• Title/Summary/Keyword: School Virtual World

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An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Health Promotion Education In A Virtual World: A Concept Analysis (가상세계에서의 건강증진교육의 개념분석)

  • De Gagnea, Jennie C.;Oh, Jin-A
    • The Journal of Korean Academic Society of Nursing Education
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    • v.18 no.1
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    • pp.81-94
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    • 2012
  • Purpose: Virtual worlds are emerging in health care as an innovative way of helping clients take responsibility for and promote their own care. Yet, the concept of health promotion education in this environment has not been elucidated. Therefore, we undertook a concept analysis to discover the underlying attributes and contextual basis to generate a conceptual understanding of virtual worlds in the context of health promotion education. Methods: Using Rodgers' evolutionary view of concept development, we analyzed literature on virtual worlds that describe their use to discover critical attributes, antecedents, and consequences of this phenomenon. Eleven studies matching inclusion criteria were reviewed. Results: Analysis of the literature highlighted three areas of important domains: user, simulated environment, and education. This concept analysis extends our understanding of a virtual world for health promotion education. Conclusion: This study may help anticipate future trends in the use of virtual worlds in the context of health promotion education, serving as a stepping-stone for further research on this aspect of the study. The next step should focus on the development of an evaluation tool that can measure the factors identified in this analysis to determine their effects on outcomes and environmental interactions.

Development of the Flexible Observation System for a Virtual Reality Excavator Using the Head Tracking System (헤드 트래킹 시스템을 이용한 가상 굴삭기의 편의 관측 시스템 개발)

  • Le, Q.H.;Jeong, Y.M.;Nguyen, C.T.;Yang, S.Y.
    • Journal of Drive and Control
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    • v.12 no.2
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    • pp.27-33
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    • 2015
  • Excavators are versatile earthmoving equipment that are used in civil engineering, hydraulic engineering, grading and landscaping, pipeline construction and mining. Effective operator training is essential to ensure safe and efficient operating of the machine. The virtual reality excavator based on simulation using conventional large size monitors is limited by the inability to provide a realistic real world training experience. We proposed a flexible observation method with a head tracking system to improve user feeling and sensation when operating a virtual reality excavator. First, an excavation simulator is designed by combining an excavator SimMechanics model and the virtual world. Second, a head mounted display (HMD) device is presented to replace the cumbersome large screens. Moreover, an Inertial Measurement Unit (IMU) sensor is mounted to the HMD for tracking the movement of the operator's head. These signals consequently change the virtual viewpoint of the virtual reality excavator. Simulation results were used to analyze the performance of the proposed system.

A Virtual Environment for Optimal use of Video Analytic of IP Cameras and Feasibility Study (IP 카메라의 VIDEO ANALYTIC 최적 활용을 위한 가상환경 구축 및 유용성 분석 연구)

  • Ryu, Hong-Nam;Kim, Jong-Hun;Yoo, Gyeong-Mo;Hong, Ju-Yeong;Choi, Byoung-Wook
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.11
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    • pp.96-101
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    • 2015
  • In recent years, researches regarding optimal placement of CCTV(Closed-circuit Television) cameras via architecture modeling has been conducted. However, for analyzing surveillance coverage through actual human movement, the application of VA(Video Analytics) function of IP(Internet Protocol) cameras has not been studied. This paper compares two methods using data captured from real-world cameras and data acquired from a virtual environment. In using real cameras, we develop GUI(Graphical User Interface) to be used as a logfile which is stored hourly and daily through VA functions and to be used commercially for placement of products inside a shop. The virtual environment was constructed to emulate an real world such as the building structure and the camera with its specifications. Moreover, suitable placement of the camera is done by recognizing obstacles and the number of people counted within the camera's range of view. This research aims to solve time and economic constraints of actual installation of surveillance cameras in real-world environment and to do feasibility study of virtual environment.

Generating 3D Digital Twins of Real Indoor Spaces based on Real-World Point Cloud Data

  • Wonseop Shin;Jaeseok Yoo;Bumsoo Kim;Yonghoon Jung;Muhammad Sajjad;Youngsup Park;Sanghyun Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.8
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    • pp.2381-2398
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    • 2024
  • The construction of virtual indoor spaces is crucial for the development of metaverses, virtual production, and other 3D content domains. Traditional methods for creating these spaces are often cost-prohibitive and labor-intensive. To address these challenges, we present a pipeline for generating digital twins of real indoor environments from RGB-D camera-scanned data. Our pipeline synergizes space structure estimation, 3D object detection, and the inpainting of missing areas, utilizing deep learning technologies to automate the creation process. Specifically, we apply deep learning models for object recognition and area inpainting, significantly enhancing the accuracy and efficiency of virtual space construction. Our approach minimizes manual labor and reduces costs, paving the way for the creation of metaverse spaces that closely mimic real-world environments. Experimental results demonstrate the effectiveness of our deep learning applications in overcoming traditional obstacles in digital twin creation, offering high-fidelity digital replicas of indoor spaces. This advancement opens for immersive and realistic virtual content creation, showcasing the potential of deep learning in the field of virtual space construction.

Exploring the educational applicability of Metaverse-based platforms (메타버스(Metaverse) 기반 플랫폼의 교육적 활용 가능성 탐색)

  • Jeon, Jaecheon;Jung, Soon Ki
    • 한국정보교육학회:학술대회논문집
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    • 2021.08a
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    • pp.361-368
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    • 2021
  • Daily life such as society, economy, and culture is fundamentally changing due to COVID-19, and digital transformation based on information technology (IT) such as artificial intelligence, data, and cloud is accelerating. In this study, we focused on the metaverse, which is based on the interaction between the virtual world and the real world, and explored the possibility of using the metaverse-based platform for education. The metaverse-based platform was approached from the perspective of the online education ecosystem, which means that not only online teaching and learning activities but also holistic educational activities such as learning, communication, and empathy are performed within the metaverse. In this metaverse platform, learners can feel the presence of learning, and learning motivation and immersion can be promoted. In addition, it is possible to experience self-directed learning based on the autonomy of spatial movement. Although there are technical and ethical limitations to applying the metaverse platform, it would be preferable to focus more on the interaction between learners in the metaverse world rather than high expectations.

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Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

A study on comparison between 3D computer graphics cameras and actual cameras (3D컴퓨터그래픽스 가상현실 애니메이션 카메라와 실제카메라의 비교 연구 - Maya, Softimage 3D, XSI 소프트웨어와 실제 정사진과 동사진 카메라를 중심으로)

  • Kang, Chong-Jin
    • Cartoon and Animation Studies
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    • s.6
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    • pp.193-220
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    • 2002
  • The world being made by computers showing great expanses and complex and various expression provides not simply communication places but also a new civilization and a new creative world. Among these, 3D computer graphics, 3D animation and virtual reality technology wore sublimated as a new culture and a new genre of art by joining graphic design and computer engineering. In this study, I tried to make a diagnosis of possibilities, limits and differences of expression in the area of virtual reality computer graphics animation as a comparison between camera action, angle of actual still camera and film camera and virtual software for 3D computer graphics software - Maya, XSI, Softimage3D.

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Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • v.9 no.4
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.