• 제목/요약/키워드: Content Provide

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Augmented Reality Service Based on Object Pose Prediction Using PnP Algorithm

  • Kim, In-Seon;Jung, Tae-Won;Jung, Kye-Dong
    • International Journal of Advanced Culture Technology
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    • 제9권4호
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    • pp.295-301
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    • 2021
  • Digital media technology is gradually developing with the development of convergence quaternary industrial technology and mobile devices. The combination of deep learning and augmented reality can provide more convenient and lively services through the interaction of 3D virtual images with the real world. We combine deep learning-based pose prediction with augmented reality technology. We predict the eight vertices of the bounding box of the object in the image. Using the predicted eight vertices(x,y), eight vertices(x,y,z) of 3D mesh, and the intrinsic parameter of the smartphone camera, we compute the external parameters of the camera through the PnP algorithm. We calculate the distance to the object and the degree of rotation of the object using the external parameter and apply to AR content. Our method provides services in a web environment, making it highly accessible to users and easy to maintain the system. As we provide augmented reality services using consumers' smartphone cameras, we can apply them to various business fields.

A Study on the Effective Production of Game Weapons Using ZBrush

  • YunChao Yang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • 제11권2호
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    • pp.397-402
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    • 2023
  • With the rapid adoption of 5G, the gaming industry has undergone significant innovation, with the quality of game content and player experience becoming the focal point of attention. ZBrush, as a professional digital sculpting software, plays a crucial role in the production of 3D game models. In this paper, we explore the application methods and techniques of ZBrush in game weapons production through specific case analyses. We provide a detailed analysis of two game weapon models, discussing the design and modeling process, lowto-high poly conversion, UV unwrapping and texture baking, material texture creation and optimization, and final rendering. By comparing the production process and analyzing the advantages and disadvantages of ZBrush, we establish a theoretical foundation for further design research and provide reference materials for game industry professionals, aiming to achieve higher quality and efficiency in 3D game model production.

간호학생의 장애아 보육실습 내용 분석 (The Content Analysis of Pediatric Nursing Practical Learning in the Children's Rehabilitation Center by Nursing Students)

  • 정향미
    • 한국간호교육학회지
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    • 제4권2호
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    • pp.296-316
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    • 1998
  • The practical learning experience is the heart of nursing's professional program of study, have been the most widely disscussed and yet the least studied of all nursing education activities. The major goal of practical learning experience is to provide opportunities in realistic work settings that permit the nursing student to develop the knowledge, skill It attitudes of a beginning practitioner. The purpose of this study is to identify the experience of practical learning in the children's rehabilitation center by nursing students, to provide basic information for developing practical learning in pediatric nursing education. The study design was a descriptive study. Data were collected 74 cases of journaling which came from senior nursing students who cared for the handicapped children in P rehabilitation center from 24, August, 1997 to 29, Decmber, 29, 1998. The collected data were analyzed using the content analysis by Kim & Lee(1986), Kim(1987). The results are as follows : The content of practical learning in the children's rehabilitation center were classified with 5 domains. The domains were , , , , and .

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증강현실 환경하에서 RFID/NFC 기반의 탠저블 인터페이스를 활용한 디지털 콘텐츠 상호작용 (Digital Content Interactions Using RFID/NFC-based Tangible Interfaces in Augmented Reality Environments)

  • 서동우;이재열;김재성
    • 한국CDE학회논문집
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    • 제20권2호
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    • pp.159-170
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    • 2015
  • Radio-Frequency Identification (RFID) or Near Field Communication (NFC) technology has many advantages over other visual interfaces since it does not require line-of-sight alignment, can identify multiple tags simultaneously, and does not destroy the integrity of original objects. In addition, smart devices such as smartphone and smartpad have NFC/RFID readers which can provide mobile and natural interactions with digital and physical contents. Augmented reality has an excellent visual interaction capability with digital contents in a real environment by embedding digital contents into the physical world. In this paper, we propose a new approach to digital content interactions using RFID/NFC-based tangible interfaces in augmented reality environments that utilize invisible interfaces in addition to marker-based visual interfaces. By combining the advantages of invisible and visual interfaces, more intuitive interactions with digital contents can be provided, which can remove the difficulty of using typical AR paddles that are widely used in AR interactions. In particular, a semantic AR ontology is defined to provide more convenient interactions. Through the semantic ontology-based inferencing, physical querying and filtering are effectively supported. We will show the effectiveness and advantage of the proposed approach by demonstrating implementation results.

패턴제작 교육용 영상콘텐츠 개발을 위한 유튜브 영상 현황 분석 (Analysis of characteristics of YouTube video contents for the development of pattern drafting video)

  • 강여선
    • 복식문화연구
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    • 제27권6호
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    • pp.599-614
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    • 2019
  • The aim of this study to provide basic reference data for the development of video contents used in pattern drafting education and to explore the possibility of utilizing YouTube videos in such education. Subject videos were selected using the number of views. A total of 596 videos and 28 channels were analyzed for the period July to September 2019 and the results are as follows. With regard to content, there were 27 pattern drafting items, the majority being dress, pants, skirt, blouse and sleeve drafting, although high-level content such as cowl, bustier, corset patterns were also available. Therefore, there is a high likelihood that YouTube videos could be used as educational material, especially as supplementary references to provide specific examples and easy explanations for difficult concepts or method, for students majoring in this field. However, as most videos currently focus on a few items, expanding video content to features a wider variety of clothing items at different levels is necessary. With regard to video length, it mostly ranged from 10 to 15 minutes. It is not advisable to create lengthy lecture-style videos expounding on different principles or variations in pattern drafting when developing educational video material.

Qualitative content analysis of journals of cadaver practice experiences in nursing students

  • Hyunjung Lee
    • International journal of advanced smart convergence
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    • 제12권3호
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    • pp.109-118
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    • 2023
  • This study attempted to identify the experiences of nursing students' participation in cadaver practice and provide a basis for understanding students' experiences in cadaver practice, which can be reflected in the development of programs for them. By applying the content analysis method according to the guidelines by Krippendorff to analyze the meaning of the experience of participating in cadaver practice among 80 nursing students who participated in cadaver practice at K University in W-si, Gangwon-do, a total of 4 areas, 13 categories, and 25 meaningful statements were derived. The categories included "worried," "surprised," and "fear" in the anxiety domain; "interesting," "knowing," and "focused" in the immersion domain; "value of life," "gratitude and remembrance," "thinking about donation," "facing death," and "precious body" in the reflection domain; and "motivation" and "sense of accomplishment" in the growth domain. The results of this study will help to understand the physical and psychological reactions that nursing students may experience during cadaver practice, and will provide a basis for developing various strategies such as counseling, education, and reflection programs in conjunction with cadaver practice to help nursing students cope with stress, develop a sense of ethical responsibility, and develop a positive self-image as nursing students in order to be successful in cadaver practice. This study is also significant because it provides a basis for preventive program interventions for experiences related to the negative effects of cadaver practice.

Development of a Transformation System for the Medicinal Fungus Sanghuangporus baumii and Acquisition of High-Value Strain

  • Zengcai Liu;Ruipeng Liu;Li Zou
    • Mycobiology
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    • 제51권3호
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    • pp.169-177
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    • 2023
  • To further explore the molecular mechanism of triterpenoid biosynthesis and acquire high-value strain of Sanghuangporus baumii, the Agrobacterium tumefaciens-mediated transformation (ATMT) system was studied. The key triterpenoid biosynthesis-associated gene isopentenyl diphosphate isomerase (IDI) was transformed into S. baumii by ATMT system. Then, the qRT-PCR technique was used to analyze gene transcript level, and the widely targeted metabolomics was used to investigate individual triterpenoid content. Total triterpenoid content and anti-oxidant activity were determined by spectrophotometer. In this study, we for the first time established an efficient ATMT system and transferred the IDI gene into S. baumii. Relative to the wild-type (WT) strain, the IDI-transformant (IT) strain showed significantly higher transcript levels of IDI and total triterpenoid content. We then investigated individual triterpenoids in S. baumii, which led to the identification of 10 distinct triterpenoids. The contents of individual triterpenoids produced by the IT2 strain were 1.76-10.03 times higher than those produced by the WT strain. The triterpenoid production showed a significant positive correlation with the IDI gene expression. Besides, IT2 strain showed better anti-oxidant activity. The findings provide valuable information about the biosynthetic pathway of triterpenoids and provide a strategy for cultivating high-value S. baumii strains.

Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
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    • 제36권5호
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    • pp.791-798
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    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.

Changes of Chemical Composition during Seedling Development in Soybean

  • Seong, Rak-Chun;Choi, Kyu-Hoon;Harry C. Minor
    • 한국작물학회지
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    • 제43권2호
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    • pp.95-100
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    • 1998
  • Seedling establishment of soybean [Glycine mar (L.) Mer-rill] is an important factor for soybean production in the field. The objective of this study was to determine the distribution of chemical composition in the emerging organs during seedling development in soybeans. Three soybean cultivars (Hill, Paldalkong, and Jangyeobkong) were planted at the Research Farm of College of Natural Resources, Korea University, on May 26, June 5, and June 14. Protein, oil, sugar, and starch contents were measured in each organ at each developing stage. Mean dry weight of three soybean cultivars decreased until VE stage and increased after this stage. Protein content of whole seedling did not change significantly during the seedling growth stage, but the amount in cotyledons markedly decreased with each growth stage increment. About 88% of the cotyledon protein was translocated to the other parts of the seedling at the V2 stage. Oil content of cotyledons sharply decreased until the V1 stage. Sugar content of the seedling was not detected at VE stage and starch content of seedlings increased slightly at VE and VC stages. For the changes of each metabolic component, the amount for whole plants decreased until the V1 stage and started to increase after this stage. The results of this study provide evidence for the breakdown of carbohydrates and oil at the initial stage of seedling growth.

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Neutrality between a Vertically Integrated Cable Provider and an Over-the-Top Video Provider

  • Dai, Wei;Baek, Ji Won;Jordan, Scott
    • Journal of Communications and Networks
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    • 제18권6호
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    • pp.962-974
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    • 2016
  • We are concerned with whether a vertically integrated broadband and content provider can unreasonably advantage itself over competing content providers, either by selling quality-of-service (QoS) to content providers at unreasonably high prices, or by refusing to provide access to QoS to competing content. We address this question by modeling the competition between one such vertically integrated provider and one over-the-top (OTT) content provider. The broadband provider decides whether to deploy QoS, and if so it also determines the QoS price if sold to either the OTT content provider or directly to users. We analytically determine when the broadband provider will sell QoS and when the OTT content provider or users will purchase QoS. We characterize the optimal QoS and video service prices. The Internet service provider (ISP)'s market share increases with the difference in the value of the two video services and decreases with the difference in the corresponding costs. Numerical results illustrate the effect of QoS price on content price, the variation of prices and profit with QoS price, and the variation of prices and market shares with the benefit of QoS. The ISP may sell QoS to users at a lower price than when QoS is sold to the OTT provider.