• Title/Summary/Keyword: 증강현실시스템

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Privacy-preserving Proptech using Domain Adaptation in Metaverse (메타버스 내 원격 부동산 중계 시스템을 위한 부동산 매물 영상 내 민감정보 삭제 기술)

  • Junho Kim;Jinhong Kim;Byeongjun Kang;Jaewon Choi;Jihoon Kim;Dongwoo Kang
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.11a
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    • pp.187-190
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    • 2022
  • 본 논문은 메타버스 등 인공지능 연계 증강/가상현실 부동 중계 플랫폼에서 부동산 영상 기반 매물 소개 시스템 구축에서 사생활 및 개인정보가 영상에 담기게 될 수 있는 위험이 존재하기에 부동산 영상 내의 개인정보 및 민감 정보를 인공지능 기술을 기반으로 검출하여 삭제해주고 복원해주는 인공지능 기술 연구개발을 목표로 하였다. 한국형 부동산 내 민감 object 를 정의하고, 최신 인공지능 딥러닝 기술 기반 민감 object detection 알고리즘을 연구 개발하며, 영상에서 삭제된 부분은 인공지능 기술을 기반으로 물체가 없는 실제 공간영상으로 복원해주는 영상복원 기술도 연구 개발하였다. 한국형 부동산 환경 (영상 촬영 조도, 디스플레이 스타일, 주변 가구 배치 등)에 맞는 인공지능 모델 구축을 위하여, 자체적으로 한국 영상 database 구축 및 Transfer learning for target domain adaptation 을 진행하였다. 제안된 알고리즘은 일반적인 환경에서 98%의 정확도와 challenge 환경에서 (occlusion 빛 반사, 저조도 등) 81%의 정확도를 보였다. 본 기술은 Proptech 분야에서 주목받고 있는 메타버스 기반 온라인 중계 서비스 기술을 활성화하기 위하여 기획되었으며, 특히 메타버스 부동산 중계 플랫폼의 활성화를 위하여 사생활 보호 측면에서 필요한 중요 기술을 인공지능 기술을 활용하여 연구 개발하였다.

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A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

A Study on the Application of the Technology Tree for Water Hazard Information Platform (수재해 정보 플랫폼을 위한 기술트리 활용 방안 연구)

  • Kim, Dong-Young;Lee, Jeong-Ju;Chae, Hyo-Sok;Hwang, Eui-Ho
    • Journal of the Korean Association of Geographic Information Studies
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    • v.17 no.4
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    • pp.200-214
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    • 2014
  • Technology planning is becoming increasingly important with the rapid development and decline of technology. Technology roadmapping is a tool used to select whether the specific technique of technology planning should pursue which technology and in which time. This technology is important to secure the uncertain future since it will provide a method that is able to share the goals and strategies between organizations. Therefore, technology tree in the planning stage of the problem would be a very useful tool. In this study, both domestic and international technology tree application cases were analyzed to be able to derive a plan for ensuring that the research performed and the requirements are met for the future development and implementation of a convergence portal system. The six major systems that aim at water hazard information platform are basic information providing system, analysis information providing system, water disaster theme providing system, national disaster information system, water disaster augmented reality system and open information platform system. General standardized core technologies corresponding to the needed functions in each target system are derived through brainstorming, and classified according to the technology field to derive the technology tree.

Design and Implementation of Optimal Smart Home Control System (최적의 스마트 홈 제어 시스템 설계 및 구현)

  • Lee, Hyoung-Ro;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.135-141
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    • 2018
  • In this paper, we describe design and implementation of optimal smart home control system. Recent developments in technologies such as sensors and communication have enabled the Internet of Things to control a wide range of objects, such as light bulbs, socket-outlet, or clothing. Many businesses rely on the launch of collaborative services between them. However, traditional IoT systems often support a single protocol, although data is transmitted across multiple protocols for end-to-end devices. In addition, depending on the manufacturer of the Internet of things, there is a dedicated application and it has a high degree of complexity in registering and controlling different IoT devices for the internet of things. ARIoT system, special marking points and edge extraction techniques are used to detect objects, but there are relatively low deviations depending on the sampling data. The proposed system implements an IoT gateway of object based on OneM2M to compensate for existing problems. It supports diverse protocols of end to end devices and supported them with a single application. In addition, devices were learned by using deep learning in the artificial intelligence field and improved object recognition of existing systems by inference and detection, reducing the deviation of recognition rates.

Time-domain Sound Event Detection Algorithm Using Deep Neural Network (심층신경망을 이용한 시간 영역 음향 이벤트 검출 알고리즘)

  • Kim, Bum-Jun;Moon, Hyeongi;Park, Sung-Wook;Jeong, Youngho;Park, Young-Cheol
    • Journal of Broadcast Engineering
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    • v.24 no.3
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    • pp.472-484
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    • 2019
  • This paper proposes a time-domain sound event detection algorithm using DNN (Deep Neural Network). In this system, time domain sound waveform data which is not converted into the frequency domain is used as input to the DNN. The overall structure uses CRNN structure, and GLU, ResNet, and Squeeze-and-excitation blocks are applied. And proposed structure uses structure that considers features extracted from several layers together. In addition, under the assumption that it is practically difficult to obtain training data with strong labels, this study conducted training using a small number of weakly labeled training data and a large number of unlabeled training data. To efficiently use a small number of training data, the training data applied data augmentation methods such as time stretching, pitch change, DRC (dynamic range compression), and block mixing. Unlabeled data was supplemented with insufficient training data by attaching a pseudo-label. In the case of using the neural network and the data augmentation method proposed in this paper, the sound event detection performance is improved by about 6 %(based on the f-score), compared with the case where the neural network of the CRNN structure is used by training in the conventional method.

A Study on the Smart Maritime Traffic Safety Monitoring System Based on AI & AR (AI와 AR기반의 스마트 해상교통안전모니터링 시스템에 관한 연구)

  • Kim, Won-Ouk
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.25 no.6
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    • pp.642-648
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    • 2019
  • Vessels sail according to the COLREG to prevent a collision. However, it is difficult to apply COLREG under special situation as heavy traffic, at this time personal skills of the operator are required. In this case, traffic control is required through the maritime traffic monitoring system. Therefore, maritime traffic management is globally implemented by VTS. In this system, VTS of icer uses the VTS system to assess risks and recommends possible safety operation to vessels with radio systems. This study considers that the risk analysis method with AI (Artificial Intelligence) technology from the operator's aspect. In addition, the research explains the Maritime Traffic Safety Monitoring System, Including AR (Augmented Reality) technology to increase vessel control efficiency. This system is able to predict hazards and risk priorities, and it leads to sequential elimination of dangerous situations. Especially, the hazard situations can be analyzed from operator's perspective of each vessel instead of the VTS officer's aspect, which is more practical than the conventional method. Furthermore, the result of analysis enables to comprehend quantitative hazardous areas and support recommended routes to avoid a collision. As a result, I firmly believe that the system will support to prevent a collision in complex traffic waters. In particular, it could be adopted as a collision prevention system for Maritime Autonomous Surface Ship, which occupies a significant proportion in Maritime 4th industrial revolution.

The Training Methods and Effectiveness using Augmented Reality Contents System for Machine Drawings Training Which is Essential in Welding Practice Courses (용접실습 교과목에 필수적인 기계제도 기초 이론 학습에 대한 증강현실 콘텐츠 시스템을 활용한 교육 방법 및 효과성)

  • Koo, Chang-Dae;Yang, Hyeong-Seok;Lee, Dong-Youp
    • Journal of Welding and Joining
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    • v.32 no.4
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    • pp.39-45
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    • 2014
  • Today, the development of digitized information media and info-communications are bringing many changes. Due to the development of IT thechnology, we can learn wherever, whenever, regardless of time and place. Machine drawing subject is a very important in mechanical engineering course, but it's studyed only basic theory in a short period, average 1~2weeks. So that, students think that the mechanical drawing is of minor importance. Such ideas make them difficult to impove sense of space in isometric drawing and drawing skill. Therefore, in this paper, augmented reality-based contents through the system, Mechanical Drawing of education to meet the effectiveness and satisfaction, student learning can be spontaneously it was construct self-system. And, Theoretical part of the Mechanical Drawing is proposed ensure more efficient and easier training. In this paper, we were test operation for user effectualness of proposed service at Korea Polytechnics Colleges a industrial facilities management in Daegu. Target user are 66 students, and The students were divided into experimental group and comparison group. Experimental results, experimental group was able to do systematically experience many Projection Drawing and Pictorial Drawing in short schooltime. And, The test operation results showed that have the possibility to meet education effectiveness and user satisfaction in this augmented reality-based contents system.

Video Augmentation of Virtual Object by Uncalibrated 3D Reconstruction from Video Frames (비디오 영상에서의 비보정 3차원 좌표 복원을 통한 가상 객체의 비디오 합성)

  • Park Jong-Seung;Sung Mee-Young
    • Journal of Korea Multimedia Society
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    • v.9 no.4
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    • pp.421-433
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    • 2006
  • This paper proposes a method to insert virtual objects into a real video stream based on feature tracking and camera pose estimation from a set of single-camera video frames. To insert or modify 3D shapes to target video frames, the transformation from the 3D objects to the projection of the objects onto the video frames should be revealed. It is shown that, without a camera calibration process, the 3D reconstruction is possible using multiple images from a single camera under the fixed internal camera parameters. The proposed approach is based on the simplification of the camera matrix of intrinsic parameters and the use of projective geometry. The method is particularly useful for augmented reality applications to insert or modify models to a real video stream. The proposed method is based on a linear parameter estimation approach for the auto-calibration step and it enhances the stability and reduces the execution time. Several experimental results are presented on real-world video streams, demonstrating the usefulness of our method for the augmented reality applications.

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A Study of Promoting Method a traditional market by implementing RFID technology and 6W1H context awareness (RFID 기술과 6W1H 상황인식 구현을 통한 전통시장 홍보 방법에 대한 연구)

  • Jung, Sungmo;Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.10 no.10
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    • pp.9-14
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    • 2020
  • With the distribution modernization policy advanced by the government and consumers preference toward it, the so called "modern market" has undergone rapid growth. Conversely, traditional market is losing popularity with consumers as a result of inadequate modern structures, small market size, convoluted relationships, inefficient operation and disordered transactions, among others. Therefore, this study seeks to utilize ubiquitous computing, that is, the upgrade of context aware information to 6W1H and promote the market through the interface with Smartphone and provide advanced information through the augmented reality technology. For the construction of context-aware system using user context, the results may significantly differ according to how reference rules are applied to and implemented on knowledge base. In light of above, through the use of RFID technology and 6W1H context awareness, we seek to promote traditional markets.

Gesture-based Table Tennis Game in AR Environment (증강현실과 제스처를 이용한 비전기반 탁구 게임)

  • Yang, Jong-Yeol;Lee, Sang-Kyung;Kyoung, Dong-Wuk;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.3-10
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    • 2005
  • We present the computer table tennis game using player's swing motion. We need to transform a real world coordinate into a virtual world coordinate in order to hit the virtual ball. We can not get a correct 3-dimension position of racket in environment that using one camera or simple image processing. Therefore we use Augmented Reality (AR) concept to develop the game. This paper shows the AR table tennis game using gesture and method to develop the 3D interaction game that only using one camera without any motion detection device or stereo cameras. Also, we use a scan line method to recognize gesture for speedy processing. The game is developed using ARtoolkit and DirectX that is popular tool of SDK for game development.

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