• Title/Summary/Keyword: Virtual and augmented reality

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Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.261-269
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    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

Optimizing CNN Structure to Improve Accuracy of Artwork Artist Classification

  • Ji-Seon Park;So-Yeon Kim;Yeo-Chan Yoon;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.9-15
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

A Study on Reducing Cybersickness with HMD (HMD 기반에서 사이버멀미 감경에 연구)

  • Jung, A-Leum;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.959-960
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    • 2016
  • HMD(Head Mountain Display)을 이용한 가상환경 내에서 발생하는 멀미는 일상에서 느끼는 멀미와 흡사하다. 멀미는 평형감각을 담당하는 시각계와 전정계 및 체성감각계와 관련이 있으며, 그 기관계 간의 충돌로 인해 발생한다. 즉, 시각정보와 전정정보의 괴리에 의해 발생한다. 안구는 이러한 멀미감을 감소하기 위해 반사적으로 안구운동이 이루어지는데, 이것을 전정 안구 반사 라고한다. 머리가 움직이는 방향과 반대 방향으로 시야를 움직여 시야의 혼란 장애를 방지하는 운동으로, 주시 고정을 위해 시야 주변의 물체에 따라 표적을 원하는 물체에 시야를 고정시켜 안정적인 안구운동을 유지한다. 본 연구에서는 이러한 안구운동을 기반으로 안정적인 시각정보를 제공하여 사이버멀미를 줄이기 위한 콘텐츠 개발 방법론을 제시 하고자 한다.

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Design and Implement of Virtual Fitting System using Augmented Reality (증강현실(AR)을 이용한 가상 피팅 시스템의 설계 및 구현)

  • Oh, Soo-Kyeong;Oh, Jeong-Ah;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2020.11a
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    • pp.373-376
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    • 2020
  • 현대인들의 인터넷 사용률이 지속적으로 증가함에 따라 소비자들은 오프라인 매장에서 의류를 구매하기보다 인터넷 쇼핑을 통한 구매를 선호하게 되었다. 그러나 온라인 구매로 인해 정확한 스타일 확인 불가 및 확신할 수 없는 사이즈로 큰 불편함을 겪고 있다. 따라서 최근 가장 떠오르는 기술 중 하나인 AR을 실생활에 적용하여 사용자가 매장에 가지 않고 집에서도 편하게 자신의 스타일링을 확인할 수 있도록 하는 AR 피팅룸을 구현하여 솔루션을 제안하고자 한다. 본 프로젝트에서는 3D 표현을 위해 Kinect Xbox 카메라를 사용하여 사용자의 신체정보를 추출한 후 unity와의 연동을 통해 사용자에게 편리함을 제공할 수 있는 AR-fitting 시스템을 설계하였다. 선택한 옷을 가상으로 입어 볼 수 있는 쇼룸 형태의 서비스를 제공하며 제스처 인식을 통해 보다 편리한 의류 선택 및 사이즈 조절 등을 가능하게 하였다. 또한, 사용자의 입력 정보에 따른 사이즈 측정 결과를 제공함으로써 사용자의 의류 구매를 보다 효과적으로 만들어 줄 수 있을 것이다.

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Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

Design of Mixed Reality based Convergence Edutainment System using Cloud Service (클라우드 서비스를 이용한 복합현실 기반의 융합형 에듀테인먼트 시스템 설계)

  • Kim, Donghyun;Kim, Minho
    • Journal of the Korea Convergence Society
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    • v.6 no.3
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    • pp.103-109
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    • 2015
  • TOLED(Transparent, Organic Light Emitting Diodes) based edutainment system has been studied to solve the actual feeling training and educational experience problem of e-learning. However, edutainment system using TOLED has a problem for the non-detection of multi marker array and rotate marker array, and it has problem for the dissonance phenomena caused by Illumination Environment between real world and virtual object. It also has a do not provide services through a variety of devices problem. Therefore, in this paper, we designed a system that provides a realistic actual feeling edutainment contents by recognizes the marker array rotation and a plurality of marker arrangement via an improved marker detection technique. And to unify the real space and virtual space of the lighting environment through a nested block layer.

Diary Application Design Based Augmented Reality Using Tree(metaphor) (나무를 메타포로 하는 증강현실 기반 일상다이어리 어플리케이션 기획 및 설계)

  • Kim, Yoo-bin;Roh, Jong-hee;Lee, Ye-Won;Lee, Hyo-Jeong;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.201-204
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    • 2017
  • People live in their everyday life busy with studies, part-time jobs, and searching for an ideal job. In their busy routine, they try to find time for themselves and expose their emotions through diverse social network services(SNS). We made a service that we can plant a virtual tree in places we daily visit and go by. You can keep note on the virtual tree and look through the past records. It is a reality based mobile application service that can be used like a diary.In this project we chose the tree as the metaphor and tried to express time passing in a specific place. As our memory is a part of our daily life, we emphasized the meaning of space important.

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Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.57-66
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    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

Fingertip Detection through Atrous Convolution and Grad-CAM (Atrous Convolution과 Grad-CAM을 통한 손 끝 탐지)

  • Noh, Dae-Cheol;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.25 no.5
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    • pp.11-20
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    • 2019
  • With the development of deep learning technology, research is being actively carried out on user-friendly interfaces that are suitable for use in virtual reality or augmented reality applications. To support the interface using the user's hands, this paper proposes a deep learning-based fingertip detection method to enable the tracking of fingertip coordinates to select virtual objects, or to write or draw in the air. After cutting the approximate part of the corresponding fingertip object from the input image with the Grad-CAM, and perform the convolution neural network with Atrous Convolution for the cut image to detect fingertip location. This method is simpler and easier to implement than existing object detection algorithms without requiring a pre-processing for annotating objects. To verify this method we implemented an air writing application and showed that the recognition rate of 81% and the speed of 76 ms were able to write smoothly without delay in the air, making it possible to utilize the application in real time.

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
    • Proceedings of the Korea Information Processing Society Conference
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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.