• 제목/요약/키워드: a Sense of reality

검색결과 451건 처리시간 0.026초

5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술 (Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions)

  • 한정수
    • 한국융합학회논문지
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    • 제7권1호
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    • pp.25-30
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    • 2016
  • 가상현실의 기술에 있어서는 미국을 필두로 한 독식형 시장 그리고 유니버셜 등의 가상현실 아이템들이 증가하고 있는 추세이다. 다인칭의 사용자가 시각, 촉각, 청각, 운동감 등 온 몸으로 직접 체험을 하며 콘텐츠에 깊게 빠져들어 즐길 수 있는 새로운 형태의 콘텐츠 플랫폼을 개발해야 하며 관람객이 수동적으로 콘텐츠를 즐기는 것이 아니라 능동적으로 콘텐츠에 직접 참여하여 몰입도를 극대화 시킬 수 있는 콘텐츠 개발을 해야 한다. 이를 위해 $360^{\circ}$서클비전, 입체영상, 인터렉션, 시뮬레이터, 환경 Effect 등의 모든 요소가 혼합된 새로운 형태의 5D 가상현실 어트렉션 콘텐츠의 개발이 필요하며 이를 위한 색상 및 밝기 보정 기술 방법들을 제안하고자 한다.

영유아 기초 미술 교육을 위한 증강현실로 익히는 드로잉 시스템 (Augmented Reality Based Drawing Learning System for Toddler's Art Education)

  • 서영상;오연재;김응곤
    • 한국전자통신학회논문지
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    • 제11권5호
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    • pp.505-510
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    • 2016
  • 최근 기술의 발달로 증강현실에 대한 관심은 급속히 증가하고 있다. 증강현실은 학습자의 시각, 청각, 촉각 등을 활용하여 다양한 만족감을 주고 있으며, 학습자에게 몰입감과 흥미감을 증진시킨다. 본 논문에서는 증강현실을 활용하여 영유아 기초 미술 교육을 위한 드로잉 시스템을 제안한다. 이것은 영유아들에게 그림을 쉽게 접하고 쉽게 그릴 수 있도록 도와줌으로써 몰입감, 성취감, 흥미감을 줌과 동시에 적은 비용으로 효과적인 미술지도학습을 할 수 있다.

머리움직임이 입체음향 시스템의 머리전달함수에 미치는 영향: 구 머리전달함수의 민감도해석 (The effect of head movement on HRTF in 3D sound system: Sensitivity analysis on Sphere HRTF)

  • 김선민;박영진
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 2002년도 춘계학술대회논문집
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    • pp.353-358
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    • 2002
  • Human's vision is mostly confined to the area in the front and we, humans heavily depend on the sense of hearing to gather information in areas out of our sight. Thus, the virtual reality system consisting of the 3D sound effect gives the user a much better sense of reality than the system without the sound effect. Virtual 3D sound technology has mainly been researched with binaural system. The conventional binaural sound systems reproduce the desired sound at two arbitrary points using two channels in 3-D space. Head movement of listener might be change the nominal acoustic transfer function and deteriorate the performance of 3D sound system based on loudspeakers that needs a crosstalk canceller. In this paper, low kinds of sensitivity functions of sphere HRTF are derived to investigate the effect of head movement on HRTF in 3D sound system. Changes of HRTF caused by rotational and translational motion of head are obtained as we calculate the derivatives of HRTF with respect to angle and distance.

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Survey of Shoes Wearing Reality and Old Males Foot Types

  • Shim, Boo-Ja;Yoo, Hyun
    • 패션비즈니스
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    • 제11권3호
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    • pp.1-14
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    • 2007
  • This research to reveal the foot types of old males consisted of two parts. First, a questionnaire was given for 180 old men in their 60s and above who live in Busan. Second, based on this survey on the reality of shoes wearing, direct and indirect measurement were held for 200 old gentlemen. The findings are as follows: 1. Survey Results of Shoes Wearing Reality In the investigation into the reality of shoes possession and wearing, most of old males favored active casual shoes with comfortable materials (40.8%). Hardened skin (23.6%) was the greatest in foot deformation and side effects resulting from shoes wearing, while the big toe (20.1%) was most uncomfortable. The greatest requirement for comfortable shoes was shoes making feet comfortable with a good sense of wear (41.0%), followed by shoes with the soft sole to absorb shock (31.7%), shoes with diverse sizes according to shoes width (13.7%), and shoes made of soft materials in consideration of various foot shapes. 2. Results of Foot Measurement Experiments Busan's males in their 60s and above were 166.31cm (Height), 63.51kg (weight), 23.94cm (foot length), 9.75cm (foot width), and 24.26cm (instep girth). The big toe angle of old males was $11.22^{\circ}$ and the little toe angle $14.70^{\circ}$. Four foot types were classified: 1 (long big foot), 2 (small inside-developed foot), 3 (toe-tip-gathered foot), and 4 (thin flat foot).

발달장애인을 위한 혼합현실 기반 상황훈련 시스템 (Mixed-Reality Based Situation Training System for the Developmental Disabled)

  • 김성진;김태영;임철수
    • 한국컴퓨터그래픽스학회논문지
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    • 제14권2호
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    • pp.1-8
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    • 2008
  • 본 논문은 사용자가 카메라와 트래커가 부착된 HMD를 착용하고, 햅틱 장비를 사용하여 혼합현실 환경 상에서 기계적 상황훈련을 수행하는 시스템에 대하여 설명한다. 본 시스템은 발달장애인들의 시지각 협응능력 향상을 위해 도출된 기계적 상황훈련에 대한 시나리오를 기반으로 한다. 사용자는 HMD를 통해 보여 지는 가상의 핀을 햅틱으로 제어하여 작업판에 꽃는 상황훈련을 수행하고, 시스템은 FSM(Finite State Machine)기반으로 사용자의 행동에 맞는 피드백을 전달한다. 또한, 상황훈련에 대한 현실감을 높여 훈련 효과를 증대시키기 위해 가상 환경에 실제 사용자의 손을 삽입하고, 햅틱을 통해 촉감을 전달한다.

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증강현실을 활용한 모바일 위치기반 응용서비스 앱 개발 (Development of Mobile Location Based Service App Using Augmented Reality)

  • 김재필;이동철
    • 한국정보통신학회논문지
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    • 제18권6호
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    • pp.1481-1487
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    • 2014
  • 본 논문에서는 스마트폰의 대중화로 인하여, 증강현실 기술 적용에 적합한 스마트폰용 위치기반 어플리케이션으로 골프정보시스템을 개발하였다. 골프는 목적지나 장애물까지의 정확한 거리와 모양 등을 정확히 알아야 하는 스포츠로서 증강현실기술 적용에 적합한 스포츠이다. 골프 스포츠의 대중화로 골프 인구는 지속적으로 증가하고 있으나 현재 출시된 골프관련 스마트폰용 앱들은 2D 이미지와 GPS기반으로만 구축되어 현장감 사실감이 많이 부족한 상황이다. 이에 골프장의 실제 환경에 따른 다양한 정보를 제공해 줄 수 있는 증강현실 기반 시스템으로 증강현실용 오픈소스인 Mixare를 골프스포츠에 유용하게 수정 보완하여 골프정보시스템을 개발하고 실제 골프장에의 적용에 대하여 기술하였다.

현대건축의 표피에서 나타나는 이미지 생성체적 특성 연구 (A Study of Characteristics of the Imagine Creator on the Architectural Skin in Contemporary Architecture)

  • 김도운;김동진
    • 한국실내디자인학회논문집
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    • 제23권4호
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    • pp.83-93
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    • 2014
  • Because the 'image' is the 'reality' in this era, there are the characteristics dematerialized between reality and non-reality in the contemporary architecture. These are promoting individualization, differentiation and multi-layered time with the development of electronic technology. This trend emphasizes the importance of imagines that are not only homogenized, simultaneous but also overlapped, multi-layered, discriminatory. Perspectives and essential characteristics of the architectural skin are changing in terms of the technical and social awareness and that means the skin has features as a complex body. Recently as an imagine creator, the architectural skin make form of media boundaries reflecting the various relationships between the observer and the external environment and also, the interior space become another sensory skin by removing the boundaries of the internal and external. It is important that making an identity of the architecture defined by the media or the imagine as well as the importance of space in architecture. These changes of skin make the third space based on the viewer's imagination and show the potential of new architectural skin with the expansion space by blurring the boundary between reality and illusion. It occurs to the diversity of the architectural skin with the identity. It will more diversified and be recognized immediately and sensibly through the interface attributes in contact with the city directly. In addition, it is more important that the skin become a unified body related with urban, social and cultural context.

Design and Implementation of Room Finding Application using VR

  • Park, Eunju;Kim, Juryeong;Lim, Hankyu
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.151-156
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    • 2017
  • As Internet services have spread centering on mobiles, diverse services used in everyday life have become mobile services. For humans, residential spaces have significant implications as physical and psychological environments. Therefore, being provided with accurate information on the room that must be sought to find out the residential space wanted by the user can be said to be an important element of real estate apps. However, when buying real estate, people prefer searching for information using mobiles and verifying the information by visiting the real estate firsthand due to increases in damage due to false offerings. This way approaches as inconvenience in cases where the buyer lives far away or if the conditions are not suitable. Therefore, in the present study, a 'room finding application using VR' was designed and implemented using virtual reality (VR) used for diverse purposes. VR is a technology that provides the user with the sense of presence as if the user is actually present in the space. It was used in the present study as a means to provide more accurate information. The use of the application designed and implemented in the present study is expected to reduce false offerings information at least slightly so that users can be provided with more accurate information on the real estate of interest.

가상현실 점포의 특성에 관한 연구 -현대백화점 VR 스토어와 eBay VR 백화점 사례를 중심으로- (A Research on the Characteristics of Virtual Reality Stores -Focused on Hyundai VR Store and eBay VR Department Store-)

  • 장주연;전재훈
    • 한국의류학회지
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    • 제42권4호
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    • pp.671-688
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    • 2018
  • This study investigates the characteristics of VR stores that emerged as new fashion communication media. Two case studies on Hyundai and eBay VR Department stores were conducted along with a discussion of the function and meaning of the fashion VR store. The results showed that both stores provide novel shopping experiences; however, the two were differentiated in terms of production method and technology implementation level. Functional aspects such as providing shopping efficiency and purchasing service was insufficient in both stores. Instead, they were complementing by means of product rotation, recommendation system, voice guidance, or linkage with an online shopping mall. In experiential aspects, both stores provided a strong sense of immersion. Hyundai VR store enhanced immersion with a high resolution image of a real offline store; however, it lacked in the ability to provide multisensory stimulation such as kinetic sense or auditory stimulation. The eBay VR Department store intensified the immersion experience by providing auditory stimulation as well as visual stimulation that enhanced the speed and distance sense through the utilization of animation. However, the extent of experience was limited in terms of agency and transformation because of the low interactivity found in both store systems.

가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.