• Title/Summary/Keyword: 유비쿼터스 가상 현실

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Improved Virtual Reality Systems (개선된 가상현실시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.552-555
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    • 2008
  • This paper represent a method of constructing the improved virtual reality systems. The proposed method be able to decrease the difference between reality and virtual reality. For the future, the proposed improved virtual reality systems are applied to advanced education, for example U-Learning is mixed with virtual reality based on Ubiquitous computing that is important highly information technology(IT) at $21^{th}$ knowledge based on informational society. Also, we respect to The Control system which is embedded in mixed reality.

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Association Based Reasoning Method Using Rescorla-Wagner Model and Galton Free Association Test for Augmented Reality E-Commerce (증강현실 전자상거래 위한 Rescorla-Wagner 모형과 Galton 자유연상 실험을 활용한 연상 기반 추론 방법)

  • Kwon, Oh-Byung;Jung, Dong-Young
    • The Journal of Society for e-Business Studies
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    • v.14 no.3
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    • pp.131-151
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    • 2009
  • Natural interface is important to select and provide the services in ubiquitous smart space such as u-plant, u-distribution. Augmented Reality(AR) has recently begun to receive attention as a realization tool for natural interface. AR provides virtual object on real environment and it differs from virtual reality. When AR is used, it has advantage to provide information intuitively and collaboratively. However AR is rarely used in e-commerce domain of ubiquitous smart space, and it has limitation which predefined information and services provide in a static manner. Hence, the purpose of this paper is to propose a methodology of AR based e-commerce which provides personalized association service by considering user's dynamic context. To do so, association algorithm is developed based on Rescorla-Wagner model and Galton's free association test.

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Remarks on Visualizations of 3D Virtual Reality (3차원 가상현실 시각화에 관한 고찰)

  • Kimn, Ha-Jine
    • Korea Multimedia Society
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    • v.14 no.4
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    • pp.88-98
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    • 2010
  • It is now the era of ubiquitous which is highly integrated on the convergence technologies with not only ICT bul also BT, CT, NT and ST. Through this convergence technology, the understanding on visualization of 3D virtual reality which make more human's 5 feelings activate beyond the wall of time and space is recently very important. We search the visualization technology of 3D virtual reality and estimate the future development, and give the perspectives. Since the visualization technology of virtual reality is strongly depended on 3D computer graphics representations, 3D image visualization technology being able to get immersion has been possible. The new paradym on computer interactions is implemented by making images augment on the base of the PC and display equipments. The studies is established on the direction of more intensity on humanity. And also, these technologies will be able to achieve actively the implementations for ubiquitous society dueing to get the high-technology on the superhighway networks.

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An Estimation of Market Potential in Ubiquitous Health industry - Focused on Communication Companies - (통신사업자 관점에서의 유비쿼터스 헬스 시장 규모 추정)

  • Kim, Min-Cheol;Kim, Dong-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.12
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    • pp.2131-2135
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    • 2008
  • This paper is to estimate the market potentiality of ubiquitous health(u-health) from a viewpoint of communication companies. For this estimation, we used the CVM and adopted the ratio of ovum(2000) in overall market of u-health. That is, firstly, we assumed the u-business model was based on mobile business approach. Through this estimation, we conclude that communication companies at the initial stage of the u-health market can continuously promote the market share ratio via strategic alliance with the players participating.

A Spatial Index Technique supporting Efficient Spatial Query Processing for AR Applications (AR 응용을 위한 효율적인 공간 질의 처리를 지원하는 공간색인)

  • Park, Jang-Yoo;Yang, Pyoung-Woo;Nam, Kwang-Woo
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2010.06a
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    • pp.50-52
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    • 2010
  • 전통적인 공간 정보 기술인 GIS는 최근 첨단 정보통신 기술들과의 융 복합을 통해 유비쿼터스 환경을 구축하기 위해 진화하고 있다. 한편, 증강현실 기술은 (Augmented Reality) 가상의 그래픽 환경을 실제 환경에 합성하여 사용자가 실제와 가상을 동시에 인식하게 하는 기술이다. 최근 휴대기기의 발달로 전통적인 사용자 위치 기반 서비스에 증강현실을 접목하여 다양한 정보를 실제 환경에 더해 보여주는 기술들이 증가 하고 있다. 전통적인 GIS에서의 공간 질의는 최소 정계 사각형을 사용하지만 증강현실이 적용되는 공간 질의는 삼각형의 형태를 가진다. 본 논문에서는 이러한 증강현실 응용을 위한 공간 질의 검색 알고리즘을 제안한다. 제안하는 알고리즘은 데드 스페이스 발생으로 인한 노드의 추가 검색 시간을 감소시킴으로서 기존의 R-tree 기반의 공간 색인들의 성능 향상을 꾀한다. 마지막으로 PostGIS를 이용한 실험을 통해 성능을 입증하였다.

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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.