• Title/Summary/Keyword: Immersive Media

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Suggested social media big data consulting chatbot service for restaurant start-ups

  • Jong-Hyun Park;Jun-Ho Park;Ki-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.12 no.3
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    • pp.68-74
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    • 2023
  • The food industry has been hit hard since the first outbreak of COVID-19 in 2019. However, as of April 2022, social distancing has been resolved and the restaurant industry has gradually recovered, interest in restaurant start-ups is increasing. Therefore, in this paper, 'restaurant start-up' was cited as a key keyword through social media big data analysis using TexTom, and word frequency and cone analysis were conducted for big data analysis. The keyword collection period was selected from May 1, 2022, when social distancing due to COVID-19 was lifted, to May 23, 2023, and based on this, a plan to develop chatbot services for restaurant start-ups was proposed. This paper was prepared in consideration of what to consider when starting a restaurant and a chatbot service that allows prospective restaurant founders to receive information more conveniently. Based on these analysis results, we expected to contribute to the process of developing chatbots for prospective restaurant founders in the future

Development of PCC data transmission and reception using MMT (MMT를 이용한 PCC 데이터 송수신 기술 개발)

  • Park, Seong-Hwan;Kim, Kyu-Heon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.07a
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    • pp.576-578
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    • 2020
  • 최근 사용자에게 더욱 몰입감 있는 콘텐츠를 제공하기 위한 기술에 대한 관심이 증가하고 있으며 기존의 2D 콘텐츠와는 다른 새로운 방식인 3D 콘텐츠에 대한 연구가 활발히 진행되고 있으며 그 중 가장 대표적인 것이 Point Cloud 영상이라고 할 수 있다. Point Cloud의 경우 수많은 3차원 좌표를 가진 점들로 구성되어 있으며 각 점들마다 Attribute 값을 이용하여 색상 등의 표현이 가능한 구조로 이루어져 있다. 이러한 특성 때문에 Point Cloud 데이터는 방대한 용량을 가지고 있으며 기존의 2D 방식과 데이터 구조가 상이하기 때문에 새로운 압축 표준이 요구되었다. 이에 미디어 표준화 단체인 MPEG(Moving Picture Experts Group)에서는 MPEG-I(Immersive) 차세대 프로젝트 그룹을 이용하여 이러한 움직임에 대응하고 있다. MPEG-I의 part 5(Video-based Point Cloud Compression, V-PCC)에서는 객체를 대상으로 하여 기존의 비디오 코덱을 활용한 Point Cloud 압축 표준화를 진행중이다. V-PCC 데이터의 경우 기존의 2D 영상 데이터와 같이 전송을 통해 소비될 가능성이 아주 높기 때문에 이에 대한 고려가 필요하다. 현재 MPEG에서 표준화를 완료한 MMT(MPEG Media Transport)라는 전송 표준이 존재하기 때문에 이 기술을 활용 가능할 것으로 보인다. 따라서 본 논문에서는 Point Cloud 데이터를 압축한 V-PCC 데이터를 전송 표준 방식인 MMT를 이용하여 전송하는 방안에 대하여 제안한다.

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A Study on the Change of Tourism Marketing Trends through Big Data

  • Se-won Jeon;Gi-Hwan Ryu
    • International journal of advanced smart convergence
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    • v.13 no.2
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    • pp.166-171
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    • 2024
  • Recently, there has been an increasing trend in the role of social media in tourism marketing. We analyze changes in tourism marketing trends using tourism marketing keywords through social media networks. The aim is to understand marketing trends based on the analyzed data and effectively create, maintain, and manage customers, as well as efficiently supply tourism products. Data was collected using web data from platforms such as Naver, Google, and Daum through TexTom. The data collection period was set for one year, from December 1, 2022, to December 1, 2023. The collected data, after undergoing refinement, was analyzed as keyword networks based on frequency analysis results. Network visualization and CONCOR analysis were conducted using the Ucinet program. The top words in frequency were 'tourists,' 'promotion,' 'travel,' and 'research.' Clusters were categorized into four: tourism field, tourism products, marketing, and motivation for visits. Through this, it was confirmed that tourism marketing is being conducted in various tourism sectors such as MICE, medical tourism, and conventions. Utilizing digital marketing via online platforms, tourism products are promoted to tourists, and unique tourism products are developed to increase city branding and tourism demand through integrated tourism content. We identify trends in tourism marketing, providing tourists with a positive image and contributing to the activation of local tourism.

The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

A Study on the Realistic Spatial Expression in Digital Art to Escape the Limitations of Flat Screens (평면 스크린의 한계를 벗어나기 위한 디지털 아트에서의 현실적 공간 표현에 대한 연구)

  • Sebinn Jung;Doo-Hyun Choi;Sooyeon Lim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.105-112
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    • 2023
  • Attempts to embody the three-dimensional world into works have continued without distinguishing between the times and the media, and the purpose is to realize an immersive state rather than the reproduction of reality. It was considered that the flat screen, which is the medium that finally faces the viewer in digital media art, hinders complete immersion, and this study investigated and analyzed the cases of works that give a sense of reality of space beyond the limits of the screen. Using the results of the analysis to produce the work, it was found that the presentation of the realistic space and enhancing immersion in the digital media art field should be viewed not only as visual video content on the screen, but also as an installation suitable for the exhibition environment and the resulting space itself.

MPEG-I RVS Software Speed-up for Real-time Application (실시간 렌더링을 위한 MPEG-I RVS 가속화 기법)

  • Ahn, Heejune;Lee, Myeong-jin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.655-664
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    • 2020
  • Free viewpoint image synthesis technology is one of the important technologies in the MPEG-I (Immersive) standard. RVS (Reference View Synthesizer) developed by MPEG-I and in use in MPEG group is a DIBR (Depth Information-Based Rendering) program that generates an image at a virtual (intermediate) viewpoint from multiple viewpoints' inputs. RVS uses the mesh surface method based on computer graphics, and outperforms the pixel-based ones by 2.5dB or more compared to the previous pixel method. Even though its OpenGL version provides 10 times speed up over the non OpenGL based one, it still shows a non-real-time processing speed, i.e., 0.75 fps on the two 2k resolution input images. In this paper, we analyze the internal of RVS implementation and modify its structure, achieving 34 times speed up, therefore, real-time performance (22-26 fps), through the 3 key improvements: 1) the reuse of OpenGL buffers and texture objects 2) the parallelization of file I/O and OpenGL execution 3) the parallelization of GPU shader program and buffer transfer.

MPEG-DASH based 3D Point Cloud Content Configuration Method (MPEG-DASH 기반 3차원 포인트 클라우드 콘텐츠 구성 방안)

  • Kim, Doohwan;Im, Jiheon;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.24 no.4
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    • pp.660-669
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    • 2019
  • Recently, with the development of three-dimensional scanning devices and multi-dimensional array cameras, research is continuously conducted on techniques for handling three-dimensional data in application fields such as AR (Augmented Reality) / VR (Virtual Reality) and autonomous traveling. In particular, in the AR / VR field, content that expresses 3D video as point data has appeared, but this requires a larger amount of data than conventional 2D images. Therefore, in order to serve 3D point cloud content to users, various technological developments such as highly efficient encoding / decoding and storage, transfer, etc. are required. In this paper, V-PCC bit stream created using V-PCC encoder proposed in MPEG-I (MPEG-Immersive) V-PCC (Video based Point Cloud Compression) group, It is defined by the MPEG-DASH (Dynamic Adaptive Streaming over HTTP) standard, and provides to be composed of segments. Also, in order to provide the user with the information of the 3D coordinate system, the depth information parameter of the signaling message is additionally defined. Then, we design a verification platform to verify the technology proposed in this paper, and confirm it in terms of the algorithm of the proposed technology.

HEVC Tile Grouping for Viewport-dependent 3DoF+ Streaming (사용자 시점 기반 3DoF+ 스트리밍을 위한 타일 그룹 분할 방법)

  • Lee, Soonbin;Jeong, Jong-Beom;Kim, Sungbin;Ryu, Eun-Seok
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.256-258
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    • 2019
  • 최근 MPEG-Immersive 표준화 그룹에서는 여러 위치에 존재하는 다수의 360 영상을 취득하고 처리하여 사용자에게 제한적인 화면 전환 이동에 따른 운동 시차(motion parallex)를 제공하는 3 degrees of freedom plus (3DoF+) 기술에 관한 표준화가 진행되고 있다. 이러한 3DoF+ 표준화 기술에서의 압축은 기존의 HEVC 코덱을 사용하나, 현재 존재하는 360 영상 사용자 시점 기반 스트리밍 기법을 3DoF+ 스트리밍에 적용하기 위해서는 기존의 360 영상과 다르게 영상 서로 간의 참조과정으로 인한 의존성으로 문제가 존재한다. 본 논문에서는 해당 문제점을 서술하고, MCTS(Motion-Constrained Tile Set)를 사용하여 보다 적은 디코더와 사용자 시점에 맞게 효율적으로 영상을 전송할 수 있는 MCTS 기반 타일 그룹 분할 방법을 제안한다.

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Interactive Spatial Augmented Reality Book on Cultural Heritage of Myanmar

  • Hta, Aye Chan Zay;Lee, Yunli
    • Journal of information and communication convergence engineering
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    • v.18 no.2
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    • pp.69-74
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    • 2020
  • Myanmar, also known as Burma, has a rich cultural heritage, and its historical tourist attractions well known around the world. Therefore, we designed and developed an interactive spatial augmented reality (iSAR) book on the cultural heritage of Myanmar. This iSAR book has total of 18 pages with rich media content including videos, animations, audio, and images featuring the cultural heritage of Myanmar in a digital format. In addition to virtual content, navigational features such as virtual buttons and touch-based hand gestures were implemented using Leap Motion and VVVV. Therefore, the developed iSAR book allows virtual content and navigational features to merge seamlessly into a physical book. Five participants were recruited to evaluate the prototype iSAR book, and interviews were conducted to gather their feedback based on its immersive qualities. Thus, the developed iSAR book on Myanmar effectively shares the cultural heritage of Myanmar, and ultimately allows users to explore and gain more insight into the country.

Analysis of Consumer's Adoption Intentions and Prospects of Industry for Immersive Media (실감미디어에 대한 소비자 수용도 분석 및 산업 전망)

  • Kwon, J.A.; Kim, S.M;Park, G.M.
    • Electronics and Telecommunications Trends
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    • v.24 no.2
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    • pp.1-8
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    • 2009
  • 디지털 TV의 보급 확산으로 HD급 고화질 방송을 경험한 소비자가 증가하면서 멀티미디어의 질적 향상에 많은 관심이 집중되고 있다. 이미 국내외 실감미디어 산업은 주도권을 확보하기 위한 경쟁을 통해 빠른 속도로 변화하며 발전하고 있다. 이러한 빠른 성장과 변화의 이면에는 업계 내의 양극화 문제, 국제 경쟁이슈, 산업 육성 방안 등의 해결 과제들이 산재해 있다. 그러나 이를 해결하기 위한 정책적 접근의 토대가 되는 객관적인 자료는 절대적으로 부족한 실정이다. 그러므로 본 연구에서는 시장의 수요요인을 파악하고, 소비자의 요구를 반영한 기술개발을 통해 관련 시장의 건전한 수요 창출을 유도하기 위해 실감미디어에 대한 소비자 수용도를 조사하였다. 또한 실감미디어 산업을 전망하여 산업 경쟁력을 강화하고 건전한 수요 창출을 통한 산업의 활성화 방안을 모색하고자 한다.