• Title/Summary/Keyword: Virtual Reality Technology

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Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

CG Tool for Validating Acquisition and Generation Technology of VR Video (실사 VR영상 획득 및 생성 기술 검증용 CG툴)

  • Jeong, Jun Young;Yun, Kugjin;Cheong, Won-sik;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.229-230
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    • 2019
  • 실사 기반의 VR (Virtual Reality) 영상을 생성하기 위해서는 카메라 리그 (rig) 설계 기술, 스티칭(stitching) 기술, 3 차원 공간 정보 추정 기술 등 여러 기술이 필요하다. 이러한 기술에 대한 연구를 진행하려면 카메라 위치, 피사체 거리, 조명 정도 등 다양한 요소를 고려한 수 많은 실험을 수행해야 하는데, 실사 조건에서 이를 직접 수행하려면 상당한 시간과 노력이 소요된다. 따라서 원하는 실험 조건을 쉽게 구성할 수 있는 컴퓨터 그래픽스 (CG: Computer Graphics) 환경 상에서 먼저 실험을 진행한 이후 실사로 확장하는 것이 더욱 효율적인 접근법이 될 것이다. 본 논문에서는 VR 영상의 생성에 요구되는 다양한 기술을 연구할 때 활용할 수 있는 CG 기반의 툴을 소개하고자 한다.

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Standardization Trend of 3DoF+ Video for Immersive Media (이머시브미디어를 3DoF+ 비디오 부호화 표준 동향)

  • Lee, G.S.;Jeong, J.Y.;Shin, H.C.;Seo, J.I.
    • Electronics and Telecommunications Trends
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    • v.34 no.6
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    • pp.156-163
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    • 2019
  • As a primitive immersive video technology, a three degrees of freedom (3DoF) $360^{\circ}$ video can currently render viewport images that are dependent on the rotational movements of the viewer. However, rendering a flat $360^{\circ}$ video, that is supporting head rotations only, may generate visual discomfort especially when objects close to the viewer are rendered. 3DoF+ enables head movements for a seated person adding horizontal, vertical, and depth translations. The 3DoF+ $360^{\circ}$ video is positioned between 3DoF and six degrees of freedom, which can realize the motion parallax with relatively simple virtual reality software in head-mounted displays. This article introduces the standardization trends for the 3DoF+ video in the MPEG-I visual group.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Developing and Applying Usability Testing Instrument to Improve the VR-based Mobile Application for Maker Education (VR 기반 메이커 교육용 모바일 앱 개선을 위한 사용성 평가 도구 개발 및 적용)

  • Park, Taejung;Cha, Hyunjin
    • Journal of Information Technology Services
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    • v.21 no.2
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    • pp.127-143
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    • 2022
  • In this study, a usability evaluation tool was developed for "ICANDUINO", a VR-based mobile application for maker education, and usability evaluation was conducted with a heuristic survey method for experts. The usability evaluation tool was derived through literature review and validated by two experts. It consisted of seven domains (effectiveness, efficiency, satisfaction, learnability, memorability, error, and cognitive load) and twenty-five sub-items. As a result of the usability evaluation conducted for six experts, it received the highest score in the domain of efficiency and the lowest score in the domain of error. The improvements of ICANDUINO were derived by analyzing the qualitative opinions of experts in each of the four stages (training, coding, tinkering, and testing) of making. the results of this study can be used as a guideline when evaluating the usability of a mobile app for education.

A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

Fairy tale experience system using VR (가상현실 기술을 활용한 동화 체험 시스템)

  • Yoo, Sangwook;Kim, Suhyeon;Kim, Jonghyun;Hwang, Chanho;Choi, Hyosub
    • Annual Conference of KIPS
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    • 2020.11a
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    • pp.482-485
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    • 2020
  • 최근 물리적 언택트(Untact)와 사회적 온택트(Ontact)를 이끄는 기술에 대한 관심이 커지면서 가상현실(VR:Virtual Reality) 기술을 활용한 교육이 주목받고 있다. 이와 더불어 교육 환경이 경험과 체험 위주의 맞춤형 교육으로 급격히 변화함에 따라 사용자 요구를 만족시킬 콘텐츠는 부족한 실태이다. 따라서, 본 논문에서는 효과적인 독서교육을 위해 종이책과 전자책을 비교 설명하며 가상현실 기술을 활용한 동화 체험 시스템을 제안하였다. 사용자 얼굴 3D 텍스처 모델링과 멀티플레이어를 통해 비대면 실감형 콘텐츠와 공공데이터를 활용하여 동화선택 기능을 구현하였다. 이처럼 교육적인 관점에서 스스로 선택한 동화를 함께 체험하고 인지한다는 점에서 효과적이다.

Virtual Reality Contents For Eye-Hand Coordination Training (눈-손 협응력 훈련을 위한 가상현실 콘텐츠)

  • Yeom, Young-Ah;Kim, Ju-Young;Park, Jung-Min
    • Annual Conference of KIPS
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    • 2021.05a
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    • pp.548-550
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    • 2021
  • 눈-손 협응력은 시각정보를 손의 운동 정보에 적용시키는 뇌의 능력으로 일상생활을 하거나 복잡한 운동 기술을 발휘하는데 필수적인 기능이다. 본 논문은 눈-손 협응 능력이 발달하는 과정에 있는 아동을 대상으로 게임을 통해 눈-손 협응력 훈련을 진행할 수 있는 가상현실 콘텐츠를 제작하였다. 제작된 가상현실 콘텐츠는 눈과 손 인터페이스를 통해 가상현실의 물체와 상호작용하도록 요구함으로써 게임형식으로 과제를 제공한다.

Review of Metaverse Technology (메타버스 기술에 대한 소고)

  • Jung, Sanghun;Lee, Seongok;Jeon, Sungwoo;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.341-344
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    • 2021
  • Metaverse is a field that is growing explosively along with the COVID-19 pandemic. However, it can be seen from several cases that the existing concept of Mebatus is not misunderstood or that a new one has not appeared. It is hoped that an approach similar to this article will be helpful in the metavassus era to be developed in the future.

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Grasp method for human and robotic hand in virtual reality (가상 현실 환경에서 사람과 로봇 손 파지 방법)

  • Suh, Kyung-Duk;Park, Jung-Min
    • Annual Conference of KIPS
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    • 2022.05a
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    • pp.680-683
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    • 2022
  • 본 논문은 가상 환경에서 사용자 및 로봇이 손을 이용하여 직관적으로 가상 물체와 상호작용하도록 하는 파지 방법을 제안한다. 제안한 방법은 사람 손과 로봇 손의 구조적인 차이를 고려하여 사람과 로봇에게 범용적으로 적용할 수 있도록 물리적 상호작용이 가능한 입자를 가상 손에 붙이고, 이를 이용하여 가상 물체를 파지하는 방법이다. 제안한 파지 방법을 사람과 로봇에 적용하여 실험한 결과, 임의의 다양한 물체를 직관적으로 파지할 수 있었고 높은 성공률을 보였다.