• Title/Summary/Keyword: Virtual and Augmented Reality

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Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

The Effect on the Contents of Self-Disclosure Activities using Ubiquitous Home Robots (자기노출 심리를 이용한 유비쿼터스 로봇 콘텐츠의 효과)

  • Kim, Su-Jung;Han, Jeong-Hye
    • Journal of The Korean Association of Information Education
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    • v.12 no.1
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    • pp.57-63
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    • 2008
  • This study uses the identification which is one of the critical components of psychological mechanism and enables replacing one's own self because of the needs of self-expression(disclosure) and creation. The study aims to improve educational effects using the realistic by increasing sense of the virtual reality and the attention. After the computer-based contents were developed and converted to be applied into robot, and then the contents were combined the student's photo and the avatar using automatic loading. Finally each one of the contents was applied to the students. The results of the investigation indicated that there were significant effects of the contents based on identification. In other words, the contents effect on student's attention, but not their academic achievement. The study could find the effect of the identification's application using the educational robot. We suggested that improving technical ability of the augmented virtuality as a face-detection and sensitive interaction may lead to the specific suggestions for educational effects for further research.

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Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

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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AR-based Tangible Interaction Using a Finger Fixture for Digital Handheld Products (손가락 고정구를 이용한 휴대용 전자제품의 증강현실기반 감각형 상호작용)

  • Park, Hyung-Jun;Moon, Hee-Cheol
    • Korean Journal of Computational Design and Engineering
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    • v.16 no.1
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    • pp.1-10
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    • 2011
  • In this paper, we propose an AR-based tangible interaction using a finger fixture for virtual evaluation of digital handheld products. To realize tangible interaction between a user and a product in a computer-vision based AR environment, we uses two types of tangible objects: a product-type object and a finger fixture. The product-type object is used to acquire the position and orientation of the product, and the finger fixture is used to recognize the position of a finger tip. The two objects are fabricated by RP technology and AR markers are attached to them. The finger fixture is designed to satisfy various requirements with an ultimate goal that the user holding the finger fixture in his or her index finger can create HMI events by touching specified regions (buttons or sliders) of the product-type object with the finger tip. By assessing the accuracy of the proposed interaction, we have found that it can be applied to a wide variety of digital handheld products whose button size is not less than 6 mm. After performing the design evaluation of several handheld products using the proposed AR-based tangible interaction, we received highly encouraging feedback from users since the proposed interaction is intuitive and tangible enough to provide a feeling like manipulating products with human hands.

2D Emotion Classification using Short-Time Fourier Transform of Pupil Size Variation Signals and Convolutional Neural Network (동공크기 변화신호의 STFT와 CNN을 이용한 2차원 감성분류)

  • Lee, Hee-Jae;Lee, David;Lee, Sang-Goog
    • Journal of Korea Multimedia Society
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    • v.20 no.10
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    • pp.1646-1654
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    • 2017
  • Pupil size variation can not be controlled intentionally by the user and includes various features such as the blinking frequency and the duration of a blink, so it is suitable for understanding the user's emotional state. In addition, an ocular feature based emotion classification method should be studied for virtual and augmented reality, which is expected to be applied to various fields. In this paper, we propose a novel emotion classification based on CNN with pupil size variation signals which include not only various ocular feature information but also time information. As a result, compared to previous studies using the same database, the proposed method showed improved results of 5.99% and 12.98% respectively from arousal and valence emotion classification.

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.

Design of white tandem organic light-emitting diodes for full-color microdisplay with high current efficiency and high color gamut

  • Cho, Hyunsu;Joo, Chul Woong;Choi, Sukyung;Kang, Chan-mo;Kim, Gi Heon;Shin, Jin-Wook;Kwon, Byoung-Hwa;Lee, Hyunkoo;Byun, Chun-Won;Cho, Nam Sung
    • ETRI Journal
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    • v.43 no.6
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    • pp.1093-1102
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    • 2021
  • Microdisplays based on organic light-emitting diodes (OLEDs) have a small form factor, and this can be a great advantage when applied to augmented reality and virtual reality devices. In addition, a high-resolution microdisplay of 3000 ppi or more can be achieved when applying a white OLED structure and a color filter. However, low luminance is the weakness of an OLED-based microdisplay as compared with other microdisplay technologies. By applying a tandem structure consisting of two separate emission layers, the efficiency of the OLED device is increased, and higher luminance can be achieved. The efficiency and white spectrum of the OLED device are affected by the position of the emitting layer in the tandem structure and calculated via optical simulation. Each white OLED device with optimized efficiency is fabricated according to the position of the emitting layer, and red, green, and blue spectrum and efficiency are confirmed after passing through color filters. The optimized white OLED device with color filters reaches 97.8% of the National Television Standards Committee standard.

A Study on the Characteristics of Digital Graffiti and Expression in Fashion (패션에 활용된 디지털 그라피티의 특성과 표현방법)

  • Kim, Taehee;Yoo, Youngsun
    • Journal of the Korean Society of Costume
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    • v.65 no.8
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    • pp.50-63
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    • 2015
  • The purpose of this study is to explore the potential of digital graffiti as a new creative tool in fashion through analysis of its expressive features and methods merged in fashion. The results from the analysis of fashion cases using digital graffiti may be summarized as follows. First, 'Mixing of Materials and Non-materials' matched immaterial lights and images with physical clothing materials and space, effectively expressing imaginary spheres that were not expressible with the existing materials. Second, 'Fantastic Storytelling' expressed theme such as 'Sun', 'UFO', 'Science Fiction Film', 'Fantasy Fairy Tale', and 'Universe' through lasers, lights, augmented reality and LED graffiti. Third, 'Convergence with Human and Digital Media' accentuated the active participation of spectators thereby causing human and digital media to interact with each other. Designer's ideas and unexpected responses of spectators realized various digital graffiti effects, which came across by sheer chance. Fourth, 'Utilizing of Site-Specificity' met with the best results when the digital graffiti was expressed in context of a place or location where fashion performance is taking place. Fifth, ' Playfulness by Consumer Participation' intended to induce voluntary participation from consumers by providing the fashion digital graffiti as play tools, and created new fashion digital graffiti or altered existing stereotypes, thereby invoking new visual and tactile experiences. Likewise, today's digital graffiti are emerging in various fields, and the trend of fashion-digital graffiti integration has already created interesting works.

Epoxy-based Interconnection Materials and Process Technology Trends for Semiconductor Packaging (반도체 패키징용 에폭시 기반 접합 소재 및 공정 기술 동향)

  • Eom, Y.S.;Choi, K.S.;Choi, G.M.;Jang, K.S.;Joo, J.H.;Lee, C.M.;Moon, S.H.;Moon, J.T.
    • Electronics and Telecommunications Trends
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    • v.35 no.4
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    • pp.1-10
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    • 2020
  • Since the 1960s, semiconductor packaging technology has developed into electrical joining techniques using lead frames or C4 bumps using tin-lead solder compositions based on traditional reflow processes. To meet the demands of a highly integrated semiconductor device, high reliability, high productivity, and an eco-friendly simplified process, packaging technology was required to use new materials and processes such as lead-free solder, epoxy-based non cleaning interconnection material, and laser based high-speed processes. For next generation semiconductor packaging, the study status of two epoxy-based interconnection materials such as fluxing and hybrid underfills along with a laser-assisted bonding process were introduced for fine pitch semiconductor applications. The fluxing underfill is a solvent-free and non-washing epoxy-based material, which combines the underfill role and fluxing function of the Surface Mounting Technology (SMT) process. The hybrid underfill is a mixture of the above fluxing underfill and lead-free solder powder. For low-heat-resistant substrate applications such as polyethylene terephthalate (PET) and high productivity, laser-assisted bonding technology is introduced with two epoxy-based underfill materials. Fluxing and hybrid underfills as next-generation semiconductor packaging materials along with laser-assisted bonding as a new process are expected to play an active role in next-generation large displays and Augmented Reality (AR) and Virtual Reality (VR) markets.