• Title/Summary/Keyword: MixedReality

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Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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The Effectiveness of Jeju Island Mixed Reality Tourism Application: Focusing on the Moderating Role of Users' K-Culture Involvement

  • Yoo, Seungchul;Jung, Kwanghee;Nguyen, Vinh T.;Piscarac, Diana
    • International Journal of Advanced Culture Technology
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    • v.8 no.2
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    • pp.116-128
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    • 2020
  • In this study, we introduce a multi-modal mixed reality (MR) application for advertising the main touristic landmarks on Jeju Island, and evaluate its effectiveness based on the Technology Acceptance Model (TAM) with a focus on the user's involvement in Korean culture (K-Culture). Specifically, we deployed several stimuli to enable users to retrieve information, visualize a variety of heritage content such as text, images, videos, virtual artifacts, and immerse in a VR environment to experience the heritage locations. The results of the online survey with 436 participants showed that for consumers with low K-Culture involvement, Perceived Usefulness and Perceived Ease-of-Use did not affect their Intention to Visit the island. Still, it had a significant impact on their Intention to Use the application. On the other hand, for the group with high K-Culture involvement, Perceived Usefulness had no effect on the Intention to Use and Intention to Visit. However, Perceived Ease-of-Use had a significant impact on their Intention to Use the application and Intention to Visit Jeju Island. Therefore, when user involvement in K-Culture is high, convenience of use has played a significant role in sensory media usage and the intention to visit, regardless of the usefulness of the mixed reality content. In contrast, users with low K-Culture involvement primarily focused on the functional aspects of the application. These findings open the path for follow-up studies on K-Culture involvement and immersive media tourism marketing, which will benefit digital tourism marketing and Korea's tourism industry.

Augmented Reality Board Game Framework (증강현실 보드게임 프레임워크)

  • Kim, jin-guk;Lee, jong-weon
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.639-643
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    • 2007
  • The paper presents a framework for developing real-time multi-user board games and applications in augmented reality. Recently, increase the environment to playing game in augmented reality with advancement of computing ability improvement and wireless networking technique of mobile device. While the trend of utilizing this kind of games is creasing, the facts that there is a shortage of games whose contents are attractive to users. In this paper we propose a framework that enables game content developers to develop new game contents base on augmented reality easily and quickly. This framework is an automatic service that can augment in various methods by using the supported marker recognition service. Therefore game contents developers do not need to know about either augmented reality technique or the inner process structure. The framework also supports special functions and various interaction interfaces for augmented reality board game and components of the board game we can implement. These enable developers to accomplish all the necessary components and structures of the board game more easily.

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Design of Mixed Reality System for Weather forecast (혼합현실 기상가시화 시스템 설계)

  • Lee, Young-Ho;Ahn, Dong-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.165-167
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    • 2010
  • 최근 지구 온난화 효과에 의한 기상이변으로 기상정보에 대한 관심이 급증하고 있다. 날씨 예보가 일반인들의 일상생활에 영향을 미칠 뿐만 아니라 산업과 경제 전반에 미치는 영향이 크기 때문이다. 기상분야의 의사결정은 직간접적으로 많은 양의 자료를 필요로 한다. 기상자료로부터 공간에 관련된 지도 자료, 각종 측정 및 계측자료 등이 그것들이다. 따라서 기상분야에서의 의사결정이 앞에 나열한 자료를 처리하고 계산과정을 거쳐 그 결과를 바탕으로 이루어질 때 적절하고 합리적인 의사결정이라고 할 수 있을 것이다. 이러한 의사결정 시스템은 사용자가 직관적이고 종합적으로 의사를 결정할 수 있도록 여러 가지 복잡한 자료를 표출할 수 있어야 한다. 본 논문에서는 의사결정을 위한 기상가시화 시스템의 요구조건을 분석하고 설계를 제안한다.

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A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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Mixed Reality System for Virtual Chemistry Lab

  • Duan, Xiaoyun;Kang, Shin-Jin;Choi, Jong In;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1673-1688
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    • 2020
  • This paper presents a new method for improving teaching aids with the design and development of a chemistry education platform - the Mixed Reality (MR) Chemistry Lab. Our system provides a new educational experience in which students can simulate a chemistry experiment in a virtual lab and interact with objects using Oculus Helmet-Mounted Displays (HMD) and hand controller devices. The proposed system aims to familiarize students with experimental procedures and safety knowledge before conducting actual experiments. Moreover, students will be able to observe microscopic atomic structure models in three dimensions. Our research also includes a five-part, quantitative evaluation system user tests perform using a quantitative questionnaire consisting of five items, including hardware equipment, immersion, education, interaction sense of control, and degree of difficulty. The evaluation results confirm that this system will be helpful to the educational experience of conducting chemistry experiments with scientific evaluation methods, and the proposed system is also expected to have a broad range of applications in many other subjects.

Technology Adoption of InnovViz 2.0 : A Study of Mixed-Reality Visualization and Simulation System for Innovation Strategy with UTAUT Model

  • Savetpanuvong, Phannaphatr;Tanlamai, Uthai;Lursinsap, Chidchanok;Leelaphattarakij, Pairote;Kunarittipol, Wisit;Choochaisri, Supasate
    • Journal of Information Technology Applications and Management
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    • v.18 no.3
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    • pp.1-30
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    • 2011
  • InnovVizwas designed and developed anew as avisualization and simulationtool to present innovation and strategy information. The InnovViz system employs two key types of technology, namely mixed reality (MR) and neural network (NN). An experiment was conducted to examine the usability, acceptance and possible adoption of this new system. Participants comprised 4 experts from 4 top performing entrepreneurial firms and 161 master degree students from 2 leading universities. The study used a modified UTAUT model and a cognition and perception model. The results revealed that when the InnovViz was introduced, the key drivers to adoption are Facilitating Conditions (FC) and Voluntary to Use (VOL). Adequate knowledge and sufficient resources were found to strongly affect FC construct. The expert's rating of a firm's innovation and performance was more congruent with senior students with a technology-background than with a finance and accounting-background. InnovViz was seen as providing complex information with an ease of use and usefulness for showing data and assessment. Among the three types of visuals depicted by InnovViz, experts rated their usefulness in descending order as follows: Cube, Tetrahedron and Saturn. Finally, experts found backward simulation to be slightly more useful for assessment than forward simulation.

A Web-based System for Embedding a Live Actor and Entity using X3DOM (X3DOM 을 이용한 라이브 행동자와 실체를 통합하기 위한 웹 기반 시스템)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.1-3
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    • 2016
  • Mixed and augmented reality (MAR) refers to a spatially coordinated combination of media/information components that represent on the real world and its objects, and on the other those that are virtual, synthetic and computer generated including any combination of aural, visual and touch. The extensible 3D (X3D) is the ISO standard for defining 3D interactive web-based 3D content integrated with multimedia. In this paper, we propose a model to integrate live actor and entity that captured from Microsoft Kinect to be represented in Web-based mixed augmented reality world by using X3DOM by which X3D nodes can be integrated seamlessly into HTML5 DOM content.

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The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

다중 블럽 마커를 이용한 스테레오 혼합현실 기술의 구현

  • 양기선;민동보;김한성;손광훈
    • Korea Information Processing Society Review
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    • v.11 no.1
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    • pp.51-61
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    • 2004
  • 혼합현실(Mixed reality)은 가상현실(Virtual reality)의 확장개념이다. 가상현실은 가상환경에 사용자가 몰입해 있는 동안 사용자는 그 주위에 실세계를 볼 수 없는 반면, 혼합현실은 실세계와 합성되어 사용자로 하여금 가상 물체와 실세계를 모두 볼 수 있게 한다.(중략)

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