• 제목/요약/키워드: video reality

검색결과 386건 처리시간 0.026초

A Study on the Change of Education System with the Development of Digital Content Industry

  • Kim, Jisoo
    • International journal of advanced smart convergence
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    • 제8권3호
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    • pp.145-150
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    • 2019
  • Due to the development of science and technology and the emergence of new industries, the environmental change of the digital contents industry is rapidly progressing. The scope of technological development in the digital contents industry is affecting not only the entertainment industry but also various industries. Recently, with the development of digital convergence using realistic content, games, video, and VR have provided new opportunities for the growth of the content industry. The researcher determined that a new education system would need to be changed as the digital contents industry developed. For this purpose, an AHP questionnaire was conducted for experts with a high basic understanding of the education platform based on previous studies. We proposed a platform model for human resource development as an education system that meets the demand of digital contents industry. The education system for nurturing talents needed by future society should include elements that can interest the learning of users. The platform should not be approached from a system point of view, but should be developed from the content and user's point of view, considering the platform's original purpose.

Action Recognition with deep network features and dimension reduction

  • Li, Lijun;Dai, Shuling
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권2호
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    • pp.832-854
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    • 2019
  • Action recognition has been studied in computer vision field for years. We present an effective approach to recognize actions using a dimension reduction method, which is applied as a crucial step to reduce the dimensionality of feature descriptors after extracting features. We propose to use sparse matrix and randomized kd-tree to modify it and then propose modified Local Fisher Discriminant Analysis (mLFDA) method which greatly reduces the required memory and accelerate the standard Local Fisher Discriminant Analysis. For feature encoding, we propose a useful encoding method called mix encoding which combines Fisher vector encoding and locality-constrained linear coding to get the final video representations. In order to add more meaningful features to the process of action recognition, the convolutional neural network is utilized and combined with mix encoding to produce the deep network feature. Experimental results show that our algorithm is a competitive method on KTH dataset, HMDB51 dataset and UCF101 dataset when combining all these methods.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

ARG 게임의 핵심 재미 요소와 활성화에 관한 연구 (A Study on the Core Fun Factors and Activation of ARG Game)

  • 장혜정;김효남
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2021년도 제63차 동계학술대회논문집 29권1호
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    • pp.61-64
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    • 2021
  • 최근에 들어서 VR, AR 등 '현실'을 기반으로 하는 장르가 주목을 받고 있다. 그 중에서도 ARG 장르가 존재하는데, 우리가 살고 있는 현실 세계에서 가상의 이야기들을 마치 실존하는 것처럼 꾸며 놓고 관객 혹은 플레이어들이 스스로 단서를 찾아 스토리의 끝을 매듭짓는 것이 목표인 장르이다. ARG 장르는 그 자체가 게임이 될 수 있고, 메인 게임 장르의 세부적인 요인으로 작용할 수도 있는 매력적인 장르이다. 본 논문에서는 ARG 게임에 대한 세부적인 분석과 인식 조사를 진행하여, 그 결과를 바탕으로 해당 장르를 보편화 시킬 수 있는 방법을 제시한다.

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The effects of virtual reality-based physical therapy in stroke patients

  • Kim, Charyong;Min, Won-Kyu
    • Physical Therapy Rehabilitation Science
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    • 제2권1호
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    • pp.7-11
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    • 2013
  • Objective: Final goal of nerve advancement therapy is to provide maximum ability to function independently in life to patients. This paper appraises and describes basic concepts of the virtual reality (VR) based exercise program to improve functional movement for neurologically impaired patients. Design: Review article. Methods: Stroke patients from the physical therapy department while wearing comfortable clothing receive therapy and also VR based motion therapy administered by the therapist in charge. After evaluation of stroke patients, therapy includes an exercise program that is suitable for use with stroke patients; stroke patients wear head-mounted display while in front of the computer, where the camera is located; they follow the action on the screen and the computer perceives the operation of the stroke patients according to subject accomplishment. Results: According to obstacle condition of stroke patients using the method, which is various environments after setting, in stroke patients, there is a possibility of presenting suitable therapeutic environments. The display presentation of the method, which is identical, causes difficulty for all stroke patients. According to subject accomplishment; stroke patients result in execution of repetition training and deepening study, which leads to mobility. Conclusions: The VR based rehabilitation training programs is a difference of the existing video training program, is immediate feedback and compensation method. It will provide rehabilitation training services for the family of the patient whose condition could be improved with rehabilitative therapy where it is a continuous circumstance as a matter of the social welfare facility therapy.

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증강현실 기반 아동 학습 어플리케이션을 위한 실시간 영상 인식 (Real-Time Object Recognition for Children Education Applications based on Augmented Reality)

  • 박강규;이강
    • 한국멀티미디어학회논문지
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    • 제20권1호
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    • pp.17-31
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    • 2017
  • The aim of the paper is to present an object recognition method toward augmented reality system that utilizes existing education instruments that was designed without any consideration on image processing and recognition. The light reflection, sizes, shapes, and color range of the existing target education instruments are major hurdles to our object recognition. In addition, the real-time performance requirements on embedded devices and user experience constraints for children users are quite challenging issues to be solved for our image processing and object recognition approach. In order to meet these requirements we employed a method cascading light-weight weak classification methods that are complimentary each other to make a resultant complicated and highly accurate object classifier toward practically reasonable precision ratio. We implemented the proposed method and tested the performance by video with more than 11,700 frames of actual playing scenario. The experimental result showed 0.54% miss ratio and 1.35% false hit ratio.

Bandwidth-Efficient Live Virtual Reality Streaming Scheme for Reducing View Adaptation Delay

  • Lee, Jongmin;Lee, Joohyung;Lim, Jeongyeon;Kim, Maro
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제13권1호
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    • pp.291-304
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    • 2019
  • This paper proposes a dynamic-tiling-based bandwidth-efficient (DTBE) virtual reality (VR) streaming scheme. We consider 360-degree VR contents with multiple view points such as the front, back, upper, and bottom sides. At a given time, the focus of a client is always bound to a certain view among multiple view points. By utilizing this perspective, under our proposed scheme, tiles with high encoding rates are selectively assigned to the focused view where multiple view points consist of multiple tiles with different encoding rates. The other tiles with low encoding rates are assigned to the remaining view points. Furthermore, for reducing view adaptation delay, we design a novel rapid view adaptation mechanism that selectively delivers an I-frame during view point updates by using frame indexing. We implement the proposed scheme on a commercial VR test bed where we adopt the MPEG media transport (MMT) standard with high-efficiency video coding (HEVC) tile modes. The measurement-based experiments show that the proposed scheme achieves an average data usage reduction of almost 65.2% as well as average view adaptation delay reduction of almost 57.7%.

Interactive 3D VR Content Design for Close Encounter of Social Issue

  • Chan Lim
    • International Journal of Advanced Culture Technology
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    • 제11권1호
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    • pp.270-275
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    • 2023
  • The government has defined domestic violence as one of the four major social evils and tried to prepare laws and systems to prevent it. Nevertheless, domestic violence has emerged as a serious social issue, and compare to the number of domestic violence cases that are constantly increasing, the report rate of domestic violence is significantly lower. This suggests the need to improve citizens' perception of domestic violence as the issue to solve it together in society, not as a private matter at home. Most of existing contents for preventing domestic violence and improving awareness are simple viewing forms of video contents, which have little effect on recognition. We aim to confirm the possibility of improving social awareness about domestic violence by producing Virtual Reality (VR) contents that have great features of user's immersion and empathy. In this VR content, the user can interact with various objects in the virtual reality of domestic violence and directly or indirectly experience the victim's position. Users who view the violent environment from the victim's point of view can have a subjective empathy for the problem, which is expected to induce more active awareness about domestic violence.

척수장애인 신체활동 증가를 위한 피트니스 아바타 모형 개발 (Development of Fitness Avatar Model for Increasing Physical Activity in Individual with Spinal Cord Injury)

  • 강선영
    • 융합보안논문지
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    • 제14권3_1호
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    • pp.65-70
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    • 2014
  • 본 연구에서는 척수장애인의 신체활동 증가를 위한 피트니스 아바타 모형을 개발하고자 하였다. 해마다 장애인구의 비율은 증가하고 있으며, 이 중 지체장애인에 포함되는 척수장애인의 비율도 증가하고 있는 추세이다. 하지 마비로 인해 체육시설로의 접근이 용이하지 않은 척수장애인들의 신체활동 필요성이 더욱 절실한 상황에서 이들이 용이하게 접근할 수 있는 신체활동 방법으로 가상현실에 기반을 둔 신체활동량 증가 방법은 가장 혁신적이고 미래지향적인 방식으로 떠오르고 있다. 본 연구를 통해 다음과 같은 결과를 도출하였다. 첫째, 척수장애인의 다양한 신체활동을 활성화하고 보급하기 위하여 신체활동 전후로 용이한 방법을 통한 건강 및 체력 검사를 진단받을 수 있는 시스템 구축과 지속적인 신체활동 수행을 위한 지원체제의 확립이 필수적이며, 둘째, 지속적 신체활동을 유지하기 위해서는 동기부여가 매우 중요한 것으로 인식되고 있으므로 이를 위하여 신체활동 변화단계를 고려하고 단계별 수준에 적합한 피드백(feedback)을 제공하며 중재 효과를 검증하는 과정이 반드시 포함되어야 할 것이다.

BIM 데이터를 적용한 증강현실 기반의 건설관리시스템 개발에 관한 연구 (A Study on the Development of the Project Management System based on Augmented Reality)

  • 안지연;최정민;권순호;송두형;옥종호
    • 한국산학기술학회논문지
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    • 제11권8호
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    • pp.3083-3093
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    • 2010
  • 최근 3D파라메트릭 모델링 기법의 발달에 힘입어 비정형 건축 프로젝트가 증가하고 있다. 기존의 BIM 시뮬레이션 의사결정 지원시스템은 가상현실에서 구현되기 때문에 효율적이지 못했다. 이에 본 연구에서 효율적 의사결정지원을 위한 증강현실 기반 시뮬레이션 시스템인 "AR naviX"를 개발하였다. 이 시뮬레이션 시스템은 현장사진과 동영상자료 혹은 레이져 스캐닝 데이터를 활용하여 사용자가 보다 높은 현실감과 몰입감을 느낄 수 있도록 함으로써, 의사결정에 소비되는 시간을 단축시킨다.