• Title/Summary/Keyword: Virtual Reality Technology

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360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.

A Study On the Narrative of VR Disaster and Safety Education Introduced by Disaster Film Narrative (가상현실(VR) 재난안전교육에서 재난영화 내러티브 도입 연구)

  • Kang, Nae Young
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.561-568
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    • 2022
  • The purpose of this study is to explore the narrative of VR disaster and safety Education introduced by disaster film narrative. VR(Virtual Reality) is be suitable technology for disaster and safety Education due to media characteristics as 'immersion', 'presence', 'interactivity', 'pleasure'. Disaster film narrative is able to be worth VR disaster and safety education as a variety of stories and educational effect. For this study, examine a theoretical study and a visiting research of 'Busan 119 Safety & Experience Center'. This study concludes that Firstly need to introduce catharsis effect, Secondly, build 'interactive narratives' that ensure active participation of users, Thirdly, introduce an 'adventure game' narrative element, Fourthly, introduce a hero-shaped narrative in which the user becomes a one-man hero, And lastly, need education as use user's multiple access and group experience learning. Therefore, This thesis is of academic value in that it suggest a desirable new direction of narrative in VR disaster and safety education.

Digital Healthcare and Main Issues (디지털 헬스케어와 주요이슈)

  • Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.560-563
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    • 2016
  • The changes in the medical and healthcare are started from the digital technology. The new field of digital healthcare has started fused with existing healthcare, medical technology, and digital technology. It can increase the service effect and reduce healthcare costs by applying ICT skills such as ICBM(Internet of Things, Cloud, Big data and Mobile), artificial intelligence, robotics, virtual, augmented reality, and wearable devices to healthcare services including healthcare, disease management. Recently there has been grafted an artificial intelligence technologies such as AlphaGo of Google and Watson of IBM onto the healthcare area. In this study, we analyze the main technology, ecosystem, platforms for digital healthcare, and lastly future changes in health care services and issues of digital healthcare.

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Direct Geo-referencing for Laser Mapping System

  • Kim, Seong-Baek;Lee, Seung-yong;Kim, Min-Soo
    • Proceedings of the KSRS Conference
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    • 2002.10a
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    • pp.423-427
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    • 2002
  • Contrary to the traditional text-based information, 4S(GIS,GNSS,SIIS,ITS) information can contribute to the citizen's welfare in upcoming era. Recently, GSIS(Geo-Spatial Information System) has been applied and stressed out in various fields. As analyzed the data from GSIS arena, the position information of objects and targets is crucial and critical. Therefore, several methods of getting and knowing position are proposed and developed. From this perspective, Position collection and processing are the heart of 4S technology. We develop 4S-Van that enables real-time acquisition of position and attribute information and accurate image data in remote site. In this study, the configuration of 4S-Van equipped with GPS, INS, CCD and eye-safe laser scanner is shown and the merits of DGPS/INS integration approach for geo-referencing is briefly discussed. The algorithm of DGPS/INS integration fur determination of six parameters of motion is eccential in the 4S-Van to avoid or simplify the complicated computation such as photogrammetric triangulation. 4S-Van has the application of Laser-Mobile Mapping System for three-dimensional data acquisition that merges the texture information from CCD camera. The technique is also applied in the fields of virtual reality, car navigation, computer games, planning and management, city transportation, mobile communication, etc.

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Development of Head Mounted Display Interface System for Controlling Wireless Capsule Endoscope (무선 캡슐내시경 조종을 위한 머리부착형 디스플레이 인터페이스 시스템의 개발)

  • Young-Eun, Hwang;Young-Don, Son
    • Journal of Biomedical Engineering Research
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    • v.43 no.6
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    • pp.417-423
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    • 2022
  • The present study proposed a new interface system for capsule endoscopy by using head mounted display (HMD) device, which can control the orientation of the capsule endoscope with electromagnetic actuator (EMA) system. The orientation information of the HMD user was detected by the gyroscope sensor built into the device and then calculated to as an angle increment using Unity Engine compiler. The measured angle changes from the HMD were converted to the current values of the corresponding coils to be changed in the EMA system. Two experiments were designed to measure the accuracy and the intuitiveness of the HMD interface system. In the angle accuracy measurement, the capsule endoscope driven by HMD interface system showed the averaged errors of 0.68 degrees horizontally and 1.001 degrees vertically for given test angles. In the intuitiveness measurement, HMD interface system showed 1.33 times faster manipulation speed rather than the joystick interface system. In this respect, the HMD interface system for capsule endoscopy was expected to improve the overall diagnostic environment while maintaining comfort of patients and clinicians.

A Study on the Integrated Interface for Visualizing Rotor Dynamics Data on VR Environments (가상현실 환경에서의 로터 동역학 데이터 가시화를 위한 통합 인터페이스)

  • Hur, YoungJu;Kim, MinAh;Lee, JoongYoun;Koo, GeeBum
    • Annual Conference of KIPS
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    • 2009.11a
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    • pp.389-390
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    • 2009
  • 컴퓨터에서 생성된 시뮬레이션의 결과는 컴퓨터 그래픽스 기술을 이용한 일련의 가시화 과정을 거쳐서 인간이 해석하기 쉬운 형태로 변형되게 된다. 최근에는 고성능 컴퓨터(HPC: High Performance Computer)의 발달로 인해 데이터의 크기가 점점 더 증가하는 추세에 있으며, 이런 복잡한 데이터를 해석하는 데는 클러스터 시스템을 이용한 고해상도의 디스플레이 장치가 필요하다. 하지만 이런 디스플레이 장치에서 사용자 인터페이스를 제공하는 방법은 VR(Virtual Reality, 가상현실) 환경을 활용하는 것이 거의 유일한 해결책이다. 하지만 현재 VR 환경에서 시뮬레이션 데이터 해석에 필요한 적절한 사용자 인터페이스를 제공하는 툴은 존재하지 않는다. 이에, 본 논문에서는 시뮬레이터 데이터, 특히 로터 동역학 분야의 시뮬레이션 데이터를 VR 환경에서 가시화하는 GLOVE 프레임워크의 통합 인터페이스를 소개한다. 이 인터페이스는 VR 환경에서 시뮬레이션 데이터를 실시간으로 상호작용을 통해 분석하는 데 필요한 기반 환경을 제공한다.

Elementary Teachers' Perception on Student Competencies, Teacher Role, and Instruction in the Forthcoming Educational Environmental Change

  • KO, Yujung;HAN, Insook;KWON, Hoilym;SHIN, Won Sug
    • Educational Technology International
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    • v.20 no.1
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    • pp.109-135
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    • 2019
  • Rapid development of educational technology requires fundamental changes not only in the form of instruction and role of teachers in school education but also in the competency development of students. Specifically, the emergence of new technologies such as makerspace, virtual reality (VR), and robotics has made it more challenging for teachers and students in the 21st century. However, even with the argument for the changes, less has been discussed about how much in-service teachers are aware of and how they are preparing for such changes. Therefore, this study intends to explore what would be required to students and teachers, and for instructional changes with more technologies available through the lens of elementary school teachers. The study results suggest, similar to previous studies, in-service elementary teachers recognize that student competencies such as creativity, collaboration, communication, and problem-solving skills are important. They also perceived that teacher change in role and attitude, and for instructional method and classroom culture are crucial as catalysts of change. Unique and interesting finding from this study is about the importance of nurturing digital citizenship in technology-infused learning environment. The digital citizenship has been less highlighted in the past, but this study revealed it should be treated as a priority.

Neuromorphic Sensory Cognition-Focused on Touch and Smell (뉴로모픽 감각 인지 기술 동향 - 촉각, 후각을 중심으로)

  • K.-H. Park;H.-K. Lee;Y. Kang;D. Kim;J.W. Lim;C.H. Je;J. Yun;J.-Y. Kim;S.Q. Lee
    • Electronics and Telecommunications Trends
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    • v.38 no.6
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    • pp.62-74
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    • 2023
  • In response to diverse external stimuli, sensory receptors generate spiking nerve signals. These generated signals are transmitted to the brain along the neural pathway to advance to the stage of recognition or perception, and then they reach the area of discrimination or judgment for remembering, assessing, and processing incoming information. We review research trends in neuromorphic sensory perception technology inspired by biological sensory perception functions. Among the various senses, we consider sensory nerve decoding technology based on sensory nerve pathways focusing on touch and smell, neuromorphic synapse elements that mimic biological neurons and synapses, and neuromorphic processors. Neuromorphic sensory devices, neuromorphic synapses, and artificial sensory memory devices that integrate storage components are being actively studied. However, various problems remain to be solved, such as learning methods to implement cognitive functions beyond simple detection. Considering applications such as virtual reality, medical welfare, neuroscience, and cranial nerve interfaces, neuromorphic sensory recognition technology is expected to be actively developed based on new technologies, including combinatorial neurocognitive cell technology.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Microfiber-based Textile Pressure Sensor with High Sensitivity and Skin-breathability (높은 민감도 및 우수한 피부 통기성을 가진 마이크로 섬유 기반의 직물형 유연 압력 센서)

  • Kangto Han;Jang-hee Choi;Jeongwoo Lim;Hyeyoung Gong;Geun Yeol Bae
    • Textile Coloration and Finishing
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    • v.35 no.3
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    • pp.179-187
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    • 2023
  • In this study, we developed a microfiber-based flexible pressure sensor with high sensitivity and excellent skin breathability. A nonwoven fabric composed of microfibers was prepared by electrospinning, which resulted in excellent moisture permeability of the sensor (143 g∙m-2∙h-1). In particular, high-pressure sensitivity (0.36 kPa-1) was achieved by introducing submicron structures on the microfiber surface by controlling the ambient humidity during electrospinning. The fabrication technology of the microfiber-based flexible pressure sensors reported in this study is expected to contribute to the commercialization of flexible pressure sensors applicable to long-term wearable health monitoring as well as virtual/augmented reality and electronic skin applications.