• Title/Summary/Keyword: increasing reality

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A Study on the Significance and Relationship Drunken Drivers Characteristics Using Virtual Reality Scenario (VR 시나리오를 이용한 음주운전자 운전 특성의 유의성 및 상관분석에 관한 연구)

  • Kim, Myung-Soo;Park, Sang-Jin
    • International Journal of Highway Engineering
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    • v.14 no.5
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    • pp.165-177
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    • 2012
  • PURPOSES: The number of traffic accidents in 2010 was 226,978 in Korea, a high percentage of which up to 12.61% was due to drunk driving. As it is expected that the number of traffic accidents will increase because of the drastic increase of the number of vehicle registrations and the prevalent drinking cultures, it is necessary to understand the driving characteristics of drunken drivers to lower the increasing rate. METHODS: This study, therefore, comparatively analyzes the two groups - one group before drinking and the other after drinking - based on the graph, and implements the correlation in each scenario(1,2,3). scenario 1. appearance of jaywalkers; scenario 2. appearance of an illegal left-turning car; and scenario 3. appearance of a vehicle and a person as obstacles to the driver after an accident. RESULTS: The comparative analysis of speed shows that the group after drinking was 50km/h faster than the group before drinking in Scenario 1, 20km/h in Scenario 2, and 15km/h in Scenario 3 respectively. In the comparative analysis of acceleration, the average level of the group after drinking was 0.15 higher than that of the group before drinking in Scenario 1, 0.30 in Scenario 2, and 0.15 in Scenario 3. In the comparative analysis of deceleration, the average level of the group after drinking was about 0.4 lower than that of the group before drinking in Scenario 1, 0.35 in Scenario 2, and 0.2 in Scenario 3 respectively. In the comparative analyses, the item of speed, acceleration and deceleration was of significance for each group in Scenarios. CONCLUSIONS: The comparative analysis demonstrated that there is a difference between the group before drinking and the group after drinking. In the analysis of correlation in each group, it was proved that the drunken group was of significance.

Real Time 3D Indoor Tracking System with 3D Model on Mobile Device (모바일 환경에서의 입체모델을 적용한 실시간, 고속 3D 실내 추적시스템)

  • Chung, Wan-Young;Lee, Boon-Giin;Do, Kyeong-Hoon;Kim, Jong-Jin;Kwon, Tae-Ha
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.10a
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    • pp.348-353
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    • 2008
  • Despite the increasing popularity of wireless sensor network, indoor positioning using low power IEEE 802.15.4 compliant radio had attracted an interest of many researchers in the last decade. Old fashionable indoor location sensing information has been presented in dull and unpleasant 2D image standard. This paper focused on visualizing high precision 3 dimensional RSSI-based (received signal strength indication) spatial sensing information in an interactive virtual reality on PDA. The developed system operates by capturing and extracting signal strength information at multiple pre-defined reference nodes to provide information in the area of interest, thus updating user's location in 3D indoor virtual map. VRML (Virtual Reality Modeling Language) which specifically developed for 3D objects modeling is utilized to design 3D indoor environment.

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Hierarchical Cellular Network Design with Channel Allocation (채널할당을 고려한 다중계층 셀룰러 네트워크 설계)

  • Park, Hyun-Soo;Lee, Sang-Heon
    • Journal of the military operations research society of Korea
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    • v.34 no.2
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    • pp.63-77
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    • 2008
  • With the limited frequency spectrum and an increasing demand for cellular communication services, the problem of channel assignment becomes increasingly important. However, finding a conflict free channel assignment with the minimum channel span is NP hard. The innovations are cellular concept, dynamic channel assignment and hierarchical network design. We consider the frequency assignment problem and the base station placement simultaneously. Our model takes the candidate locations emanating from this process and the cost of assigning a frequency, operating and maintaining equipment as an input. Hierarchical network design using genetic algorithm is the first three-tier (Macro, Micro, Pico) model. We increase the reality through applying to Electromagnetic Compatibility Constraints. Computational experiments on 72 problem instances which have $15{\sim}40$ candidate locations demonstrate the computational viability of our procedure. The result of experiments increases the reality and covers 90% of the demand.

A Study on the Mobile Communication Network and Practical use of Smart Phone for Building of Realtime Location Based Reservation System (실시간 위치기반 예약시스템 구축을 위한 이동통신망과 스마트폰 최적 활용에 관한 연구)

  • Kang, Sin-Kwan;Lee, Jeong-Bae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.283-294
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    • 2012
  • Recently increasing usage of smart phones so, the application field of convergence industry between IT technology using smart phone-based mobile communication networks and other industry branches is expanding. In addition, R&D technologies in other fields are applied to smart phone applications effectively in order to develop products and support daily life more convenient. However, it is very hard to control these products and there is no efficient solution for this problem when many people are sent to specific area for big events, such as Biennale, Film Festival, EXPO, and so on. In order to solve this problem, this paper describes a network-based ticket reservation system and its organization using augmented reality on smart phone and mobile communication networks. In particular, we propose a method of designing and developing prototyping system based on smart phone application design technologies, prior to developing real smart phone application.

A Study on the User Interface of Web-based Flexible Manufacturing System (웹기반 유연 생산시스템 사용자 인터페이스)

  • PARK JE-WOONG;KIM WON-JUNG
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2004.11a
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    • pp.68-72
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    • 2004
  • A practical method to investigate the user interface of web based Flexible Manufacturing System(FMS) on the internet environment is established. Because the industrial FMS controller requires a lot of gadget, such as switch, dial, button, etc., for actual work-site flexible operation sufficiently, the user interface of the controller is significantly complex. The support for operational convenience of FMS controller can increase productivity and efficiency of the user, operational personnel of FMS. While most FMS provide their application programming interface(API) and graphical user interface(GUI) with adequate mechanism itself when used in stand alone, there is increasing demand for FMS that can operate with the intuitional user interface find virtual reality(V/R) environment. This thesis considers the intuitional user interface of Web-based FMS first, and from this, goes a step further, improves as virtual reality environment of FMS on the internet environments by using the feature based modeling technique approach and cartoon rendering. The feature-based modeling technique approach is applied to FMS line which is consist of facilities such as machining center, CNC lathe, autonomous guided vehicle, rail guided vehicle, and various controllers. In this study, the FMS established the intuitional user interface is able to obtain not only the operational convenience but also the enough productivity and significant efficiency.

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A Study on Object Control in Mobile Augmented Reality Using Indoor Location Based Service (실내 위치기반 서비스를 이용한 모바일 증강현실에서의 객체 제어에 관한 연구)

  • Yoon, Chang-Pyo;Lee, Hae-Jun;Lee, Dae-Sung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.288-290
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    • 2017
  • Recently, interest and demand of Augmented Reality(AR) contents are increasing as an application field of AR. Generally, when the AR contents are served in the outdoor environment, the position information using the GPS signal is used to control the display of the object on the AR screen, or a marker based on the image of the object is used. However, there is a problem that location information can not be used in an indoor environment. If the service is provided using only the marker, there is a problem that the recognition of the marker due to the moving obstacle in the vicinity is unstable. and there is a problem that information displayed on the AR screen is not displayed in a fixed state at a specific position, it moves according to the movement of the camera. In this paper, we have studied the object control method for displaying the object to be displayed on the AR screen by using iBeacon using indoor location recognition and specific markers.

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Survey on Injuries during Snowboarding and Wearing Satisfaction to Develop Snowboard Protector (스노보드 보호대 개발을 위한 스노보딩 중 주요부상 및 보호대 착용만족도 조사)

  • Lee, Heeran;Hong, Kyung Hwa
    • Fashion & Textile Research Journal
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    • v.21 no.4
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    • pp.497-508
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    • 2019
  • Snowboarder accidents at ski resorts are increasing; therefore, it is essential to wear protective wrist, hip and knee protectors when snowboarding. However, most studies focus on the improvement of gear or expansion of safety facilities with few studies on protectors that directly safeguard the body from accidents caused by tumbling. Protectors currently on the market do not properly consider the needs of the users. Therefore, this study investigates the reality of usage and satisfaction rate of those that use snowboarding protectors along with factors deemed important upon wearing them to provide the grounds for the development of comfortable protectors. Subjects were 1,058 adults in their 20s to 40s. First, a survey was conducted regarding demographic traits as well as the wearing and purchasing of protectors. Second, 325 people that purchased and wore protectors were investigated in regards to the wearing satisfaction rate of current commercial protectors. The results showed that 86% of the 1,058 subjects wore protectors; knee protectors (72%), hip protectors (57%) and wrist protectors (38%). Important factors upon purchasing and wearing satisfaction were studied according to demographic traits, snowboarding experience, and number of snowboard rides for one season. As a result, the damage rate increased along with the number of snowboard rides for one season. Important factors considered when purchasing varied significantly according to sex, age, snowboarding experience, and favored slopes. The results of this study will help in the design of comfortable protectors for snowboarders.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.

Upper Limb Motion Detection Including Fingers Using Flex Sensors and Inertial Sensors (휘어짐센서와 관성센서를 이용한 손가락을 포함한 상지 운동 검출)

  • Kim, Yeon-Jun;Yoo, Jae-Ha;Kim, Dong-Yon;Kim, Soo-Chan
    • Journal of the Institute of Convergence Signal Processing
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    • v.21 no.3
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    • pp.101-106
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    • 2020
  • The utilization of virtual reality is increasing not only in games but also in medical care such as rehabilitation. Due to the convenience, the motion of the upper limb is detected using a non-contact method using video or a handheld type mouse, etc. In this paper, we implemented a glove which can measure finger movements and upper limb movements by using flex sensors whose resistance value changes according to the degree of folding and inertial sensors which can obtain direction information in space. We showed the upper arm movements including finger movements with signals obtained from the implemented glove on the open software platform, Processing. The sensitivity of each finger movement was 0.5deg, and the sensitivity of the upper limb motion was 0.6deg.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.