• Title/Summary/Keyword: VR(Virtual reality)

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An Analysis of the Effect on Using Digital Exhibition of Archives (아카이브의 디지털 전시 활용효과 분석)

  • Choi, Seok-Hyun;Park, Hyun-Suk;Kim, Myoung-Hun;Jeon, Tae-Il
    • Journal of Korean Society of Archives and Records Management
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    • v.13 no.1
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    • pp.7-33
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    • 2013
  • Recently, the development of information technology (IT) continues to promote the digitalization of archives (valuable records) and has therefore, affected archiving centers. This digitalization is shown to these archiving centers by taking advantages of various digital exhibitions. This study aims to consider why it is necessary to use digital exhibitions in archiving centers. In order to examine the needs of digital exhibitions, this study focuses on some ideas and important roles in digital exhibitions and research cases of online exhibitions applied with digital technology. Consequently, this study derives some values from them. Digital exhibitions held online continuously provide the following; first, a great amount of information about the archives by using hyperlink; second, the ability to recreate the attractive contents of digitalized archives by utilizing virtual reality, which makes the users greatly interested; the third and final thing online digital exhibitions provide is the storytelling it provides, which also serves as an avenue for people to communicate with one another. These processes of communication are also reflected in the story. In addition, they can help publicize not only the archiving center, but also the local community as it promotes cultural and tourism resources.

A study on the applied Virtual Reality in the On-Line marketing of the shoes (On-Line 신발주문 반품률 제고를 위한 가상현실 적용사례)

  • Choi, Sung-Won
    • Archives of design research
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    • v.17 no.4
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    • pp.191-200
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    • 2004
  • The health of feet is connected with individual's health and affects a man's activity. Shoes need to be designed to protect feet and to absorb the impact of land. Thus, design, comfort and economical efficiency are important factors of shoes. Consumers can choose suitable shoes for their feet in off-line shopping. However, in on-line shopping, because they can not wear shoes, compare to the off-line shopping, there are many problems in internet shopping. First, consumers can get limited information of shoes because they must search information of purchase without other's help. Second, because consumers can not get important information such as design, size and a comfort of wearing, they can not make a careful decision. Above these, the solution of user-oriented internet shopping is development of new type of prototype which is accessible to user and to offer visual information through 3D virtual reality.

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Model Design and Applicability Analysis of Interactive Electronic Technical Manual for Planning Stage of Construction Projects (건설공사 기획단계 전자매뉴얼의 적용 모형 구성 및 효과 분석)

  • Kwak, Joong-Min;Kang, Leen-Seok
    • Land and Housing Review
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    • v.12 no.2
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    • pp.121-139
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    • 2021
  • Technical documents in the construction field are changing from paper documents to electronic ones. As a result, the industry witnesses a trend of using portable electronic devices in searching or retrieving necessary information such as relevant regulations. Despite the improvement in the accessibility to general technical documents, a limitation is still found in accessing the electronic documents on the regulations. We see the barrier for field engineers to enhance their technical knowledge. One of major barriers is that videos, animations, and virtual reality information to enhance the visual understanding of technical content related to regulations are not linked. It is the interactive electronic technical manual (IETM) that can address such issues. The IETM is an electronic document system that enables real-time information acquisition while operating in the form of conversations with users by linking multimedia functions to document types such as specifications and guidelines. This study establishes a model of the IETM that can be operated in the planning stage of a construction project. The study also verifies its usability with a hypothetical case study. This study aims to improve the usability of the IETM in the construction project by analyzing the application effect of the IETM using the AHP technique.

A Development of Theatre Art Major Course based on Case Studies of Media Technology-converged Performances (미디어기술 융합공연 사례분석을 통한 무대미술 전공 교과목 연구)

  • Park, Jin-Won;Kim, Ga-Eun
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.562-571
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    • 2019
  • The expansion of the performing arts market to include new genres of art that combine art and cutting-edge media technology has surpassed the limitations of traditional theatre art elements such as stage, costumes, lighting, sound, and props, allowing free expression of space-time and visual art. It is growing into a wide area with unlimited potential in the performing arts sector. In response to these changes and the demands of the time, there is an increasing demand for multi-talents who can plan and produce arts and technology-converged contents that will contribute to the development of the performing arts industry. As a result, university departments related to theatre art across the country feel that it is urgent to develop curricula that will enhance students' competency by incorporating the latest media technologies such as virtual reality, holography, and interactive motion sensors into the existing performance art visualization process. In this study, the author will examine the process of developing courses in technology-incorporated theatre art (design) through case studies of media technology-converged performances from the past 10 years. Based on the traditional concept of theatre art, the attempt to fuse stage art with media technology will be a cornerstone of attempts to foster a group of talented artists who transcend the limits of creative visual expression and creative value.

Generation of Spatial Adjacency Map and Contents File Format for Ultra Wide Viewing Service (울트라 와이드 뷰잉 서비스를 위한 공간 유사도 맵 생성 및 울트라 와이드 뷰잉 콘텐츠 저장 방법)

  • Lee, Euisang;Kang, Dongjin;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.22 no.4
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    • pp.473-483
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    • 2017
  • Since the advent of 3D and UHD contents, demand for high-quality panoramic images has been increasing. The UWV(Ultra-Wide Viewing) service uses a wider viewing angle than conventional panoramas to provide a lively experience for users and enhance their understanding of the event. In this paper, we propose a spatial adjacency map generation method and an UWV file storage format technology to provide UWV service. The spatial adjacency map measures the similarity between images and generate the position information of the images based on similarity. And the stitching time of the image can be shortened through the generated position information. Through the spatial adjacency map, we generate the large screen content quickly. The UWV file format which is based on ISOBMFF process spatial adjacency map and videos and support random access. In this paper, we design the UWV player to verify the spatial adjacency map and UWV file format and show the result of experiments.

Correlation between brain activity related ambiguity and presence on inferring from information received during virtual reality (가상현실에서 전달된 정보에 대한 추론 시 정보의 모호함의 차이에 따른 뇌 활성화와 presence 의 관계)

  • Lee, Hyeon-Rae;Ku, Jeong-Hun;Kim, Kwang-Uk;Kim, So-Young;Yoon, K.J.;Kim, In-Young;Kim, Chan-Hyung;Kim, Jae-Jin;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.815-819
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    • 2006
  • 가상현실에서 구현한 환경을 사용자가 실제처럼 느끼고 그 내용을 받아들이도록 하는 것은 중요한 목표이다. presence 는 "어떤 특정한 또는 이해할 수 있는 장소에 존재한다고 생각하는 인간의 지각" 상태를 나타낸다. 따라서 presence 는 가상환경에서 사용자가 얼마나 그 가상환경을 실제로느끼는지를 알 수 있는 중요한 파라미터 중 하나 이다. 또한 Presence 는 가상현실에서 경험하게 되는 여러가지 감각적인 정보들을 통하여 느끼는 종합적인 느낌을 반영하는 파라미터 이다. 따라서 같은 가상현실을 경험한다 할지라도 개인마다 느끼는 presence 는 차이가 있을 것이고 이러한 차이는 가상환경이 제공하는 정보의 차이에 대한 인식과 처리에 있어서도 영향을 미칠 것이다. 그러므로 이러한 차이는 관련된 뇌 영역의 활성화의 차이로 나타날 것이다. 가상현실 컨텐츠는 아바타를 통해서 정보를 전달하고 피험자가 그 내용을 바탕으로 생각해보는 내용으로 구성하였다. 아바타가 전달하는 내용은 명확하게 모든 정보를 알려주는 과제 와 중요한 정보를 생략하고 알려주는 과제 두 가지로 구성하였다. 그리고 피험자 개개인이 각각의 내용을 바탕으로 추론하는 동안 뇌 영역 활성화의 차이와 가상현실 경험 동안의 presence 점수와 관련된 뇌 영역을 알아보았다. 실험 결과 Right Lingual Gyrus (16, -95, 14), Left Lingual Gyrus (-15, -88, -16), Right Fusiform Gyrus (35, -81, -14), Right Lingual Gyrus (3, -67, 3), Left Inferior Temporal Gyrus (-43, -1, -36), Left Anterior Cingulate (0, -38, -10), Right Posterior Cingulate (2, -50, 10)에서 유의미한 상관 관계가 있었다.

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An Efficient Object Extraction Scheme for Low Depth-of-Field Images (낮은 피사계 심도 영상에서 관심 물체의 효율적인 추출 방법)

  • Park Jung-Woo;Lee Jae-Ho;Kim Chang-Ick
    • Journal of Korea Multimedia Society
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    • v.9 no.9
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    • pp.1139-1149
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    • 2006
  • This paper describes a novel and efficient algorithm, which extracts focused objects from still images with low depth-of-field (DOF). The algorithm unfolds into four modules. In the first module, a HOS map, in which the spatial distribution of the high-frequency components is represented, is obtained from an input low DOF image [1]. The second module finds OOI candidate by using characteristics of the HOS. Since it is possible to contain some holes in the region, the third module detects and fills them. In order to obtain an OOI, the last module gets rid of background pixels in the OOI candidate. The experimental results show that the proposed method is highly useful in various applications, such as image indexing for content-based retrieval from huge amounts of image database, image analysis for digital cameras, and video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing system.

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Automatic Extraction of Focused Video Object from Low Depth-of-Field Image Sequences (낮은 피사계 심도의 동영상에서 포커스 된 비디오 객체의 자동 검출)

  • Park, Jung-Woo;Kim, Chang-Ick
    • Journal of KIISE:Software and Applications
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    • v.33 no.10
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    • pp.851-861
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    • 2006
  • The paper proposes a novel unsupervised video object segmentation algorithm for image sequences with low depth-of-field (DOF), which is a popular photographic technique enabling to represent the intention of photographer by giving a clear focus only on an object-of-interest (OOI). The proposed algorithm largely consists of two modules. The first module automatically extracts OOIs from the first frame by separating sharply focused OOIs from other out-of-focused foreground or background objects. The second module tracks OOIs for the rest of the video sequence, aimed at running the system in real-time, or at least, semi-real-time. The experimental results indicate that the proposed algorithm provides an effective tool, which can be a basis of applications, such as video analysis for virtual reality, immersive video system, photo-realistic video scene generation and video indexing systems.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

A Survey Analysis of Internet of Things Security Issues and Combined Service

  • Kim, HyunHo;Lee, HoonJae;Lee, YoungSil
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.8
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    • pp.73-79
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    • 2020
  • Since the start of the 4th industrial revolution, technologies have been developed in the Internet of Things (IoT), artificial intelligence (AI), virtual reality (VR), and 5G. Compared to other technologies IoT is currently being commercialized more than other technologies where the numbers of connected things are increases every year. The IoT has a huge advantage to provide convenience and lots of information to users, but security cannot keep up with the speed of development. IoT services continue to provide services for related devices, but at present, more and more types of new services are being combined with other technologies by utilizing the services of devices. This paper reviews and analyzes research on security issues and services related to the Internet of Things to explore how security trends and service delivery will develop in the future.