• Title/Summary/Keyword: MixedReality

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Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.2
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

Survey on Mixed Reality R&D (혼합현실 기술 연구개발 동향 및 전망)

  • Lee, Sang-Goog
    • Journal of the Korea Computer Graphics Society
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    • v.13 no.2
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    • pp.1-15
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    • 2007
  • In this paper, we review relevant technologies of MR (Mixed Reality) and show important components of perspective that can overcome technical limitations of the current MR. An MR technology combines real and virtual objects in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of IT (Information Technology). We've grouped the major obstacles limiting the wider use of MR technologies into three themes: technological limitations (i,e., tracking, rendering, authoring, and registration), user interface limitations(i.e. UI metaphor for MR interaction), and social acceptance Issues.

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Mixed-Reality Based Situation Training System for the Developmental Disabled (발달장애인을 위한 혼합현실 기반 상황훈련 시스템)

  • Kim, Sung-Jin;Kim, Tae-Young;Lim, Chul-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.1-8
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    • 2008
  • This paper presents a design of a situation training system supporting mixed-reality for the developmental disabled. The training scenario is developed for the disabled to improve the sense of sight and perception. The user sticks a virtual pin into a hole in the working board according to the direction and the appropriate feedback is delivered based on the FSM(Finite State Machine). In order to improve the reality and the training effect, the user's hand is inserted in the virtual training environments and the tactile sensation is provided using the haptic device.

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Implementation and Feasibility Test of the Mixed Reality Service Platform for Application of Architectural Field (건축분야 활용을 위한 MR콘텐츠 서비스플랫폼 구현)

  • Ahn, Kil-Jae;Ko, Dae-Sik
    • The Journal of Korean Institute of Information Technology
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    • v.17 no.1
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    • pp.149-156
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    • 2019
  • Mixed reality technology (MR) has become one of the fourth industrial revolution element technologies. MR technology has been widely applied not only as a digital contents industry but also in the fields of architecture, tourism, medical field, and education. In this paper, we propose a collaborative service platform for architectural applications that inter-operate with heterogeneous devices such as MR device, PC and mobile, and develop prototype system and verify it. As a result, the 3D model using the skp extension, which is mainly used in architecture design office, was created by using developed prototype system and generate the MR contents for the hololens, which is the MR device, and the conversion time and normal operation were confirmed.

Mixed reality multi-person interaction research based on the calibration of the HoloLens devices

  • Qin, Zi Jie;Li, Ao Xuan;Lim, Hyotaek;Lee, Byung Gook
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1261-1267
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    • 2021
  • Currently, the application of virtual reality technology is becoming more and more popular in all aspects of life. From virtual entertainment to industrial simulation, the new operation and working methods brought by virtual reality visualization technology have greater appeal and advantages. With the renewal and iteration of related equipment, more and more functions make its limitations continue to decrease, but its applicability continues to improve. Take the optically transparent head-mounted device as an example. It integrates more computer functions, presents and interacts in a virtual way, further integrates with daily behaviors, and shortens the distance between users and digital information.

Development of 360° virtual reality videos and common videos for cardiac arrest recognition : A sequential mixed methods study (심장정지 인지를 위한 360° 가상현실과 일반 동영상 개발 : 순차적 혼합 연구)

  • Jung, Eun-Kyung;Shin, Jun Ho
    • The Korean Journal of Emergency Medical Services
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    • v.25 no.2
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    • pp.55-69
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    • 2021
  • Purpose: This study aimed to develop 360° virtual reality videos and common videos for cardiac arrest recognition. Methods: A sequential mixed methods study was conducted, using qualitative interviews (with a total of seven experts) and a quantitative survey. Results: First, the cardiac arrest situation should be developed within 2-3 minutes after witnessing the patient collapse, for each of the four cardiac arrest videos about apnea, gasping, seizure, gasping, and seizure. Second, the education program should be designed so that the education on cardiac arrest recognition can proceed before CPR practice begins. Conclusion: 360° virtual reality videos and common videos for cardiac arrest recognition can play an important role in the education of the general public about cardiac arrest experience.

Augmented Reality Pre-inspection for Barrier-Free Authentication (증강현실 기술을 활용한 BF 인증 사전 검사 방법)

  • Shin, hyung-woo;Shin, yoon-seok;Yu, Wi-Seong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.11a
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    • pp.233-234
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    • 2022
  • In Korea, various policies are implemented so that the socially disadvantaged (disabled, elderly, pregnant women, temporary disabled, etc.) can easily access individual facilities and areas. As the nation's interest in the socially disadvantaged increases, the need for BF certification is also emerging in buildings in private facilities. However, this system requires a lot of cost and time in the examination process, so if certification fails, social costs and time losses are high. To solve this problem, this paper presents a measurement plan for mixed reality devices using HoloLens, a mixed reality device hardware that can pre-check BF certification based on augmented reality, and Unity 3D, MRTK, a development tool.

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The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study (신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용)

  • Lee, Mikyoung;Eom, Jeong Hee;Kim, Jinyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.29 no.4
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    • pp.339-351
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    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.

Systematic Literature Review of Korean Research for the Integration of VR, AR, and MR Technologies in Construction BIM: An Exploration Across the Construction Lifecycle

  • Heegun Chong;Sung-Ah Kim
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.524-531
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    • 2024
  • Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) epitomize the technological frontier of the Fourth Industrial Revolution, bearing significant relevance to the construction sector. These immersive technologies, closely aligned with the burgeoning metaverse paradigm, have spawned a variety of applications within the construction industry, notably in the whole construction stage. However, their transition to on-field applications remains limited, especially in South Korea. This study aims to meticulously scrutinize the current landscape of VR, AR, and MR research in construction by delving into various overseas studies that employ these technologies across the construction lifecycle. Utilizing the RISS, Dbpia, KCI database, a systematic accumulation of bibliographic data from pertinent research papers will be conducted to discern the prevailing research trends and the practical implications of VR, AR, and MR in Korean AEC field. The analysis will encompass a review of the goals, methodologies, and outcomes of these studies, providing a scaffold for future research in this domain. The investigation will also shed light on the potential synergy between these immersive technologies and Building Information Modeling (BIM), which encapsulates the whole construction lifecycle, thereby illuminating pathways for enhanced digital model utilization in pre-construction processes. This endeavor not only seeks to bridge the existing research gap but strives to propel the Korean AEC field towards a digitally-augmented horizon by leveraging the capabilities of VR, AR, and MR.

A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.