• Title/Summary/Keyword: Virtual and augmented reality

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A study on User experience of Virtual Beauty Makeup Applications (가상 뷰티 메이크업 애플리케이션의 사용자 경험 연구)

  • Woo, Ji-Hye;Kim, Seung-In
    • Journal of Digital Convergence
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    • v.18 no.11
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    • pp.459-464
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    • 2020
  • This study is a study that analyzes the user experience of a virtual makeup application in the beauty industry where color or formulation testing is important. Recently, cases of beauty smart stores and beauty applications using AR and AI are increasing. However, since virtual makeup is different from testing a real product, it is necessary to derive needs through research from the user's side. In order to compare user preferences by using AR and AI cases, six factors based on the emotional interface model were analyzed through a questionnaire to identify items with statistically significant figures. As a result, the user felt comfortable with the virtual makeup function, but showed that it needs to be supplemented in terms of reliability. Since this study focused on the customer experience as a real user and identified the main experience factors and needs of virtual makeup through two types of comparison, it is hoped that this study will be useful as a prior study.

Case Study on AR Technology Use in the Fashion Industry: Focusing on Classification of Use Types (패션산업에서의 AR기술 활용 사례 연구: 활용 유형을 중심으로 )

  • Mi Young Son
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.81-92
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    • 2024
  • This study analyzed augmented reality (AR) technology use in the fashion industry by classifying them based on product, wearer, space, purpose, and use. In this study, 76 cases of AR technology use in the fashion industry that were analyzed in domestic and foreign portals (Google, Naver, etc.) and research articles were collected and analyzed. The study found that in AR technology cases, the dimensions of the product, wearer, and space were utilized in various ways, including real, virtual, and their combination. AR technology was used diversely and creatively in design and product development, marketing and publicity, fashion shows, try-ons, online and offline sales and distribution, etc. Through AR technology, the categories of fashion products, concept of fashion shows, try-on methods, marketing and promotional tools, and sales tools are expanded more creatively from the existing framework. For inclusive growth within the fashion industry in the future, the national government, local governments, and large corporations should develop measures in bridging the digital gap, such as the use of AR technology according to technological readiness, capital, and age.

EAR: Enhanced Augmented Reality System for Sports Entertainment Applications

  • Mahmood, Zahid;Ali, Tauseef;Muhammad, Nazeer;Bibi, Nargis;Shahzad, Imran;Azmat, Shoaib
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.12
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    • pp.6069-6091
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    • 2017
  • Augmented Reality (AR) overlays virtual information on real world data, such as displaying useful information on videos/images of a scene. This paper presents an Enhanced AR (EAR) system that displays useful statistical players' information on captured images of a sports game. We focus on the situation where the input image is degraded by strong sunlight. Proposed EAR system consists of an image enhancement technique to improve the accuracy of subsequent player and face detection. The image enhancement is followed by player and face detection, face recognition, and players' statistics display. First, an algorithm based on multi-scale retinex is proposed for image enhancement. Then, to detect players' and faces', we use adaptive boosting and Haar features for feature extraction and classification. The player face recognition algorithm uses boosted linear discriminant analysis to select features and nearest neighbor classifier for classification. The system can be adjusted to work in different types of sports where the input is an image and the desired output is display of information nearby the recognized players. Simulations are carried out on 2096 different images that contain players in diverse conditions. Proposed EAR system demonstrates the great potential of computer vision based approaches to develop AR applications.

AR monitoring technology for medical convergence (증강현실 모니터링 기술의 의료융합)

  • Lee, Kyung Sook;Lim, Wonbong;Moon, Young Lae
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.119-124
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    • 2018
  • The augmented reality(AR) technology enables to acquire various image information at the same time by combining virtual image information with the user's viewpoint. These AR technologies have been used to visualize patients' organs and tissues during surgery and diagnosis in the fields of Image-Guide Operation, Surgical Training, and Image Diagnosis by medical convergence, and provides the most effective surgical methods. In this paper, we study the technical features and application methods of each element technology for medical fusion of AR technology. In the AR technology for medical convergence, display, marker recognition and image synthesis interface technology is essential for efficient medical image. Such AR technology is considered to be a way to drastically improve current medical technology in the fields of image guide surgery, surgical education, and imaging diagnosis.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

The Development of VR based Application for Realistic Disaster Prevention Training (현실감 있는 재난재해 예방 교육을 위한 VR 기반 앱 개발)

  • Kim, Taehoon;Youn, Junhee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.287-293
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    • 2018
  • The Korean peninsula has been known as an area that is free of volcanic disasters. However, recent observations and research results of volcanoes in Far East Asia, including Baedu Mountain and Japanese volcanoes, show that the Korean peninsula is no longer a safe area from volcanic disasters. Since 2012, the Korean government has been developing an IT-based construction technology, VDRS (Volcanic Disaster Response System), for effective volcanic disaster response system. The main users of VDRS are public officers in central or local governments. However, most of them have little experience and knowledge about volcanic disasters. Therefore, it is essential to develop education contents and implement training on volcanic disaster response for effective response in a real disaster situation. In this paper, we deal with the development of a mobile application based on virtual reality (VR) for realistic volcanic disaster response training. The objectives of training are the delivery of knowledge and experience for volcanic disasters. First, VR contents were generated based on spatial information. A 3D model was constructed based on a Digital Elevation Model (DEM), and visualization models for meterological effects and various volcanic disaster diffusion effects were implemented for the VR contents. Second, the mobile application for the volcanic disaster response training was implemented. A 12-step story board is proposed for volcanic disaster experience. The application was developed with the Unity3D engine based on the proposed story board to deliver knowledge of various volcanic disasters (volcanic ash, pyroclastic flows, volcanic mudflow etc.). The results of this paper will be used for volcanic disaster response and prevention training and for more realistic training linked with augmented reality technology in the future.

Perceptions and Trends of Digital Fashion Technology - A Big Data Analysis - (빅데이터 분석을 이용한 디지털 패션 테크에 대한 인식 연구)

  • Song, Eun-young;Lim, Ho-sun
    • Fashion & Textile Research Journal
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    • v.23 no.3
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    • pp.380-389
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    • 2021
  • This study aimed to reveal the perceptions and trends of digital fashion technology through an informational approach. A big data analysis was conducted after collecting the text shown in a web environment from April 2019 to April 2021. Key words were derived through text mining analysis and network analysis, and the structure of perception of digital fashion technology was identified. Using textoms, we collected 8144 texts after data refinement, conducted a frequency of emergence and central component analysis, and visualized the results with word cloud and N-gram. The frequency of appearance also generated matrices with the top 70 words, and a structural equivalent analysis was performed. The results were presented with network visualizations and dendrograms. Fashion, digital, and technology were the most frequently mentioned topics, and the frequencies of platform, digital transformation, and start-ups were also high. Through clustering, four clusters of marketing were formed using fashion, digital technology, startups, and augmented reality/virtual reality technology. Future research on startups and smart factories with technologies based on stable platforms is needed. The results of this study contribute to increasing the fashion industry's knowledge on digital fashion technology and can be used as a foundational study for the development of research on related topics.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Industry 4.0 & Construction H&S: Comparative Perceptions

  • Beale, James;Smallwood, John
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.249-256
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    • 2020
  • Historical construction health and safety (H&S) challenges, in terms of a range of resources and issues, continue to be experienced, namely design process-related hazards are encountered on site, workers are unaware of the hazards and risks related to the construction process and its activities, activities are commenced on site without adequate hazard identification and risk assessments (HIRAs), difficulty is experienced in terms of real time monitoring of construction-related activities, workers handle heavy materials, plant, and equipment, and ultimately the experience of injuries. Given the abovementioned, and the advent of Industry 4.0, a quantitative study, which entailed the completion of a self-administered questionnaire online, was conducted among registered professional (Pr) and candidate Construction H&S Agents, to determine the potential of Industry 4.0 to contribute to resolving the challenges cited. The findings indicate that Industry 4.0 technologies such as augmented reality (AR), drone technology, virtual reality (VR), VR based H&S training, and wearable technology /sensors have the potential to resolve the cited H&S challenges as experienced in construction. Conclusions include that Industry 4.0 technologies can finally address the persistent H&S challenges experienced in construction. Recommendations include: employer associations, professional associations, and statutory councils should raise the level of awareness relative to the potential implementation of Industry 4.0 relative to H&S in construction; case studies should be documented and shared; tertiary construction management education programmes should integrate Industry 4.0 into all possible modules, especially H&S-related modules, and continuing professional development (CPD) H&S should address Industry 4.0.

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What Did Elementary School Pre-service Teachers Focus on and What Challenges Did They Face in Designing and Producing a Guided Science Inquiry Program Based on Augmented Reality? (증강현실 기반의 안내된 과학탐구 프로그램 개발에서 초등 예비교사들은 무엇에 중점을 두고, 어떤 어려움을 겪는가?)

  • Chang, Jina;Na, Jiyeon
    • Journal of Korean Elementary Science Education
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    • v.41 no.4
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    • pp.725-739
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    • 2022
  • This study aims to analyze what elementary school pre-service teachers focused on and what challenges they faced in designing and producing a guided science inquiry program based on augmented reality (AR) and to provide some implications for teachers' professionalism and teacher education. To this end, focusing on the cases of pre-service teachers who designed and created AR-based guided inquiry programs, the researchers extracted and categorized the pre-service teachers' focus and challenges from the program design and production stages. As a result, in the program design stage, the pre-service teachers tried to construct scenarios that could promote students' active inquiry process. At the same time, drawing on the unique affordances of AR, the pre-service teachers focused on creating vivid visual data in a 3D environment and making meaningful connections between virtual and real-world activities. The pre-service teachers faced challenges in making use of the advantages of AR technology and designing an inquiry program due to a lack of background knowledge about CoSpaces, a content creation program. In the program production stage, the pre-service teachers tried to make their program easy to handle to improve students' concentration on inquiry activities. In addition, challenges of programming using CoSpaces were reported. Based on these results, educational implications were discussed in terms of the pedagogical uses of AR and teachers' professionalism in adopting AR in science inquiry.