• Title/Summary/Keyword: Virtual Reality Contents

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Development of VR-based ship emergency response training contents (VR 기반 선박 비상 대응 교육 컨텐츠 개발)

  • Oh, Ji-Hyun;Lee, Jong-Hak;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.2
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    • pp.214-222
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    • 2022
  • Safety education for crew members is an essential education because it is directly related to life. When ship emergency response training is provided as a hands-on training rather than a sit-down training, the satisfaction of trainees and the educational effect are higher. However, for ship emergency response training to be conducted through practical training, educational conditions such as time and place are insufficient in reality. In recent years, the use of VR technology in education has been in the spotlight. Practicing through virtual reality is an educational method that other educational institutions are also aiming for because it can increase the educational effect regardless of time and place. On the other hand, in order to provide VR-based education, it is essential to develop related technologies and develop contents. In this study, VR-based content development was performed. The development scenario is about navigation and accident response plan, and it was developed for navigation in narrow waterways and limited visibility.

Analysis of Priorities of Policy Implementation Tasks for Revitalizing Virtual Reality(VR) and Augmented Reality(AR) Industries (가상현실(Virtual Reality)및 증강현실(Augmented Reality) 산업 활성화를 위한 정책추진 과제의 우선순위 분석)

  • Jung, Hyunseung;Kim, Kiyoon;Hyun, Daiwon
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.12-23
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    • 2021
  • This study organizes policy tasks currently being promoted by the government to revitalize the domestic VR and AR industries, which are evaluated to be stagnant compared to major overseas countries, and aims to derive priorities through analysis of an AHP survey for experts in the VR/AR field, and to seek countermeasures based on the analysis results. As a result of classification based on various previous studies, press releases, and policy data, it was divided into 5 major categories and 16 sub-categories: technical issues, awareness improvement, legal/institutional improvement, government support, and manpower development. As a result of the AHP analysis, in the major category, the "government support" appeared as the top priority policy task, followed by the "manpower development". In the sub-categories, "training new manpower" was the most important policy implementation task, followed by "enhancing technological competitiveness". This study is meaningful in that it selects and presents prioritized policy tasks that clearly reflect the position and perspective of the industry on the policy-making situation exposed to the limitations of time and resources, while also presenting practical improvement plans.

Study on collision processing among objects by 3D information of real objects extracted from a stereo type method in AR (가상현실에서 스테레오 타입 방식으로 추출한 실물 객체 3D 정보를 이용한 객체간 충돌처리 연구)

  • Jo, In-Kyeong;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.11 no.2
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    • pp.243-251
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    • 2010
  • In this paper, 2 devices through the input image are projected onto the output video device to extract 3D information of real objects and they are located in virtual space. All 3D objects for each inter-object interaction information and location information makes the validation process by recognizing conflict. The proposed extract 3D information of real objects and collision handling inter-object interaction in the most basic issues in augmented reality, because more than anything is a matter to be prescriptive. Therefore, the proposed system to solve this problem exists in virtual space, all objects of the user by validating the conflict between realism and immersion to show that aims to increase.

Application Case Study of Computer Simualtion on Hairdressing Industry (헤어 스타일 시뮬레이션의 적용 사례 연구)

  • Hwangbo, Yun;Ha, Kyu Soo;Chang, Gyoo Soon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.191-196
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    • 2009
  • Virtual reality has been new useful technology which have been brought our from the development of computer and computer based multimedia. Computer simulation application among the technologies of the virtual reality has spreaded into air service, motor vehicle, medical science, sports, education, even fashion industry. This study aims to look into application of computer simulation on hairdressing industry and researches 2-dimensional hairstyle computer simulation system which is started to common use nowadays and the 3-dimensional system which is under the development and furthermore investigates the usefulness of the 2D hairstyle simulation by questionnaire from its users. Statistical analysis show that 64.6% of examiners are satisfied at the results of 2D hairstyle simulation, 50.6% of them intend to recommend it to others and 63.3% of them intend to speak highly of it.

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Analysis Software based on Center of Pressure to Improve Body Balance using Smart Insole

  • Moon, Ho-Sang;Goo, Se-Jin;Byun, Sang-Kyu;Shin, Sung-Wook;Chung, Sung-Taek
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.202-208
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    • 2020
  • Body balance necessary for ordinary daily activities can be undermined by diverse causes. In this study, as a way to control such a problem, we have produced smart insole as a wearable device in the form of insole and developed analysis software evaluating body balance, which measures ground reaction force applied to each area of sole and Center of Pressure (COP). The software visualized changes in COP positions while a user was moving and average COP positions, and it is also capable of measuring the COP values in the Anterior-Posterior (AP) and Medial-Lateral (ML) areas of feet. Through gait analysis, it can analyze the time of walking, strides, speed, COP trajectory while walking, etc. In addition, we have developed training contents for body balance improvement designed in consideration of Y-Balance Test and Timed Up and Go (TUG) Test. They were established in virtual reality similar to daily living environment so that people can expect more effective training results regardless of places.

The Effects of Device on Virtual Reality based Education: Focused on Immersion, Social Consciousness, and Learning Motivation (가상현실 교육에서 디바이스의 영향: 몰입, 사회적 자의식, 학습 동기를 중심으로)

  • Choi, Sung-Ho;Won, Jong-Seo
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.487-492
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    • 2018
  • The purpose of the study is discovering the effects of different VR devices in learning. For this purpose, this study conducted experiments in HMD and Tablet PC learning environments to analyze differences in device characteristics according to technological evolution. In the experimentation, 37 test subject members were involved and Talklish program, English education service, were used as a learning content. The results showed that the learning method using HMD VR has a higher level of immersion, social consciousness, and learning motivation than Tablet PC methods.

The Content Development for Language Learning based Augmented Reality Technology (증강현실 기반 언어 학습 콘텐츠 개발)

  • Jang, Soo-Kyung;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.625-627
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    • 2018
  • 본 연구는 전 연령 및 아동을 대상으로 하는 모바일 AR(Augmented Reality, 증강현실) 기반의 스마트폰 어플리케이션을 설계 제안하고, 아동이 사용가능한 교육용 책 교구를 설명한다. 현재 시중에 출시된 어플리케이션에 대해 분석하고, 사용자의 동기유발과 집중력 향상을 목적으로 학습 구조를 도출한다. 학습의 집중을 위한 단순한 사용자 인터페이스를 설계하여, 증강현실 기술과 접목한다. 본 연구를 통해 사용자는 책이 가진 지식의 보고를 유지하며 스마트 폰을 통한 자율학습을 유지할 수 있다. 경제적 소비 감소와 스마트 폰의 활용도를 기대할 수 있다.

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A study for conceptual limitations and development of metaverse (메타버스(Metaverse)의 개념적 한계와 발전을 위한 연구)

  • Kim, Yong-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.591-593
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    • 2022
  • 메타버스는 1992년 스노크래시(Snow Crash)라는 소설에 의해 그 개념이 소개되었다. 그 이후 여러 발전 과정을 거쳐 개념이 정리되었지만, 메타버스가 본격적으로 이슈화된 것은 코로나19 팬더믹으로 인해 사람들의 생활 패턴이 오프라인에서 온라인으로 급격하게 변화하면서 부터이다. 현재 세계적인 대기업들도 메타버스에 대한 많은 투자를 하고 있으며, 수많은 메타버스 플랫폼이 출시되고 있다. 하지만, 처음에는 분명 매력적으로만 보였던 메타버스에 대해 대중들에게 점차 의문을 표하고 있다.. 메타버스의 어떠한 부분이 이러한 인식 변화를 가져왔는지 연구/분석하며, 메타버스의 개념적 한계를 극복하기 위한 방향성을 제시하고자 한다.

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Implementation of Traveling Contents for Elderly Patients using Virtual Reality and Photon Network (가상현실과 포톤 네트워크를 이용한 고령 환자용 여행체험 콘텐츠의 구현)

  • Im, Soo-Bin;Cho, Myeon-Gyun
    • Journal of Convergence for Information Technology
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    • v.8 no.6
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    • pp.123-128
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    • 2018
  • Recently, the number of elderly people residing in nursing homes has increased rapidly due to the increase in the elderly population and the introduction of long-term care insurance. These long-term care patients suffer from chronic illnesses and dementia, and thus suffer from inconveniences or lack of cognitive ability. Thus, psychological and emotional support is urgent because they are depressed away from their families. Therefore, in this paper, we aim to provide a virtual experience of overseas trips by using VR and Photon networks for elderly patients with mobility difficulties. Existing VR-based travel experience service is doing alone, but the proposed contents can enjoy the scenery together with the view of the family member as well as the conversation during the travel experience. It is expected that the elderly patients with long - term care will be able to restore their psychological stability and improve their willingness to heal and improve their quality of life from the proposed application.

CEM Contextual Data Creation and Extraction Technology based on OOK of Augmented Reality (증강현실에서 OOK 기반의 CEM 맥락 데이터 생성 및 추출 기술)

  • Lee, Hye-Mi;Ryu, Nam-Hoon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.20-30
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    • 2012
  • The biggest advantage of AR is that it allows unique experience in the real world through a virtual object. However, there is a limit in the marker techniques to do registration for the virtual object. Therefore, it is possible for a complication that only allows restrictive interaction to come up. This paper provides marker technique of the next generation which can supplement limitations of existing marker technique. Such marker is a combination of IR LED's, and is a convergence of LED VCL concepts of M2M. Environment where the user belongs to and their unique choice will be expressed into one context. Also, the context will be delivered to the system through OOK IR LED marker algorithm. Marker can be operated on the spot to change virtual objects according to the user's taste, registration can be done at the same time for several virtual objects, and control become possible.