• 제목/요약/키워드: increasing reality

검색결과 449건 처리시간 0.04초

중견기업과 중소기업의 산업안전보건 의식조사 및 개선방안 연구 (A Study on the Industrial Safety and Health Consciousness of Small and Medium-sized Enterprises and Their Improvement Measures)

  • 이희;이만수
    • 대한안전경영과학회지
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    • 제24권2호
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    • pp.61-66
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    • 2022
  • Recently, the Severe Disaster Punishment Act (January 27, 2022) was implemented, and the importance of industrial safety and health is being re-recognized. In addition, the reality is that the management burden is increasing, such as investing huge costs in reducing safety accidents centered on large companies. In this situation, we would like to help improve the working environment consistent with safety and health by deriving diagnosis and improvement measures for the current situation through a survey of production workers working in mid-sized and small-sized enterprises.

스토리텔링 기반 실감형 게임콘텐츠의 몰입감 분석: VR게임을 중심으로 (Analysis of Immersive Game Contents Based on Storytelling: Focusing on VR Games)

  • 송승열;임상국
    • 한국멀티미디어학회논문지
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    • 제25권6호
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    • pp.844-851
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    • 2022
  • This study intends to propose an evaluation tool for analyzing the sense of immersion of realistic VR game contents in the metabus game industry, which is rapidly increasing recently. This paper presents an analysis tool to measure the degree of immersion after selecting three types VR games for research, and analyzing the immersion way method of the game. The research method analyzes how the user and the sense of immersion formed in the storytelling in the game can have an effect. Based on the results, we present an sense of immersion analysis and measurement method for evaluating the usability of VR game contents, which is a key element in the metaverse era. Furthermore, it expands the immersion element that appears in storytelling to the game industry and seeks a new direction of development through connection with the VR game industry.

MPEG-I Immersive Audio 표준화 및 기술 동향 (Standardization of MPEG-I Immersive Audio and Related Technologies)

  • 장대영;강경옥;이용주;유재현;이태진
    • 전자통신동향분석
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    • 제37권3호
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    • pp.52-63
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    • 2022
  • Immersive media, also known as spatial media, has become essential with the decrease in face-to-face activities in the COVID-19 pandemic era. Teleconference, metaverse, and digital twin have been developed with high expectations as immersive media services, and the demand for hyper-realistic media is increasing. Under these circumstances, MPEG-I Immersive Media is being standardized as a technologies of navigable virtual reality, which is expected to be launched in the first half of 2024, and the Audio Group is working to standardize the immersive audio technology. Following this trend, this article introduces the trend in MPEG-I immersive audio standardization. Further, it describes the features of the immersive audio rendering technology, focusing on the structure and function of the RM0 base technology, which was chosen after evaluating all the technologies proposed in the January 2022 "MPEG Audio Meeting."

Post Production in a Multi-format Environment

  • Pank, R. A.
    • 방송과미디어
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    • 제4권4호
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    • pp.46-51
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    • 1999
  • The introduction of broadcast digital television (DTV) was, at one time, seen as an opportunity to rationalise video formats. The reality is quite different with a rapid divergence as the united States' ATSC offers 18 formats to cover both standard definition (SD) and high definition (HD), and yet more are supported by Europe's DVB. At the same time multi-media is expanding both as an area for source material and for finished work. Post production needs to move away from single-format facilities as requirements for multi-format operation is already increasing. A 'format-independent' solution is described which allows efficient operation with any mix of input formats and able to output any format with high quality. Attention is given to retaining the speed, accuracy and immediacy which is a feature of today's professional facilities -even while handling the greater demands of HD. Another route, using 24 frames-per-second is also examined.

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The Ripple Effects of Climate X-Events

  • Sang-Keun Cho;Ji-Min Lee;Sang-Hyuk Park
    • International Journal of Advanced Culture Technology
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    • 제11권3호
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    • pp.83-88
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    • 2023
  • The increasing global average temperature and the emergence of various abnormal climate phenomena are already being experienced in reality. The problems arising from climate change are expanding and becoming catastrophic, despite the efforts of various organizations to prevent them. In order to avoid climate issues from becoming black elephants, we conducted interviews with emergency planning officer from various institutions to identify potential X-events caused by climate change. The results of analyzing the anticipated X-events by these emergency planning officer revealed a chain of ripple effects associated with their occurrence. This implies that once an X-event happens, its influence is broader and more significant. Through this study, we aim to share the understanding of the ripple effects of climate X-events with many people, raising awareness of the severity of climate issues. We hope that this will serve as a starting point for more institutions, individuals, and nations to make efforts in resolving climate problems, turning X-events into opportunities rather than crises.

KNOWLEDGE MANAGEMENT DEVELOPMENT PROCEDURE AND ITS INTRODUCTION PLAN FOR CONSTRUCTION COMPANY

  • Ji yun Lee;Young woong Song;Yoon ki Choi
    • 국제학술발표논문집
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    • The 1th International Conference on Construction Engineering and Project Management
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    • pp.1199-1202
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    • 2005
  • Knowledge has been considered one of the important elements that determine our future. Competitive power of an enterprise has also been transformed from labor, capital, and technology-oriented to knowledge-oriented. Current construction environment is experiencing overall decrease of number of construction contracts due to opening of domestic construction market and economic slump, problems on methods of receiving orders/bidding, and change of costumers' attitude, which intensify competition, therefore many companies consider adopting knowledge management to secure their competitive power. However, there are difficulties in adopting knowledge management and increasing the use by establishing management plan, Performance Measurement, and knowledge maintenance system in reality. Therefore, this study is to provide assistance to successful realization of knowledge management by suggesting development plan of knowledge management that enables knowledge management more efficient with certain goals.

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VR을 사용한 범죄예방 어플리케이션 (Crime prevention application using VR)

  • 최번성;백건호;황병철
    • 한국컴퓨터정보학회:학술대회논문집
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    • 한국컴퓨터정보학회 2021년도 제64차 하계학술대회논문집 29권2호
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    • pp.639-640
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    • 2021
  • In this paper, we present a simulation program to learn how to deal with crime situations by realizing a virtual environment using VR. Currently, education on various crimes is increasing year by year, but the crime prevention rate is not decreasing. It was developed to help prevent crime by using VR to experience these problems in an environment similar to reality, learn how to use various tools that have not been used directly, and experience virtual experiences through the metaverse.

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How Organizations Legitimize AI Led Organizational Change?

  • Gyeung-min Kim;Heesun Kim
    • Asia pacific journal of information systems
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    • 제32권3호
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    • pp.461-476
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    • 2022
  • AI is recognized to be a key technology for digital transformation (DT) and the value of AI is considered to determine the future of the company. However, in reality, although managers acknowledge the future value of AI and have plans to introduce it, most are not sure what to expect from AI or how to apply it to their business. This study compares two company cases to demonstrate how an organization has successfully achieved AI led organizational change while another failed. Specifically, by taking institutionalist's view, this study examines how the legitimacy enables and constrains AI led organizational changes in organization's practices, processes, and infrastructure. The results of this study indicate that for the success of AI led organizational changes, the legitimacy plays an important role by reducing the challenges from stakeholders and increasing the institutional momentum to move through the phases of the change.

분산 및 에지 클라우드 기술 표준 동향 (Technology Standard Trends in Distributed and Edge Cloud Computing)

  • 인민교;이강찬;이승윤
    • 전자통신동향분석
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    • 제39권3호
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    • pp.69-78
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    • 2024
  • Cloud computing technology based on centralized high-performance computing has brought about major changes across the information technology industry and led to new paradigms. However, with the rapid development of the industry and increasing need for mass generation and real-time processing of data across various fields, centralized cloud computing is lagging behind the demand. This is particularly critical in emerging technologies such as autonomous driving, the metaverse, and augmented/virtual reality that require the provision of services with ultralow latency for real-time performance. To address existing limitations, distributed and edge cloud computing technologies have recently gained attention. These technologies allow for data to be processed and analyzed closer to their point of generation, substantially reducing the response times and optimizing the network bandwidth usage. We describe distributed and edge cloud computing technologies and explore the latest trends in their standardization.

주행 중 Navigation 사용에 의한 운전부하에 관한 연구 (A Study on Workload of Using Telematics while Driving)

  • 구태윤;김배영;지성호;배철호;박정훈;서명원
    • 한국자동차공학회논문집
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    • 제17권2호
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    • pp.26-33
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    • 2009
  • New equipment that is useful for driving is developing every day. Navigation is one of the most popular equipment among them. Telematics market including navigation is getting bigger and bigger. However, traffic accident from using telematics equipment is also increasing. Drivers may lose glance using navigation, and driver's workload will also grow by driver's distraction. This thesis is base on the study about the influence on the drivers' workload by using the telematics equipment. Previous study of drivers' workload used psychological method and behavior test method, but it was less connection with telematics equipment. The main object of this thesis is measuring the workload according to the telematics usage by HMI (Human Machine Interface) in the virtual reality. Therefore, we developed GPS simulator, and made an experiment of whether using the navigation or not on the highway and an experiment of the location of navigation in downtown. The result of these experiments is that workload when driver used navigation was higher than when driver didn't use navigation. In addition, workload was different according to the location, and HUD (Head-Up Display) was especially higher than other locations but also its information delivery ability was the best.