• Title/Summary/Keyword: web augmented reality

Search Result 54, Processing Time 0.025 seconds

Perceptions and Trends of Digital Fashion Technology - A Big Data Analysis - (빅데이터 분석을 이용한 디지털 패션 테크에 대한 인식 연구)

  • Song, Eun-young;Lim, Ho-sun
    • Fashion & Textile Research Journal
    • /
    • v.23 no.3
    • /
    • pp.380-389
    • /
    • 2021
  • This study aimed to reveal the perceptions and trends of digital fashion technology through an informational approach. A big data analysis was conducted after collecting the text shown in a web environment from April 2019 to April 2021. Key words were derived through text mining analysis and network analysis, and the structure of perception of digital fashion technology was identified. Using textoms, we collected 8144 texts after data refinement, conducted a frequency of emergence and central component analysis, and visualized the results with word cloud and N-gram. The frequency of appearance also generated matrices with the top 70 words, and a structural equivalent analysis was performed. The results were presented with network visualizations and dendrograms. Fashion, digital, and technology were the most frequently mentioned topics, and the frequencies of platform, digital transformation, and start-ups were also high. Through clustering, four clusters of marketing were formed using fashion, digital technology, startups, and augmented reality/virtual reality technology. Future research on startups and smart factories with technologies based on stable platforms is needed. The results of this study contribute to increasing the fashion industry's knowledge on digital fashion technology and can be used as a foundational study for the development of research on related topics.

Analysis of Research Trends in Monitoring Mental and Physical Health of Workers in the Industry 4.0 Environment (Industry 4.0 환경에서의 작업자 정신 및 신체 건강 상태 모니터링 연구 동향 분석)

  • Jungchul Park
    • Journal of the Korean Society of Industry Convergence
    • /
    • v.27 no.3
    • /
    • pp.701-707
    • /
    • 2024
  • Industry 4.0 has brought about significant changes in the roles of workers through the introduction of innovative technologies. In smart factory environments, workers are required to interact seamlessly with robots and automated systems, often utilizing equipment enhanced by Virtual Reality (VR) and Augmented Reality (AR) technologies. This study aims to systematically analyze recent research literature on monitoring the physical and mental states of workers in Industry 4.0 environments. Relevant literature was collected using the Web of Science database, employing a comprehensive keyword search strategy involving terms related to Industry 4.0 and health monitoring. The initial search yielded 1,708 documents, which were refined to 923 journal articles. The analysis was conducted using VOSviewer, a tool for visualizing bibliometric data. The study identified general trends in the publication years, countries of authors, and research fields. Keywords were clustered into four main areas: 'Industry 4.0', 'Internet of Things', 'Machine Learning', and 'Monitoring'. The findings highlight that research on health monitoring of workers in Industry 4.0 is still emerging, with most studies focusing on using wearable devices to monitor mental and physical stress and risks. This study provides a foundational overview of the current state of research on health monitoring in Industry 4.0, emphasizing the need for continued exploration in this critical area to enhance worker well-being and productivity.

The Mountain Climbing Information Public Service model based on broadcasting and telecommunication convergence service (방송통신 융합기반의 등산정보 공공서비스 모델)

  • Byeon, Sang-Woo;Hwang, Soon-Ki
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2011.01a
    • /
    • pp.189-190
    • /
    • 2011
  • Recently people have increased to climb mountain. Owing to developing IT technology, the number of people using smart phone have increased remarkably as well. In this context, the Korea Forest Service has implemented the project of Mountain Climbing Information Public Service(MCIPS). The purpose of the MCIPS is to support climbing safely based on a trail map of spatial data of GIS(geographic information system). The customer will be able to access the MCIPS through n-screen(IP-TV, Web Site, Smart phone, Galaxy tab) provided a broadcasting and telecommunication convergence service. In addition, the MCIPS would support two-way communication through connecting to Twitter and Youtube. The MCIPS will make the customer fun using Augmented Reality(AR) of Smart phone(Android) and contribute to protecting people from mountain accidents.

  • PDF

Web programming Education Based on Augmented Reality with Marker Extension (마커 확장을 통한 증강 현실 기반의 웹 프로그래밍 교육)

  • Kim, Dong-Moon;Lee, Dong-Hoon;Park, Kyo-Hyeon;Lee, Jee-Hyong
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2007.10b
    • /
    • pp.147-150
    • /
    • 2007
  • 사회적으로 증강 현실 기술이 주목을 받고 있다. 증강 현실 기술을 이용하면 제작자가 의도한 환경에 사용자가 몰입하기 쉽기 때문이다. 따라서 여러 분야에서 활용되고 있으며, 특히 교육 분야에서의 관심이 두드러진다. 하지만 대부분의 연구는 과학 및 역사 등의 실습이 가능하고, 시각적인 효과가 두드러진 분야로의 적용을 시도하고 있다. 하지만 본 논문에서는 웹 프로그래밍에서의 문법의 접근을 시도하였다. 그리고 증강 현실에서 사용된 기존의 마커들은 각각 단일한 의미를 가지고 있었다. 이를 개선하여 본 논문에서는 마커를 투명하게 만들고 이를 겹치거나 차례로 나열하여 또다른 의미를 가질 수 있도록 고안하였다.

  • PDF

Hand-Gesture Recognition Using Concentric-Circle Expanding and Tracing Algorithm (동심원 확장 및 추적 알고리즘을 이용한 손동작 인식)

  • Hwang, Dong-Hyun;Jang, Kyung-Sik
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.3
    • /
    • pp.636-642
    • /
    • 2017
  • In this paper, We proposed a novel hand-gesture recognition algorithm using concentric-circle expanding and tracing. The proposed algorithm determines region of interest of hand image through preprocessing the original image acquired by web-camera and extracts the feature of hand gesture such as the number of stretched fingers, finger tips and finger bases, angle between the fingers which can be used as intuitive method for of human computer interaction. The proposed algorithm also reduces computational complexity compared with raster scan method through referencing only pixels of concentric-circles. The experimental result shows that the 9 hand gestures can be recognized with an average accuracy of 90.7% and an average algorithm execution time is 78ms. The algorithm is confirmed as a feasible way to a useful input method for virtual reality, augmented reality, mixed reality and perceptual interfaces of human computer interaction.

A Study on Interworking of Intelligent IoT Semantic Information Using IoT-Lite Ontology (IoT-Lite 온톨로지를 활용한 지능형 사물인터넷 시맨틱 정보연동에 관한 연구)

  • Park, Jong Sub;Hong, June Seok;Kim, Wooju
    • Journal of Information Technology Services
    • /
    • v.16 no.2
    • /
    • pp.111-127
    • /
    • 2017
  • Computing Performance, sensor, storage, memory, and network costs have been steadily declining, and IoT services have recently become more active. The Internet of Things is linked with Big Data to create new business, and public institutions and corporations are hurry to import Internet of things. As the importance of the Internet of things has increased, the number of devices supporting the IoT has rapidly increased. With the development of the Internet of Things, various types of Internet services are being developed. For this reason, there is an increasing demand for IoT service designers and developers for IoT service case automatic search technology. IoT service designers can avoid duplication with existing services through service case retrieval and developers can save cost and time by combining existing reusable service equipment. This paper proposes IoT-Lite ontology for IoT and Semantic Web service to solve the above-mentioned problems. The existing ontologies for IoT, despite its many advantages, are not widely used by developers because it has not overcome the relatively slow drawbacks of increasing complexity and searching for development. To complement this, this study uses the IoT-Lite ontology introduced by W3C as a model and a semantic web service for automatic system retrieval. 3D camera, GPS, and 9-axis sensor, and IoT-Lite designed by IoT-Lite technique are integrated with the semantic technique and implemented directly.

An Exploratory Study on Electronic Culture Map of Mind Humanities using Smartphones (스마트폰을 이용한 마음인문학 전자문화지도 활용에 관한 탐색적 연구)

  • Baek, Hyeon-Gi
    • Journal of Digital Convergence
    • /
    • v.10 no.4
    • /
    • pp.45-53
    • /
    • 2012
  • This research aims at developing an electronic culture atlas using smart phones as a way to share the research results of Mind Humanities. An electronic atlas offers the web service of a great deal of information without the limitation of paper, which is different from the existing paper maps. When the concept of culture is added to an electronic atlas, it becomes an electronic culture atlas. To create an application program using smartphones, their various features should be understood and the development method to maximize them is necessary. Accordingly, in this paper, what needs to be taken into consideration for the service based on smartphones and the characteristics of smartphones to be considered in the development process were examined.

A Study on the receptivity to Social Computing in International Trade (국제무역의 소셜 컴퓨팅 수용 가능성에 관한 연구)

  • Lim, Jae-Wook
    • International Commerce and Information Review
    • /
    • v.13 no.3
    • /
    • pp.55-74
    • /
    • 2011
  • Web Service applications based on the social relation such as Social Network Service(SNS), Social Medias are making strong blast. Social Computing which is widely spreading to worldwide is affecting to our life including policies, economies, societies and culture. Based on Web 2.0, various services like as Social Collaboration, Social Publishing, Social Feedback are supplied, more evolved social computing services, Social Connection, Augmented Reality, will be served for the next days from now. These network based services, Social Network Service or Social Media frequently used terms, are not defined exactly and their characteristics are not gotten to the bottom yet. Theoretical and systematic studies on these themes are not made also. Applications to business area, especially the receptivity to social computing in international trade is barely made to these days. This study focuses on the concepts, characteristics and sorts of social computing and purposes to consider its possibilities of application of social computing to international trade. Considering the advantage of Social network service, it can be used in international trade, a kind of B2B transaction, while existing social network is mainly applied to B2e transaction.

  • PDF

Digital Competencies Required for Information Science Specialists at Saudi Universities

  • Yamani, Hanaa;AlHarthi, Ahmed;Elsigini, Waleed
    • International Journal of Computer Science & Network Security
    • /
    • v.21 no.2
    • /
    • pp.212-220
    • /
    • 2021
  • The objectives of this research were to identify the digital competencies required for information science specialists at Saudi universities and to examine whether there existed conspicuous differences in the standpoint of these specialists due to years of work experience with regard to the importance of these competencies. A descriptive analytical method was used to accomplish these objectives while extracting the required digital competency list and ascertaining its importance. The research sample comprised 24 experts in the field of information science from several universities in the Kingdom of Saudi Arabia. The participants in the sample were asked to complete a questionnaire prepared to acquire the pertinent data in the period between January 5, 2021 and January 20, 2021. The results reveal that the digital competencies required for information science specialists at Saudi universities encompass general features such as the ability to use computer, Internet, Web2, Web3, and smartphone applications, digital learning resource development, data processing (big data) and its sharing via the Internet, system analysis, dealing with multiple electronic indexing applications and learning management systems and its features, using electronic bibliographic control tools, artificial intelligence tools, cybersecurity system maintenance, ability to comprehend and use different programming languages, simulation, and augmented reality applications, and knowledge and skills for 3D printing. Furthermore, no statistically significant differences were observed between the mean ranks of scores of specialists with less than 10 years of practical experience and those with practical experience of 10 years or more with regard to conferring importance to digital competencies.

A Study on the Cultural Industrialization and Content Change Direction of Pyeongsari, a Novel 'Toji (Land )' Background Space (소설 『토지』 배경지 평사리의 문화산업화와 콘텐츠 변화 방향 연구)

  • Choi, You-Hee
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.221-247
    • /
    • 2020
  • This paper examines the meaning of Pyeongsari, the main stage of the novel 'Toji (Land )' and the original experience space engraved in the lives of the characters and suggests the direction of Pyeongsari as a 'Toji (Land )' content platform. Pyeongsa-ri, an imaginary space in the novel, starts from the background of the original work and turns into a representative tourist space for Ha Dong-gun. However, it is necessary to provide cultural experience-type contents that visitors can experience in person. In the original work, Pyeongsari is an ideal community and a symbol of the Korean modern history of suffering and pioneering. Therefore, taking advantage of this meaning, it is necessary to prepare a cultural experience space that shows Confucian culture, women's labor culture, and shamanic culture to draw on visitors' experiences. In addition, the app should be developed in connection with transformed works that have been the driving force behind the reorganization of Pyeongsari, and education and experience spaces using augmented reality are provided on the web. This interaction between digital and reality makes the meaning of the original or transformed works contemporaneous, while contributing to the visitor's own experience. In addition, through this, Pyeongsari can evolve into a cultural experience content platform that reflects the meaning of Korean culture and life. This paper is significant in that it suggests the direction of Pyeongsari's space planning for the 'geography of meaningful places'. In addition, while showing how the imaginary space of the original literary work has reorganized the space of reality, there are implications for the media content of the literary work and the terrain of the culture and arts industry.