• Title/Summary/Keyword: space entertainment system

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DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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A Study on the Tourism Watchdog for Optimizing Safety System (관광활동의 민원 관계망 최적화 관광 와치도그 도입에 관한 소고)

  • Kyung-Yeo, Koo
    • Asia-Pacific Journal of Business
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    • v.14 no.2
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    • pp.187-199
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    • 2023
  • Purpose - The purpose of this study is to formulate a plan to cope with tourists' rights which can occur in tourist attraction place and anywhere for tourist activities and to seek a plan for introducing a watchdog system for tourists' civil complaints. Design/methodology/approach - To perform this purpose, this article will discuss a research review of the scope of tourist activities in terms of space and place perspectives and compare them to the watchdog and ombudsman concepts. And the study analyses and look at the suggestion about Tourism complains center and the Tourism policy system of procedure function and role critically. Findings - The Watchdog system is a routine activity in which citizen monitoring activities are developed in the form of a system and share inconvenience and anxiety detected in time and space in the expanding range of entertainment, leisure, and sports tourism activities. The resulting accident rate can be reduced, the administrative and private businesses can be resolved, and the cost of handling can be solved. Research implications or Originality - The social contribution of Watchdog can be systematically expanded and resolved at various sites by securing public trust in the country threats in daily places preventing risks securing continuous safety management of related facilities and other industries

Intelligent Space and Ontological Network System

  • Yamaguchi, Toru;Sato, Eri;Murakami, Hiroki
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2003.09a
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    • pp.126-129
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    • 2003
  • The robot has recently emerged as a factor in the daily lives of humans, taking the form of a mechanical pet or similar source of entertainment. A robot system that is designed to co-exist with humans, i.e., a coexistence-type robot system, is important to be "it exists in various environments with the person, and robot system by which the interaction of n physical, informational emotion with the person etc. was valued". When studying the impact of intimacy in the human/robot relationship, we have to examine the problems that can arise as a result of physical intimacy(coordination on safety in the hardware side and a soft side). Furthermore, We should also consider the informational aspects of intimacy (recognition technology, and information transport and sharing).

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A Study on Analysis of User Behavior and Needs for Efficient Use of a Home Smart Mirror (홈 스마트 미러의 효율적 활용을 위한 사용자 행태 및 니즈 분석 연구)

  • Oh, Moonseok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.119-129
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    • 2016
  • Rapid changes to the paradigm of smart media have created a communication environment through merging with various media such as IoT technology, which is internet of things. Among them, user' need for a start home, which is one of people living conditions, has been growing and values of the communication environment in a living space using a smart mirror have been growing. However, studies on figuring out behavior and analyzing needs of family members who actually use the living space are insufficient. This study is to draw the service system of the home smart mirror by analysis of behavior and needs of users of the living space. For a research method for analysis of behavior of family members, I wrote two kinds of user's experience maps, which are frequency of use of a quantitative space of a living space and space's important value scales by persona study and depth interview. Through this, applied spaces of the home smart mirror (living room, bathroom, powder room, dress room, porch, kitchen, room) and the types of user needs (type of providing information, entertainment type, control type, service type) have been drawn and statistical analysis methodology has been utilized for a research of user preferences in regard to correlation between living spaces and types of user needs based on a survey. As a result of analysis of ages and gender, types of user needs by space have been drawn and the service system of the home smart mirror has been drawn. It would be utilized as a basic material for various contents development and design using the smart mirror in the future.

A Planning Direction for Community focusing on Library Information Space of Research and Education Activation (지역커뮤니티를 위한 건축공간 계획방향 연구 -연구·교육 활성화를 위한 도서관 정보공간 계획)

  • Lee, Kum-Jin;Park, Jong-Do
    • Journal of the Society of Disaster Information
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    • v.14 no.1
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    • pp.51-58
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    • 2018
  • The purpose of this study is to propose a method to construct the information space of library with the resilient space and community base to cope with social changes in response to various contents of library functions. As an institution that provides the places and contents necessary for education and research, it aims to expand and change from the collection center to the user center, from the specific user center to the library that shares resources with the community, And to find ways to contribute to the revitalization of education. A library plan for communities that can increase the value of local libraries and expand user-centered space utilization is as follows; First, in terms of communities in space and programs, the program will be supplemented through the activation of cultural, entertainment, and collaborative programs and the creation of communities. Second, in terms of smart support for operational and environmental issues, the establishment of information technology and smart management operating system to expand the research productivity by efficiently utilizing mutually available data with the local community.

Designing Augmented Spatial Experiences of Architectural Heritage - Information Modeling for Intelligent Content Service Platform - (건축문화유산의 공간경험 디자인 - 지능형 콘텐츠 서비스 플랫폼과 정보표현체계 -)

  • Jang, Sun-Young;Kim, Seongjun;Kim, Sung-Ah
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.4
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    • pp.15-24
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    • 2019
  • Currently, museums and architectural heritage provide augmented user experiences by incorporating various media technologies. They still, however, suffer from the limitation of entertainment-based and the provision of location-based simple and repetitive contents. In addition, while acting as a key medium of experience for architectural heritage, the concept of space is not properly reflected in current services. The purpose of this study is to design user space experience considering such characteristics of architectural heritage. The spatial experience content and content production platform are defined. This software platform creates content that enhances the experience of the place by giving a context-based digital data associated with space and objects. The spatial experience content is designed as a series of experience sequences. The composition of the sequence borrows the method of film and narrative which segment and connect consecutive experiences on a scene basis considering user's detailed spatial experience. Therefore, content components can be combined and reproduced in various types. Augmented contents were extracted by using rule-based reasoning function of ontology at the moment. As a practical example of architectural heritage, the Seokjojeon Hall is used to reveal a spatial experience scenario.

Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1997.06a
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

Integration Control MiddleWare for Next Generation Telematics Service (차세대 텔레매틱스 서비스를 위한 통합 제어 미들웨어)

  • Kang, Gi-Soon;Yoon, Yong-Ik
    • Journal of Korea Spatial Information System Society
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    • v.7 no.3 s.15
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    • pp.83-92
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    • 2005
  • Telematics is a wireless data communication system that provides various information services for driver's the safety or entertainment, and it makes drivers possible to use those services in the moving space, as if he/she is at home or at office. As telecommunication technology develops and Telematics market grows larger, standard platform for the intelligent telematics is required. This paper describes the structure and module control design of the intelligent telematics that recognizes driver's needs and pushes customized services to the driver at real-time.

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A Study on The display of children science museum approaching to playing concept (놀이개념으로 접근한 어린이과학관 전시공간 연출에 관한 연구)

  • Choi, Mi-Ok;Kim, Moon-Duck
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.05a
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    • pp.81-85
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    • 2004
  • It became new social interest for children to have their own appropriate physical, mental, social environment as one independent identity, In these social atmosphere, new design method and standard of children's residence, education, playing environment which can fill their desire. When home and school are the first places to meet the world and learn, museum and science hall are the representing places to provide education and entertainment, especially to preschoolers, they are the prior education system. it is the most important these science halls to give children potential familiarity of science rather than direct knowledge. Also these places should be stepping stones of the process of intellectual growth as foundation stones for future science education. On this research i will provide a direction to space planning of children's science hall, extended to children' museum studying display producing of playing conception, the necessary element of children's physical, mental, social behavior development process.

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