• Title/Summary/Keyword: VR 기기

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Implementation of VR User Environment for UHD TV (UHD 가상현실 사용자 환경 구현)

  • Yang, Ki-Sun;Lee, Yong-Gun;Suh, Young-Woo;Kim, Chang-Hun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.11a
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    • pp.8-10
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    • 2017
  • 지상파 UHD 방송은 시청자에게 기존 HD 방송화면보다 4배 더 선명한 영상 서비스를 제공하며, 광대역 통신망과 결합한 홈포탈(Home Portal) 서비스를 통해서 다양한 부가서비스를 지상파 방송과 함께 제공할 수 있다. 본 논문에서는 지상파 UHD TV 방송과 연계된 360도 가상현실(VR; Virtual Reality) 부가서비스 시스템과 이를 효과적으로 시청하기 위한 사용자환경을 제안한다. 방송의 ESG(Electronic Service Guide)를 통해 시청자는 VR 부가서비스임을 확인하고 스마트 단말기 또는 HMD(Head Mount Display) 등을 이용하여 마치 현장에 있는 듯한 체험을 즐길 수 있다. 제안한 부가서비스는 앱 형태로 스마트 단말기에 설치하여 실행하며 지상파 UHD TV의 ESG 정보로부터 프로그램 편성과 VR 지원여부를 확인한다. 이를 통해, 실시간 방송 뿐 아니라 VOD 형태로 제공되는 다양한 비디오 및 오디오 콘텐츠를 극장에서 보는 것과 같은 빅스크린 모드, 360도 VR 모드, 오디오 청취모드 등 다양한 시청환경에서 감상할 수 있다. 제안한 사용자 환경은 게임엔진을 기반으로 개발되어 가상의 시청 공간에서 장소를 이동하며 영상, 음향 등 미디어 콘텐츠를 감상할 수 있다. 전용컨트롤러를 이용하면 다양한 인터액티브 콘텐츠를 효과적으로 운용하여 감상할 수 있으며, 일반적으로 통용되는 VR 기기 제어 모드도 지원하여 HMD나 일반 스마트 단말기 어느 것을 이용해서도 용이하게 사용자 메뉴를 선택할 수 있다. 제안된 시스템의 시제품은 IBC 2017 및 평창 ICT 체험관을 통해 발표되었다.

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Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.01a
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    • pp.115-116
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    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

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A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

Research on Design Methods about Game Contents based on Head Mounted Device(HMD) (HMD 기반 게임 콘텐츠의 기획 방법론 제안)

  • Kim, Do Hyung;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.23-36
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    • 2016
  • The industry of virtual reality has received huge attention again after releasing the advanced Head Mounted display Devices, such as, the Oculus Rift VR, Samsung Gear VR, and PlayStation VR. However, almost VR contents studios concentrating on the only visual stimulus, before getting the diversity of genre. We found that the reasons of this phenomenon were lacking of enough time for profound studies, developments, and seeking resources. Therefore, this research suggests that the designing method about VR contents through the game resource, as a structure of story, which can handle the visual flow and the psychological commitments, to improves VR industry. Also we established the theoretical base of various VR contents planning and producing for game designers.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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Development of a web-based Virtual Reality Model on Major Components of Nuclear Power Plant using XVL (XVL 을 활용한 원전 주요기기의 웹기반 가상현실 모델 구현)

  • Seo, Jung-Ro;Go, Han-Ok;Chang, Yoon-Suk;Choi, Jae-Boong;Kim, Young-Jin;Kim, Hong-Ki;Choi, Young-Hwan
    • Proceedings of the KSME Conference
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    • 2008.11a
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    • pp.181-185
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    • 2008
  • Recently, the Virtual Reality(VR) became one of the most powerful tools in making media files. In the field of engineering, while it is increasing to use 3D CAD model in the process of design to manufacturing, the VR is not popular in comparison with media business. XVL(eXtensible Virtual Reality Markup Language) is one of XML(eXtensible Markup Language) which is a standard web media language. XVL provides the connection between 3D CAD data and virtual reality, and it can be easily published through internet for the engineering purpose. In this study, a web based VR model for major components in a nuclear power plant has been developed by using XVL and corresponding 3D CAD data. The proposed model is expected to be used in the engineering field to cooperate among experts, and also, it will provide more plausible explanation to ordinary people.

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A Study on the Usage of Digital Device Based on Digital Literacy (디지털 리터러시에 기반한 디지털 기기 활용방안 연구)

  • Go, HakNeung;Lee, Youngjun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.219-222
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    • 2019
  • 4차 산업혁명이 언급되면서 3D 프린터, 로봇, 인공지능, 빅데이터 등 신기술이 발전하고 이는 사회 구조를 변화시킬 것으로 예상된다. 이에 새로운 디지털 기기, 기술들을 이해하는 디지털 리터러시가 중요해지고 있다. 2015 OECD PISA에서 ICT 배경조사 중 한국은 접근성, 활용성 부분과 2018 국가수준 디지털 리터러시 수준 측정연구, 학생들의 디지털 기기의 인식 여부 및 활용 여부 실태조사를 바탕으로 디지털 기기 활용 공간 구성 및 디지털 기기 활용 콘텐츠를 다음과 같이 제안하였다. 먼저 구체적 조작기인 초등학생임을 고려하여 디지털 기기 위주 프로그램으로 선정하였다. 디지털 기기 활용 공간은 기반 기기로 컴퓨터(노트북), 유 무선 인터넷, 디지털 기기로 3D 프린터 및 3D 프린팅 펜, 스마트폰 기반 VR기기, AR마커, 블록코딩 기반 피지컬 컴퓨팅 교구 등을 이용해서 구성하였다. 활용하는 콘텐츠는 학생들의 인식 여부 및 수준에 맞춰 체험 위주의 프로그램과 학습, 콘텐츠 제작, 문제해결 프로그램으로 제시하였다.

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Advertisement Analysis System with Eye Tracking VR HMD(Virtual Reality Head Mounted Display (시선추적형 가상현실기기를 통한 광고분석 시스템)

  • Park, Jaeseung;Seok, Yunchan
    • Smart Media Journal
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    • v.5 no.3
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    • pp.62-66
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    • 2016
  • The recent increase in virtual reality (VR) technology around the world has been VR work in cooperation with technology from other sectors to form new trends. In the case of advertising, it is difficult to trace if VR users viewed a certain piece of advertisement because the current technology does not allow them to interact with the screen. Eye tracking technology can act as a solution to the problem of tracing advertisement views as it allows for data extraction in relation to which advertisements were viewed and for how long. The research paper suggests a method of how to track the eyes of users in VR advertising. The suggested method includes communication between a server and VR HMD (virtual reality head mounted display) as well as a screen of output from the server.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

A Study on the Elderly's User Experience by Using Virtual Reality (가상현실 기기를 활용한 고령자 사용자 경험에 관한 연구)

  • Lee, Jong-Sik;Lee, Kang-Nyeon
    • Journal of the Korea Knowledge Information Technology Society
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    • v.13 no.3
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    • pp.305-317
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    • 2018
  • This study is about the elderly people's use and experience of Virtual Reality (VR) in order to enhance their quality of life. Leisure is main activity of the elderly. As a result, the quality and diversity of leisure affects the quality of the elderly people's life. VR services including video contents could provide them with advanced and interesting experiences. Across the world, population aging becomes one of the most important problems in each society. The social and economic burden of aging is serious challenge to sustainability welfare of the world, including S. Korea. The authors used virtual reality devices to conduct experiments on 99 aged 50 to 90 (men's average age : 75 and women's average age : 70.8). Through the survey, major variants were measured such as system quality, present sense, enjoyment, intent to reuse, and awareness of advanced technology. Multiple regression analyses with the presence as a dependent variable resulted in a sense of closeness (t = 5.381, p <. 01) and a sense of clarity (t = 4.494, p <. 01). The presence of an independent variant had significant effects on pleasure (t = 4.312, p <. 01) and significant effects on the intent to reuse (t = 3.323,).Therefore, it can be interpreted that the higher the sense of existence, the more pleasure and the intent to reuse it. As a result, the possibility of using VR devices and content to enjoy leisure activities can be found in this study even if the elderly group is unfamiliar with IT devices.