• Title/Summary/Keyword: 공간 방향감

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A Study on Content Classification for Developing Virtual Reality-based Attraction Contents (가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구)

  • Eom, Ire
    • The Journal of the Korea Contents Association
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    • v.19 no.11
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    • pp.499-506
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    • 2019
  • Virtual reality, which is attracting attention due to the 4th Industrial Revolution and commercialization of 5G technology, is expanding its scope from gaming to tourism, leisure, and education, and the VR market is expected to expand continuously. As the VR market scales up in Korea, theme parks combining virtual reality contents are spreading around the city center. Unlike the existing theme parks, VR Theme Park is a small amusement culture space that is organized indoors, and you can enjoy attractions (ride) that can be enjoyed in an amusement park with virtual reality contents. Virtual reality content, which has the same characteristics as a theme park whose purpose is to experience extraordinary experiences, provides high immersion and presence in combination with the physical stimulus of attraction. The virtual reality content combined with the attraction cannot be classified accurately with the existing classification method, so a new classification method is proposed according to the experience type and the installation type. The contents were categorized through the case of the domestic VR theme park, and the planning direction for the creation of the virtual reality attraction contents that was going on was sought.

Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

Analysis of Color Characteristics of the Apartment Model House -Sale in lots Apartment in Busan, $2001{\sim}2004$- (아파트 모델하우스 인테리어 색채특성에 관한 조사연구 -$2001{\sim}2004$년 부산지역 분양 아파트를 중심으로-)

  • Chung, Yoo-Kyung;Kim, Jin-Ok
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.15-24
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    • 2005
  • The demand against the house space of the style which is various increases with to join in and the importance which the color does hold gradually is magnified and color meaning from house space is embossed, diversification the necessity of the color plan which hits to the social change which is turning out is recognized. From the research which it sees the importance recognition against the color plan which is must become accomplished variousfrom house space. It analyzes the color tendency of the apartment model house and it presents it does the guide line of house space color design $2001{\sim}2004$ It was sold in lots from the year Busan area in center, the acreage and the space(the wall/the ceiling, the furniture type, the window and door type and the floor type) it used 'The hue&tone 120 color system' and it grasped to the sincere analysis method and the color use present condition which leads a frequency analysis. When it sees the color analysis result of the research which it sees space especially the color plan period for a discrimination compared to the organic enemy the unity which considers a relationship the crisis which will the plan is become accomplished with the direction for, Magnification feeling or high class of the area it is that it shows the color tendency which is discriminated it was with equilibrium general classification.

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Motion Detection-based Intuitive Mediate Interface (동작 감지 기반으로 작동하는 직관적 명령 전달 매개 인터페이스)

  • Lim, Jong-Gwan;Sohn, Young-Il;Yang, Jeong-Yeon;Kim, Young-Geun;Kwon, Dong-Soo
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.920-926
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    • 2007
  • 새로운 매체와 접촉 시 발생하는 거부감을 최소화 하고 별도의 학습 없이 사용 가능한 직관적 명령 전달 방식의 매개 인터페이스를 제안한다. 제안하는 매개 인터페이스는 3차원 공간에서 사용가능한 가상 마우스와 TV 리모트 컨트롤러의 기능적 결합을 목표로 하고 실버세대들에게 익숙한 매체인 펜을 형태로 삼아 개념적으로 설계되었다. 구체적인 구현은 가속도계의 신호를 분석하거나 펜촉에 레이저 포인터를 추가하여 레이저 포인터의 좌표 변화를 웹캠으로 추적, 인식하는 방법으로 구분하였고 본 논문에서는 가속도계의 경우를 소개한다. 가속도계 신호분석을 통해 마우스의 기능을 모사하고 동작을 감지하는데 발생하는 문제점과 이를 해결하기 위한 기존 연구를 분석하고 동작 중에 중력방향의 수직축이 바뀌면서 발생하는 가속도계 신호의 오류를 보상하기 위해 제안된 Zero Velocity Compensation 방법을 소개한다. ZVC의 결과에 필수적인 저주파의 시계열 신호 실시간 끝점 추출과 동시에 패턴인식을 위한 특징추출 기능을 수행하는 새로운 알고리즘을 제안하며 기존의 방법과 실험적으로 성능을 비교한다. 또한 입력된 가속도계 신호를 학습된 인식기를 통해 인식하는 기존의 연구에서 더 나아가, 마우스의 좌표변화를 짧은 시간동안 가속도 신호의 실시간 분석을 통해 모사하기 위해 변형시킨 알고리즘을 소개한다.

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The effects of Nintendo games in the face of COVID-19 pandemic. (코로나19 팬데믹시대, 닌텐도 게임의 영향력에 대한 연구)

  • Kim, Mi Kyoung;Kang, Hyosoon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.33-42
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    • 2021
  • Despite people's expectation, COVID-19 has turned out to be a burden people have to carry for a while. The age of "Untact" has come. While many outdoor activites have been restricted, it is crucial to find other ways to maintain physical/mental health ideally indoors. As a mediative gesture, people are now taking notice of 'Console games', through which they can party, travel, and exercise in virtual reality even harder than in real life. In thesis, we will examine Nintendo Switch Consoles in relation to direction Korean game industry has to take to maintain people's physical/mental health.

Wider Depth Dynamic Range Using Occupancy Map Correction for Immersive Video Coding (몰입형 비디오 부호화를 위한 점유맵 보정을 사용한 깊이의 동적 범위 확장)

  • Lim, Sung-Gyun;Hwang, Hyeon-Jong;Oh, Kwan-Jung;Jeong, Jun Young;Lee, Gwangsoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1213-1215
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    • 2022
  • 몰입형 비디오 부호화를 위한 MIV(MPEG Immersive Video) 표준은 제한된 3D 공간의 다양한 위치의 뷰(view)들을 효율적으로 압축하여 사용자에게 임의의 위치 및 방향에 대한 6 자유도(6DoF)의 몰입감을 제공한다. MIV 의 참조 소프트웨어인 TMIV(Test Model for Immersive Video)에서는 복수의 뷰 간 중복되는 영역을 제거하여 전송할 화소수를 줄이기 때문에 복호화기에서 렌더링(rendering)을 위해서 각 화소의 점유(occupancy) 정보도 전송되어야 한다. TMIV 는 점유맵을 깊이(depth) 아틀라스(atlas)에 포함하여 압축 전송하고, 부호화 오류로 인한 점유 정보 손실을 방지하기 위해 깊이값 표현을 위한 동적 범위의 일부를 보호대역(guard band)으로 할당한다. 이 보호대역을 줄여서 더 넓은 깊이값의 동적 범위를 사용하면 렌더링 화질을 개선시킬 수 있다. 따라서, 본 논문에서는 현재 TMIV 의 점유 정보 오류 분석을 바탕으로 이를 보정하는 기법을 제시하고, 깊이 동적 범위 확장에 따른 부호화 성능을 분석한다. 제안기법은 기존의 TMIV 와 비교하여 평균 1.3%의 BD-rate 성능 향상을 보여준다.

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A Study on Library Service in the Post-COVID Era through Issues on Media (미디어 이슈를 통해 본 포스트 코로나 시대의 도서관 서비스 연구)

  • Park, Tae-Yeon;Oh, Hyo-Jung
    • Journal of Korean Library and Information Science Society
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    • v.51 no.3
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    • pp.251-279
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    • 2020
  • This study noted the recent impact of Coronavirus Disease-19 (Corona 19) on the environment surrounding the library, and investigated the libraries' response activities. In addition, related issues on news media and social media were detected based on text mining techniques to engage environmental changes surrounding the library. Key issues were derived from 1,852 news reports on the library related to the Corona 19 situation and 227,983 tweets related to the library during the Corona 19 epidemic. Through this, implications were derived: prolonged 'Untact' situations, increased e-book lending, improved expectations for online services and librarians, and re-conceptualized library space. In addition, the direction of future services was discussed by selecting representative examples of library services provided in the non-face-to-face (untact) situation and dividing them into books, services, and spaces.

A Study on Effects and Impact analysis as innovation plan of learing space by providing green environment - Focused on children and adolescents - (배움 공간 혁신 방안으로서의 녹색환경제공에 관한 효과와 영향 분석 연구 - 소아·청소년을 중심으로-)

  • Lim, Chae-Young
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.20 no.2
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    • pp.22-30
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    • 2021
  • According to the OECD's interim report on Korean education analysis held in 2020, the presenter, Andreas Schleicher, director of education for the OECD, said, "Korean students show a lot of fear, anxiety and nervousness about failure", referring to how Korean students feel anxious even if their test scores are good. It is a simple example, but as mentioned in a recent education announcement, it is a common sight among Korean students, and it is easily experienced while receiving education. As Korea has a high level of interest and enthusiasm for nurturing human resources, various methods must be considered and studied, and solutions to current problems, improvements, and directions for development is encouraged to be presented. This paper considered the methods for innovation of a learning space to improve the quality of school education, and systematically analyzed and organized the effects and impacts of providing a green environment among the methods and means. It is hoped that this study can serve as a small solution and play its role in solving the social problems of complex aspects of students presented previously.

Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Effects of GSI and Joint Orientation on the Change of Hydraulic Conductivity (GSI 및 절리의 방향이 수리전도도 변화에 미치는 영향)

  • Yoon, Yong-Kyun
    • Tunnel and Underground Space
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    • v.20 no.3
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    • pp.225-232
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    • 2010
  • In this study, a newly modified 3-dimensional strain-dependent hydraulic conductivity modification relation which incorporates the influences of normal deformation and shear dilation is suggested. Since rock mass is simulated as a orthogonally jointed medium, an anisotropic hydraulic conductivity field can be evaluated using that relation. The empirical relationship on the basis of GSI and disturbance factor has been used to estimate the value of a modulus reduction ratio (ratio of rock mass deformation modulus to rock matrix elastic modulus). Principal hydraulic conductivity directions is not generally coincident with the global coordinate due to the inclining of joint and the influence of joint inclination is evaluated under strain rotation. Result shows that change of hydraulic conductivity does decreases with the increase of GSI and disturbance factor has much effects on the hydraulic conductivity of rock mass getting GSI value above 50. It is found that the inclination of joint impacts on the variation of hydraulic conductivity.