• Title/Summary/Keyword: 디지털 눈

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게임엔진연재 / 게임환경 저작 위한 필수 도구 맵 에디터

  • Kim, Hyeon-Bin
    • Digital Contents
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    • no.10 s.125
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    • pp.118-120
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    • 2003
  • 맵에디터(map editor)란 게임에 사용될 게임환경을 저작하는 도구로서 게임의 무대가 되는 지형을 생성하고, 게임에 사용되는 다양한 건물이나 주인공, 몬스터 등을 객체를 배치하는 등 게임 환경의 변화를 눈으로 보면서 손쉽게 저작할 수 있도록 한다. 뿐만 아니라 게임 객체 혹은 지형의 여러가지 속성을 설정해 게임에 그 값을 반영토록 하는 기능을 제공하기도 한다.

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Real-time Fingertip Gesture Recognition on the Digital Desk (디지털 데스크에서의 실시간 Fingertip Gesture 인식)

  • Moon, Chae-Hyun;Kang, Hyun;Kim, Hang-Joon
    • Proceedings of the Korea Institute of Convergence Signal Processing
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    • 2003.06a
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    • pp.26-29
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    • 2003
  • 최근 컴퓨팅 환경의 동향은 사람과 컴퓨터간의 좀더 자연스러운 인터페이스와 사용자의 눈에 보이지 않는 하드웨어의 계발이다. 디지털 데스크는 이 두 아이디어가 결합된 컴퓨팅 환경의 대표적인 예이다. 즉, 디지털 데스크에서 아무 장치도 하지 않은 사용자의 fingertip을 컴퓨터의 입력 장치로 사용하는 것이다. 본 논문은 디지털 데스크에서 사용자 fingertip의 이동경로를 추출하고, 추출된 이동경로로 symbolic gesture를 인식하는 방법을 제안한다. 제안된 방법은 Fingertip tracker, Gesture mode selector, 그리고 Symbolic gesture recognizer 세 개의 모듈로 구성된다. Fingertip tracker는 카메라로부터 입력되는 영상에서 사용자 fingertip의 이동경로를 추출하고, Gesture mode selector는 추출한 fingertip의 이동경로가 symbolic gesture인지를 구분한다. Symbolic gesture recognizer는 추출된 fingertip의 이동경로로 symbolic gesture를 인식한다. 이 방법을 문서교정 부호를 인식하여 전자문서를 교정하는 시스템에 적용해 본 결과 좋은 인식 결과를 얻을 수 있었다.

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A Study of VR News Characteristics on User's Effect: Focused on Recall, Understanding, Enjoyment, Visual Fatigue and Resue Intention (VR뉴스의 이용자 효과에 관한 연구)

  • Song, Min-Ho;Lee, Min-Kyu
    • Journal of Digital Convergence
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    • v.16 no.3
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    • pp.439-449
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    • 2018
  • The purpose of this study was to examine the effect of VR news focused on recall, understanding, enjoyment, visual fatigue and reuse intention through experimental study. Using Window SPSS 21.0 and AMOS 21.0 program, the data was analyzed by exploratory/confirmatory factor analysis, reliability analysis, correlation analysis and path analysis. The Results are as follows. First, presence and immersion among VR news characteristics influenced positively on users' recall of VR news. Second, presence, interactivity and immersion among VR news characteristics influenced positively on users' understanding of VR news. Third, presence, interactivity and immersion among VR news characteristics influenced positively on users' enjoyment of VR news. Fourth, presence among VR news characteristics influenced negatively on users' visual fatigue of VR news. Fifth, presence and immersion among VR news characteristics influenced positively on users' reuse intention of VR news. This study will provide on an important implication understanding VR news characteristics and VR news users.

A Control Method of ASMR Contents through Attention and Meditation Detection Based on Internet of Things (사물인터넷 기반의 집중도 및 명상도 검출을 통한 ASMR 콘텐츠 제어 기법)

  • Kim, Minchang;Seo, Jeongwook
    • Journal of Digital Contents Society
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    • v.19 no.9
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    • pp.1819-1824
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    • 2018
  • This paper proposes a control method of ASMR(autonomous sensory meridian response) contents to relieve user's stress and improve his attention. The proposed method measures EEG(electroencephalography), attention, meditation, and eyeblink data from an EEG device and sends them to an oneM2M-compliant IoT(internet of things) server platform through an Android IoT Application. Then a SVM(support vector machine) model is built to classify user's mental health status by using EEG, attention and meditation data collected in the server platform. The ASMR contents are controlled by the mental health status classified by a SVM model and the eyeblink data. When comparing the SVM models according to types of data used, the SVM model with attention and meditation data showed accuracy of 85.7%. It was verified that the proposed control algorithm of ASMR contents properly worked as the mental health status from the SVM model and the eyeblink data changed.

A Study on Iriscode Extraction for Iris Recognition in Cellular Phone (휴대폰 환경에서의 홍채 인식을 위한 홍채 코드 추출에 관한 연구)

  • Jung, Dae-Sik;Park, Kang-Ryoung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.813-816
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    • 2005
  • 최근 휴대폰의 활용 범위는 단순히 사용자간의 통신이라는 기본적인 목적을 넘어서 다양한 기능을 제공하고 있다. 그중 휴대폰에 카메라를 탑재하여 디지털 카메라의 기능을 혼합한 휴대폰은 최근 각광을 받고 있으며 휴대폰에 탑재된 카메라의 기능은 디지털 카메라의 메가 픽셀 급 화질을 제공하는 정도의 수준으로 발전하였으며 이미 그 수요는 대중화되어 가고 있다. 이런 카메라 폰을 응용한 연구 분야로 생체 인식 기술을 적용할 수 있으며, 본 논문에서는 휴대폰 환경에서의 홍채 인식을 위한 홍채 영역에서의 홍채 코드 추출에 관한 방법을 제안한다. 휴대폰에서의 홍채 인식에 사용되는 홍채 코드 추출 과정은 다음과 같다. 먼저 휴대폰 카메라를 통해 얻은 메가 픽셀 급 영상($2048{\times}1536$ pixel 8bit gray Image)에서 동공위치 추적 & 홍채 영역 추출 알고리즘[1]을 이용하여 눈 영상($640{\times}480$ pixel 8bit gray Image))을 추출한다. 이렇게 추출된 눈 영상 중에 홍채 코드 인식 에러율을 좀더 낮추기 위해 눈썹영역, 안경에 의해 반사되는 반사광(Specular Reflection), 눈꺼풀 영역을 눈 영역에서 제거 하는 과정을 거친다. 이 논문에서는 위와 같은 과정을 거쳐 얻어진 홍채 영상에 그대로 극좌표 가버 필터[2]를 씌워 홍채 코드를 추출해내기 때문에 기존 보간법을 이용한 스트레칭 된 홍채 영상에서의 홍채 코드 추출보다 잘못된 홍채 코드 정보를 줄일 수 있으며 휴대폰이라는 특수한 환경에서의 홍채 코드 추출이란 점을 고려하여 가버 필터를 고주파와 저주파로 나누어 미리 설계해두어 좀더 빠르고 정확한 홍채 코드를 추출해 내는 방법을 제안한다. 실험 결과, 기존 방식보다 극좌표 가버 필터를 사용한 홍채 코드 추출 실험에서 보다 높은 인식률을 보였다.

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A study on the eye Location for Video-Conferencing Interface (화상 회의 인터페이스를 위한 눈 위치 검출에 관한 연구)

  • Jung, Jo-Nam;Gang, Jang-Mook;Bang, Kee-Chun
    • Journal of Digital Contents Society
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    • v.7 no.1
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    • pp.67-74
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    • 2006
  • In current video-conferencing systems. user's face movements are restricted by fixed camera, therefore it is inconvenient to users. To solve this problem, tracking of face movements is needed. Tracking using whole face needs much computing time and whole face is difficult to define as an one feature. Thus, using several feature points in face is more desirable to track face movements efficiently. This paper addresses an effective eye location algorithm which is essential process of automatic human face tracking system for natural video-conferencing. The location of eye is very important information for face tracking, as eye has most clear and simplest attribute in face. The proposed algorithm is applied to candidate face regions from the face region extraction. It is not sensitive to lighting conditions and has no restriction on face size and face with glasses. The proposed algorithm shows very encouraging results from experiments on video-conferencing environments.

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The Characteristics of South Korea's New Northern Policy and Cooperation with Eurasia Countries' Initiatives Focused on China, Mongolia and Russia (인간의 불안 심리를 반영한 장신구 디자인 연구)

  • Kim, Sung-Ryun
    • Journal of Digital Convergence
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    • v.17 no.8
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    • pp.367-372
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    • 2019
  • Today we are living in a capitalist society where competition is prevalent and natural phenomenon. We compare ourselves to others in overheated competition, concerning the views of others. We comfort many assessments of other that causes in anxiety and controls our behaviors unconsciously. We hypothesize that such anxiety originate from eyes of others, and studied anxiety in general and anxiety about other's gaze. Specifically, the study of ornament was conducted with emphasis on the eye and intense colors from the anxiety of competition in famous movie "Black Swan". We used color in the art work as a tool to reflect the authors inner phycology, and tried to deliver author's emotion and message simultaneously. Moreover, we tried to share and express the anxiety of modern people through the from of "eye".

Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

The Effective Protection Mechanism for Digital Images using Transform of the Wavelet in Frequency Domain (주파수 영역에서 웨이브릿 변환을 이용한 디지털 이미지의 효과적인 보호)

  • 최우진;오무송
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.6
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    • pp.937-942
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    • 2002
  • The use of digital imaging technique and digital contents based on internet has grown rapidly for last several years, and the needs of digital image protection become more important. For the purpose of copyright protection on digital image, the verification of authentication techniques like content authentication, ownership authentication, illegal copy and etc are needed. Digital watermarking, the invisible encryption technique to insert digital watermark into image the sophisticated perceptual information should be used for providing transparency and robustness of images on watermarking process. In this paper, we implement the algorithm for preventing forged attack, ownership protection and authentication by transforming the wavelet algorithms in frequency domain in terms of human visual system.

Eye Pattern Detection Using SVD and HMM Technique from CCD Camera Face Image (CCD 카메라 얼굴 영상에서의 SVD 및 HMM 기법에 의한 눈 패턴 검출)

  • Jin, Kyung-Chan;Miche, Pierre;Park, Il-Yong;Sohn, Byung-Gi;Cho, Jin-Ho
    • Journal of Sensor Science and Technology
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    • v.8 no.1
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    • pp.63-68
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    • 1999
  • We proposed a method of eye pattern detection in the 2-D image which was obtained by CCD video camera. To detect face region and eye pattern, we proposed pattern search network and batch SVD algorithm which had the statistical equivalence of PCA. We also used HMM to improve the accuracy of detection. As a result, we acknowledged that the proposed algorithm was superior to PCA pattern detection algorithm in computational cost and accuracy of defection. Furthermore, we evaluated that the proposed algorithm was possible in real-time face pattern detection with 2 frame images per second.

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