• Title/Summary/Keyword: MixedReality

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An Integrated Agent Control System Based on Virtual Reality and Mobile Environment (가상현실과 모바일 환경 기반의 통합 에이전트 제어 시스템)

  • Park, Joon-Hong;Byoun, Kwang-Ho;Seok, Jung-Ho;Ahn, Hyun-Sik
    • Annual Conference of KIPS
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    • 2002.11a
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    • pp.27-30
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    • 2002
  • Recently, there are lots of concerning on the control of multi-agent control system and mixed reality integrating real and virtual environments. In this paper, an integrated agent control system based on mixed reality and mobile environment is proposed. The system consists of a manager, agents, a mapping module, a geographic information module, a WAP server, and a mobile manager. The manager has Hybrid Device Manager(HDM) working for revising images and position data of the agents to display that at the 3D virtual and mobile environments respectively. Especially, the images of the agent is translated to LBM format and displayed on the mobile phone, and the current position of the agent is displayed on the display screen, so that a user are able to control the agent when he is moving. Experimental results shows the proposed system lets us control the agents conveniently at a computer and a mobile phone.

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Exploring the Effects of the Virtual Human with Physicality on Co-presence and Emotional Response

  • Shin, Kwang-Seong;Jo, Dongsik
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.67-71
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    • 2019
  • With continued technology innovation in the fields of computer graphics (CG) and virtual reality (VR), digital animated avatars (or virtual humans) are evolving into ones that are more interactive at a suitable location such as museum, airport, and shopping mall. Specially, the form of the avatar (or the virtual human) realistically need to be expressed in a way that matches the users' physical space. In recent many researches, the form of virtual human has been expressed as mixed-reality human (MRH)-the virtual human combines with the physicality as the real part. In this paper, we propose to carry out a study comparing various MRH on co-presence and emotional response in two-typed virtual humans depending on how many actual parts are included: (1) (Level 1) small parts in the virtual human combined virtual components (e.g., the head only) and (2) (Level 2) large parts in the virtual human with the physicality as the real part such as head, arms, and upper body). We report on the implemented results of our virtual humans and experimental results on co-presence and emotional response.

A Case Study of Video See-Through HMD in Military Counseling Service

  • Lee, Yoon Soo;Lee, Joong Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.101-107
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    • 2022
  • In Korea, the military has been conducting counseling forthe preemptive detection of psychologically unstable soldiers to prevent unexpected accidents and to help them adapt to military life. However, several soldiers feel anxious about face-to-face counseling with military officers and they have difficulty expressing themselves. Video See-Through HMD is a state-of-the-art mixed reality device that converts the user's real view into a digital view, which leads users to feel the actual situation as the virtual. To validate its usefulness as a new psychological counseling aid, we investigated 11 army soldiers who are under the counseling program in barracks. During the counseling conversation, participants were asked to wear or take off the Video See-Through HMD repeatedly. All conversations were recorded for behavioral observation. As a result, 80% of the soldiers showed a relatively stable state of mind when wearing the Video See-Through HMD, which leads them to be innocent and frank about their concerns. This method could improve the effectiveness of counseling to prevent unexpected accidents caused by unnoticeable psychological instabilities of the clients.

Differences in Presence, Immersion, and Situation Interest in Small Group Learning Using Augmented Reality Based on the Degree of Tool Sharing (증강현실을 활용한 소집단 학습에서 도구 공유 정도에 따른 현존감, 몰입, 상황흥미의 차이)

  • Taehee Noh;Jaewon Lee
    • Journal of the Korean Chemical Society
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    • v.68 no.2
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    • pp.93-106
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    • 2024
  • This study investigated differences in presence, immersion, and situational interest in small group learning using augmented reality, based on the degree of tool sharing. 84 eighth-grade students participated in small groups of four. Each group was randomly assigned to one of three environments based on marker and device sharing: the shared environment (shared marker and device usage), the mixed environment (shared marker and individual device usage), and the individual environment (individual marker and device usage). Small group learning using augmented reality was conducted for three class periods, focusing on the "Characteristics of Matter" unit. One-way ANOVA results for the dependent variables revealed that, compared to the shared environment, presence and situational interest were significantly higher in the mixed environment, while immersion and situational interest were significantly higher in the individual environment. MANOVA results for the sub-components of each dependent variable showed significant differences in realness for presence, antecedents and experiences for immersion, and instant enjoyment, novelty, and total interest for situational interest. Analysis of interviews and classroom observations indicated that students in shared and individual environments tended to use their devices individually when utilizing augmented reality. However, in mixed environments, students showed a tendency to use their devices collaboratively, leading to more active interactions. Based on these findings, environments for using tools to enhance the effectiveness of small group learning using augmented reality are discussed.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

Design Evaluation System with Visualization and Interaction of Mobile Devices Based on Virtual Reality Prototypes

  • Jo, Dong-Sik;Yang, Ung-Yeon;Son, Wook-Ho
    • ETRI Journal
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    • v.30 no.6
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    • pp.757-764
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    • 2008
  • In this paper, we present a design evaluation system with visualization and interaction of mobile devices using virtual-reality-based prototypes which can be used to easily change design parameters and simulate embedded software. To evaluate and predict affective-engineering-based design preferences for mobile devices under a virtual environment, we have developed a high quality visualization platform which creates images that look similar to real mobile devices in addition to real-time simulation of realistic motions and functions of mobile devices. To support a quantitative usability test scenario for external design shape, we also have built a system which consists of a mixed-reality-based testing platform for measuring hand load.

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Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Extended Reality and Media Service Standardization Trends for 5G Mobile Networks (5G 네트워크의 XR 및 미디어 서비스 표준 기술 동향)

  • J.L. Ha;C.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.46-55
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    • 2023
  • Extended reality (XR) provides an immersive virtual experience by using various media. The XR virtual environment enables interactions between the real and virtual worlds in virtual, augmented, and mixed reality scenarios. XR is being used in various areas such as industry, medical care, road transportation, gaming, education, and culture. XR and multimedia enhancement are important business scenarios for fifth-generation (5G) mobile networks. As users' demand for emerging media services gradually increases, enhancements in networks should be implemented for delivering multimedia services such as XR. We describe related standardization trends and requirements of the XR service in 5G mobile networks. We also discuss technological enhancements for 5G mobile networks as specified by the 3GPP SA2 working group.

A study for conceptual limitations and development of metaverse (메타버스(Metaverse)의 개념적 한계와 발전을 위한 연구)

  • Kim, Yong-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.591-593
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    • 2022
  • 메타버스는 1992년 스노크래시(Snow Crash)라는 소설에 의해 그 개념이 소개되었다. 그 이후 여러 발전 과정을 거쳐 개념이 정리되었지만, 메타버스가 본격적으로 이슈화된 것은 코로나19 팬더믹으로 인해 사람들의 생활 패턴이 오프라인에서 온라인으로 급격하게 변화하면서 부터이다. 현재 세계적인 대기업들도 메타버스에 대한 많은 투자를 하고 있으며, 수많은 메타버스 플랫폼이 출시되고 있다. 하지만, 처음에는 분명 매력적으로만 보였던 메타버스에 대해 대중들에게 점차 의문을 표하고 있다.. 메타버스의 어떠한 부분이 이러한 인식 변화를 가져왔는지 연구/분석하며, 메타버스의 개념적 한계를 극복하기 위한 방향성을 제시하고자 한다.

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