• Title/Summary/Keyword: Virtual and augmented reality

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몰입형 미디어 포맷 표준화 동향

  • Lee, Jang-Won
    • Broadcasting and Media Magazine
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    • v.23 no.4
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    • pp.31-40
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    • 2018
  • VR(Virtual Reality), AR(Augmented Reality) 컨텐츠의 획득과 소비가 가능한 사용자 디바이스들이 널리 보급되고 있는 가운데, MPEG(Moving Picture Experts Group)에서는 몰입형(immersive) 미디어의 압축과 포맷, 전송에 대한 표준 제정 작업이 활발히 진행 중이다. 본 논문에서는 몰입형 미디어 표준 프로젝트인 MPEG-I와 그 부속 표준의 하나이며 전 방향 미디어 포맷에 대한 표준인 OMAF 표준의 기술 전반과 표준 동향에 대해 소개하고자 한다.

iBeacon Sinals Utilizing Techniques for the Moving Object and Collision Detection in VR Environment (VR 환경에서의 객체의 이동 및 충돌 감지를 위한 iBeacon 신호의 활용 기법)

  • Yoon, Chang-Pyo;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.333-334
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    • 2016
  • Recently, with the development of technology for the virtual reality services, the virtual reality technology has been to use various application services. However, because it is difficult to secure a non-Augmented Reality Virtual Reality in this case it has a vision problem that can be fixed in a service only, not removable. In this paper, we propose a technique of application iBeacon signal by applying the technology of the indoor location-based service using a virtual reality system described in iBeacon ensure the mobility in a virtual space, and can detect the collisions with other moving objects.

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A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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A Prototype of Flex Sensor Based Data Gloves to Track the Movements of Fingers

  • Bang, Junseung;You, Jinho;Lee, Youngho
    • Smart Media Journal
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    • v.8 no.4
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    • pp.53-57
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    • 2019
  • In this paper, we propose a flex sensor-based data glove to track the movements of human fingers for virtual reality education. By putting flex sensors and utilizing an accelerometer, this data glove allows people to enjoy applications for virtual reality (VR) or augmented reality (AR). With the maximum and minimum values of the flex sensor at each finger joint, it determines an angle corresponding to the bending value of the flex sensor. It tracks the movements of fingers and hand gestures with respect to the angle values at finger joints. In order to prove the effectiveness of the proposed data glove, we implemented a VR classroom application.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.557-558
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    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

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Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.

Development of Pre-construction Verification System using AR-based Drawings Object (도면증강 객체기반의 건설공사 사전 시공검증시스템 개발 연구)

  • Kim, Hyeonsung;Kang, Leenseok
    • Land and Housing Review
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    • v.11 no.3
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    • pp.93-101
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    • 2020
  • Recently, as a BIM-based construction simulation system, 4D CAD tools using virtual reality (VR) objects are being applied in construction project. In such a system, since the expression of the object is based on VR image, it has a sense of separation from the real environment, thus limiting the use of field engineers. For this reason, there are increasing cases of applying augmented reality (AR) technology to reduce the sense of separation from the field and express realistic VR objects. This study attempts to develop a methodology and BIM module for the pre-construction verification system using AR technology to increase the practical utility of VR-based BIM objects. To this end, authors develop an AR-based drawing verification function and drawing object-based 4D model augmentation function that can increase the practical utility of 2D drawings, and verify the applicability of the system by performing case analysis. Since VR object-based image has a problem of low realism to field engineers, the linking technology between AR object and 4D model is expected to contribute to the expansion of the use of 4D CADsystem in the construction project.

A Study on the Development of Government Emergency Preparedness Policy Priority Elicitation (정부 비상대비정책 우선순위 도출에 관한 연구)

  • Choi, Won Sang;Shin, Jin
    • Convergence Security Journal
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    • v.20 no.2
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    • pp.91-99
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    • 2020
  • The purpose of this study is to present the application of Information and Communication Technology(ICT) during the 4th Industrial Revolution for the efficient implementation of government emergency preparedness policies. Brainstorming by experts categorized the government's emergency preparedness policies into 4 types and 12 detailed tasks. Classification results were used by AHP(Analytic Hierarchy Process) to analyze relative importance and priorities. The AHP survey found that strengthening crisis management responsiveness was the most important detailed task. Artificial Intelligence(AI), Internet of Things(IoT), Unmanned Autonomy System, Virtual Reality(VR), and Augmented Reality(AR) were presented as major information and communication technology(ICT) for the efficient execution of detailed tasks.

Implementation of AR based Assembly System for Car C/pad Assembly (차체 C/Pad 조립을 위한 증강현실 기반의 조립시스템 구현)

  • Park, Hong-Seok;Choi, Hung-Won;Park, Jin-Woo
    • Journal of the Korean Society for Precision Engineering
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    • v.25 no.8
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    • pp.37-44
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    • 2008
  • Nowadays, the increasing global competition forces manufacturer to reduce the cost and time for implementation of manufacturing system. The AR(augmented reality) technology as a new human-machine interface introduces a noteworthy perspective for a new manufacturing system design. Using AR technology, a physically existing production environment can be superimposed with virtual planning objects. Therefore, the planning tasks can be validated without modeling the surrounding environment of the production domain during short process planning time. In this paper, we introduce the construction of AR browser and determine the optimal environment parameters for field application of AR system through lots of tests. And, many methods such as multi-marker coordinate system, division of virtual objects and so on, are proposed in order to solve the problems suggested from initial field test. Based on these tests and results, the test-bed of C/Pad assembly system is configured and robot program for C/Pad assembly is generated based on AR system.

Novel Hybrid Content Synchronization Scheme for Augmented Broadcasting Services

  • Kim, Soonchoul;Choi, Bumsuk;Jeong, Youngho;Hong, Jinwoo;Kim, Kyuheon
    • ETRI Journal
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    • v.36 no.5
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    • pp.791-798
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    • 2014
  • As a new hybrid broadcasting service, augmented broadcasting shows enhanced broadcasting content on a large TV screen, while augmented reality (AR) on a mobile device augments additional graphical content onto an input image from the device's own camera to provide useful and convenient information for users. A one-sided broadcasting service using AR has already been attempted in virtual advertisements during sport broadcasts. However, because its augmentation is preprocessed before the video image is transmitted, the viewer at home may have no influence on this formation; and no interaction for the user is possible unless the viewer has a direct connection to the content provider. Augmented broadcasting technology enables viewers to watch mixed broadcasting content only when they want such service and to watch original broadcasting content when they do not. To realize an augmented broadcasting service, the most important issue is to resolve the hybrid content synchronization over heterogeneous broadcast and broadband networks. This paper proposes a novel hybrid content synchronization scheme for an augmented broadcasting service and presents its implementation and results in a terrestrial DTV environment.