• Title/Summary/Keyword: Content tracking

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Desing of VR Contents for Visual Function Enhancement (VR 기반 시기능 강화 콘텐츠 설계 및 제작)

  • Yong-Ju Kim;Sang-Joong Jung
    • Journal of the Institute of Convergence Signal Processing
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    • v.23 no.2
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    • pp.70-75
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    • 2022
  • With the spread of various digital devices, devices have become commonplace in modern society. Moreover, due to the increase in device usage and online learning while staying indoors during the COVID-19 pandemic, symptoms such as an increase in myopia in children due to eye fatigue, an increase in young presbyopia, and dry eye syndrome are increasing, and now people are paying attention to eye health. This is different from before. There are various prescriptions for eye health, but in this paper, we would like to propose a training method for enhancing visual function using VR contents. The analog methods of the existing teaching aids for visual function reinforcement training were planned and produced as digital contents, and VR-based training contents were selected from among the various methods carried out with teaching aids at the visual function training center, which can be made into contents. was developed with In the training process for each content, it was proposed to apply eye tracking to the VR device in order to give the user feedback on their participation in the training so that the management and concentration of the training process could be analyzed.

Investigating Dynamic Mutation Process of Issues Using Unstructured Text Analysis (비정형 텍스트 분석을 활용한 이슈의 동적 변이과정 고찰)

  • Lim, Myungsu;Kim, Namgyu
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.1-18
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    • 2016
  • Owing to the extensive use of Web media and the development of the IT industry, a large amount of data has been generated, shared, and stored. Nowadays, various types of unstructured data such as image, sound, video, and text are distributed through Web media. Therefore, many attempts have been made in recent years to discover new value through an analysis of these unstructured data. Among these types of unstructured data, text is recognized as the most representative method for users to express and share their opinions on the Web. In this sense, demand for obtaining new insights through text analysis is steadily increasing. Accordingly, text mining is increasingly being used for different purposes in various fields. In particular, issue tracking is being widely studied not only in the academic world but also in industries because it can be used to extract various issues from text such as news, (SocialNetworkServices) to analyze the trends of these issues. Conventionally, issue tracking is used to identify major issues sustained over a long period of time through topic modeling and to analyze the detailed distribution of documents involved in each issue. However, because conventional issue tracking assumes that the content composing each issue does not change throughout the entire tracking period, it cannot represent the dynamic mutation process of detailed issues that can be created, merged, divided, and deleted between these periods. Moreover, because only keywords that appear consistently throughout the entire period can be derived as issue keywords, concrete issue keywords such as "nuclear test" and "separated families" may be concealed by more general issue keywords such as "North Korea" in an analysis over a long period of time. This implies that many meaningful but short-lived issues cannot be discovered by conventional issue tracking. Note that detailed keywords are preferable to general keywords because the former can be clues for providing actionable strategies. To overcome these limitations, we performed an independent analysis on the documents of each detailed period. We generated an issue flow diagram based on the similarity of each issue between two consecutive periods. The issue transition pattern among categories was analyzed by using the category information of each document. In this study, we then applied the proposed methodology to a real case of 53,739 news articles. We derived an issue flow diagram from the articles. We then proposed the following useful application scenarios for the issue flow diagram presented in the experiment section. First, we can identify an issue that actively appears during a certain period and promptly disappears in the next period. Second, the preceding and following issues of a particular issue can be easily discovered from the issue flow diagram. This implies that our methodology can be used to discover the association between inter-period issues. Finally, an interesting pattern of one-way and two-way transitions was discovered by analyzing the transition patterns of issues through category analysis. Thus, we discovered that a pair of mutually similar categories induces two-way transitions. In contrast, one-way transitions can be recognized as an indicator that issues in a certain category tend to be influenced by other issues in another category. For practical application of the proposed methodology, high-quality word and stop word dictionaries need to be constructed. In addition, not only the number of documents but also additional meta-information such as the read counts, written time, and comments of documents should be analyzed. A rigorous performance evaluation or validation of the proposed methodology should be performed in future works.

A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

Acceleration of Viewport Extraction for Multi-Object Tracking Results in 360-degree Video (360도 영상에서 다중 객체 추적 결과에 대한 뷰포트 추출 가속화)

  • Heesu Park;Seok Ho Baek;Seokwon Lee;Myeong-jin Lee
    • Journal of Advanced Navigation Technology
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    • v.27 no.3
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    • pp.306-313
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    • 2023
  • Realistic and graphics-based virtual reality content is based on 360-degree videos, and viewport extraction through the viewer's intention or automatic recommendation function is essential. This paper designs a viewport extraction system based on multiple object tracking in 360-degree videos and proposes a parallel computing structure necessary for multiple viewport extraction. The viewport extraction process in 360-degree videos is parallelized by composing pixel-wise threads, through 3D spherical surface coordinate transformation from ERP coordinates and 2D coordinate transformation of 3D spherical surface coordinates within the viewport. The proposed structure evaluated the computation time for up to 30 viewport extraction processes in aerial 360-degree video sequences and confirmed up to 5240 times acceleration compared to the CPU-based computation time proportional to the number of viewports. When using high-speed I/O or memory buffers that can reduce ERP frame I/O time, viewport extraction time can be further accelerated by 7.82 times. The proposed parallelized viewport extraction structure can be applied to simultaneous multi-access services for 360-degree videos or virtual reality contents and video summarization services for individual users.

A Study on the Supply Competitiveness of Dramas of the Domestic OTT Platforms (국내 OTT 플랫폼 드라마 수급 경쟁력 연구)

  • Hong, Ilhan;Park, Jin-woo;Kim, Kenneth ChiHo
    • Journal of Digital Convergence
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    • v.19 no.1
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    • pp.327-333
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    • 2021
  • The purpose of this study is to explore what elements and measures are necessary to grasp the content influence and competitiveness of each OTT platform, which is difficult to measure only with the existing TV broadcast ratings indicator, on the same basis. In this study, based on the RACOI, the daily Top 10 list provided by Netflix was scored to determine the correlation with the viewers' reaction to TV dramas, and a meaningful comparison criterion index was derived. Based on this, the study tried to analyze the share of content provided by the top 3 OTT platforms in Korea. Spearman's correlation analysis was performed for each indicator of RACOI and the Netflix popularity score. It was confirmed that the Netflix popularity score was correlated with the digital video views indicator of RACOI. As a result of analyzing the platforms, it was found that the popularity of the content provided by Netflix and Tving was relatively high. This study did not secure the company's sales data, and there is a limitation in that long-term tracking analysis could not be performed. However, the study extracted the viewer response indicators of TV that are correlated with popularity within Netflix. It is valuable as a basic study of an extended study that compares and confirms the long-term impact of content provided by each OTT platform in the future.

Mobile Phone Guide for Cultural Heritage (문화유적지 투어를 위한 모바일 폰 가이드 시스템)

  • Suh, Young-Jung;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.116-121
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    • 2009
  • In the design of mobile entertainment systems for historical heritage sites, it is important to not only overcome technical challenges imposed by power requirements, computation limits, and connectivity, but to support group experiences and consider users preferences for situated media consumption. Cultural heritage sites provide an opportunity to entertain and educate the public through the use of mobile media. The proposed system implemented on a Java-enabled mobile phone provides both audio and visual content that is tailored by tracking user movement with GPS, collecting various user inputs and demographics, and allowing for socially acceptable eavesdropping via wireless networking. By designing for the spatial, personal, and social considerations of the environment, we aim to help users navigate the diverse topology of the space and consume the vast quantities of historical media.

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Design and Implementation of The Ubiquitous Computing Environment-Based on Dynamic Smart on / off-line Learner Tracking System (유비쿼터스 환경 기반의 동적인 스마트 온/오프라인 학습자 추적 시스템 설계 및 구현)

  • Lim, Hyung-Min;Lee, Sang-Hun;Kim, Byung-Gi
    • Journal of Korea Multimedia Society
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    • v.14 no.1
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    • pp.24-32
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    • 2011
  • In ubiquitous environment, the analysis for student's learning behaviour is essential to provide students with personalized education. SCORM(Sharable Contents Object Reference Model), IMS LD (Instructional Management System Learning Design) standards provide the support function of learning design such as checking the progress. However, in case of applying these standards contain many problem to add or modify the contents. In this paper, We implement the system that manages the learner behaviour by hooking the event of web browser. Through all of this, HTML-based content can be recycled without any additional works and the problems by applying the standard can be improved because the store and analysis of the learning result is possible. It also supports the ubiquitous learning environment because of keeping track of the learning result in case of network disconnected.

Airtouch technology smart fusion DID system design (Airtouch 기술을 활용한 스마트융합 DID 시스템 설계)

  • Lee, Gwang-Yong;Hwang, Bu-Hyun
    • Journal of Advanced Navigation Technology
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    • v.17 no.2
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    • pp.240-246
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    • 2013
  • Airtouch technology to integrate the system in the way of information delivery devices, touch screen DID this study is to develop new ways of information delivery systems. Airtouch technology to design and implement a system that can be utilized to view the college campus announcements, education, information, and employment information, and store the remote operation and sharing content, the development of cloud services to sync content via smart technology implementation fusion DID systemto develop. Packs USB interface kinek because you may be used in connection with the information appliances, and low-cost product by leveraging the Kinect sensor, Airtouch technology implementation. Types of input devices paper Airtouch technology systems, the user's hand gestures alone can interact with information appliances, smart fusion system developed by DID by tracking the user's hand movements to manipulate the mouse pointer, and information through the user's hand gestures to command the unit so that you can make. Airtouch technology smart fusion DID system technology utilizing a ripple effect on other industries, such as the online education industry, advertising, information industry increases. Also, replace the existing interface device with the versatility of a wide range of technologies, usability is an infinite expansion.

The Design of a Multimedia Data Management and Monitoring System for Digital Rights Protection using License Agent (라이선스 에이전트를 이용한 디지털 저작권 보호를 위한 멀티미디어 데이터 관리 및 감시 시스템의 설계)

  • Park, Jae-Pyo;Lee, Kwang-Hyung;Kim, Won;Jeon, Moon-Seok
    • Journal of the Korea Computer Industry Society
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    • v.5 no.2
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    • pp.281-292
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    • 2004
  • As the logistic environment of digital contents is rapidly changing, the protection of the digital rights for digital content has been recognized as one of critical Issues. Digital Right Management(DRM) has taken much interest Internet Service Provider(ISP), authors and publishers of digital content as an interested approach to create a trusted environment for access and use of digital resources. This paper propose an interested digital rights protection scheme using license agent to address problems facing contemporary DRM approached : static digital rights management, and limited application to on-line environment. We introduce a dynamic mission control technology to realize dynamic digital rights management. And we incorporate license agent to on- and off-line monitoring and tracking. The proposed system prevent illegal access and use by using PKI security method, real time action monitoring for user, data security for itself.

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Development of Health Care System for Elderly People with Dementia Based on Leap Motion Sensor (립 모션(leap motion) 센서를 이용한 노령 환자 치매 케어 시스템 개발)

  • Shin, Ji-Woo;Kim, Ji-Soo;Hong, Gwang-Soo;Kim, Byung-Gyu
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.319-325
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    • 2018
  • The general public's interest in dementia has increased recently as dementia has become a social issue due to its rapid aging. Several dementia prevention and rehabilitation programs are being carried out at the dementia rehabilitation center and at the old welfare center depending on the number of dementia patients. In this paper, a 3 dimensional finger and motion search of the leap motion is utilized and combined with dementia preventive and cognitive rehabilitation programs at various facilities. We suggest technologies that can provide both fun and effective treatment and rehabilitation content for rehabilitation therapists. A variety of cognitive enhancement content is designed using finger tracking and configured to be recorded in the database for rehabilitation programmes to increase the effectiveness of management.