• Title/Summary/Keyword: Extended Reality

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Influential Factors on Technology Acceptance of Augmented Reality(AR) (증강현실(Augmented Reality: AR) 기술수용에 영향을 미치는 요인)

  • Chung, Byoung Gyu;Dong, Hak Lim
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.14 no.3
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    • pp.153-168
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    • 2019
  • Augmented Reality(AR) has been one of the important technologies of the 4th industrial revolution. Consumer acceptance of new technologies is substantial issue for market expansion, but there have been few empirical studies on factors that affect the acceptance or use intention of AR. In this study, we have explored and analyzed the factors influencing technology acceptance based on the extended unified theory of acceptance and use of technology(UTAUT2) model in the AR business and have discussed it with comparison with existing research based on this analysis. The results of this study suggest that the main variables of the existing UTAUT1 model had significant positive effect on the intention to use, such as performance expectancy, effort expectancy, facilitating conditions and hedonic motivation, habits of UTAUT2. In addition, perceived risk introduced in this study had a negative effect on intention to use. Furthermore, the impact between these two factors have been effort expectancy(${\beta}=.294$)>habits(${\beta}=.268$)>hedonic motivation(${\beta}=.266$)>performance expectancy,(${\beta}=.263$)>facilitating conditions(${\beta}=.233$)>perceived risk(${\beta}=-.094$). The impact of social influence did not have a significant effect on intention to use. The intention to use was analyzed to have a significant positive effect on the actual use and recommendation intention. On the other hand, the hypothesis that the age and gender has played a moderating role between independent variables and the intention of use were investigated. Age was found out to play a role as a moderator between social influence, facilitating conditions, hedonic motivation, habits and intention to use. In the same way, gender has been shown to play a moderating role between facilitating conditions, perceived risk and intention to use. Academic and practical implications are suggested based on the results of this study.

Effects of the Space in Image Equipment Characteristic (영상장치의 표현특성이 공간에 미치는 영향)

  • Yoo, Jae-Yeup
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2004.05a
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    • pp.44-45
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    • 2004
  • With the development of informational machinery and tools in the modern industrial society, the image is expressed diversely as tools of informational transmission and artistic communication. This image is revival equipment and transmissional media in which sound and light are comprehensively formed. The image's intuitive and sensational expressivity can revive subjects and express a fiction, a reality, a nonfiction, and a virtual reality as a communication tool that has synchronicity and the medium of meaning. Because of this, the domain of the image will be gradually extended in the future, and the world of cognizance that can be detected across our living space will absorb the image diversely and react. In this context, the investigator examined what influence image media and equipments have in space as spatial equipments, based on the recognition of cerrelation among the image, space, and mankind, namely, the environmental meaning the mage and the space contain. Therefore, this study was conducted from the aspects of relationship establishment between image equipments that are ever expansive to a variety of domains and the space that accommodates the equipments. As study findings, the influences the image equipments have on space and their expressional features are presented in three aspects: 'the expressional medium of mutual synergy','metaphysical ultra-epithelial space constituent',' and 'object'. This study seems to be meaningful in that we can expect the spatial approach method by purposes and spatial layout of image structures, with this study, through analyzing the meaning of relationship between image equipments and space.

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A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

A Study on Immersive Content Production and Storytelling Methods using Photogrammetry and Artificial Intelligence Technology (포토그래메트리 및 인공지능 기술을 활용한 실감 콘텐츠 제작과 스토리텔링 방법 연구)

  • Kim, Jungho;Park, JinWan;Yoo, Taekyung
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.654-664
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    • 2022
  • Immersive content overcomes spatial limitations through convergence with extended reality, artificial intelligence, and photogrammetry technology along with interest due to the COVID-19 pandemic, presenting a new paradigm in the content market such as entertainment, media, performances, and exhibitions. However, it can be seen that in order for realistic content to have sustained public interest, it is necessary to study storytelling method that can increase immersion in content rather than technological freshness. Therefore, in this study, we propose a immersive content storytelling method using artificial intelligence and photogrammetry technology. The proposed storytelling method is to create a content story through interaction between interactive virtual beings and participants. In this way, participation can increase content immersion. This study is expected to help content creators in the accelerating immersive content market with a storytelling methodology through virtual existence that utilizes artificial intelligence technology proposed to content creators to help in efficient content creation. In addition, I think that it will contribute to the establishment of a immersive content production pipeline using artificial intelligence and photogrammetry technology in content production.

Delphi Research on Usability Test Framework of Metaverse Platform - Case of Roblox, Zepeto, and Gathertown (메타버스 플랫폼 사용성 평가체계 구축에 관한 델파이연구 - 로블록스, 제페토, 게더타운 사례를 중심으로)

  • Lee, Han Jin;Gu, Hyun Hee
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.179-193
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    • 2022
  • Amid the explosive growth of various metaverse platforms, there is no unified indicator to measure, analyze, and evaluate based on customer experience. Therefore, the usability evaluation factors in metaverse were identified through a heuristic methodology and literature review, to evaluate the metaverse, a two-to three-dimensional virtual world platform. A measurable system was established by subdividing 20 items in 5 fields, including user control, information structure, design and content, and usage environment, derived through Delphi technique. Based on this, after experiencing the actual contents of major metaverse platforms such as Roblox and Zepeto, usability was evaluated and comparative verification was conducted. As a result, it was estimated that metaverse user experience could be improved as its utility was derived relatively high in terms of user control and content. This study constitutes a theoretical contribution by extending the usability evaluation system, which has been widely used in the field of service design, to the fields of extended reality and mixed reality. At the same time, it has practical key findings of providing basic judgment standards to stakeholders in the metaverse field, as well as policy implications for digital capability enhancement and industry revitalization.

The Chronotope of Medical Drama (메디컬 드라마의 크로노토프)

  • Won, Yong-Jin;Lee, Jun-Hyung;Park, Seo-Yeon;Lim, Cho-Yi
    • Journal of Popular Narrative
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    • v.25 no.2
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    • pp.169-216
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    • 2019
  • This study proposes the concept of Bachchin's Chronotope as a tool for analyzing coevolution between the genre of the epic and society. Bachchin says through the concept of chronotope, literary works are on the foundation on which the axs of time and space intersect, and the literary works standsuch intersections are always conversing with social and historical chronotopes and mutually penetrating. Thus, finding and analyzing chronotope in literary works and extended things such as films and dramas reveals how chronotope and chronotope of a society have created specific social realities through a process of resonance. To make analytical use of this concept, we proposed a "cronotope drama analysis method" and concretely analyzed the genre of Korean medical dramas. The naturalized categories of health care, health, and disease are socially constructed entities, and the analysis of public works that has a significant impact on this process of social construction is essential but was underperformed. According to the analysis, the Korean medical drama's "Chronotope" has evolved using "Chronotope of the school" and "Chronotope of the secret chamber". At this time, the genre of Chronotope was expanding spatially and converging in time. In other words, the influence of structures and systems within the genre has grown, and the capacity of individual actors has decreased. This change in chronotope was interpreted as resonating with the social reality of neo-liberalistic spatial expansion and simultaneous production. The neo-liberalistic trend that dominates Korean society has embraced the category of health care and was further influencing the chronotope of drama text. It can also be inferred that the popular understanding of health care produced by the medical drama genre has taken a break in the process of forming a social reality of health care again.

An Implementation of Spatio-Temporal Graph to Represent Situations in the Virtual World (가상현실 속의 상황 표현을 위한 시공간 그래프의 구현)

  • Park, Jong-Hee;Jung, Gung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.6
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    • pp.9-19
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    • 2013
  • In this paper, we develop a Spatio-Temporal graph as of a key component of our knowledge representation Scheme. We design an integrated representation scheme to depict not only present and past but future in parallel with the spaces in an effective and intuitive manner. An event in general occupies not only a space but a time. Hence a crucial premise for the simulation of virtual situations is to position events in the multi-dimensional context, that is, 3-D space extended by the temporal dimension. Furthermore an event tends to have physical, social and mental aspects intertwined. As a result we need diverse information structures and functions to model entities and relations associated with events and to describe situations in different stances or perspectives of the virtual agents. These structures and functions are implemented in terms of integrated and intuitive representation schemes at different levels such as Ontology View, Instance View, ST View, Reality View. The resulting multi-dimensional comprehensive knowledge structure accommodates multi-layered virtual world developing in the time to maximize the diversity of situations in the historical context. The viability of this knowledge representation scheme is demonstrated with a typical scenario applied to a simulator implemented based on the ST Graph. The virtual stage based on the ST graph can be used to provide natural contexts for situated learning or next-generation simulation games.

Real-World Physical Length Comparison in Virtual Environments (가상환경에서의 실세계 물리적 길이 비교)

  • Jung, Chul-Hee;Im, Chang-Hyuck;Lee, Min-Geun;Lee, Myeong-Won
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.3
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    • pp.19-24
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    • 2007
  • In this paper, we describe a method of defining an object's real length in order to compare objects' lengths precisely using all real length units in the real world. The browser in our study represents an object's length by referencing to the physical length property defined at modeling when it displays the object. Since objects' lengths are appropriately scaled according to these units, objects can be precisely and visually compared in sire using real world length units. The concept of defining the real length unit is extended to the X3D specification. The units are ranged from $10^{-24}(yotta)\;to\;10^{24}(yocto)$. In addition, we explain the method for processing LOD (Levels Of Detail) and for applying the property of LOLD (Levels of Length Detail) when objects with different LOLD are read into the browser.

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Technology Acceptance of Industry 4.0 Applying UTAUT2: Focusing on AR and Drone Services (UTAUT2를 응용한 4차 산업 기술수용에 관한 연구: 증강현실(AR)과 드론 서비스를 중심으로)

  • Kim, Ki-Bong;Chung, Byoung-Gyu
    • Journal of Information Technology Applications and Management
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    • v.26 no.6
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    • pp.29-46
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    • 2019
  • This study analyzed the factors influencing the technology acceptance of the general public in the drones and ARs, one of the key technologies of the industry 4.0. The theoretical basis was the extended unified theory of acceptance and use of technology model(UTAUT2), which uses performance expectancy, effort expectancy, social influence, facilitating conditions, and hedonic motivation as factors common to both services. The price value factor was excluded considering that most ARs were free, and the perceived risk factors, including privacy, which were not in UTAUT2, were included because they are important factors for ICT technology acceptance. The hypothesis was tested by structure equation model. Social influence and hedonic motivation had a positive(+) effect on intention to use technology. On the other hand, in the case of effort expectancy, neither the AR nor the drone had a significant influence on intention to use technology. Furthermore, performance expectancy had a positive(+) effect on intention to use in AR, but no significant influence was found out in drones. On the contrary, in the case of the facilitating conditions, the influence of the drones was positive (+), but the relation of AR was not investigated. The perceived risk was tested for the negative (-) influence of use intention of AR, but no significant relationship was found out for the drones. Among the significant influencing factors, hedonic motivation was the most powerful factor in AR and drones. Theoretical and practical implications are presented based on these results.

A Study of BIM Delivery Model for Railway Construction Project using BIM Function Breakdown Structure (BIM 기능요소 분류체계 도출에 의한 철도시설공사 BIM 기능발주 구성 방안)

  • Kim, Young-Hwan;Kim, Hyeon-Seung;Kang, Leen-Seok
    • Journal of the Korean Society for Railway
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    • v.18 no.4
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    • pp.344-353
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    • 2015
  • Recently, the utilization of the BIM system has been extended to cost and resource simulation, visualized management of construction site information and application of augmented reality including basic 3D modeling. Therefore, various BIM functions are being developed for practical applications. However, since clear classification criteria and knowledge information of BIM functions are not sufficient for field engineers, it is difficult to identify the necessary BIM functions for a construction project. This study suggests a BIM function breakdown structure considering the individual functional properties and a process model that can be ordered by applying BIM in a railway construction project. The proposed delivery model is used to obtain a practical utilization of BIM by analyzing features applicable to railway construction projects; model is verified using a case project.