• Title/Summary/Keyword: Augmented Reality Technology

Search Result 707, Processing Time 0.026 seconds

5G Mobile Communications: 4th Industrial Aorta (5G 이동통신: 4차 산업 대동맥)

  • Kim, Jeong Su;Lee, Moon Ho
    • The Journal of the Convergence on Culture Technology
    • /
    • v.4 no.1
    • /
    • pp.337-351
    • /
    • 2018
  • This paper discusses 5G IOT, Augmented Reality, Cloud Computing, Big Data, Future Autonomous Driving Vehicle technology, and presents 5G utilization of Pyeongchang Winter Olympic Games and Jeju Smart City model. The reason is that 5G is the main artery of the 4th industry.5G is the fourth industrial aorta because 5G is the core infrastructure of the fourth industrial revolution. In order for the AI, autonomous vehicle, VR / AR, and Internet (IoT) era to take off, data must be transmitted several times faster and more securely than before. For example, if you send a stop signal to LTE, which is a communication technology, to a remote autonomous vehicle, it takes a hundredth of a second. It seems to be fairly fast, but if you run at 100km / h, you can not guarantee safety because the car moves 30cm until it stops. 5G is more than 20 gigabits per second (Gbps), about 40 times faster than current LTE. Theoretically, the vehicle can be set up within 1 cm. 5G not only connects 1 million Internet (IoT) devices within a radius of 1 kilometer, but also has a speed delay of less than 0.001 sec. Steve Mollenkov, chief executive officer of Qualcomm, the world's largest maker of smartphones, said, "5G is a key element and innovative technology that will connect the future." With 5G commercialization, there will be an economic effect of 12 trillion dollars in 2035 and 22 million new jobs We can expect to see the effect of creation.

A Needs Assessment of People with Hearing Impairment for Hearing Augmentation Technology Development: Focusing on Risk Context Awareness Communication (청각증강 기술 개발을 위한 청각장애인의 욕구조사: 위험상황 인식 및 의사소통 분야를 중심으로)

  • Lee, Jun Woo;Lee, Hyuna;Bach, Jong Mie
    • 재활복지
    • /
    • v.22 no.3
    • /
    • pp.225-257
    • /
    • 2018
  • The purpose of this study is to find the application point of hearing augmentation technology development through examining the risk context experience of people with hearing impairment and the use of assistive device used as an alternative technology. Data of 355 people with hearing impairment with official disability grading was analyzed. The results of this study are first, research participants had no experience of recognizing any sound or vibration in situations highest in the order of means of transportation, material, and nature. Especially the ratio of being unable to recognize the sound and vibration of means of transportation was high, which implies the high possibility of people with hearing impairment experiencing risk. Secondly, the risk context that people with hearing impairment will most likely to experience are highest in the order of traffic accident, pedestrian accident, and daily life at home. Thirdly, the recognition of 2G phone/smart phone, vibrating digital alarm clock, light bar, vibrating wrist watch as assistive device for risk context awareness and notification was high and the satisfaction level of 2G phone/smart phone was the highest. Fourthly, the research participants had high recognition of assistive device for communication in the order of hearing aid, smart phone, videophone, cochlear implant and 2G phone and it was found that the satisfaction level and communication improvement level was the highest using the smart phone. Lastly, for the development of hearing augmentation technology the research participants recognized the importance of portable/wear convenience, price, and motion accuracy and for notification delivery means they preferred the method of using sight(text and light). Based on the results of this study policy and practical plans for hearing augmentation technology development for people with hearing impairment in risk context are proposed.

Wearable Computers

  • Cho, Gil-Soo;Barfield, Woodrow;Baird, Kevin
    • Fiber Technology and Industry
    • /
    • v.2 no.4
    • /
    • pp.490-508
    • /
    • 1998
  • One of the latest fields of research in the area of output devices is tactual display devices [13,31]. These tactual or haptic devices allow the user to receive haptic feedback output from a variety of sources. This allows the user to actually feel virtual objects and manipulate them by touch. This is an emerging technology and will be instrumental in enhancing the realism of wearable augmented environments for certain applications. Tactual displays have previously been used for scientific visualization in virtual environments by chemists and engineers to improve perception and understanding of force fields and of world models populated with the impenetrable. In addition to tactual displays, the use of wearable audio displays that allow sound to be spatialized are being developed. With wearable computers, designers will soon be able to pair spatialized sound to virtual representations of objects when appropriate to make the wearable computer experience even more realistic to the user. Furthermore, as the number and complexity of wearable computing applications continues to grow, there will be increasing needs for systems that are faster, lighter, and have higher resolution displays. Better networking technology will also need to be developed to allow all users of wearable computers to have high bandwidth connections for real time information gathering and collaboration. In addition to the technology advances that make users need to wear computers in everyday life, there is also the desire to have users want to wear their computers. In order to do this, wearable computing needs to be unobtrusive and socially acceptable. By making wearables smaller and lighter, or actually embedding them in clothing, users can conceal them easily and wear them comfortably. The military is currently working on the development of the Personal Information Carrier (PIC) or digital dog tag. The PIC is a small electronic storage device containing medical information about the wearer. While old military dog tags contained only 5 lines of information, the digital tags may contain volumes of multi-media information including medical history, X-rays, and cardiograms. Using hand held devices in the field, medics would be able to call this information up in real time for better treatment. A fully functional transmittable device is still years off, but this technology once developed in the military, could be adapted tp civilian users and provide ant information, medical or otherwise, in a portable, not obstructive, and fashionable way. Another future device that could increase safety and well being of its users is the nose on-a-chip developed by the Oak Ridge National Lab in Tennessee. This tiny digital silicon chip about the size of a dime, is capable of 'smelling' natural gas leaks in stoves, heaters, and other appliances. It can also detect dangerous levels of carbon monoxide. This device can also be configured to notify the fire department when a leak is detected. This nose chip should be commercially available within 2 years, and is inexpensive, requires low power, and is very sensitive. Along with gas detection capabilities, this device may someday also be configured to detect smoke and other harmful gases. By embedding this chip into workers uniforms, name tags, etc., this could be a lifesaving computational accessory. In addition to the future safety technology soon to be available as accessories are devices that are for entertainment and security. The LCI computer group is developing a Smartpen, that electronically verifies a user's signature. With the increase in credit card use and the rise in forgeries, is the need for commercial industries to constantly verify signatures. This Smartpen writes like a normal pen but uses sensors to detect the motion of the pen as the user signs their name to authenticate the signature. This computational accessory should be available in 1999, and would bring increased peace of mind to consumers and vendors alike. In the entertainment domain, Panasonic is creating the first portable hand-held DVD player. This device weight less than 3 pounds and has a screen about 6' across. The color LCD has the same 16:9 aspect ratio of a cinema screen and supports a high resolution of 280,000 pixels and stereo sound. The player can play standard DVD movies and has a hour battery life for mobile use. To summarize, in this paper we presented concepts related to the design and use of wearable computers with extensions to smart spaces. For some time, researchers in telerobotics have used computer graphics to enhance remote scenes. Recent advances in augmented reality displays make it possible to enhance the user's local environment with 'information'. As shown in this paper, there are many application areas for this technology such as medicine, manufacturing, training, and recreation. Wearable computers allow a much closer association of information with the user. By embedding sensors in the wearable to allow it to see what the user sees, hear what the user hears, sense the user's physical state, and analyze what the user is typing, an intelligent agent may be able to analyze what the user is doing and try to predict the resources he will need next or in the near future. Using this information, the agent may download files, reserve communications bandwidth, post reminders, or automatically send updates to colleagues to help facilitate the user's daily interactions. This intelligent wearable computer would be able to act as a personal assistant, who is always around, knows the user's personal preferences and tastes, and tries to streamline interactions with the rest of the world.

  • PDF

A study on a flow of the technological convergence in webtoon - Focused on the interactiontoon of webtoon (기술 융합형 웹툰의 몰입도 연구 -인터랙션 툰 <마주쳤다>를 중심으로)

  • Baek, Eun-Ji;Son, Ki-Hwan
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.101-130
    • /
    • 2018
  • Since the advent of the Smart Devices, the smartphone has become a popular tool to view Webtoon. This phenomenon has caused the convergence of cutting-edge technologies and Webtoons in diverse forms, creating unique versions of Webtoons including, but not limited to Smart-toon, Effect-toon, Cut-toon, Dubbing-toon, Moving-toon, AR-toon, VR-toon, and Interaction-toon. By comparison to these rich diversities of Webtoons in the online industry, there is a lack of academic research on this topic. There are some papers which talk about the different types of multimedia technology conversion and its case presentation or the effectiveness and problems of visual effect, but the effects of these convergence technologies on comic readers' concentration and reading effectiveness have never been investigated so far. Therefore, this paper will discuss the unique method of immersive storytelling that is often used in comics and analyze each aspects of immersive method in technology-converged Webtoons along with its problems. Furthermore, this paper will analyze different aspects of "immersion" and interaction elements that can be found in the popular Interaction-toon, (Encountered). Through this, this paper discusses the positive influence of the interaction elements on comic readers' immersion level and its limitation. To classify the technology-converged Webtoons in terms of the immersion level, the Effect-toon sometimes interferes viewer's flow by using excessive use of multimedia effect, creating information overload. The Smart-toon which applied motions to each frame under horizontal mode of smartphones was a good try, but it hindered the readers' activeness and made it hard for the readers to be fully absorbed in the story. The VR-toon, which utilizes virtual reality gadgets to allow viewers to explore the world of Webtoon was also a nice try to overcome the limitation of vertical screens. However, it often caused dispersion of user's attention and reduced the users' immersion level. The Moving-toon which only emphasized the reading convenience also invaded readers' activeness and disturb users' concentration. On the other hand, the cartoonist Il-Kwon Ha applied high technologies such as face recognition technology, augmented reality techniques, 360-degree panorama technology, and haptic technology to his cartoon (Encountered). This allowed the readers to form a sense of closeness towards the cartoon characters which let the readers to identify themselves with the characters and interact with them. By this way, the readers can be fully immersed in the story. However, technology abuse, impractical production and hackneyed storylining often showed later in the story remains as its limitations.

The Loss Prevention System of Smart Device Using by iBeacon (iBeacon을 이용한 스마트 디바이스 분실 방지 시스템)

  • Nam, ChoonSung;Jung, HyunHee;Shin, DongRyeol
    • Journal of Internet Computing and Services
    • /
    • v.15 no.6
    • /
    • pp.27-34
    • /
    • 2014
  • Todays, the rapid technical progress of smart device has been used for various social (wall-fare) services in our lives. Especially, most of these services are based on the Local-based Services (LBS) and this technology is getting popular more and more compared with before. Basically, LBS is able to support various types of geographical services such as vehicles' navigation services, Augmented reality services as using extensional local information such as GPS. However, LBS has serious mathematical vulnerability on the services frequently because of its miscalculated GPS data under interior and ambiguous geographical environment such like shadowed area. So, to overcome this limitation, iBeacon, which would be able to mitigate LBS miscalculation process, has been proposed recently among network experts. Compared with other wireless technologies, iBeacon is able to determine the accurate geographical data of certain local positions easily because it is not only designed based on low-powered data transmitting technology, but also, it can be much easy to be deployed. As users' dependency of smart devices are getting higher and higher and the use of smart device is also getting complex more and more, the users prefer to use various types of smart devices at one time. Therefore, in this paper, we propose the loss prevention system that is able to interwork smart devices networks as using iBeacon technology for users' better conveniences.

A Study on Technology Acceptance Plans to Expand Direct Participation in the Sports Industry (스포츠 산업의 직접 참여 확대를 위한 기술수용 방안 연구)

  • Sangho Lee;Kwangmoon Cho
    • Journal of Internet of Things and Convergence
    • /
    • v.9 no.1
    • /
    • pp.105-115
    • /
    • 2023
  • This study seeks to find a way to induce users to expand their direct participation in sports through the acceptance of digital technology. From July 1 to August 30, 2022, a survey was conducted targeting home training users who applied the Internet of Things (IoT). 129 people participated in the survey through non-face-to-face self-administration method. For data processing, frequency analysis, exploratory factor analysis, reliability analysis, correlation analysis, multiple regression analysis, and 3-step mediation regression analysis were conducted using IBM's SPSS 21.0 program. The results of the study are as follows. First, in the relationship between the home training PPM model and direct participation in sports, ease appeared to have a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. In the mooring factors, individual innovativeness showed a complete mediating effect. Second, in the relationship between home training PPM model and direct participation in sports, usefulness showed a mediating effect. In the factors of push, simple functionality showed a complete mediating effect, and inefficiency showed a partial mediating effect. Among pull factors, enjoyment and possibility of experience showed a complete mediating effect. Among the mooring factors, individual innovativeness showed a partial mediating effect. Through this research, it is expected that the sports industry will contribute to the expansion of consumption expenditure and economic growth through the expansion of digital technologies such as NFT, Metaverse, and virtual/augmented reality.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
    • /
    • v.8 no.6
    • /
    • pp.813-818
    • /
    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

Real-time Monocular Camera Pose Estimation using a Particle Filiter Intergrated with UKF (UKF와 연동된 입자필터를 이용한 실시간 단안시 카메라 추적 기법)

  • Seok-Han Lee
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.16 no.5
    • /
    • pp.315-324
    • /
    • 2023
  • In this paper, we propose a real-time pose estimation method for a monocular camera using a particle filter integrated with UKF (unscented Kalman filter). While conventional camera tracking techniques combine camera images with data from additional devices such as gyroscopes and accelerometers, the proposed method aims to use only two-dimensional visual information from the camera without additional sensors. This leads to a significant simplification in the hardware configuration. The proposed approach is based on a particle filter integrated with UKF. The pose of the camera is estimated using UKF, which is defined individually for each particle. Statistics regarding the camera state are derived from all particles of the particle filter, from which the real-time camera pose information is computed. The proposed method demonstrates robust tracking, even in the case of rapid camera shakes and severe scene occlusions. The experiments show that our method remains robust even when most of the feature points in the image are obscured. In addition, we verify that when the number of particles is 35, the processing time per frame is approximately 25ms, which confirms that there are no issues with real-time processing.

Factors Influencing Digital Native's Acceptance and Use of 4th Industrial Revolution Technology : Focusing on FinTech and AR (Augmented Reality) Technology (Digital Native의 4차산업혁명 기술수용 영향 요인: FinTech 및 AR(증강현실) 기술을 중심으로)

  • Chung, Byoung-Gyu
    • Journal of Venture Innovation
    • /
    • v.4 no.2
    • /
    • pp.77-95
    • /
    • 2021
  • In the midst of the progress of the 4th industrial revolution, the Corona19 Pandemic was forming giant double wave. Companies riding this wave can win, but companies that do not will fall into the wave and struggle. In connection with the 4th industrial revolution, various technologies are emerging and commercialized. At this point, consumers, especially digital natives, who have been with digital since birth, tried to find out what factors affect the intention to use these technologies and which factors have the most important influence. For this purpose, data were collected through a survey on factors affecting the intention to use FinTech technology and AR technology for 150 digital natives in their 20s. Based on this, statistical analysis was conducted and the following results were obtained. As a result of the overall analysis regardless of the type of technology, it was found that performance expectancy, effort expectancy, social influence, and habits have a positive (+) effect on digital natives' intention to use the 4th industrial technology. On the other hand, a significant influence relationship between the facilitating conditions, hedonic motivation and intention to use the 4th industrial technology was not tested. It was found that the influence was greatly influenced by social influence and habits. In the case of FinTech and AR, which were further subdivided into this study, different aspects were revealed as a result of separate analysis. In the case of FinTech technology that emphasizes utilitarian value, performance expectancy, effort expectancy, social influence, and habits had a positive (+) effect on intention to use. It was found that the influence was greatly influenced by habits and social influence. In the case of AR, which emphasizes the hedonic value, all the variables adopted in this study had a positive (+) effect on the intention to use the technology. It was found that hedonic motivation and social influence had a great influence. Combining the results of the analysis, social influence was found to be an important influence variable regardless of the type of 4th industrial technology. FinTech technologies such as mobile banking, where services are becoming more common, are habits, and in the case of AR, which has not yet been universalized and is provided mainly for entertainment, hedonic motivation was found to be an important factor. This study was able to present academic and practical implications based on the above confirmation of factors affecting digital natives' acceptance and use of the 4th industry technology.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1009-1014
    • /
    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

  • PDF