• Title/Summary/Keyword: virtual digital

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Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

A Study on the Design of Visual-Auditory Haptic Interface - With emphasis on embodying Haptics using Visual and Auditory perception (시/청각적 촉감 인터페이스 디자인에 관한 연구 - 시각과 청각을 이용한 촉감 구현을 중심으로)

  • 백승화;김명석
    • Archives of design research
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    • v.14 no.2
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    • pp.15-25
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    • 2001
  • With the rapid development of current internet, digital age make human beings intangible. Haptic sense was recognized less important than visual sense and auditory sense, but it plays an important role in determining the quality of products. The goals of this study are embodying haptics using Visual and Auditory preception and designing Visual-Auditory Haptic interface, in the case of actual touching is required but impossible. This study was carried out 3 steps. Firstly, developing the concept of Visual-Auditory Haptic Interface(VAHI) was carried out to make it certain the direction of this study. To get common factors of VAHI, this study researched physical-mechanism of visual, auditory, and haptics senses, and psychological-mechanism. Secondly, identifying factors of V/A haptic sense was analysed by web-evaluation test, to be categorized 11 Emotional Haptic Factors(EHF) and some Design Haptic Factors(DHF). The relation of EHF and DHF was analysed and summarized to VAHI design check sheet. Finally, Applying DHF to VAHI by EHF according to VAHI design check sheet was validated by web-evaluation test, to be resulted 13% increase in reliability and the same in usability. Conclusively, the possibility of embodying haptics using Visual and Auditory preception was resulted to be valid. And this concept can be applied to an interface, such a internet shopping mall and virtual reality, which requires actual touching to perceive haptic information, but it is impossible.

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Testimony of the Real World, Documentary-Animation (현실세계의 증언, 다큐멘터리-애니메이션 분석)

  • Oh, Jin-Hee
    • Cartoon and Animation Studies
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    • s.45
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    • pp.27-50
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    • 2016
  • The present study argues that documentary-animation films, which are based on actual human voices, on the level of representation, constitute a new expansion for the medium of animation films, which serve as testimonies to the real world. Animation films are produced using very diverse techniques so that they are complex to the degree of being indefinable, and documentary films, though based on objective representation, increase in complexity in that there exist various types of artificial interventions such as direction and digital image processing. Having emerged as a hybrid genre of the two media, documentary-animation films draw into themselves actual events and elements so that they conceptually share reality-based narratives and are visually characterized by the trappings of animation films. Generally classified as 'animated documentaries', this genre triggered discussions following the release of , a work that is mistaken as having used rotoscoping transforming live action in terms of the technique. When analyzed in detail, however, this work is presented as an ambiguous medium where the characteristics of animation films, which are virtual simulacra without reality, and of documentaries, which are based on the objective indexicality of the referents, coexist because of its mixed use of typical animation techniques, 3D programs, and live-action images. Discussed in the present study, , , and share the characteristics of the medium of documentaries in that the narratives develop as testimonies of historical figures but, at the same time, are connected to animation films because of their production techniques and direction characteristics. Consequently, this medium must be discussed as a new expansion rather than being included in the existing classification system, and such a presupposition is an indispensable process for directly facing the reality of the works and for developing discussions. Through works that directly use the interviewees' voices yet do not transcend the characteristics of animation films, the present study seeks to define documentary-animation films and to discuss the possibility of the medium, which has expanded as a testimony to the real world.

Cooperative Multi-Agent Reinforcement Learning-Based Behavior Control of Grid Sortation Systems in Smart Factory (스마트 팩토리에서 그리드 분류 시스템의 협력적 다중 에이전트 강화 학습 기반 행동 제어)

  • Choi, HoBin;Kim, JuBong;Hwang, GyuYoung;Kim, KwiHoon;Hong, YongGeun;Han, YounHee
    • KIPS Transactions on Computer and Communication Systems
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    • v.9 no.8
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    • pp.171-180
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    • 2020
  • Smart Factory consists of digital automation solutions throughout the production process, including design, development, manufacturing and distribution, and it is an intelligent factory that installs IoT in its internal facilities and machines to collect process data in real time and analyze them so that it can control itself. The smart factory's equipment works in a physical combination of numerous hardware, rather than a virtual character being driven by a single object, such as a game. In other words, for a specific common goal, multiple devices must perform individual actions simultaneously. By taking advantage of the smart factory, which can collect process data in real time, if reinforcement learning is used instead of general machine learning, behavior control can be performed without the required training data. However, in the real world, it is impossible to learn more than tens of millions of iterations due to physical wear and time. Thus, this paper uses simulators to develop grid sortation systems focusing on transport facilities, one of the complex environments in smart factory field, and design cooperative multi-agent-based reinforcement learning to demonstrate efficient behavior control.

Remote Access and Data Acquisition System for High Voltage Electron Microscopy (초고전압 투과전자현미경의 원격제어 및 데이터 획득 시스템)

  • Ahn, Young-Heon;Kang, Ji-Seoun;Jung, Hyun-Joon;Kim, Hyeong-Seog;Jung, Hyung-Soo;Han, Hyuck;Jeong, Jong-Man;Gu, Jung-Eok;Lee, Sang-Dong;Lee, Jy-Soo;Cho, Kum-Won;Kim, Youn-Joong;Yeom, Heon-Young
    • Applied Microscopy
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    • v.36 no.1
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    • pp.7-16
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    • 2006
  • A new remote access system for a 1.3 MV high voltage electron microscope has been developed. Almost all essential functions for HVEM operation, huck as stage control, specimen tilting, TV camera selection and image recording, are successfully embedded into this prototype of the remote system. Particularly, this system permits perfect and precise operation of the goniometer and also controls the high resolution digital camera via simple Web browsers. Transmission of control signals and communication with the microscope is accomplished via the global ring network for advanced applications development (GLORIAD). This fact makes it possible to realize virtual laboratory to carry out practical national and international HVEM collaboration by using the present system

Offline Friend Recommendation using Mobile Context and Online Friend Network Information based on Tensor Factorization (모바일 상황정보와 온라인 친구네트워크정보 기반 텐서 분해를 통한 오프라인 친구 추천 기법)

  • Kim, Kyungmin;Kim, Taehun;Hyun, Soon. J
    • KIISE Transactions on Computing Practices
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    • v.22 no.8
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    • pp.375-380
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    • 2016
  • The proliferation of online social networking services (OSNSs) and smartphones has enabled people to easily make friends with a large number of users in the online communities, and interact with each other. This leads to an increase in the usage rate of OSNSs. However, individuals who have immersed into their digital lives, prioritizing the virtual world against the real one, become more and more isolated in the physical world. Thus, their socialization processes that are undertaken only through lots of face-to-face interactions and trial-and-errors are apt to be neglected via 'Add Friend' kind of functions in OSNSs. In this paper, we present a friend recommendation system based on the on/off-line contextual information for the OSNS users to have more serendipitous offline interactions. In order to accomplish this, we modeled both offline information (i.e., place visit history) collected from a user's smartphone on a 3D tensor, and online social data (i.e., friend relationships) from Facebook on a matrix. We then recommended like-minded people and encouraged their offline interactions. We evaluated the users' satisfaction based on a real-world dataset collected from 43 users (12 on-campus users and 31 users randomly selected from Facebook friends of on-campus users).

Multisensory based AR System for Education of Cultural Heritage

  • Jeong, Eunsol;Oh, Jeong-eun;Won, Haeyeon;Yu, Jeongmin
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.11
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    • pp.61-69
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    • 2019
  • In this paper, we propose a multisensory(i.e., visual-auditory-tactile) based AR system for the education of cultural heritage. The proposed system provides a multisensory interaction by designing a user to experience with a 3D printed artifact which is mapped by a virtual 3D content of digital heritage. Compared with the existing systems of cultural heritage education based on augmented reality(AR) technology, this system focused on not only providing learning experience via a sense of visual and auditory, but also a sense of tactile. Furthermore, since this systems mainly provided the direct interactions using a 3D printed model, it gives a higher degree of realism than existing system that use touch or click motions on a 2D display of mobile phones and tablets. According to a result of user testing, we concluded that the proposed system delivered the excellent presence and learning flow to users. Particularly, from the usability evaluation, a 3D printed target artifact which is similar in shape to original heritage artifact, achieved the highest scores among the various tested targets.

Study on Establishment of Deoksugung Palace, Tourist Information Services using Augmented Reality(AR) Technology (증강현실(AR) 기술을 이용한 덕수궁 관광안내서비스 구축방안 연구)

  • Oh, Sung-hwan;Kim, Ki-duk
    • Korean Journal of Heritage: History & Science
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    • v.46 no.2
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    • pp.26-45
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    • 2013
  • Sudden increase exceeding 30million in the number of smart phone users, and rising interest in the technology of augmented reality, is now trying to combine it with AR technology in other areas very much. The field of cultural heritage, which has been constructed by the Internet and 3D technology, is not unusual and this field is now rapidly changing thanks to the AR technology which can make users experience cultural heritage with high reality. The Palaces in Seoul, however, use fragmentary tools of information - lack of heritage commentators, leaflet, etc, even though the number of visitors is gradually increasing. Therefore, three-dimensional and comprehensive cultural heritage information service is needed with the guidance in the mobile era. This study utilizes the AR technology for building the Deoksugung Tourist Information Service Application(App.) applying the markerless-based recognition technology which is a more advanced tool than the location-based AR technology. This new AR technology can switch perceived real images such as the tablet of the King in the Palace of in the real world, patterns and pedestals into virtual world, which can reproduce the damaged cultural assets as 3D. This also composes photos of the past with the current buildings, which can increase people's interest and absorption of the contents, and helps them understand and be aware of Korean traditional culture and cultural heritage effectively. In addition, convergence between IT new technology, Augmented Reality(AR) and humanities through storytelling based implementation of cultural heritage in smart phone is attempted to demonstrate that there is strength in which augmented reality technique exerts infinite creativity based on actual reality world.

A Study on the Actual Condition of the Fourth Industrial Revolution and Application of Landscape Architecture (4차 산업혁명의 실태와 조경학 분야 적용방안 연구)

  • Lee, Jong-Sung
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.37 no.1
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    • pp.68-75
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    • 2019
  • This study aims to look at the application methods of landscape architecture in response to the 4th Industrial Revolution. The results of the analysis of trends in the 4th Industrial Revolution and the subsequent search for application methods to the field of landscape architecture are as follows. First, the 4th Industrial Revolution means innovative change based on digital technology and seeks to create value based on intelligent information technology, and continuous growth is being made through innovation. This requires expertise to collect large amounts of information and creatively rework it, and a strategy to flexibly cope with changes in the times. Second, the status of technological use in response to the 4th Industrial Revolution in the field of landscape architecture is generalizing the establishment of precise analysis results such as survey technology and global mapping using drones, three-dimensional design simulation, and VR. In the field of traditional landscape architecture, efforts are made to obtain accurate fact-finding data on landscape site components. Third, the application methods in the field of landscape science according to the 4th Industrial Revolution in the future are required to supply precision technology and supply programs in the technology sector, and to provide a shared platform. In addition, a systemically standardized process will need to be established for this. In addition, educational efforts should be continued to professional manpower training and provide economic support for the development of technologies.

Analysis of news bigdata on 'Gather Town' using the Bigkinds system

  • Choi, Sui
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.53-61
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    • 2022
  • Recent years have drawn a great attention to generation MZ and Metaverse, due to 4th industrial revolution and the development of digital environment that blurs the boundary between reality and virtual reality. Generation MZ approaches the information very differently from the existing generations and uses distinguished communication methods. In terms of learning, they have different motivations, types, skills and build relationships differently. Meanwhile, Metaverse is drawing a great attention as a teaching method that fits traits of gen MZ. Thus, the current research aimed to investigate how to increase the use of Metaverse in Educational Technology. Specifically, this research examined the antecedents of popularity of Gather Town, a platform of Metaverse. Big data of news articles have been collected and analyzed using the Bigkinds system provided by Korea Press Foundation. The analysis revealed, first, a rapid increasing trend of media exposure of Gather Town since July 2021. This suggests a greater utilization of Gather Town in the field of education after the COVID-19 pandemic. Second, Word Association Analysis and Word Cloud Analysis showed high weights on education related words such as 'remote', 'university', and 'freshman', while words like 'Metaverse', 'Metaverse platform', 'Covid19', and 'Avatar' were also emphasized. Third, Network Analysis extracted 'COVID19', 'Avatar', 'University student', 'career', 'YouTube' as keywords. The findings also suggest potential value of Gather Town as an educational tool under COVID19 pandemic. Therefore, this research will contribute to the application and utilization of Gather Town in the field of education.