• Title/Summary/Keyword: 가상(VR.AR)체험

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A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

원격지 공간 캡쳐 기반 가상 휴먼 합성 기술 개발

  • Choi, Seohyun;Lee, Daeseong;Jo, Dongsik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.571-572
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    • 2022
  • Recently, VR/AR(virtual reality/augmented reality) contents have actively increased, and various services related to VR/AR allow users to experience remote places. Also, Metaverse technologies based on VR/AR generally used to provide content in virtual spaces. In this paper, we present a technique for synthesizing virtual humans after capturing a 360-degree panorama of a remote environment, and analyze the remote environment to identify the location where it can be captured without error, and apply a method of synthesizing virtual humans. According to this paper, it is possible to provide various captured spaces such as industrial plants, medical facilities, and schools as remote communication media.

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A Study on Establishment of Safety Training Center Based on Virtual Reality and Augmented Reality Technology for Military Safety and Suicide Accident Prevention (가상현실(VR/AR) 기술 기반으로 군 안전 및 자살사고 예방을 위한 안전체험훈련장 구축 방안에 관한 연구)

  • Choi, Sung-oh;Min, Yong-sik;Kim, Sung-Il;Ghoi, Jong-geun
    • Journal of Internet Computing and Services
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    • v.21 no.2
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    • pp.139-148
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    • 2020
  • Due to change in circumstances in the 2000s such as severe birthrate decline and shortened military service period, the armed forces of the Republic of Korea is currently turning to technologies and equipments from manpower, developing it to become high-tech, high-speed, and complex, resulting in an environment in which a single mistake could cause a mass mortality crisis.It is also evident that, considering aspects such as safety training curriculums and achievements of advanced countries and private education, hands-on training is a must in preventing suicides and accidents in the military, and establishing safety training centers is crucial for systematic and effective hands-on training.Soldiers who are joining the army as of now have experienced the Internet ever since they were born and easily use both virtual and augmented reality, and the current level of science and technology has developed to the point where most of the public safety experience centers are able to be replaced by virtual and augmented reality (VR/AR). Therefore, considering the aspects such as installation space, construction costs, maintenance costs, user characteristics, and education effects, other than for those trainings where real models and objects are more effective such as first aid training, it is with a strong recommendation that establishing military safety training facilities with VR/AR (Virtual and augmented reality) is a must in the coming future. We have derived the need for hands-on training by considering the development of virtual and augmented reality (VR/AR), analysis of operation status of the public safety experience centers, characteristics of military units, installation and maintenance costs, and proposed plan to establish safety training centers where effective training performance can be achieved at a lower cost than the public safety experience center. In addition, we suggested the scale of the required safety training center and the composition of the experience rooms considering the number of trainees and the environment of each military units. Given this analysis it will contribute to the prevention of military safety and suicide by building a safety training center in the future.

Virture exhibition VARY : VR exhibition and AR exhibits Reality (가상 전시회 VARY : VR 전시공간과 AR을 Reality 하게)

  • Lim, So-hee;Shin, Eun-jin;Bang, Eun-ji;Beak, sun-hee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2020.11a
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    • pp.601-604
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    • 2020
  • 신인 작가나 무명작가들이 전시회를 개최하는 데에 드는 비용적 제약을 비롯하여, 관람객들에게 따르는 공간적 한계점을 보완하기 위해 기획된 가상 전시 공간 플랫폼이다. 가상현실과 증강현실의 발전이 급증하고 있는 가운데, 차세대 ICT 기술을 갤러리라는 항목과 접목시켜 관람객과 전시자 모두가 만족할 수 있는 공간을 구축하였다. VR을 활용한 가상 전시공간을 통해 실감 나는 전시회장 환경을 체험할 수 있는 것은 물론, 증강현실을 통해 마음에 드는 작품을 자신만의 공간에 띄워보며 분위기를 조성할 수 있다. 또한, SNS와 즐겨찾기 기능을 추가해 사용자의 선호도를 파악하고 편의성을 도모하였다. 단순 전시회장에 국한되는 것이 아니라, 대학생들의 졸업 작품 전시회나 박물관 등에도 활용할 수 있는 여지가 충분할 것으로 보여진다.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

A Study on the Effectiveness of Virtual and Real Experience Type Safety Education at Construction Sites (건설현장에 접목한 가상체험·실물체험 안전교육의 효과성 연구)

  • Cho Choonhwan
    • Journal of the Korea Institute of Construction Safety
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    • v.6 no.1
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    • pp.1-6
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    • 2024
  • Existing safety education delivered to construction workers has limitations in concentration and immersion, so delivery power and interest are low. In order to improve the unstable behavior of construction workers and prevent safety accidents through education, a paradigm shift to hands-on education is necessary. Experiential safety education aims to contribute to the prevention of safety accidents and induce safe behavior by construction workers to recognize risks faster, select safe working methods suitable for the working environment, and improve emergency response and proactive response. Experiential education facilities have a follow-up learning effect in case of danger. The experience facility, which consists of the same working environment as the actual construction site, is designed to experience falls, equipment contraction, fire, and electric shock. In order to achieve the results of safety education that has invested a lot of time, construction workers must have motivation to participate, and "experiential safety education" through playful, deviant, and aesthetic experiences reduces serious accidents.

MPEG-I Immersive Audio Standardization Trend (MPEG-I Immersive Audio 표준화 동향)

  • Kang, Kyeongok;Lee, Misuk;Lee, Yong Ju;Yoo, Jae-hyoun;Jang, Daeyoung;Lee, Taejin
    • Journal of Broadcast Engineering
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    • v.25 no.5
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    • pp.723-733
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    • 2020
  • In this paper, MPEG-I Immersive Audio Standardization and related trends are presented. MPEG-I Immersive Audio, which is under the development of standard documents at the exploration stage, can make a user interact with a virtual scene in 6 DoF manner and perceive sounds realistic and matching the user's spatial audio experience in the real world, in VR/AR environments that are expected as killer applications in hyper-connected environments such as 5G/6G. In order to do this, MPEG Audio Working Group has discussed the system architecture and related requirements for the spatial audio experience in VR/AR, audio evaluation platform (AEP) and encoder input format (EIF) for assessing the performance of submitted proponent technologies, and evaluation procedures.

Development of a Virtual Reality Application for Helping Self-Directed Learning - Focused on Nonspecific Immunity Learning (자기 주도 학습을 돕는 가상현실 앱 개발 : 1차 방어 작용 학습 중심으로)

  • Kim, Yuri;Lee, Hyunju;Park, Chan Jung
    • Proceedings of The KACE
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    • 2018.08a
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    • pp.41-44
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    • 2018
  • 최근 가상현실의 시대가 다시 각광 받고 있는 시점에서 콘텐츠 확산을 위해 노력하는 것은 의미를 가진다. 본 연구에서는 중학교 과학에서 항상성과 몸의 조절 중 1차 면역 반응을 학습하는데 도움을 줄 수 있는 VR 학습 콘텐츠를 개발하였다. VR 게임으로 구현하여 학습자가 직접 몸속에 들어가 1차 면역 반응을 체험하도록 개발하였다. 학습자의 흥미를 높이기 위해 게임이라는 컨텐츠를 이용하여 학습자가 게임을 하며 학습할 수 있어 자기주도적 학습이 가능하다. 또한 최근 디지털 교과서에서 VR/AR 콘텐츠가 제공되기 시작하여 가상현실 기술의 교육적 활용 가능성을 높이고자 하였다.

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Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.