• Title/Summary/Keyword: realistic

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Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

3D Image Capturing and 3D Content Generation for Realistic Broadcasting (실감방송을 위한 3차원 영상 촬영 및 3차원 콘텐츠 제작 기술)

  • Kang, Y.S.;Ho, Y.S.
    • Smart Media Journal
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    • v.1 no.1
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    • pp.10-16
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    • 2012
  • Stereo and multi-view cameras have been used to capture the three-dimensional (3D) scene for 3D contents generation. Besides, depth sensors are frequently used to obtain 3D information of the captured scene in real time. In order to generate 3D contents from captured images, we need several preprocessing operations to reduce noises and distortions in the images. 3D contents are considered as the basic media for realistic broadcasting that provides photo-realistic and immersive feeling to users. In this paper, we show technical trends of 3D image capturing and contents generation, and explain some core techniques for 3D image processing for realistic 3DTV broadcasting.

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Development of an ICT Car Service Applying a Human-Centered Design

  • Cha, Yesool;Kim, Jinman;Park, Byoungha;Park, Youngchoong;Kim, Seong-Dong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.6
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    • pp.3071-3085
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    • 2017
  • Currently, various technological models and services are emerging because of the development of information and communication technology and the convergence of industries. The ICT car field is expanding because of technological convergence in the automobile industry. However, ICT convergence services are still being developed based solely on technology; characterization of users and their needs is lacking. Therefore, two types of ICT car services that apply human-centered design processes are developed in this study. These processes create services and models while considering the quality and functions of products based on users (instead of technology) when developing products or services. Usability evaluation was performed on the developed services; a human-centered design process was applied to the results to confirm that the derived services resulted in high satisfaction. In the future, these research results will provide useful applications when developing ICT car services and strategies.

Technical Considerations for Design and Implementation of the Digital Holographic TV Broadcasting System (홀로그래픽 TV 방송 시스템 구현을 위한 기술적 고려 요소)

  • Kim, Jae-Han;Moon, Kyung-Ae;Choo, Hyun-Gon;Choi, Jin-Soo;Kim, Jin-woong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2015.07a
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    • pp.441-443
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    • 2015
  • 디지털 홀로그래픽 TV 시스템을 구현하려면 홀로그래픽 정보 획득 장치가 필요한데, 해상도 한계 때문에 홀로그램의 프린지 패턴을 상용 촬상 소자로는 직접 기록할 수 없다. 이를 극복하는 방법으로는 컬러 영상과 거리영상 정보를 얻은 후에 압축을 거쳐 수신 디스플레이단에 전송하고 이 정보로부터 3차원 모델을 형성한 후에 컴퓨터 생성 홀로그램을 생성하고 이를 회절소자를 이용하여 디스플레이하는 방법이 현재로서는 현실적인 방법이 될 것이다. 홀로그래픽 디스플레이에서는 회절소자인 공간광변조기 성능의 한계 때문에 기존 2DTV와 같은 수준의 디스플레이 구현은 매우 어렵다. 기존 공간광변조기는 픽셀피치가 커서 시야각이 매우 좁으나, 픽셀 크기를 작게 하는 동시에 공간광변조기 면적을 크게 하기에는 기술적인 어려움이 많다. 본 논문에서는 홀로그래픽 TV를 구현하는데 있어서 기술적으로 극복하고 고려해야 할 주요 요소에 대하여 분석한다.

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Image-Quality Enhancement for a Holographic Wavefront Color Printer by Adaptive SLM Partitioning

  • Hong, Sunghee;Stoykova, Elena;Kang, Hoonjong;Kim, Youngmin;Hong, Jisoo;Park, Joosup;Park, Kiheon
    • Journal of the Optical Society of Korea
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    • v.19 no.1
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    • pp.29-37
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    • 2015
  • The wavefront printer records a volume-reflection hologram as a two-dimensional array of elemental holograms from computer-generated holograms (CGHs) displayed on a spatial light modulator (SLM). The wavefront coming from the object is extracted by filtering in the spatial-frequency domain. This paper presents a method to improve color reproduction in a wavefront printer with spatial division of exposures at primary colors, by adaptive partitioning of the SLM in accordance with the color content encoded in the input CGHs, and by the controllable change of exposure times for the recording of primary colors. The method is verified with a color wavefront printer with demagnification of the object beam. The quality of reconstruction achieved by the proposed method proves its efficiency in eliminating the stripe artifacts that are superimposed on reconstructed images in conventional mosaic recording.

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

Improved Tracking System and Realistic Drawing for Real-Time Water-Based Sign Pen (향상된 트래킹 시스템과 실시간 수성 사인펜을 위한 사실적 드로잉)

  • Hur, Hyejung;Lee, Ju-Young
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.2
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    • pp.125-132
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    • 2014
  • In this paper, we present marker-less fingertip and brush tracking system with inexpensive web camera. Parallel computation using CUDA is applied to the tracking system. This tracking system can run on inexpensive environment such as a laptop or a desktop and support for real-time application. We also present realistic water-based sign pen drawing model and implementation. The realistic drawing application with our inexpensive real-time fingertip and brush tracking system shows us the art class of the future. The realistic drawing application, along with our inexpensive real-time fingertip and brush tracking system, would be utilized in test-bed for the future high-technology education environment.

A Subjective Quality Assessment on the Asymmetric Stereoscopic Video of Mobile-hybrid 3DTV (모바일 융합형 3DTV의 비대칭 양안식 영상에 대한 주관적 화질평가)

  • Lee, Jooyoung;Kim, Sung-Hoon;Jeong, Seyoon;Choi, Jin Soo;Kim, Jinwoong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2013.11a
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    • pp.128-130
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    • 2013
  • 양안식 3DTV 비디오의 효율적인 압축을 위해 다양한 기술들이 연구되었으며, 그 중 좌우영상으로 상이한 해상도의 영상을 사용하는 비대칭 양안식 영상은 인간의 시각시스템이 상이한 해상도의 양안식 양상을 높은 쪽 영상의 품질에 가깝게 인지하는 특성을 이용한 대표적인 비트레이트를 절감 방식이다. 이에 다양한 연구에서 좌우해상도 차이에 따른 화질 저하 정도를 측정하려는 시도가 이루어졌으나, 기존 연구에서는 적정 시청거리를 고려하지 않고 좌우 영상의 크기만을 고려하여 실험하였으며 따라서 각 연구별로 상이한 실험 결과가 도출되었다. 본 연구에서는 인간의 시각 시스템을 고려하여 적정 시청거리를 계산하고, 이에 따라 좌우영상 비율 별 화질평가를 수행하였다. 특히 본 연구에서는 좌영상을 IID급 방송콘텐츠로 가정하고, 우영상을 모바일 방송콘텐츠로 가정함으로써, 실험 결과의 방송 서비스 활용가능성을 높였다.

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Implementation of Realistic Experience Application Contents for Tourist Spots Object Recognition Using Augmented Reality Technology (증강현실을 적용한 관광지 사물인식 실감체험 앱 콘텐츠 구현)

  • Kim, Young Sang;Kim, Young Ick
    • Smart Media Journal
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    • v.5 no.1
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    • pp.122-129
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    • 2016
  • In recent years, the Augmented Reality Technology is improving in order to support the user-oriented interaction depending on growing trend in smart phones. In this paper, we present the Realistic Experience App. Contents which help the smart phone users experience the real situations by using the Object Recognition Technology of the tourist attractions and the users' location information. The developed system pinpoints both the location of the user and that of the tourist spot object through the GPS of the smart phone and the information of Beacon, providing the realistic experience contents about the tourist attraction after estimating the distance and the direction between the user and the place. The Realistic Experience App. Contents are expected not only to impress the culture of Jeju on the tourists but also to increase the potential to uncover the unknown tourist attractions and improve the image of Jeju as one of the best sightseeing cities.

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.