• Title/Summary/Keyword: Virtual Reality Technology

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A Study on Establishing a Digital Twin Model for Automated Layout Robots (먹매김 시공 자동화 로봇의 디지털 트윈 모델 구축 방안 연구)

  • Park, Gyuseon;Lee, Dohyeon;Jang, Minho;Kim, Taehoon;Lim, Hyunsu;Cho, Kyuman
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.11a
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    • pp.155-156
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    • 2022
  • In the process of developing an industrial robot, various simulations should be conducted to evaluate the driving, movement, and performance of the robot. Space and time constraints exist to manufacture existing robots and implement various simulations, and efficiency is reduced due to high costs. To solve this problem, many simulations can be conducted by implementing the same movement and working environment as the real environment in virtual reality using digital twin technology. This study proposes a process for establishing a digital twin model of automated layout robots. Using the digital twin model, it is expected that it will not only evaluate the hardware performance of the robot in the future, but also verify the robot's algorithms such as motion planning and work process, identify and solve potential problems in advance, and prevent problems caused by software.

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Analysis of National R&D Participation Personnel for the Activation of the Virtual/Augmented Reality Industry (가상/증강현실 산업 활성화를 위한 국가R&D 참여 인력 현황 분석)

  • Eungyeong Kim
    • Annual Conference of KIPS
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    • 2023.05a
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    • pp.380-382
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    • 2023
  • VR/AR 관련 산업은 신산업 창출, 일자리 증대, 국민 생활 향상 등을 목표로 VR/AR 산업의 육성과 활성화를 위해 부처 차원에서 진행하고 있다. 국내 VR/AR 산업은 글로벌 시장과 비교 시 기술력, 산업 현장 인력 부족, 기존 산업과의 접목 등 여러 요소가 필요하다고 평가하고 있다. 본 논문에서는 VR/AR 관련 분야의 산업 활성화를 위해 최근10년 동안의 국가R&D 과제와 참여인력 정보 등을 분석하였다. 분석 결과, 참여 인력은 년도 별로 증가하지만, 특정 지역에 집중되어 있으며, 석·박사 수준의 고급 인력이 부족한 것으로 나타났다. 그리고 매년 정부의 연구비 투자가 증가하였고, 기업과 대학에서 공동 연구가 활발하게 이루어지고 있었다. 이러한 분석 정보는 정부가 추진하는 VR/AR 산업 활성화를 위해 앞으로의 정부 재정적 지원, 산학연 협력관계 구축, 실무에 적합한 전문인력 양성 등 정책결정에 활용될 수 있을 것이다.

Effective Algorithm to Control Depth Level for Performance Improvement of Sound Tracing

  • Eunjae Kim;Juwon Yun;Woonam Chung;Jae-Ho Nah;Youngsik Kim;Cheoung Ghil Kim;Woo-Chan Park
    • Journal of Web Engineering
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    • v.21 no.3
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    • pp.713-728
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    • 2022
  • Sound tracing, a 3D sound rendering technology based on ray tracing, is a very costly method for calculating sound propagation. To reduce its expense, we propose an algorithm for adjusting the depth based on frame coherence and spatial characteristics. The results of the experiment indicate that when the sound source and listener were indoors, the reflection path loss rate was 3%, the diffraction path loss rate was 15.4%, and the total frame rate increased by 6.25%. When the listener was outdoors and the sound source was indoors, the reflection path and diffraction path loss rate were 0%, and the total frame rate was increased by 33.33 compared to the conventional method. Thus, the proposed algorithm can improve rendering performance while minimizing path loss rate.

Seamless Superimposition Technique of Virtual Objects for AR System of Excavator Based on Image Processing (굴삭기 AR 시스템을 위한 이미지 프로세싱 기반 가상 이미지 중첩 기술)

  • Lee, Kanghyeok;Park, Joohwan;Kang, Hojun;Shin, Dohyoung
    • Korean Journal of Construction Engineering and Management
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    • v.18 no.2
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    • pp.21-29
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    • 2017
  • Recently, with having a great interest of the general public for the AR (Augmented Reality) technology, there have been lots of study to improve efficiency of a construction equipment with applying the AR technology to a construction equipment. The clear extrinsic calibration is essential to applying AR technology at the construction site without any error which came from superimposition between 'Real world' and 'Virtual world'. However, on the construction site, the clear extrinsic calibration is not possible, because of lack of time and budget for the specific survey, also, the huge error of the outdoor tracking system such as gyro, GPS system and so on. In this study, we do research about seamless superposition with unclear extrinsic calibration and the image process method for making AR navigator operating in the excavator. Based on this study, we figure that we can fully develop the AR navigator for the excavator. Furthermore, thereby operating AR navigator at many construction sites, we expect that the efficiency of the excavator will be improved. In addition, we can develop AR navigator for not only a excavator but all about construction equipment.

A Study on Suitability of Training Facilities and Equipment used on Seafarer's Sea Survival Training (선원 해상생존교육 실습시설 및 장비의 적정성에 관한 연구)

  • Lee, Jin-Woo;Kim, E-Wan;Lee, Chang-Hee;Lee, Young-Ho
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.23 no.5
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    • pp.473-481
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    • 2017
  • Seafarer sea survival training, such as basic safety refresher training and advanced safety refresher training, in accordance with the STCW Convention, is an indispensable program that can increase the crew survival rate during emergency situations at sea. It is important for crew members to carry out theoretical and practical training with various safety equipment in order to effectively train according to IMO model courses. Therefore, this study suggests the following measures to improve safety training facilities for seafarers by reviewing survival training requirements based on the IMO model course and comparing and analyzing related facilities based on operating cases from domestic and overseas training institutes. First, it is necessary to establish a training environment where seafarers can practice utilizing various, updated safety equipment such as marine evacuation equipment (slides, chutes, etc.). Second, it is necessary to construct an educational environment in which learners can directly or indirectly experience realistic emergency situations by installing marine environment simulation facilities with such equipment as a wave generator, rain fall device, wind generating device, etc. Third, it is also necessary to develop and expand customized training using virtual reality equipment in addition to experiential training, audiovisual training and simulation training.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Preliminary Study on the Simulation for Urban Railway Facility Performance Assessment (도시철도시설 성능평가 시뮬레이션 구현을 위한 기초 연구)

  • Kang, Goune;Jung, Insu;Kim, Jung-yeol;Seo, MyoungBae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.3
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    • pp.190-198
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    • 2020
  • For domestic urban railways, which have a 19.7% aging rate, a performance evaluation is necessary to establish capital improvement investment plans. The performance evaluation, which was recently enacted in the relevant law, points out the excessive time and effort for acquiring data and evaluation. This study developed a performance evaluation simulation prototype using a virtual reality (VR) method to use as training contents for railway performance evaluations. The practical use of the VR technique to reduce the working time under poor environment conditions was confirmed through a literature review. A survey and consultation were conducted for urban railway experts to determine the weight of the performance evaluation items and the facility breakdown structure. This information was utilized to develop performance evaluation sheets for simulation. Based on the evaluation sheet, a training content prototype that evaluates the performance of platform safety doors was developed using VR techniques with HTC VIVE equipment. VR simulation tests were conducted for six players, and the prototype was sufficiently advantageous for a visual confirmation of the facility information. The result is expected to be useful for engineers to understand the performance evaluation process efficiently before an actual performance evaluation of urban railway facilities.

VR Contents Strategy for Advertising and PR Industries: Focused on In-depth Interviews (광고, PR 산업 분야의 VR 콘텐츠 활용 가능성에 대한 탐색 : 심층인터뷰를 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.17 no.9
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    • pp.107-119
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    • 2017
  • Advertising and PR industries recently face a new challenge due to the growth of new digital content market and the change of paradigm. In the market of ICT (Information and Communication Technology) and digital contents, a stereographic content related to the technology such as VR (Virtual Reality) is one of the fast-growing fields. However, it is hard to find the clear answer for AD/PR strategies in the rapidly changing VR contents market. Therefore, this study analyzed VR industry at the macro level using in-depth interviews with eleven VR experts leading Korean VR contents industry by looking at P(Political), E(Economic), S(social), and T(Technological) of VR advertisement and PR industries. Moreover, the feasibility of VR contents in Advertising and PR industries was examined through S(Strengths), W(Weakness), O(Opportunities), and T(Threats) analysis in VR industry. Research result showed that it is necessary for vitalizing VR in AD/PR industries to promote killer contents, to solve problems of inconvenience according to users' needs, to improve awareness of customers and industries. Moreover, constant VR vitalizing policies in AD/PR should be processed as well as constructing medium-and long-term VR road-map. Thus, this study provides the direction of VR content strategy in Advertising and PR industries and the research foundation for further researches regarding future VR activation.

ICT Trend Analysis Based on Research Papers and Patents (논문 및 특허 기반의 ICT 동향 분석 연구)

  • Son, Yeonbin;Kim, Solha;Choi, Yerim
    • Journal of the Korea Convergence Society
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    • v.12 no.12
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    • pp.1-18
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    • 2021
  • ICT is the main driving force of Korea's economic growth. Korea has the world's best ICT competitiveness, and several policies are being implemented to maintain it. However, for successful policy implementation, it is crucial to understand ICT trends accurately. Therefore, this study analyzes the trends of 18 core technologies in the ICT field. In particular, the degree of scientific development and commercialization by technology are investigated through research paper analysis and patent analysis, respectively. Then, the trends shown by document type are compared based on the two analysis results. As a result, artificial intelligence and virtual reality are at the stage where commercialization is actively taking place after scientific development, and at the same time, since research is being conducted, it is expected to develop continuously. On the other hand, quantum computer and implantable device are in the basic research stage. It is necessary to understand the current research status and determine the direction of future support. The results of the ICT trend analysis conducted in this study can be used as a criterion for determining the future direction of Korean policy.