• Title/Summary/Keyword: VR/AR applications

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Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

Virtual Reality and Augmented Reality in Plastic Surgery: A Review

  • Kim, Youngjun;Kim, Hannah;Kim, Yong Oock
    • Archives of Plastic Surgery
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    • v.44 no.3
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    • pp.179-187
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    • 2017
  • Recently, virtual reality (VR) and augmented reality (AR) have received increasing attention, with the development of VR/AR devices such as head-mounted displays, haptic devices, and AR glasses. Medicine is considered to be one of the most effective applications of VR/AR. In this article, we describe a systematic literature review conducted to investigate the state-of-the-art VR/AR technology relevant to plastic surgery. The 35 studies that were ultimately selected were categorized into 3 representative topics: VR/AR-based preoperative planning, navigation, and training. In addition, future trends of VR/AR technology associated with plastic surgery and related fields are discussed.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

Applications of Immersive Technology Based Policing (치안 분야 몰입 기술 응용)

  • Bang, J.S.;Lee, Y.G.;Shin, I.K.;Park, W.J.
    • Electronics and Telecommunications Trends
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    • v.35 no.6
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    • pp.48-55
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    • 2020
  • Recently, the use of information and communication technology (ICT) has advanced activities in the field of policing, such as police training, crime investigation, and on-site response equipment enhancement. In this paper, we examine how to use immersion technology in the field of policing. Currently, AR/VR technology is mainly used for police education, training, and criminal investigation, and other cases of its use are rare. To use AR/VR technology in a wider range of applications, it is necessary to look at how it can be used in major police activities (e.g., patrol, investigation, and arrest activities).

Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment (VR/AR 환경의 협업 딥러닝을 적용한 맞춤형 조종사 훈련 플랫폼)

  • Kim, Hee Ju;Lee, Won Jin;Lee, Jae Dong
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1075-1087
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    • 2020
  • Aviation ICT technology is a convergence technology between aviation and electronics, and has a wide variety of applications, including navigation and education. Among them, in the field of aerial pilot training, there are many problems such as the possibility of accidents during training and the lack of coping skills for various situations. This raises the need for a simulated pilot training system similar to actual training. In this paper, pilot training data were collected in pilot training system using VR/AR to increase immersion in flight training, and Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment that can recommend effective training courses to pilots is proposed. To verify the accuracy of the recommendation, the performance of the proposed collaborative deep learning algorithm with the existing recommendation algorithm was evaluated, and the flight test score was measured based on the pilot's training data base, and the deviations of each result were compared. The proposed service platform can expect more reliable recommendation results than previous studies, and the user survey for verification showed high satisfaction.

A Study on K-POP Video Content Using Metaverse Virtual Technology

  • Yuanxue Tian;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.273-278
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    • 2024
  • The meta-universe, as an innovative medium of digital technology that integrates the virtual and real worlds, is revolutionizing the traditional K-POP industry by leveraging advanced technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and motion capture. This transformation is gradually reshaping the entire entertainment sector. As K-POP continues its global expansion, the industry is actively exploring the application of virtual technologies, presenting viewers with a more diverse range of entertainment content. This thesis reviews the development history of virtual technology in K-POP, analyzes the practical applications of VR, AR, AI, and motion capture within the industry, and examines how these technologies enhance artist-fan interactions and immersion. The study demonstrates that the incorporation of virtual technology not only overcomes the limitations of traditional entertainment modes but also provides new directions for the future development of the K-POP industry.

Augmented Reality and Virtual Reality Technology Trend for Unmanned Arial Vehicles (무인항공기를 위한 증강/가상현실 기술 동향)

  • Bang, J.S.;Lee, Y.H.;Lee, H.J.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.117-126
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    • 2017
  • With the advances of high-performance, lightweight hardware components and control software, unmanned aerial vehicles (UAVs) have expanded in terms of use, not only for military applications but also for civilian applications. To complete their task at a remote location, UAVs are generally equipped with a camera, and various sensors and types of hardware devices can be attached according to the particular task. When UAVs capture video images and transmit them into the user's interface, augmented reality (AR) and virtual reality (VR) technologies as a user interface may have advantages in controlling the UAV. In this paper, we review AR and VR applications for UAVs and discuss their future directions.

Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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The Effect of Science Class Using Smart Devices on the Perceptions and Scientific Attitude of Middle School Gifted Students (스마트 기기를 활용한 과학 수업이 중학교 영재 학생의 인식 및 과학적 태도에 미치는 영향)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.4
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    • pp.323-332
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    • 2022
  • The purpose of this study is to investigate the effects of science classes using smart devices that combine augmented reality (AR) and virtual reality (VR) on the scientific attitude of middle school gifted students. In addition, it is intended to find out the perception of science classes using these smart devices. In addition to actual experiments, a science class program that allows students to experience science experiments virtually using AR and VR was applied to 15 middle school gifted students. Before and after the application of the program, the questionnaire is to investigate the interest in scientific classes, the attitude toward science exploration, and the professional interest in science, and the recognition of classes that combine AR and VR. In addition, through in-depth interviews, the perceptions of gifted students was accurately investigated. As a result of this study, the content of science classes and instructors showed high class satisfaction, but the smart devices and applications used during the science classes showed lower class satisfaction than others. As a result of comparing and analyzing the pre-post of gifted students, interest in science class, attitude toward science inquiry, and professional interest in science increased significantly among the sub-areas of the scientific attitude test. As a result of analyzing free responses and indepth interviews, gifted students responded with the advantage that classes using smart devices that combine AR and VR can be tested quickly and safely for a short time compared to actual experiments. On the other hand, they responded with low completeness of the application and dizziness when operating virtual reality. Based on this, implications for the development of applications and instructional programs using advanced technologies that can experience realistically limited scientific experiments such as experimental preparation, class time, and risk factors were obtained.

A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality (몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구)

  • Choi, Sung Ho;Lee, Myoung Hun;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.21 no.4
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    • pp.397-408
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    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.