• Title/Summary/Keyword: AR/VR 서비스

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A study on the establishment of Korean-Chinese language education service platform using AR/VR technology (AR/VR 기술을 활용한 한-중 어학교육 서비스 플랫폼 구축방안 연구)

  • Chun, Keung;Yoo, Gab Sang
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.23-30
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    • 2019
  • The development of content for language education using AR/VR technology is a necessary task to be pursued in line with commercialization of 5G. Research on service platform for systematic management and service is currently being carried out by global companies competitively, The unique language education service model for unique areas of culture has the right to pursue R & D jointly with Korea and China. In this study, we applied the developed "Korean language education service platform for Chinese people based on e-learning" to improve the acceptance of AR/VR contents and applied AR/VR technology to video-based language education contents. And to present a new paradigm of language education. Contents development is to develop AR-based vocabulary learning services, develop experiential learning contents for VR-based step-by-step situations, and gradually develop contents to enable beginner / intermediate / advanced language education services. The service platform enables management of learning management and learning contents, and complies with metadata attributes to complete a platform capable of accommodating large capacity AR/VR contents. In the future, systematic research will be carried out in order to develop as a portal for educational services through development of various contents using mixed reality technology.

University Librarians' Perception and Needs Assessment of Library Services Development Applying Virtual/Augmented Reality(VR/AR) Technologies (가상·증강현실 기술을 활용한 대학도서관 서비스 증진에 대한 사서들의 인식)

  • Kwon, Sunyoung;Koo, Joung Hwa
    • Journal of Korean Library and Information Science Society
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    • v.51 no.4
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    • pp.375-403
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    • 2020
  • The purpose of the research is to discuss the directions of university library services development applying virtual and augmented reality (VR/AR) technologies and contents. In order to achieve the goal, the research investigated university librarians' awareness and demands regarding to applying VR/AR technologies and contents to university library services. The following questions are asked via online survey method to university librarians: what kinds of necessity and awareness about VR/AR technologies they have, what kinds of competency and environment (infrastructure) are required for the services, and how to conduct continuing education for service development, etc. On the basis of the survey results, the research suggested the matters to be noted when applying VR/AR technologies and contents to university library services. Furthermore, the contents and strategies to be considered and prepared when developing a library program using VR/AR technologies and contents were discussed and follow-up research topics were suggested.

An Industry-Service Classification Development of Metaverse Platform (메타버스 플랫폼 활용 산업-서비스 분류체계 개발)

  • Yun, Seung-Mo;Leem, Choon-Seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.253-258
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    • 2021
  • With the 4th Industrial Revolution and the development of technology, markets of the VR&AR have increased. Also due to COVID-19 pandemic, demands for a digital environment were required because of physical space constraints. Firms are trying to solve this problem by using Metaverse platforms. However, with markets such as Metaverse, VR, AR, and Digital Twins are expanding, prior research on Metaverse definition or classification system is insufficient. Based on understanding VR&AR, Digital Twin, this study established a Industry-Service classification for Metaverse by defining Case studies on Metaverse and through prior research. And by Industry-Service classification for Metaverse this paper propose Metaverse Industry-Service Matrix to analyze the trend and possibility of Metaverse Platform

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A Study on the Heart Rate Variability for Improvement of AR / VR Service (AR/VR 서비스 향상을 위한 심박 변이도 연구)

  • Park, Hyun-Moon;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.1
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    • pp.191-198
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    • 2020
  • In this study, we proposed a real-time ECG analytical method for predicting stress and dangerous heart condition using the ECG signal in playing AR/VR device. A real-time diagnosis is used as R-R interval based HRV(:Heart rate variability), BPM(:Beats Per Minitue) and autonomic nervous research with through mapping method of two-dimensional planes. The ECG data were analyzed every 5 minutes and derived from autonomic nervous system diagnosis.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.115-116
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    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

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Trends of VR/AR Game Technology (VR/AR 게임기술 동향)

  • Bang, J.S.;Lee, D.C.;Seo, S.H.;Kim, Y.J.;Lee, H.J.;Son, W.H.
    • Electronics and Telecommunications Trends
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    • v.31 no.1
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    • pp.146-156
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    • 2016
  • 게임은 IT 기술의 발전에 따라 그 형태, 종류, 방식이 다양해져 왔다. 즉, 새로운 IT 기술에 대한 이해는 차세대 게임 동향 예측을 가능하게 한다. 최근, 소프트웨어 및 하드웨어 기술의 진보로 가상현실(Virtual Reality: VR) 및 증강현실(Augmented Reality: AR) 기술이 적용된 다양한 애플리케이션들이 등장하고 있다. 큰 규모의 시장을 형성하고 있는 게임 업계에서도 그 VR/AR 기술을 게임 개발에 이용하고자 하며, 일부 업체들을 중심으로 몇 가지 상용 게임이 이미 출시되었다. 본고에서는 차세대 게임을 위한 VR/AR 기술 및 게임 서비스 현황을 살펴보고, 향후 VR/AR 게임의 발전 방향에 대해 전망한다.

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Metaverse Technology Trends for Convergence Services (융합 서비스 확산을 위한 메타버스 기술 동향)

  • K.S. Lee;K.H. Kim;J.S. Choi;H.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.75-84
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    • 2023
  • Metaverse is expected to bring many innovations to society, culture, and economy by providing realistic services in various fields while suppressing time and space constraints. However, unclear definitions owing to the high diversity of the metaverse add to the confusion of the ecosystem participants. The current metaverse service has many voices of concern owing to technical limitations and lack of a clear profit model. Nevertheless, given its high growth potential driven by the digital transformation, a solid and long-term technology development strategy seems to be necessary. Accordingly, we analyze development cases centering on the major metaverse service shapes presented in the Metaverse New Industry Leading Strategy announced by the Ministry of Science and ICT in January 2022. In addition, we study the characteristics and core technologies of each metaverse service for its realization and discuss future stages of technological development.

Nuclear Decommissioning Simulation Using Virtual·Augmented Reality (가상·증강 현실을 이용한 원전 작업에서의 활용 방안)

  • Kang, Dong-Yoon;Kim, Sung-Hyun;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.566-568
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    • 2022
  • Metaverse is the most emerging technology due to the recent 4th industry and the non-face-to-face society of Corona 19. As one of the core technologies of Metaverse, VR·AR technology is being industrialized in various fields such as medical care, education, and service. Among them, education and training are the most important fields of application, and nuclear power plant operation also requires this technology. In this paper, we will look at the fields of application of VR·AR technology in existing industries and suggest a plan for use in nuclear power plant work.

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TV혼합현실을 위한 RGB Segmentation 최적화 및 분산처리 방법

  • Jeong, YeongHwan;Bang, SeongBae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.54-57
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    • 2019
  • 모바일 디바이스와 스마트 글래스의 확산/보급으로 다양한 AR/VR/MR 어플리케이션이 출시 되었으나, 사용자들이 일반적으로 가정에서 많이 사용하는 대형 Display인 TV에서 이용할 수 있는 AR/VR/MR 어플리케이션은 거의 없는 실정이다. TV 디바이스에서 이러한 영상처리 기법을 이용하려면 별도의 카메라나 CPU가 필요한데, 이를 이용하기 위해 사용자들이 별도의 투자를 하기 어렵기 때문이다. 본 논문에서는 사용자에게 가장 친숙한 모바일 디바이스와, 디지털 TV신호를 수신하기 위한 STB를 연동하여 다양한 AR/VR/MR 서비스를 이용할 수 있는 방법을 제안하고 실제 시스템 구현과 실험을 통해 제안된 방법의 품질 및 실시간성 향상을 검증한다.

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