• Title/Summary/Keyword: 실감향상

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Vibration Stimulus Generation using Sound Detection Algorithm for Improved Sound Experience (사운드 실감성 증진을 위한 사운드 감지 알고리즘 기반 촉각진동자극 생성)

  • Ji, Dong-Ju;Oh, Sung-Jin;Jun, Kyung-Koo;Sung, Mee-Young
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.158-162
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    • 2009
  • Sound effects coming with appropriate tactile stimuli can strengthen its reality. For example, gunfire in games and movies, if it is accompanied by vibrating effects, can enhance the impressiveness. On a similar principle, adding the vibration information to existing sound data file and playing sound while generating vibration effects through haptic interfaces can augment the sound experience. In this paper, we propose a method to generate vibration information by analyzing the sound. The vibration information consists of vibration patterns and the timing within a sound file. Adding the vibration information is labor-intensive if it is done manually. We propose a sound detection algorithm to search the moments when specific sounds occur in a sound file and a method to create vibration effects at those moments. The sound detection algorithm compares the frequency characteristic of specific sounds and finds the moments which have similar frequency characteristic within a sound file. The detection ratio of the algorithm was 98% for five different kinds of gunfire. We also develop a GUI based vibrating pattern editor to easily perform the sound search and vibration generation.

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Performance Analysis of 3D-HEVC Video Coding (3D-HEVC 비디오 부호화 성능 분석)

  • Park, Daemin;Choi, Haechul
    • Journal of Broadcast Engineering
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    • v.19 no.5
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    • pp.713-725
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    • 2014
  • Multi-view and 3D video technologies for a next generation video service are widely studied. These technologies can make users feel realistic experience as supporting various views. Because acquisition and transmission of a large number of views require a high cost, main challenges for multi-view and 3D video include view synthesis, video coding, and depth coding. Recently, JCT-3V (joint collaborative team on 3D video coding extension development) has being developed a new standard for multi-view and 3D video. In this paper, major tools adopted in this standard are introduced and evaluated in terms of coding efficiency and complexity. This performance analysis would be helpful for the development of a fast 3D video encoder as well as a new 3D video coding algorithm.

Field Applicability of Augmented Reality Technology by Marker Mapping for Construction Project (Focused on Measurement Process of Rebar Work) (마커방식 증강현실기법의 건설현장 적용성 연구 (철근배근 검측업무 사례적용))

  • Kim, SunYoung;Kim, HyeonSeung;Moon, HyounSeok;Kang, LeenSeok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.33 no.6
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    • pp.2509-2518
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    • 2013
  • Augmented reality (AR) technology visualizes a real type object that cannot simulate in virtual reality technology by overlapping a virtual object and real object in a computer system. This study suggests a methodology and prototype system for applying AR system to rebar distribution work in a civil engineering project. Rebar work in civil engineering project is a representative activity that is progressed by empirical approach of skilled labor rather than formalized manual. AR technology improves the constructability of rebar work because AR tool can identify missing rebars and different rebars comparing with the drawings. AR system developed in this study can enhance the understanding of rebar work using 3D modeling with real image of construction site and save construction cost by reducing reconstruction work.

The Predicts of Academic Self-Efficacy, School Support on Learning Outcome - Satisfaction, Achievement and Persistence - in College (전문대 공학계열생에 있어 학업적 자기효능감, 학교의 지원의 학습성과 - 만족도, 성취도 및 학습지속의향 - 에 관한 연구)

  • Joo, Young-Ju;Lee, Kwang-Hee;Chung, Ae-Kyung;Yi, Young-Hee
    • Journal of Engineering Education Research
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    • v.14 no.1
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    • pp.32-39
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    • 2011
  • The purpose of the this study is to examine prediction of academic self-efficacy and school support on satisfaction, achievement and persistence in college. To meet the purpose of the present study, D college was chosen and, two surveys were conducted among the engineering students enrolled in the spring semester of 2010. The results of this study through multiple regression analysis indicated that academic self-efficacy predicted significantly on satisfaction, achievement, persistence and school support predicted significantly on satisfaction and persistence. The results of this study suggested that academic self-efficacy and school support should be considered for improving satisfaction, achievement and persistence in college.

Design and Implementation of High-quality Video Service with Adaptive Transport for Multi-party Collaborative Environments (다자간 원격 협업을 위한 적응형 전송 기능을 가진 고화질 영상 서비스의 설계 및 구현)

  • Han, Sang-Woo;Kim, Jong-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.1B
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    • pp.26-38
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    • 2006
  • To construct seamless collaborative environments, what all participants intent should be delivered, and visual elements such gesture, facial expression, and ambiance should be shared with all participants. In this paper, we propose high-quality video service to support DV(digital video) and HDV(high-definition DV) based on Access Grid(AG) which is a prevalent collaborative system. The proposed service is designed for employing versatile media tools and codecs with SDP(session description protocol) and SAP(session announcement protocol). We also design network-adaptive video transmission module to mitigate the impact of network fluctuation. This periodically monitors multicast performance and controls frame rate on sender side considering network condition. The experimental results over the test bed show that proposed service enhances quality of AG video service and provides seamless high-quality video transport by mitigating the impact of network fluctuation.

Design & Construction of Korean Type Smart Work Center on the basis of User-Oriented Smart Work System (사용자를 지향한 스마트워크 시스템 기반의 한국형 스마트워크 센터 설계 및 구축)

  • Koo, Gun-Seo
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.1
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    • pp.73-81
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    • 2013
  • This research proposes design and construction of Korean type SWC based on user oriented smart work system. To achieve this proposal, the research suggested improvements of related law, changes to working environment, and strengthening information security for users, stronger Korean ICT based; the study investigated for an efficient and suitable Korean type SWC by analyzing Korean government plans and foreign developed countries' cases. The user-oriented smart work service platform suggested in this study aims to offer a solution to national crisis and establish infrastructure to knowledge-industry and creative-industry by collaborative smart work environment of 'Context Awareness' and 'Tangible User Interface'. As a result, smart work suggests methods to produce creative work by IT workers and efficient work environment for better standing in world competition. In conclusion, Korean SWC system is proved to be superior in satisfaction rate at 75.41%, 20.18% higher than average score shown in 5 categories in 5 countries from USA, Japan, and EU's which was 55.23%.

A Strategy for improving Performance of Q-learning with Prediction Information (예측 정보를 이용한 Q-학습의 성능 개선 기법)

  • Lee, Choong-Hyeon;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.105-116
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    • 2007
  • Nowadays, learning of agents gets more and more useful in game environments. But it takes a long learning time to produce satisfactory results in game. So, we need a good method to shorten the learning time. In this paper, we present a strategy for improving the learning performance of Q-learning with prediction information. It refers to the chosen action at each status in the Q-learning algorithm, It stores the referred value at the P-table of prediction module, and then it searches some values with high frequency at the table. The values are used to renew second compensation value from the Q-table. Our experiments show that our approach gets the efficiency improvement of average 9% after the middle point of learning experiments, and that the more actions in a status space, the higher performance.

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An improved LEACH-C routing protocol considering the distance between the cluster head and the base station (클러스터 헤드와 기지국간의 거리를 고려한 향상된 LEACH-C 라우팅 프로토콜)

  • Kim, TaeHyeon;Park, Sea Young;Kwon, Oh Seok;Lee, Jong-Yong;Jung, Kye-Dong
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.373-377
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    • 2022
  • Wireless sensor networks are being used in various fields. Wireless sensor networks are applied in many areas, such as security, military detection, environmental management, industrial control, and home automation. There is a problem about the limit of energy that the sensor network basically has. In this paper, we propose the LEACH-CCBD (Low Energy Adaptive Clustering hierarchy - Centrailized with Cluster and Basestation Distance) algorithm that uses energy efficiently by improving network transmission based on LEACH-C among the representative routing protocols. The LEACH-CCBD algorithm is a method of assigning a cluster head to a cluster head by comparing the sum of the distance from the member node to the cluster distance and the distance from the cluster node to the base station with respect to the membership of the member nodes in the cluster when configuring the cluster. The proposed LEACH-CCBD used Matlab simulation to confirm the performance results for each protocol. As a result of the experiment, as the lifetime of the network increased, it was shown to be superior to the LEACH and LEACH-C algorithms.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.