• Title/Summary/Keyword: 컴퓨터 네비게이션

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The development of interactive augmented reality-aware broadcast service system for the multiview control service (시점제어형 멀티뷰 서비스를 위한 대화형 증감방송 서비스 시스템 개발)

  • Seok, Ju-Myeong;Kim, Hyeon-Cheol;Lee, Hui-Gyeong;Cha, Ji-Hun
    • Broadcasting and Media Magazine
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    • v.16 no.3
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    • pp.68-79
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    • 2011
  • 증강현실 기술은 자동차 네비게이션, 착용형 컴퓨터, 교육, 군사 등 많은 산업분야의 기술진화에 기인할 것으로 예측된다. 본 논문에서 는 이러한 증강현실 기술을 방송 서비스에 적용함으로서 방송의 일방향성 특성의 한계를 극복하여 관련 부가정보를 상호작용 형태 로 제공하는 인포테인먼트 서비스를 제공하며 시청자가 관심이 있는 시청점을 선택하여 시청할 수 있는 MPEG-4 LASeR 표준 기술 기반의 대화형 증감방송 서비스 시스템 개발에 관하여 설명하고자 한다. 또한 방송 서비스에 있어서 민감도가 높고 빠른 인식력을 가진 시각을 중심으로, 시청하는 시점을 선택제어가 가능한 시각추적 기반 실감 인터페이스를 추가적으로 개발함으로서 대화형 증감방 송 서비스 사용에 대한 소비자 편리성을 확보하였다. 그 결과 본 논 문에서 개발한 시스템은, 기존의 일방적인 화면시청에서 다양한 화 각시청이 가능하여 현장에 있는 것과 같은 증감방송 서비스가 가능해지고 단순 정보제공 중심에서 상호작용 형태의 역동적인 부가 정보 제공이 가능하여 대화형 증감방송 서비스의 초기 시스템 모 델이 될 것으로 예측된다.

Framework for Design and Implementation of SmartPhone Forensic Based on Web Service (웹 서비스 기반의 스마트폰 포렌식 프레임 워크 설계 및 구현)

  • Kim, Hyoung-Hwan;Jeon, SangJun;Kim, DoHyun;Lee, Sangjin;Un, Sungkyong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.842-845
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    • 2011
  • 현재의 스마트폰 기반의 모바일 애플리케이션은 기본적인 전화, 문자와 같은 기능들 외 네비게이션과 같은 유용하고 편리한 기능들이 사용되고 있다. 이러한 애플리케이션에는 사용자와 관련된 많은 개인 정보들이 포함되어있고, 저장된 개인 정보는 사건 발생 시 사건의 직접적인 증거 혹은 간접적은 증거로 활용될 수 있다. 스마트폰에 저장된 증거를 수집하고 분석할 때 조사관들이 사용할 수 있는 기존의 도구는 복잡한 사용방법을 숙지해야 하고, 인증된 소프트웨어가 설치되어 있는 컴퓨터에서 국한되어 분석이 가능했다. 본 논문에서는 이와 같은 문제를 해결하기 위한 웹 서비스 개념의 스마트폰 포렌식 프레임워크를 제시한다.

Embodiment of virtual museum using integrated interactive medium (인터렉티브 미디어의 통합적 활용을 통한 가상 박물관의 구현)

  • Rue, In-Young;Song, Keun-Tae;Kim, Jae-Won;Ahn, Eun-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.97-102
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    • 2008
  • The present investigation is concerned with the embodiment of virtual museum offering effective interaction with user. In real museum, we mainly get text-based information and we can't operate ancient relics as well. Nowadays there are various information service system about untouchable articles in the museum on the WEB, but each medium presents rather individual and unilateral information than useful and integrated one. This paper aims at the embodiment of virtual museum makes up for the weak points of the previous services. This cyberspace provides user with free viewpoint and navigation utilities and additional information for the corresponding 3D relics effectively.

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Study on Path Planning for Autonomous Mobile Robot using Potential Field (Potential Field를 이용한 자율이동로봇의 경로 계획에 관한 연구)

  • Jung, Kwang-Min;Lee, Hea-Jae;Sim, Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.5
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    • pp.737-742
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    • 2009
  • The popularity of autonomous mobile robots have been rapidly increasing due to their new emerging application area, from room cleaning, tourist guidance to space explorations. However, the development of a satisfactory control algorithm that will enable the autonomous mobile robots to navigate safely especially in dynamic environments is still an open research problem. In this paper, a newly proposed potential field based control method is implemented, analyzed, and improvements are suggest based on experimental results obtain from computer simulations. The experimental results are presented to show the effectiveness of the behavior-based control using the proposed potential field generation technique.

Design and Implementation of Electronic Text Books in order to Utilize Regional Text Books for Social Studies (사회과 지역교과서 활용을 위한 전자교과서의 설계 및 구현)

  • Kang, Oh-Han;Park, Hui-Seong
    • The Journal of Korean Association of Computer Education
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    • v.9 no.1
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    • pp.19-28
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    • 2006
  • In this paper, we have developed electronic textbooks for social studies centering on contents of a public educational process so that primary schools can use them as a text book. Also, we conducted a survey to find out how teachers perceived electronic textbooks in respect to site accessibility and utility, instructional design, progress of lesson, validity and accuracy of learning content, interface design, and web-based multimedia. In this paper, we presented a new model for electronic textbooks development, which is expected to be useful in developing electronic textbooks as a main text book, unlike other existing models. We applied the navigation utilizing book metaphors to the user interface, on the basis of the results from the analysis of the existing electronic textbooks. In addition, we provided affluent multi-media materials as well as hyperlink, a strong point of on-lines. Experimental results show that the academic achievement was high in knowledge-understanding areas and functional areas in the perspective of academic achievements of the learners.

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Conservative Visibility Preprocessing by Expressing 4-D visibility Information on 2-D Spaces (2차원 평면상에 4차원 가시성 정보의 표현을 통한 포괄적 가시성 전처리)

  • Heo, Jun-Hyeok;Wohn, Kwang-Yun
    • Journal of the Korea Computer Graphics Society
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    • v.5 no.2
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    • pp.9-23
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    • 1999
  • Visibility preprocessing is a useful method to reduce the complexity of scenes to be processed in real-time, and so enhances the overall rendering performance for interactive visualization of virtual environments. In this paper, we propose an efficient visibility preprocessing method. In the proposed method, we assume that navigatable areas in virtual environments are partitioned into rectangular parallelpiped cells or sub-worlds. To preprocess the visibility of each polygon for a given partitioned cell, we should determine at least the area-to-area visibility. This is inherently a four-dimensional problem. We efficiently express four-dimensional visibility information on two-dimensional spaces and keep it within a ternary tree, which is conceptually similar to a BSP(Binary Space Partitioning) tree, by exploiting the characteristics of conservative visibility. The proposed method is able to efficiently handle more general environments like urban scenes, and remove invisible polygons jointly blocked by multiple occluders. The proposed method requires O(nm) time and O(n+m) space. By selecting a suitable value for m, users can select a suitable level of trade-off between the preprocessing time and the quality of the computational result.

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The Relationships among Repurchase Intention, Satisfaction, Trust, and Web Site Usability in Internet Shopping Malls (인터넷쇼핑몰에서 웹사이트 사용성, 신뢰, 만족 및 재구매 의도의 구조적 관계에 관한 연구)

  • Ryu, Il;Kim, Jae-Jon;Rho, Hee-Ok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.5
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    • pp.191-202
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    • 2007
  • The purpose of this study is to examine the effect of Web site usability on trust, satisfaction, and repurchase intention in Internet shopping malls. The Web site usability construct consists of the factors such as contents, ease of use, navigation, and interactivity. In order to accomplish the purpose of this study, a research model was established and it suggests that the Web site usability, through the mediation of trust and satisfaction, eventually affect the repurchase intention of online customers in Internet shopping malls. The results of the study show that Web site usability has statistically significant effect on the repurchase intention of online customers and this effect is mediated by satisfaction. This research confirms the importance of usability construct in designing Web sites and understanding the use of Web sites. Implications of these findings are discussed for researchers and practitioners.

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Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Travel mode classification method based on travel track information

  • Kim, Hye-jin
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.12
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    • pp.133-142
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    • 2021
  • Travel pattern recognition is widely used in many aspects such as user trajectory query, user behavior prediction, interest recommendation based on user location, user privacy protection and municipal transportation planning. Because the current recognition accuracy cannot meet the application requirements, the study of travel pattern recognition is the focus of trajectory data research. With the popularization of GPS navigation technology and intelligent mobile devices, a large amount of user mobile data information can be obtained from it, and many meaningful researches can be carried out based on this information. In the current travel pattern research method, the feature extraction of trajectory is limited to the basic attributes of trajectory (speed, angle, acceleration, etc.). In this paper, permutation entropy was used as an eigenvalue of trajectory to participate in the research of trajectory classification, and also used as an attribute to measure the complexity of time series. Velocity permutation entropy and angle permutation entropy were used as characteristics of trajectory to participate in the classification of travel patterns, and the accuracy of attribute classification based on permutation entropy used in this paper reached 81.47%.

Efficient Graph Construction and User Movement Path for Fast Inspection of Virus and Stable Management System

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.8
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    • pp.135-142
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    • 2022
  • In this paper, we propose a graph-based user route control for rapidly conducting virus inspections in emergency situations (eg, COVID-19) and a framework that can simulate this on a city map. A* and navigation mesh data structures, which are widely used pathfinding algorithms in virtual environments, are effective when applied to CS(Computer science) problems that control Agents in virtual environments because they guide only a fixed static movement path. However, it is not enough to solve the problem by applying it to the real COVID-19 environment. In particular, there are many situations to consider, such as the actual road traffic situation, the size of the hospital, the number of patients moved, and the patient processing time, rather than using only a short distance to receive a fast virus inspection.