• Title/Summary/Keyword: Immersive Data Visualization

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A study on the User Experience at Unmanned Checkout Counter Using Big Data Analysis (빅데이터를 활용한 편의점 간편식에 대한 의미 분석)

  • Kim, Ae-sook;Ryu, Gi-hwan;Jung, Ju-hee;Kim, Hee-young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.375-380
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    • 2022
  • The purpose of this study is to find out consumers' perception and meaning of convenience store convenience food by using big data. For this study, NNAVER and Daum analyzed news, intellectuals, blogs, cafes, intellectuals(tips), and web documents, and used 'convenience store convenience food' as keywords for data search. The data analysis period was selected as 3 years from January 1, 2019 to December 31, 2021. For data collection and analysis, frequency and matrix data were extracted using TEXTOM, and network analysis and visualization analysis were conducted using the NetDraw function of the UCINET 6 program. As a result, convenience store convenience foods were clustered into health, diversity, convenience, and economy according to consumers' selection attributes. It is expected to be the basis for the development of a new convenience menu that pursues convenience and convenience based on consumers' meaning of convenience store convenience foods such as appropriate prices, discount coupons, and events.

A Study on the Consumer Perception of Metaverse Before and After COVID-19 through Big Data Analysis (빅데이터 분석을 통한 코로나 이전과 이후 메타버스에 대한 소비자의 인식에 관한 연구)

  • Park, Sung-Woo;Park, Jun-Ho;Ryu, Ki-Hwan
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.287-294
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    • 2022
  • The purpose of this study is to find out consumers' perceptions of "metaverse," a newly spotlighted technology, through big data analysis as a non-face-to-face society continues after the outbreak of COVID-19. This study conducted a big data analysis using text mining to analyze consumers' perceptions of metaverse before and after COVID-19. The top 30 keywords were extracted through word purification, and visualization was performed through network analysis and concor analysis between each keyword based on this. As a result of the analysis, it was confirmed that the non-face-to-face society continued and metaverse emerged as a trend. Previously, metaverse was focused on textual data such as SNS as a part of life logging, but after that, it began to pay attention to virtual reality space, creating many platforms and expanding industries. The limitation of this study is that since data was collected through the search frequency of portal sites, anonymity was guaranteed, so demographic characteristics were not reflected when data was collected.

SuperDepthTransfer: Depth Extraction from Image Using Instance-Based Learning with Superpixels

  • Zhu, Yuesheng;Jiang, Yifeng;Huang, Zhuandi;Luo, Guibo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.4968-4986
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    • 2017
  • In this paper, we primarily address the difficulty of automatic generation of a plausible depth map from a single image in an unstructured environment. The aim is to extrapolate a depth map with a more correct, rich, and distinct depth order, which is both quantitatively accurate as well as visually pleasing. Our technique, which is fundamentally based on a preexisting DepthTransfer algorithm, transfers depth information at the level of superpixels. This occurs within a framework that replaces a pixel basis with one of instance-based learning. A vital superpixels feature enhancing matching precision is posterior incorporation of predictive semantic labels into the depth extraction procedure. Finally, a modified Cross Bilateral Filter is leveraged to augment the final depth field. For training and evaluation, experiments were conducted using the Make3D Range Image Dataset and vividly demonstrate that this depth estimation method outperforms state-of-the-art methods for the correlation coefficient metric, mean log10 error and root mean squared error, and achieves comparable performance for the average relative error metric in both efficacy and computational efficiency. This approach can be utilized to automatically convert 2D images into stereo for 3D visualization, producing anaglyph images that are visually superior in realism and simultaneously more immersive.

Mobile Augmented Reality based CFD Simuation Post-Processor (모바일 증강현실 기술을 활용한 유체시뮬레이션 후처리기 연구)

  • Park, Sang-Jin;Kim, Myungil;Kim, Ho-yoon;Seo, Dong-Woo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.4
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    • pp.523-533
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    • 2019
  • The convergence of engineering and IT technology has brought many changes to the industry as well as academic research. In particular, computer simulation technology has evolved to a level that can accurately simulate actual physical phenomena and analyze them in real time. In this paper, we describe the CFD technology, which is mainly used in industry, and the post processor that uses the augmented reality which is emerging as the post-processing. Research on the visualization of fluid simulation results using AR technology is actively being carried out. However, due to the large size of the result data, it is limited to researches that are published in a desktop environment. Therefore, it is limitation that needs to be reviewed in actual space. In this paper, we discuss how to solve these problems. We analyze the fluid analysis results in the post-processing, and then perform optimizing data (more than 70%)to support operation in the mobile environment. In the visualization, lightweight data is used to perform real-time tracking using cloud computing, The analysis result is matched to the screen and visualized. This allows the user to review and analyze the fluid analysis results in an efficient and immersive manner in the various spaces where the simulation is performed.

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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A Study on the Changes of the Restaurant Industry Before and After COVID-19 Using BigData (빅데이터를 활용한 코로나 19 이전과 이후 외식산업의 변화에 관한 연구)

  • Ahn, Youn Ju
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.787-793
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    • 2022
  • After COVID-19, with the emergence of social distancing, non-face-to-face services, and home economics, visiting dining out is rapidly being replaced by non-face-to-face dining out. The purpose of this study is to find ways to create a safe dining culture centered on living quarantine in line with the changing trend of the restaurant industry after the outbreak of COVID-19, establish the direction of food culture improvement projects, and enhance the effectiveness of the project. This study used TEXTOM to collect and refine search frequency, perform TF-IDF analysis, and Ucinet6 programs to implement visualization using NetDraw from January 1, 2018 to October 31, 2019 and December 31, 2021, and identified the network between nodes of key keywords. Finally, clustering between them was performed through Concor analysis. As a result of the study, if you check the frequency of searches before and after COVID-19, it can be seen that the COVID-19 pandemic greatly affects the changes in the restaurant industry.

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.