• Title/Summary/Keyword: virtual human

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Image-based CAPTCHA Using Multi-Image Composition and Its Secure Operation (복수의 이미지를 합성하여 사용하는 이미지 기반의 캡차와 이를 위한 안전한 운용 방법)

  • Kang, Jeon-Il;Maeng, Young-Je;Kim, Koon-Soon;Nyang, Dae-Hun;Lee, Kyung-Hee
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.4
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    • pp.153-166
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    • 2008
  • According to the growth of the internet and the usage of software agents, the CAPTCHA that is a method for taking apart humans and computers has been widely deployed and used. As the results of many research activities, the CAPTCHA, which is spoken for a distorted image material including random text, has known to be easily breakable via artificial intelligence techniques. As one of alternatives for those text-based CAPTCHAs, methods using photos are concerned and various image-based CAPTCHAs are suggested. However, image-based CAPTCHAs still have some problems. In this paper, we discuss what are the problems in each image-based CAPTCHA and propose a new image-based CAPTCHA using image composition as the solution of those problems. Furthermore, for the secure operation of the CAPTCHA, we suggest a communication protocol that works without the virtual session and consider possible security and usability problems in the protocol.

Comparison of Virtual 3D Tree Modelling Using Photogrammetry Software and Laser Scanning Technology (레이저스캐닝과 포토그래메트리 소프트웨어 기술을 이용한 조경 수목 3D모델링 재현 특성 비교)

  • Park, Jae-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.304-310
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    • 2020
  • The technology in 3D modelling have advanced not only maps, heritages, constructions but also trees modelling. By laser scanning(Faro s350) and photogrammetry software(Pix4d) for 3D modelling, this study compared with real coniferous tree and both technology's results about characteristics of shape, texture, and dimensions. As a result, both technologies all showed high reproducibility. The scanning technique showed very good results in the reproduction about bark and leaves. Comparing the detailed dimensions on it, the error between the actual tree and modelling with scanning was 1.7~2.2%, and the scanning result was larger than the actual tree. The error between the actual tree and photogrammetry was only 0.2~0.5%, which was larger than the actual tree. On the other hand, the dark areas's modelling was not fully processed. This study is meaningful as a basic research that can be used for tree DB on BIM for the landscape architecture, landscape design and analysis with AR technology, historical tree and heritage also.

A study on metaverse of China's Dunhuang Frescoes through COSPACES EDU (COSPACES EDU를 통한 중국 둔황 원시벽화 메타버스 연구)

  • Liu, Bo-Ya;Oh, Seung-Hwan
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.463-470
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    • 2021
  • Due to natural and human factors, dunhuang frescoes in China have gradually degenerated. China has conducted digital transformation of frescoes since 1990. However, it requires expensive research costs. Most of the visitors passively accept transformation contents and lack subjective participation. The paper focuses on produces a prototype of Dunhuang frescoes on the CoSpaces EDU. It was implemented as a metaverse through procedures such as transforming the cave into 3D, mapping images to the cave model and developing CoBlocks. The research puts forward a more specific methodology without expensive costs of development. The paper makes it easier to realize the immersive and interactive virtual Dunhuang frescoes world, to improve the tourism contents and educational effect. This research carries on the statistics to the product result which develops according to the user experience of 100 different ages, has obtained the good feedback. The research results need to be improved is to strengthen the processing of graphic details. Therefore, Optimization and improvement of the result will be carried out in the future research.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

Deep Learning-based Gaze Direction Vector Estimation Network Integrated with Eye Landmark Localization (딥 러닝 기반의 눈 랜드마크 위치 검출이 통합된 시선 방향 벡터 추정 네트워크)

  • Joo, Heeyoung;Ko, Min-Soo;Song, Hyok
    • Journal of Broadcast Engineering
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    • v.26 no.6
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    • pp.748-757
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    • 2021
  • In this paper, we propose a gaze estimation network in which eye landmark position detection and gaze direction vector estimation are integrated into one deep learning network. The proposed network uses the Stacked Hourglass Network as a backbone structure and is largely composed of three parts: a landmark detector, a feature map extractor, and a gaze direction estimator. The landmark detector estimates the coordinates of 50 eye landmarks, and the feature map extractor generates a feature map of the eye image for estimating the gaze direction. And the gaze direction estimator estimates the final gaze direction vector by combining each output result. The proposed network was trained using virtual synthetic eye images and landmark coordinate data generated through the UnityEyes dataset, and the MPIIGaze dataset consisting of real human eye images was used for performance evaluation. Through the experiment, the gaze estimation error showed a performance of 3.9, and the estimation speed of the network was 42 FPS (Frames per second).

A Study on Smart Aging System for the Elderly based on Metaverse (고령자를 위한 메타버스 기반의 Smart Aging 시스템의 연구)

  • Cho, Myeon-Gyun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.261-268
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    • 2022
  • Recently, the number of elderly living alone suffering from loneliness and depression is also increasing significantly due to the rapid aging of the population and nuclear families. In this paper, we propose a smart aging system that increases life satisfaction by providing the elderly with the optimal service tailored to the elderly with the help of IT according to their residential environment and health status. It is possible to provide an advanced customized support system for the elderly by fully utilizing IoT, AI, and Metaverse techniques not only for the elderly who want to live an active life in society but also for the elderly who need care in a nursing hospital. The proposed system provides human satisfaction by providing social connection in real space and virtual space in accordance with the residential environment and health status to the elderly suffering from loneliness in hospital (hospital care) facilities and at home. This paper proposes a new path for future-oriented welfare policy for the elderly by providing a user-customized smart aging system by combining AI and Metaverse technology with a rapidly changing social environment.

Burden of Early Life Obesity and Its Relationship with Protein Intake in Infancy: The Middle East Expert Consensus

  • Jochum, Frank;Abdellatif, Mohamed;Adel, Ashraf;Alhammadi, Ahmed;Alnemri, Abdulrahman;Alohali, Eman;AlSarraf, Khaled;Al Said, Khoula;Elzalabany, Mahmoud;Isa, Hasan M.A.;Kalyanasundaram, Sridhar;Reheim, Naguib Abdel;Saadah, Omar
    • Pediatric Gastroenterology, Hepatology & Nutrition
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    • v.25 no.2
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    • pp.93-108
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    • 2022
  • Adequate nutrition in early life is proposed to shape a child's future health by launching the growth trajectory in the proper direction, which helps to avoid negative metabolic programming effects. Protein intake during infancy and early childhood is of great importance, as it plays a key role in infant metabolic programming and the future risk of obesity. Breastfeeding provides the best nutrition in early life, with many benefits tailored for the baby, including the appropriate quantity and quality of proteins. Considering the high prevalence of childhood, and subsequent adult, obesity in the region, a virtual Middle East expert consensus meeting was held to discuss an effective approach for managing childhood obesity. Leading pediatric experts from Bahrain, Egypt, Kuwait, Oman, Qatar, Saudi Arabia, and the United Arab Emirates participated in the meeting. The experts discussed, debated, and agreed on certain directions, including the importance of educating parents, endorsing breastfeeding, and ensuring optimum quantity and quality intake of proteins in early life. This expert consensus may serve as the starting point for healthcare professionals in the region who are interested in shaping a healthy future for the generations to come.

Aesthetics of the Seeing-in the Phenomenological Reflection to the Seeing (시선의 미학: 시선에 관한 현상학적 반성)

  • Kim, Hee-Bong
    • Journal of Korean Philosophical Society
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    • no.89
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    • pp.37-67
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    • 2010
  • The 21 Century is definded as an age of culture or image characterized by the fact, that modern society are being overwhelmed with virtual reality, that is full of visual images. The cultural concentration on the visual image and the excessive tendency to attend it become not only today but also ever as the leading style of culture. Nevertheless, it is particularly noteworthy that the visual image has become so one of the basic conditions of modern society, that one holds it as the society of the spectacle. So can the problem of seeing that resulted from the oculocentric culture, that is the problem of the fundamental relationship between the world and the eyes of human beings, be examined in the phenomenological sense. For this study, I believe that 『Phenomenologie de la Perception』 of Merleau-Ponty provides a important approach. The theme of this study is to refer, first, how man has dealt with the seeing in the history of philosophy, such as Plato, Kant, and Merleau-Ponty, who although not the anti-oculocentricism, but also makes serious reflection about an excess of visual images. Second, it is to explain what characteristics and problems are located in these considerations, and thirdly, it must be brought into the light, what is the essence of the seeing with regard to the beauty, the truth and the morality.

The Impact of the User Characteristics of the VR Exhibition on Space Participation and Immersion

  • Wang, Minglu;Lee, Jong-Yoon;Liu, Shanshan
    • International Journal of Contents
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    • v.18 no.1
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    • pp.1-16
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    • 2022
  • With the advent of the 5G, networks and information and communication technologies have been continuously developed. In the fields of art galleries, virtual reality (VR) exhibitions that can be visited online have emerged, innovating the way of human-computer interaction and creating new artistic experiences for users. This study explores the three-dimensionality, clarity, and innovative interactions that users experience when viewing a VR exhibit, which affects the exhibit's presence. Besides, in terms of research method, the research sets spatial participation and immersion as dependent variables, with three-dimensionality (high versus low), clarity (high versus low), and innovation (high versus low) in a 2×2×2 design as the base, and explores their interaction effects. The results show that three-dimensionality and innovative interactions affect spatial participation. First of all, in groups with high innovation and low three-dimensionality, spatial participation presents a higher positive factor. Secondly, with regard to immersion, three-dimensionality, clarity and innovation present a tripartite interaction. Groups with low three-dimensionality and high clarity have a higher positive effect on immersion when the level of innovation is low. When the degree of innovation is high, the positive effect on immersion is higher in groups with high three-dimensionality and low clarity. The above results show that in the production of VR exhibitions, it is necessary to increase the three-dimensionality and clarity of exhibited image contents, while taking into account the user's perception and innovativeness. On the other hand, this study puts forward suggestions for the design, content and future development of VR exhibitions, which has important reference significance for the improvement and innovation of future VR exhibitions.

A Study on the Humanities-based Preliminary University Model : Focused on the P University (인문학 기반 예비대학 모델 연구: P 대학 사례를 중심으로)

  • Baik, Sangmi;Jeong, Seonho
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.357-364
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    • 2022
  • This study aims to design a humanities model for preliminary universities using an online platform to develop and expand humanities thinking of preliminary university students. P University Expert Focus Group Interview and student surveys are conducted, and based on the analysis results, a preliminary university model suitable for the humanities field is proposed. Expert FGI suggested the necessity of human resources education to build an online platform-based preliminary university model and improve humanities capabilities. As a result of the student survey, it was found that a majority of the respondents had high interest in humanities and recognized the need for a humanities preliminary university. This study proposes a humanities-based preliminary university model that enables interactive communication in virtual space using the cross-platform Photo Server. The implication of this study is that it contributes to strengthening the humanities capabilities of preliminary university students by presenting an online platform preliminary university model that can respond to changes in the external environment. Since this study has a limitation in that it does not present examples of preliminary universities, it is necessary to verify the educational effect of platform-based ppreliminary university management in the future.