• Title/Summary/Keyword: Reality Convergence

Search Result 855, Processing Time 0.023 seconds

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.5
    • /
    • pp.626-637
    • /
    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Analysis of Muscle On-set Time of Fully Immersive Virtual Reality Motions and Actual Motions in Healthy Adults (정상성인에서의 완전 몰입형 가상현실 동작과 실제 동작에서의 근수축 개시시간의 분석)

  • Park, Tae-Sung;Kang, Jong-Ho;Kim, In-Bae
    • Journal of Convergence for Information Technology
    • /
    • v.8 no.1
    • /
    • pp.173-177
    • /
    • 2018
  • This study compared the muscle on-set time of fully immersive virtual reality motions with that of actual motions to if there difference. The subjects were 30 healthy adults subjects and compared the virtual reality moction group(punch, archery) and actual motion group(punch, archery) muscle on-set time. In this study, there was no significant difference between the virtual reality motion group and actual motion group muscle on-set time(p>0.05). Fully immersive virtual reality is deemed to be applicable for use in physical therapy. In future studies, it is necessary to investigate whether a fully immersive virtual reality can be applied to patients.

Application method of cultural heritage contents exhibition combining augmented reality technology (증강현실 기술을 결합한 문화유산콘텐츠의 전시활용)

  • Kang, Jae-Shin
    • Journal of the Korea Convergence Society
    • /
    • v.8 no.5
    • /
    • pp.137-143
    • /
    • 2017
  • Augmented reality makes people feel realistic and reduces the damage to cultural properties that can come into contact with the actual cultural heritage. Augmented reality has the advantage that it can show the past appearance of the historical building or relics, the environment, or related information in addition to the current real environment. Despite these values ​and advantages, As a result of researches and analyzes of the Augmented Reality contents of the National Museum, 'palace in my hand', and the Miruksa project In the field of domestic cultural heritage warriors, augmented reality technology has shown a very negative attitude such as simply showing cultural heritage content or using it as a guide. However, various conditions such as display and sensor hardware and technology needed to realize augmented reality more effectively are improving day by day. And If you have various facilities such as the idea of ​adding storytelling to the exhibits and WiFi building, In the near future, it will be equipped with a display system of cultural heritage contents that combines augmented reality with a more complete one.

A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
    • /
    • v.11 no.11
    • /
    • pp.38-43
    • /
    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

Application Method of Virtual Reality by Types of Intangible Cultural Properties (무형문화재 유형별 가상현실 적용 방법에 관한 연구)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.22 no.11
    • /
    • pp.1489-1494
    • /
    • 2018
  • Recently, culture technology (CT), which combines cultural contents and IT technology, is being watched as a new growth engine, and IT technology is actively utilized in preserving, inheriting and utilizing cultural heritage. For this, new areas of convergence of IT technology and cultural heritage are attracting attention. In particular, virtual reality is a representative area of IT convergence in the era of the fourth industrial revolution. Although some studies have been conducted to utilize virtual reality technology to preserve and inform cultural heritage, it is mainly limited to tangible cultural properties. In this study, we propose a methodology to develop contents of intangible cultural heritage using virtual reality technology in intangible cultural properties. To do this, we classify the types of intangible cultural properties to apply the technology to each type of intangible cultural property. Next, virtual reality, augmented reality, and $360^{\circ}VR$ video technology are applied to the intangible cultural properties classified.

Integrative Review on Nursing education Adopting Virtual Reality Convergence Simulation (간호교육에 적용한 가상현실 융합시뮬레이션 연구에 대한 통합적 고찰)

  • Kang, Sujeong;Kim, Chunmi;Lee, Hung Sa;Nam, Jae-Woo;Park, Myung Sook
    • Journal of Convergence for Information Technology
    • /
    • v.10 no.1
    • /
    • pp.60-74
    • /
    • 2020
  • Nursing education using virtual reality simulation (VRS) has emerged as a new teaching method for improving nursing student's knowledge as well as of competency for clinical nursing skill. The purpose of this study was to analyze the effects of nursing education using VRS through an integrative analysis on quantitative and qualitative research. Through quality assessment on the total 382 studies, 17studies (12 quantitative and 5 qualitative) were finally selected. Contents of the 17 studies were reviewed and those with respect to four aspects were gathered: the condition, knowledge, and attitude for effective education using VRS, and the effects of nursing education using VRS on the practice. Readiness of the use of virtual reality device, mastsering of the platform, and interesting scenario were required condition for effective education. The effects of nursing education adopting virtual reality convergence simulation oin terms of knowledge, attitude, and practice included enhancement of the knowledge and extension of the knowledge, improvement in memorizing the process and sequence of the practice through repetitive education, and development of empathy ability and formation of rapport. Hence, adopting virtual reality to convergence simulation of nursing education can maximize the effect of the education.

Fast Ray Reordering and Approximate Sibson Interpolation for Foveated Rendering on GPU

  • Kwon, Oh-Seok;park, Keon-kuk;Yoon, Joseph;Kim, Young-Bong
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.2
    • /
    • pp.311-321
    • /
    • 2019
  • Virtual reality applications in Head-Mounted Displays require high frame rates and low latency rendering techniques. Ray tracing offers many benefits, such as high-quality image generation, but has not been utilized due to lower performance than rasterization. But that can obtain good result combined with gaze-tracking technology and human visual system's operation principle. In this paper, we propose a method to optimize the foveated sampling map and to maintain the visual quality through the fast voronoi nearest interpolation. The proposed method further reduces the computational cost that has been improved by the previous foveated sampling. It also smoothes the voronoi boundary using adaptive sibson interpolation, which was not possible in real-time. As a result, the proposed method can render real-time high-quality images with low visual difference.

Remarks on Visualizations of 3D Virtual Reality (3차원 가상현실 시각화에 관한 고찰)

  • Kimn, Ha-Jine
    • Korea Multimedia Society
    • /
    • v.14 no.4
    • /
    • pp.88-98
    • /
    • 2010
  • It is now the era of ubiquitous which is highly integrated on the convergence technologies with not only ICT bul also BT, CT, NT and ST. Through this convergence technology, the understanding on visualization of 3D virtual reality which make more human's 5 feelings activate beyond the wall of time and space is recently very important. We search the visualization technology of 3D virtual reality and estimate the future development, and give the perspectives. Since the visualization technology of virtual reality is strongly depended on 3D computer graphics representations, 3D image visualization technology being able to get immersion has been possible. The new paradym on computer interactions is implemented by making images augment on the base of the PC and display equipments. The studies is established on the direction of more intensity on humanity. And also, these technologies will be able to achieve actively the implementations for ubiquitous society dueing to get the high-technology on the superhighway networks.

  • PDF

Development of Cultural Contents using Auger Reality Based Markerless Tracking

  • Kang, Hanbyeol;Park, DaeWon;Lee, SangHyun
    • International journal of advanced smart convergence
    • /
    • v.5 no.4
    • /
    • pp.57-65
    • /
    • 2016
  • This paper aims to improve the quality of cultural experience by providing a three - dimensional guide service that enables users to experience themselves without additional guides and cultural commentators using the latest mobile IT technology to enhance understanding of cultural heritage. In this paper, we propose a method of constructing cultural contents based on location information such as user / cultural heritage using markerless tracking based augmented reality and GPS. We use marker detection technology and markerless tracking technology to recognize smart augmented reality object accurately and accurate recognition according to the state of cultural heritage, and also use Android's Google map to locate the user. The purpose of this paper is to produce content for introducing cultural heritage using GPS and augmented reality based on Android. It can be used in combination with various objects beyond the limitation of existing augmented reality contents.

A study on the actual precision shooting training based on virtual reality (가상현실 기반 실전적 정밀사격훈련 구현 연구)

  • Lee, Byounghwak;Kim, Jonghwan;Shin, Kyuyoung;Kim, Dongwook;Lee, Wonwoo;Kim, Namhyuk
    • Convergence Security Journal
    • /
    • v.18 no.4
    • /
    • pp.62-71
    • /
    • 2018
  • The rapid growth of virtual reality technology in the era of the 4th Industrial Revolution has accelerated scientification of combat training systems in addition to ICT(information and communications technology) in military field. Recently, research and development of simulators based on virtual reality have been actively conducted in order to solve sensitive issues such as increase of civil complaints due to the noise of a shooting range, prevention of shooting accident, and reduction of training cost. In this paper, we propose two key solutions: spatial synchronization method and modified point mass trajectory model with small angle approximation to overcome technical limitations of a current training simulator. A trainee who wears a haptic vest in a mixed reality environment built in MARS(medium-range assault rifle shooting simulator) is able to conduct not only precision shooting but also two-way engagement with virtual opponents. It is possible for trainee to receive more reliable evaluations in the MARS than an existing rifle simulator based on laser.

  • PDF