodology that uses deep learning to recommend personalized media to advertisers using consumer contextual information such as consumers' media viewing time, residence area, age, and gender. This study builds a recommender system using media & consumer research data provided by the Korea Broadcasting Advertising Promotion Corporation. Additionally, we evaluate the recommendation performance compared with several benchmark models. As a result of the experiment, we confirmed that the recommendation model reflecting the consumer's contextual information showed higher accuracy than the benchmark model. We expect to contribute to helping advertisers make effective decisions when selecting customized media based on various contextual information of consumers.

A Study on Companion People Experiencing Companion Culture During Their Pet's Life (반려동물 생애 동안 반려문화를 경험하는 반려인에 관한 연구)

  • ji-Eon Park;Jeong-Min Ko
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.37-48
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    • 2024
  • The purpose of this study was to investigate how companion people who raise companion animals experience companion culture from this adoption throughout their lives. So far, studies have focused on viewing pets as pets or for their utility or looking at the positive emotions that companion animals provide to humans. Accordingly, this study attempted to investigate the overall culture that companion animals and their family consistently experience together throughout the animal's life. Using Giorgi's phenomenological research method, in-depth interviews were conducted with 10 people with experience of raising companion animals. Six categories and 23 subcategories were found. The results are as follows. First, companion people who adopted pets for various reasons tried to improve their pets' social skills, took an interest in their nutrition, and experienced visits to pet culture spaces. Second, at the same time, they had a communal experience of raising a pet by using the SNS function, and they were able to study in depth by sharing the pet's diet. Third, with attention to social phenomena, they carried out large-scale protest activities aimed at relevant organizations when animals were placed in poor environments, and when the animals were transferred to shelters, etc., they did not give up their attention and continued to provide help such as follow-up donations and showed a sense of responsibility. Through this study, we were able to understand structurally the experiences of companion people who experience companion culture throughout their pet's life. It was concluded that it is necessary to improve related systems and laws, cultivate personal order and consciousness, and increase elements of companion culture in life overall.

A Study of the Detailed Typology of School Outdoor Spaces - For a Recent Landscaping School in Seoul - (학교옥외공간의 세부 유형 분류 연구 - 서울시 최근 조경사업 학교를 대상으로 -)

  • Ahn, Myung June
    • Journal of the Korean Institute of Landscape Architecture
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    • v.52 no.4
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    • pp.56-68
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    • 2024
  • This study aimed to derive the concept and types of school outdoor spaces in Seoul. The research results showed that the concept of school outdoor space can be viewed as an outdoor activity space in schools that secures the value of integrated public life and communal life, including "behavioral rights, walking rights, living rights, urban rights, landscape rights (viewing rights), and nature experience rights." It can also be defined as a basic educational space that reflects the value of education, which is the basic function of schools and the characteristics of the community. As a result of the analysis based on the general types of outdoor spaces, it was found that the outdoor spaces of Seoul schools can be divided into three major categories: walking space (movement function), educational space (educational activities), and rest and other spaces (other services). Based on this, outdoor spaces were categorized and subcategorized to serve as the basis for policy implementation. These classifications are characterized by 1) simplifying the classification of spaces by function into three (movement functions, educational activities, and other services) to enable the use of outdoor spaces for integrated purposes; 2) reflecting the complex use of spaces by subdividing educational spaces focusing on major activities, and in particular, discovering complex spaces due to the three-dimensionalization of buildings; and 3) enabling spatial-level planning and facility element-level access according to school characteristics. It is characterized by applying the recent trends and systems of general outdoor space projects to the current situation of schools.

GIS-based Market Analysis and Sales Management System : The Case of a Telecommunication Company (시장분석 및 영업관리 역량 강화를 위한 통신사의 GIS 적용 사례)

  • Chang, Nam-Sik
    • Journal of Intelligence and Information Systems
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    • v.17 no.2
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    • pp.61-75
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    • 2011
  • A Geographic Information System(GIS) is a system that captures, stores, analyzes, manages and presents data with reference to geographic location data. In the later 1990s and earlier 2000s it was limitedly used in government sectors such as public utility management, urban planning, landscape architecture, and environmental contamination control. However, a growing number of open-source packages running on a range of operating systems enabled many private enterprises to explore the concept of viewing GIS-based sales and customer data over their own computer monitors. K telecommunication company has dominated the Korean telecommunication market by providing diverse services, such as high-speed internet, PSTN(Public Switched Telephone Network), VOLP (Voice Over Internet Protocol), and IPTV(Internet Protocol Television). Even though the telecommunication market in Korea is huge, the competition between major services providers is growing more fierce than ever before. Service providers struggled to acquire as many new customers as possible, attempted to cross sell more products to their regular customers, and made more efforts on retaining the best customers by offering unprecedented benefits. Most service providers including K telecommunication company tried to adopt the concept of customer relationship management(CRM), and analyze customer's demographic and transactional data statistically in order to understand their customer's behavior. However, managing customer information has still remained at the basic level, and the quality and the quantity of customer data were not enough not only to understand the customers but also to design a strategy for marketing and sales. For example, the currently used 3,074 legal regional divisions, which are originally defined by the government, were too broad to calculate sub-regional customer's service subscription and cancellation ratio. Additional external data such as house size, house price, and household demographics are also needed to measure sales potential. Furthermore, making tables and reports were time consuming and they were insufficient to make a clear judgment about the market situation. In 2009, this company needed a dramatic shift in the way marketing and sales activities, and finally developed a dedicated GIS_based market analysis and sales management system. This system made huge improvement in the efficiency with which the company was able to manage and organize all customer and sales related information, and access to those information easily and visually. After the GIS information system was developed, and applied to marketing and sales activities at the corporate level, the company was reported to increase sales and market share substantially. This was due to the fact that by analyzing past market and sales initiatives, creating sales potential, and targeting key markets, the system could make suggestions and enable the company to focus its resources on the demographics most likely to respond to the promotion. This paper reviews subjective and unclear marketing and sales activities that K telecommunication company operated, and introduces the whole process of developing the GIS information system. The process consists of the following 5 modules : (1) Customer profile cleansing and standardization, (2) Internal/External DB enrichment, (3) Segmentation of 3,074 legal regions into 46,590 sub_regions called blocks, (4) GIS data mart design, and (5) GIS system construction. The objective of this case study is to emphasize the need of GIS system and how it works in the private enterprises by reviewing the development process of the K company's market analysis and sales management system. We hope that this paper suggest valuable guideline to companies that consider introducing or constructing a GIS information system.

Why A Multimedia Approach to English Education\ulcorner

  • Keem, Sung-uk
    • Proceedings of the KSPS conference
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    • 1997.07a
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    • pp.176-178
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    • 1997
  • To make a long story short I made up my mind to experiment with a multimedia approach to my classroom presentations two years ago because my ways of giving instructions bored the pants off me as well as my students. My favorite ways used to be sometimes referred to as classical or traditional ones, heavily dependent on the three elements: teacher's mouth, books, and chalk. Some call it the 'MBC method'. To top it off, I tried audio-visuals such as tape recorders, cassette players, VTR, pictures, and you name it, that could help improve my teaching method. And yet I have been unhappy about the results by a trial and error approach. I was determined to look for a better way that would ensure my satisfaction in the first place. What really turned me on was a multimedia CD ROM title, ELLIS (English Language Learning Instructional Systems) developed by Dr. Frank Otto. This is an integrated system of learning English based on advanced computer technology. Inspired by the utility and potential of such a multimedia system for regular classroom or lab instructions, I designed a simple but practical multimedia language learning laboratory in 1994 for the first time in Korea(perhaps for the first time in the world). It was high time that the conventional type of language laboratory(audio-passive) at Hahnnam be replaced because of wear and tear. Prior to this development, in 1991, I put a first CALL(Computer Assisted Language Learning) laboratory equipped with 35 personal computers(286), where students were encouraged to practise English typing, word processing and study English grammar, English vocabulary, and English composition. The first multimedia language learning laboratory was composed of 1) a multimedia personal computer(486DX2 then, now 586), 2) VGA multipliers that enable simultaneous viewing of the screen at control of the instructor, 3) an amplifIer, 4) loud speakers, 5)student monitors, 6) student tables to seat three students(a monitor for two students is more realistic, though), 7) student chairs, 8) an instructor table, and 9) cables. It was augmented later with an Internet hookup. The beauty of this type of multimedia language learning laboratory is the economy of furnishing and maintaining it. There is no need of darkening the facilities, which is a must when an LCD/beam projector is preferred in the laboratory. It is headset free, which proved to make students exasperated when worn more than- twenty minutes. In the previous semester I taught three different subjects: Freshman English Lab, English Phonetics, and Listening Comprehension Intermediate. I used CD ROM titles like ELLIS, Master Pronunciation, English Tripple Play Plus, English Arcade, Living Books, Q-Steps, English Discoveries, Compton's Encyclopedia. On the other hand, I managed to put all teaching materials into PowerPoint, where letters, photo, graphic, animation, audio, and video files are orderly stored in terms of slides. It takes time for me to prepare my teaching materials via PowerPoint, but it is a wonderful tool for the sake of presentations. And it is worth trying as long as I can entertain my students in such a way. Once everything is put into the computer, I feel relaxed and a bit excited watching my students enjoy my presentations. It appears to be great fun for students because they have never experienced this type of instruction. This is how I freed myself from having to manipulate a cassette tape player, VTR, and write on the board. The student monitors in front of them seem to help them concentrate on what they see, combined with what they hear. All I have to do is to simply click a mouse to give presentations and explanations, when necessary. I use a remote mouse, which prevents me from sitting at the instructor table. Instead, I can walk around in the room and enjoy freer interactions with students. Using this instrument, I can also have my students participate in the presentation. In particular, I invite my students to manipulate the computer using the remote mouse from the student's seat not from the instructor's seat. Every student appears to be fascinated with my multimedia approach to English teaching because of its unique nature as a new teaching tool as we face the 21st century. They all agree that the multimedia way is an interesting and fascinating way of learning to satisfy their needs. Above all, it helps lighten their drudgery in the classroom. They feel other subjects taught by other teachers should be treated in the same fashion. A multimedia approach to education is impossible without the advent of hi-tech computers, of which multi functions are integrated into a unified system, i.e., a personal computer. If you have computer-phobia, make quick friends with it; the sooner, the better. It can be a wonderful assistant to you. It is the Internet that I pay close attention to in conjunction with the multimedia approach to English education. Via e-mail system, I encourage my students to write to me in English. I encourage them to enjoy chatting with people all over the world. I also encourage them to visit the sites where they offer study courses in English conversation, vocabulary, idiomatic expressions, reading, and writing. I help them search any subject they want to via World Wide Web. Some day in the near future it will be the hub of learning for everybody. It will eventually free students from books, teachers, libraries, classrooms, and boredom. I will keep exploring better ways to give satisfying instructions to my students who deserve my entertainment.

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The Intelligent Determination Model of Audience Emotion for Implementing Personalized Exhibition (개인화 전시 서비스 구현을 위한 지능형 관객 감정 판단 모형)

  • Jung, Min-Kyu;Kim, Jae-Kyeong
    • Journal of Intelligence and Information Systems
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    • v.18 no.1
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    • pp.39-57
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    • 2012
  • Recently, due to the introduction of high-tech equipment in interactive exhibits, many people's attention has been concentrated on Interactive exhibits that can double the exhibition effect through the interaction with the audience. In addition, it is also possible to measure a variety of audience reaction in the interactive exhibition. Among various audience reactions, this research uses the change of the facial features that can be collected in an interactive exhibition space. This research develops an artificial neural network-based prediction model to predict the response of the audience by measuring the change of the facial features when the audience is given stimulation from the non-excited state. To present the emotion state of the audience, this research uses a Valence-Arousal model. So, this research suggests an overall framework composed of the following six steps. The first step is a step of collecting data for modeling. The data was collected from people participated in the 2012 Seoul DMC Culture Open, and the collected data was used for the experiments. The second step extracts 64 facial features from the collected data and compensates the facial feature values. The third step generates independent and dependent variables of an artificial neural network model. The fourth step extracts the independent variable that affects the dependent variable using the statistical technique. The fifth step builds an artificial neural network model and performs a learning process using train set and test set. Finally the last sixth step is to validate the prediction performance of artificial neural network model using the validation data set. The proposed model is compared with statistical predictive model to see whether it had better performance or not. As a result, although the data set in this experiment had much noise, the proposed model showed better results when the model was compared with multiple regression analysis model. If the prediction model of audience reaction was used in the real exhibition, it will be able to provide countermeasures and services appropriate to the audience's reaction viewing the exhibits. Specifically, if the arousal of audience about Exhibits is low, Action to increase arousal of the audience will be taken. For instance, we recommend the audience another preferred contents or using a light or sound to focus on these exhibits. In other words, when planning future exhibitions, planning the exhibition to satisfy various audience preferences would be possible. And it is expected to foster a personalized environment to concentrate on the exhibits. But, the proposed model in this research still shows the low prediction accuracy. The cause is in some parts as follows : First, the data covers diverse visitors of real exhibitions, so it was difficult to control the optimized experimental environment. So, the collected data has much noise, and it would results a lower accuracy. In further research, the data collection will be conducted in a more optimized experimental environment. The further research to increase the accuracy of the predictions of the model will be conducted. Second, using changes of facial expression only is thought to be not enough to extract audience emotions. If facial expression is combined with other responses, such as the sound, audience behavior, it would result a better result.

A Study on the Change of Road in the Changdeokgung Palace Rear Garden between Modern and Contemporary Period (근현대기 창덕궁 후원의 동선 변화에 관한 연구)

  • HA, Taeil;KIM, Choongsik
    • Korean Journal of Heritage: History & Science
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    • v.54 no.2
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    • pp.120-135
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    • 2021
  • Changdeokgung Rear Garden is an important place to show the essence of the garden culture of the Joseon Dynasty. In the garden landscape experience, the restoration of the road completes the system of connecting the main spaces. Therefore, the restoration of the road requires accurate understanding of its creation, extinction, and maintenance. The purpose of this study was to detail the changes in the path that occurred in the Changdeokgung Palace Rear Garden from the late Joseon Dynasty to the modern and contemporary period by analyzing literature and drawing materials. For a time-series analysis, "Donggwoldo" and "Donggwoldohyeong" produced in the Joseon Dynasty, along with "Changdeokgung Plan Drawing" produced in modern and contemporary times, and aerial photographs were used. Drawings and photographs of different coordinate systems were transformed into one coordinate system in the geographic information system ArcGIS to compare changes in the movements of different periods. The results of the study are as follows. First, a total of 37 sections have been used since Japanese colonial era, of which 13 have been maintained, 14 have disappeared, and 10 have been newly established. Among the extinction sections, the road north of Neungheojeong Pavilion is considered to be an urgent place to connect the space to the garden and restore it to enjoy the scenery. In the new section, it seems necessary to establish a new alternative road or shorten the section for the connecting section between Daebodan and Okryucheon. Second, it was revealed that the biggest and most frequent changes to the road system in the garden were Japanese colonial era and renovations in the 1970s. It is worth noting the changes in the road since the 1970s, rather than Japanese colonial era, where it was difficult to manage the gardens independently. The access road to Okryucheon remained in its original shape until the 1990s, but it was renovated to its current shape due to misperception of the original shape. A project is needed to find out the cause of the change in this period and restore the damaged original shape. The biggest achievement of this study is that it revealed the changes in the garden path of Changdeokgung Palace in modern and contemporary times. The biggest achievement of this study is that it revealed the changes in the road of Changdeokgung Palace Rear Gardens in modern and contemporary times. However, there is a limitation that it has not been able to clearly present the location and shape that should be restored because it has not found data on landscaping plans or maintenance. In order to restore the road using the data revealed in this study, it seems necessary to consider realistic problems such as current space utilization, viewing system, disaster prevention and maintenance.

A Study on Wearable Emotion Monitoring System Under Natural Conditions Applying Noncontact Type Inductive Sensor (자연 상태에서의 인간감성 평가를 위한 비접촉식 인덕티브 센싱 기반의 착용형 센서 연구)

  • Hyun-Seung Cho;Jin-Hee Yang;Sang-Yeob Lee;Jeong-Whan Lee;Joo-Hyeon Lee;Hoon Kim
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.149-160
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    • 2023
  • This study develops a time-varying system-based noncontact fabric sensor that can measure cerebral blood-flow signals to explore the possibility of brain blood-signal detection and emotional evaluation. The textile sensor was implemented as a coil-type sensor by combining 30 silver threads of 40 deniers and then embroidering it with the computer machine. For the cerebral blood-flow measurement experiment, subjects were asked to attach a coil-type sensor to the carotid artery area, wear an electrocardiogram (ECG) electrode and a respiration (RSP) measurement belt. In addition, Doppler ultrasonography was performed using an ultrasonic diagnostic device to measure the speed of blood flow. The subject was asked to wear Meta Quest 2, measure the blood-flow change signal when viewing the manipulated image visual stimulus, and fill out an emotional-evaluation questionnaire. The measurement results show that the textile-sensor-measured signal also changes with a change in the blood-flow rate signal measured using the Doppler ultrasonography. These findings verify that the cerebral blood-flow signal can be measured using a coil-type textile sensor. In addition, the HRV extracted from ECG and PLL signals (textile sensor signals) are calculated and compared for emotional evaluation. The comparison results show that for the change in the ratio because of the activation of the sympathetic and parasympathetic nervous systems due to visual stimulation, the values calculated using the textile sensor and ECG signals tend to be similar. In conclusion, a the proposed time-varying system-based coil-type textile sensor can be used to study changes in the cerebral blood flow and monitor emotions.

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.