• Title/Summary/Keyword: 체감형 콘텐츠

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The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Development of a Tangible Interface using Multi-touch Display on an Irregular Surface (불규칙 표면에 대한 멀티터치 디스플레이를 이용한 탠저블 인터페이스 개발)

  • Lee, Dong-Hoon;Kang, Maeng-Kwan;Yun, Tae-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.65-72
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    • 2011
  • Multi-touch display system has recently attracted world wide attention due to easy accessibility to the various interactive media without any specialized equipments. Especially, Microsoft Sphere(R) shows a considerable promise in treating non-fiat multi-touch display. The distinctive feature of the system is a stable multi-touch interaction on a spherical display. To extend the possibility of the interactions to the more various display surfaces, this paper propose a multi-touch interaction system in the circumstance of the irregular convex surface. The proposed method can be used efficiently in various tangible interface, for example, the interactive diorama system at the exhibition or the tangible arcade game.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Fire safety education and virtual training system (소방안전교육 가상훈련 시스템)

  • Yoon, TaeMan
    • Proceedings of the Korean Society of Disaster Information Conference
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    • 2015.11a
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    • pp.335-338
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    • 2015
  • 본 논문에서는 가상훈련 기반 소방안전교육에 관한 것으로, 건물 내 화재 발생 시 대처할 수 있는 방안에 대한 방법론을 제시한다. 기존의 소방교육은 오프라인 형태로 여러 명이 모여 훈련을 받아야 하는 만큼 공간적, 시간적 제약이 많다. 이러한 시공간적 제약을 없는 체감형 훈련 방안을 시스템으로 구축하고, 소방 훈련 콘텐츠를 탑재한다. 건물 내 화재 발생시 5분내 초기 대처가 중요한 만큼. 가상훈련의 실제 5분을 기준으로 훈련 방법을 제시한다. 본 소방안전교육 시스템은 HMD(Head Mounted Display)을 적용하여, 3차원의 입체 디스플레이를 적용하며, 훈련자의 움직임에 따라, 가상공간 내 실시간 반영될 수 있는 기술을 포함한다.

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Development of Personalized Examination Guidance Contents for Customer to Improvement of Waiting Time Satisfaction in Department of Radiology (영상의학과 대기시간 만족도 개선을 위한 고객 맞춤형 검사안내콘텐츠 계발)

  • Seoung, Youl-Hun
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.219-224
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    • 2011
  • To improve medical service and customers' satisfaction by reducing actual waiting time for medical inspection by personalized examination guidance contents (PEGC) linked with medical information system (MIS). The suggested PEGC was completed with preparing transmission for data and PEGC by using transmission control protocol internet protocol (TCP/IP) which can be built up creditable data transmission service. When patient signal event appeared in MIS while the communication was in standby, the ID and data of the customer were shown as text and image on monitors in waiting room. Guiding inspections, steps of examination, and undressing information extracted from the PEGC was also shown to the appropriate patient. After installation of the suggested PEGC, we rechecked satisfaction rates of 60 customers who visited the hospital with a same method as initial survey. The results of this study suggest that 3.6 point of waiting time satisfaction index were improved, after installation of the suggested PEGC, as 4.6 point.

해양안전 정보의 효율적 제공방안

  • Seong, Dong-Gwon;An, Jang-Hyeon
    • Information and Communications Magazine
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    • v.34 no.6
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    • pp.73-79
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    • 2017
  • 해마다 증가하고 있는 피서철 해수욕장 안전사고 및 비선박 사고의 감소를 위해 본고에서는 연안해역정밀조사 자료를 활용한 해양안전지도의 제작 및 체감형서비스를 구축하여 서비스하는 방안을 마련하였다. 해양안전에 관련한 각종 자료를 수집, 현장조사, GPS측량, 전문가 및 현지주민의 인터뷰 등을 통해 취득하였다. 서비스에 이용될 기본 배경지도로는 5m급 육상 지형기복도와 국립해양조사원의 수심자료를 사용한 해저지형기복도를 융합하여 제작, 이용하였다. 각종 해양안전관련 정보들은 해양영토(구역), 어촌양식, 항로, 각종사고이력, 시설, 위험요소 등 해양안전과 관련한 총 26종의 다양한 분류체계를 구성하여 구축하였다. 이렇게 수집, 구축된 기본 해양공간정보들을 바탕으로 사용자에게 정보의 전달성을 고려하여 국민이 간접적으로 체감할 수 있는 형태의 사이트(해수욕장 등)별 도면 형태의 해양안전지도를 제작하고, 개방형 대국민 해양공간정보 웹서비스인 '개방해(海)', 해양전문 공공기관용 웹서비스인 '공유해(海)' 대국민 해야안전정보 앱서비스 안전해(海)'와 시스템들을 구축하여 서비스 방안을 구축하였다. 각 서비스에는 해양안전사고 예방을 위한 각종 안전 및 위험정보 콘텐츠들을 수록하였고, 목적에 따라 이용가능한 분석 기능들을 제공하였으며, 위험구역에 노출될 경우 사용자간 위험을 알려주는 알림 기능 등을 제공함으로써 위험에 노출되고 조치하는데 도움을 줄 수 있도록 하였다. 그 결과, 현재 각종 기관에서 해양공간정보의 이용을 확대하고자 연계신청 증가와 더불어, 대국민 서비스 이용자수가 증가하는 실적을 기록하였으며, 향후 보다 광범위한 영역에서 안전사고, 안전대응, 안전관리 등의 분야에서 대책 도구로 활용이 가능할 것으로 기대된다.

A Study on Convergence system of IT Technology and Exercise Rehabilitation (IT기술과 운동재활의 융복합 체계 연구)

  • Kang, Seungae
    • Convergence Security Journal
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    • v.13 no.3
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    • pp.3-8
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    • 2013
  • Recently, the technology and services make progress in IT sector to facilitate the rehabilitation, as well as the exercise that aims to promote the health. To provide the opportunity for new services, various challenges have to be fulfilled, including the blurring boundaries among industries, spread of new technologies, and various demands. Seizing on this opportunity, the fusion and convergence have been accelerated. The trends towards the fusion and convergence are inherent in content industry and spreading to other sectors, which makes the cultural desire of customers fulfilled in a more diverse manner. In particular, the research has been conducted, using the game, in the new technology cultural contents which have shown noticeable fusion and convergence between IT and exercise rehabilitation areas. Such games can be classified into the motion-based game, serious game, and virtual reality game. Those game contents are forming the market fast based on the contents for education, sports, exercise rehabilitation, healthcare, etc., and have very great potential for growth. This study is intended to analyze the fusion and convergence system of exercise rehabilitation through those games and present a direction for future development.

A Method of Functional Game Design for the Silver Generation (실버세대를 위한 기능성 게임 디자인 방법)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.13 no.1
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    • pp.143-152
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    • 2010
  • Because of a rising in the standard of living and the development of medical technology, Korea is expected to become an aging society more than 14% elderly population and the silver generation will be responsible for the large portion of economic activities. The silver generation has relatively diminished in perception, learning, and exercise due to the physical aging. Therefore, it is important the development of game contents which can constantly provide the maintenance function of physical and mental health and the functional exercise with spending the leisure time. In this paper, we suggest a design method for developing the game contents which are able to help the silver generation to strengthen their lower extremities and to enjoy their leisure time. The proposed method will enable to lead the silver generation to carry on the physical activities with the amusement of playing a game through the functional design concepts appropriate for the ability of the silver generation's perception and physical activities, an adaptive game process customized by the individual capability and a user-friendly sensory interface.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-Sook;Park, Dea-Woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.6
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    • pp.1355-1360
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

Study of Educational Insect Robot that Utilizes Mobile Augmented Reality Digilog Book (모바일 증강현실 Digilog Book을 활용한 교육용 곤충로봇 콘텐츠)

  • Park, Young-sook;Park, Dea-woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.241-244
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    • 2014
  • In this paper, we apply the learning of the mobile robot insect augmented reality Digilog Book. In the era of electronic, book written in paper space just have moved to virtual reality space. The virtual reality, constraints spatial and physical, in the real world, it is a technique that enables to experience indirectly situation not experienced directly as user immersive experience type interface. Applied to the learning robot Digilog Book that allows the fusion of paper analog and digital content, using the augmented reality technology, to experience various interactions. Apply critical elements moving, three-dimensional images and animation to enrich the learning, for easier block assembly, designed to grasp more easily rank order between the blocks. Anywhere at any time, is capable of learning of the robot in Digilog Book to be executed by the mobile phone in particular.

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