• Title/Summary/Keyword: Immersive Content

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Implementation of Audio Effect Device for Anchor System

  • Seungwon Lee;Soonchul Kwon;Seunghyun Lee
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.1-12
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    • 2024
  • Recently, Audio systems transform the configuration of conventional sound reinforcement and public address systems using audio over internet protocol (AoIP), whereby audio signals are transmitted and received based on internet protocol (IP). Currently, AoIP technologies are leading the audio market, and various technologies have been released. Audio networks and the control hierarchy over peer-to-peer (Anchor) technology based on AoIP transmit and receive audio signals over a wide bandwidth without an audio mixer. Audio system based on Anchor technology is constructed by connecting the on-site audio center (OAC), a device that can transmit and receive audio sources and output equipment over IP. Receiving OAC of the Anchor technology can receive and mix audio signals transmitted from different IPs; consequently, novel audio systems can be configured by replacing conventional audio mixers. However, the Anchor technology does not have an equalizer function for improving the quality of audio equipment. Therefore, tone distortion may occur owing to signal loss between equipment, poor audio-signal clarity, and howling due to audio deformation according to different architectural structures and environments. In this study, we implemented an audio effect device capable of tone control using the Audio Processor Core. Using Anchor technology, tone control was realized through an audio effect device in the receiving OAC. The output of the incoming OAC was received by the audio effect device, which adjusted the tone and then outputted it. Thus, the tone issues in Anchor technology were overcome by the receiving OAC and audio effect devices. In future, audio system configurations using Anchor technology could be the standard for audio equipment.

Literature Review on Applying Digital Therapeutic Art Therapy for Adolescent Substance Addiction Treatment (청소년 마약류 중독 치료를 위한 디지털치료제 예술치료 적용을 위한 문헌연구)

  • Jiwon Kim;Daniel H. Byun
    • Trans-
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    • v.16
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    • pp.1-31
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    • 2024
  • The advent of digital media has facilitated easy access for adolescents to environments conducive to the purchase of narcotics. In particular, there's an increasing trend in the purchase and consumption of narcotics mediated through Social Network Services (SNS) and messenger services. Adolescents, sensitive to such environments, are at risk of experiencing neurological and mental health issues due to narcotic addiction, increasing their exposure to criminal activities, hence necessitating national-level management and support. Consequently, the quest for sustainable treatment methods for adolescents exposed to narcotics emerges as a critical challenge. In the context of high relapse rates in narcotic addiction, the necessity for cost-effective and user-friendly treatment programs is emphasized. This study conducts a literature review aimed at utilizing digital platforms to create an environment where adolescents can voluntarily participate, focusing on the development of therapeutic content through art. Specifically, it reviews societal perceptions and treatment statuses of adolescent drug addiction, analyzes the impact of narcotic addiction on adolescent brain activity and cognitive function degradation, and explores approaches for developing digital therapeutics to promote the rehabilitation of the addicted brain through analysis of precedential case studies. Moreover, the study investigates the benefits that the integration of digital therapeutic approaches and art therapy can provide in the treatment process and proposes the possibility of enhancing therapeutic effects through various treatment programs such as drama therapy, music therapy, and art therapy. The application of art therapy methods is anticipated to offer positive effects in terms of tool expansion, diversification of expression, data acquisition, and motivation. Through such approaches, an enhancement in the effectiveness of treatments for adolescent narcotic addiction is anticipated. Overall, this study undertakes foundational research for the development of digital therapeutics and related applications, offering economically viable and sustainable treatment options in consideration of the societal context of adolescent narcotic addiction.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

Comparative Analysis of Perception of Museum Tourists applying Gamification using Social Media Big Data (소셜미디어 빅데이터를 활용한 게이미피케이션 적용 박물관 관람객 인식 비교 분석)

  • Se-won Jeon;Youn-Ju Ahn;Gi-Hwan Ryu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.169-175
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    • 2023
  • This paper analyzes museum-related big data using museums and gamification using social media big data, identifies and compares the perceptions of visitors mentioned in social media, and presents ways to use gamification. Based on the collected data, this paper aims to provide data by comparing and analyzing the perception of visitors to the museum and visitors to the museum using gamification. This paper investigates the perception of visitors through social media analysis using TEXTOM, a social media analysis tool, to identify differences in perception. As a result of the analysis, it was found that compared to museums that were previously viewed in the form of exhibitions, they felt fun and interest in visiting museums using geikipication. In addition, based on the analysis results of keywords and related keywords, the perception, motivation, and type of viewing of the museum of the National Museum of Korea and the Independence Hall of Korea were confirmed. In addition, it can be seen that the sense of achievement of visitors who visited the museum using gamification is higher than that of the existing museum. It is believed that by developing and activating game-related content in future museum visits, many visitors will be able to increase their interest in the museum and feel fun and interested. The results of the study are believed to be meaningful as basic data to grasp the overall perception of visitors to the museum, and based on this, it is expected that visitors will be able to see and experience the museum in various ways.

Video classifier with adaptive blur network to determine horizontally extrapolatable video content (적응형 블러 기반 비디오의 수평적 확장 여부 판별 네트워크)

  • Minsun Kim;Changwook Seo;Hyun Ho Yun;Junyong Noh
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.99-107
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    • 2024
  • While the demand for extrapolating video content horizontally or vertically is increasing, even the most advanced techniques cannot successfully extrapolate all videos. Therefore, it is important to determine if a given video can be well extrapolated before attempting the actual extrapolation. This can help avoid wasting computing resources. This paper proposes a video classifier that can identify if a video is suitable for horizontal extrapolation. The classifier utilizes optical flow and an adaptive Gaussian blur network, which can be applied to flow-based video extrapolation methods. The labeling for training was rigorously conducted through user tests and quantitative evaluations. As a result of learning from this labeled dataset, a network was developed to determine the extrapolation capability of a given video. The proposed classifier achieved much more accurate classification performance than methods that simply use the original video or fixed blur alone by effectively capturing the characteristics of the video through optical flow and adaptive Gaussian blur network. This classifier can be utilized in various fields in conjunction with automatic video extrapolation techniques for immersive viewing experiences.

Augmented Presentation Framework Design and System Implementation for Immersive Information Visualization and Delivery (몰입적 정보 표현과 전달을 위한 증강 프레젠테이션 디자인 및 시스템 구현)

  • Kim, Minju;Wohn, Kwangyun
    • Journal of the HCI Society of Korea
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    • v.12 no.1
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    • pp.5-13
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    • 2017
  • Interactive intervention of the human presenter is one of the important factors that make the visualization more effective. Rather than just showing the content, the presenter enhances the process of the information delivery by providing the context of visualization. In this paper, we define this as an augmented presentation. In augmented presentation concept, the presenter can facilitate presentation more actively by being fully immersed in the visualization space and reaching and interacting into digital information. In order to concrete the concept, we design presentation space that enables the presenter to be seamlessly immersed in the visualization. Also we increase the presenter's roles as a storyteller, controller and augmenter allowing the presenter to fully support communicative process between the audience and the visualization. Then, we present an augmented presentation system to verify the proposed concept. We rendered 3D visualization through a half-mirror film and a wall projection screen that are place in parallel and applied with stereoscopic images, then, spatially align the presenter inside the virtual visualization space. After that, we conduct a controlled experiment to investigate the subjective level of immersion and engagement of the audience to HoloStation compared to traditional presentation system. Our initial investigation suggests that the newly conceived augmented presentation has potential not only to enhance the information presentation but also to supports the delivery of visualization.

How Retirees' Evaluation of Starting Food Service Business Affects Effectiveness of Their New Business and Quality of Life

  • Lim, Jeoung-sook;Ryu, Ki-hwan
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.18-28
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    • 2021
  • This study surveyed how retirees' evaluation of starting food service business affects the effectiveness their new business and quality of life, based on personal factors such as entrepreneurship and business-starting capability and environmental factors by using questionnaires. Bootstrapping was carried out in order to find out factors affecting rapidly changing new business environments and retirees' initial intent to start a business so as to verify basic hypothesis about relation between retirees' evaluation of starting food service business (social, economic, and psychological effects) and the effectiveness of their new business and quality of life and confirm whether the effectiveness of the new business acts as a medium between the evaluation of starting food service business and quality of life. In addition, PLS-MGA was performed in order to verify whether the correlations among test factors can be varied according to the kind of job the target retirees had. Having examined the basic thesis, it was found that social and economic factors had significant positive effect on the effectiveness of the new business, and social and psychological factors had significant positive effect on the quality of life. Having analyzed whether the effectiveness of new business acted as a media between evaluation of starting food service business and quality of life, there was no significant effect as a medium. Having studied whether the kind of job of the retirees controlled or affected the relations among evaluation of starting food service business, effectiveness of new business and quality of life, the results were as follows: in the office job retiree group, the greater economic factor led to increase of effectiveness of new business, while social and psychological factors influenced the quality of life; In the physical labor group, the higher social factor resulted in higher effectiveness of new business, which showed significant positive effect on the quality of life. Having researched about which element is considered to be most important in starting food service business, the most important element was found to be dish/menu, followed by staff management, accounting management, business management, and service education. Having analyzed relation between accomplishment and important consideration for starting food service business, "managers with entrepreneurship," "appropriate distribution of time to prepare for starting business," and "operation of practical field education programs" showed higher importance compared to the degree of satisfaction, so it is needed to more concentrate on the above matters. This study intends to raise retirees' awareness of starting business and help them live better life based on the analysis results, and further suggest detailed mechanism and specific operations of factors affecting retirees' decision making on starting business, such that they can use the information as basic materials to make better choices that can lead to successful business.

A study on the User Experience at Unmanned Checkout Counter Using Big Data Analysis (빅데이터 분석을 통한 무인계산대 사용자 경험에 관한 연구)

  • Kim, Ae-sook;Jung, Sun-mi;Ryu, Gi-hwan;Kim, Hee-young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.343-348
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    • 2022
  • This study aims to analyze the user experience of unmanned checkout counters perceived by consumers using SNS big data. For this study, blogs, news, intellectuals, cafes, intellectuals (tips), and web documents were analyzed on Naver and Daum, and 'unmanned checkpoints' were used as keywords for data search. The data analysis period was selected as two years from January 1, 2020 to December 31, 2021. For data collection and analysis, frequency and matrix data were extracted through Textom, and network analysis and visualization analysis were conducted using the NetDraw function of the UCINET 6 program. As a result, the perception of the checkout counter was clustered into accessibility, usability, continuous use intention, and others according to the definition of consumers' experience factors. From a supplier's point of view, if unmanned checkpoints spread indiscriminately to solve the problem of raising the minimum wage and shortening working hours, a bigger employment problem will arise from a social point of view. In addition, institutionalization is needed to supply easy and convenient unmanned checkout counters for the elderly and younger generations, children, and foreigners who are not familiar with unmanned calculation.

A Study on Image Recognition of local Currency Consumers Using Big Data (빅데이터를 활용한 지역화폐 소비자 이미지 인식에 관한 연구)

  • Kim, Myung-hee;Ryu, Ki-hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.11-17
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    • 2022
  • Currently, the income and funds of the local economy are flowing out to the metropolitan area, and talented people, the driving force for regional development, also gather in the metropolitan area, and the local economy is facing a serious crisis. Local currency is issued by local governments and is a currency with auxiliary and complementary functions that can be used only within the area concerned. In order to revitalize the local economy, as local governments have focused their attention on the introduction of local currency, studies on the issuance and use of local currency are continuously being conducted. In this study, by using big data from data materials such as portals and SNS, the consumer image of local currency issued in local governments was identified through big data analysis, and based on the research results, the issuance and operation of local currency was conducted. The purpose is to present implications for The results of this study are as follows. First, by inducing local consumption through the policy issuance of local currency, it is showing the effect of increasing the economic income of the region. Second, local governments are exerting efforts to revitalize the economy and establish a virtuous cycle system for the local economy by issuing and distributing local currency. Third, the introduction of blockchain technology shows the stable operation of local currency. With academic significance, it was possible to grasp the changed appearance and effect of local currency through big data analysis and the policy direction of local currency.

A Study on the Interior Design of a Dog-Friendly Hotel Using Deepfake DID for Alleviation of Pet loss Syndrome

  • Hwang, Sungi;Ryu, Gihwan
    • International Journal of Advanced Culture Technology
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    • v.10 no.1
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    • pp.248-252
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    • 2022
  • The environment refers to what is surrounded by something during human life. This environment is related to the way humans live, and presents various problems on how to perceive the surrounding environment and how the behaviors that constitute the environment support the elements necessary for human life. Humans have an interest in the supportability of the environment as the interrelationship increases as humans perceive and understand the environment and accept the factors supported by the environment. In space, human movement starts from one space to the next and exchanges stimuli and reactions with the environment until reaching a target point. These human movements start with subjective judgment and during gait movement, the spatial environment surrounding humans becomes a collection of information necessary for humans and gives stimulation. will do. In this process, in particular, humans move along the movement path through movement in space and go through displacement perception and psychological changes, and recognize a series of spatial continuity. An image of thinking is formed[1]. In this process, spatial experience is perceived through the process of filtering by the senses in the real space, and the result of cognition is added through the process of subjective change accompanied by memory and knowledge, resulting in human movement. As such, the spatial search behavior begins with a series of perceptual and cognitive behaviors that arise in the process of human beings trying to read meaning from objects in the environment. Here, cognition includes the psychological process of sorting out and judging what the information is in the process of reading the meaning of the external environment, conditions, and material composition, and perception is the process of accepting information as the first step. It can be said to be the cognitive ability to read the meaning of the environment given to humans. Therefore, if we can grasp the perception of space while moving and human behavior as a response to perception, it will be possible to predict how to grasp it from a human point of view in a space that does not exist. Modern people have the theme of reminiscing dog-friendly hotels for the healing of petloss syndrome, and this thesis attempts to approach the life of companions.