• Title/Summary/Keyword: mobile virtual reality

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Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.123-134
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    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

Implementation of Diesel Engine Training Simulation based on Virtual Reality (e-Training 사례 : 가상현실 기반의 디젤엔진훈련 시뮬레이션 개발)

  • Song, Eun-Jee;Seo, Dong-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.567-568
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    • 2015
  • 인터넷이 활성화 되면서 웹기반 교육으로 e-Training이 발전되었다. e-Training은 업무에 필요한 수행능력을 습득 향상 시키기 위하여 정보통신 기술, 장비, 환경을 활용하여 실시하는 교육훈련이다. e-Training에 포함되는 기술에는 시뮬레이션, 3D 가상현실, 증강현실 등이 있다. 본 연구에서는 가상현실 기반의 디젤엔진훈련 시뮬레이션을 개발하였다. 제안한 시스템은 3차원 디스플레이 시스템을 통해 몰입감과 상호작용 교육훈련방식을 도입하여 3D입체형 화면안의 시야가 실제 현실과 같은 몰입의 효과가 있으며 엔진부품의 이름과 기능 등을 게임화를 통해 교육 훈련하는 시스템으로써 시뮬레이션을 통해 필요한 문제풀이를 재미있게 할 수 있어 학습능률에 효과가 있다.

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Study on Virtual Reality and E-commerce

  • Lee, Soowook;Oh, Younghwan
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.70-74
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    • 2016
  • Electronic commerce (E-commerce) using virtual reality (VR) has the advantage of being able to purchase products without restrictions of time and location by overcoming the limitations of existing offline transactions. It is still a rudimentary but fast growing technology, and the use of E-commerce in VR is expanding. The barriers that consumers might face in utilizing E-commerce in VR is the relevance to Information and Communications Technologies (ICT) technology. Fundamentally, it requires Internet access and use through PCs or mobile devices such as smart phones. Because unlike off-line markets, it is difficult to determine the purchase patterns of customers, customer purchasing behavior analysis must be done using computer access records. In order to expand and develop E-commerce in VR in the future, learning ability should be improved through combining with artificial neural network by deep learning that is recently in the spotlight, and the ability to overcome errors need to be improved to enable use in various fields.

A Smartphone-based Virtual Reality Visualization System for Human Activities Classification

  • Lomaliza, Jean-Pierre;Moon, Kwang-Seok;Park, Hanhoon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2018.06a
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    • pp.45-46
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    • 2018
  • This paper focuses on human activities monitoring problem using onboard smartphone sensors as data generator. Monitoring such activities can be very important to detect anomalies and prevent disease from patients. Machine learning (ML) algorithms appear to be ideal approaches to use for processing data from smartphone to get sense of how to classify human activities. ML algorithms depend on quality, the quantity and even more important, the properties or features, that can be learnt from data. This paper proposes a mobile virtual reality visualization system that helps to view data representation in a very immersive way so that its quality and discriminative characteristics may be evaluated and improved. The proposed system comes as well with a handy data collecting application that can be accessed directly by the VR visualization part.

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Virtual Presentation and Customization of Products Based on Internet

  • Pan Zhi-geng;Chen Tian;Zhang Ming-min;Xu Bin
    • International Journal of CAD/CAM
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    • v.4 no.1
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    • pp.1-10
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    • 2004
  • Through reviewing and comparing the current virtual shopping malls web sites integrated VR into E-commerce, this paper analyzed both the advantages and disadvantages of two kinds of methods for product presentation: 2D image based and 3D model based presentation method. Using the virtual shopping mall (EasyMall) as a showcase, we presented the architecture of the system and the development technologies, especially those in the mixed presentation method. The presentation and customization methods in the two related modules, including the PhoneShow for mobile phone and EasyShow for textile products, were discussed. It indicated that the integration of E-commerce with VR could provide consumers with virtual experience and intelligent service for business activities. Furthermore, the product presentation methods can be made available for use in different cases.

The Development of a Toolkit for Constructing Virtual Instruments to Augment User Interactions in Virtual Environments (가상환경에서 사용자 인터랙션을 지원하는 가상계기 설계 도구의 개발에 관한 연구)

  • Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.4
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    • pp.670-677
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    • 2007
  • Virtual instruments are the mobile software designed to help users navigate, measure hidden environmental properties, or support various user interactions in a virtual environment. Over the past few years, we have developed several virtual instruments for educational virtual environments. However, the process of constructing virtual instruments is often difficult and time consuming because it requires the developers to understand not only the virtual reality systems but also mobile computing platforms. In this paper, we Int identify a few requirements for the development of virtual instruments. Then, we introduce the VIST (Virtual Instrument Scripting Toolkit), specifically designed for reducing the effort of designing virtual instruments. Finally, we will illustrate some applications of using VIST and then discuss the future research directions.

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.

The Development of Mobile-based User Inferface Framework for Virtual Environments (가상환경에서의 인터랙션을 위한 모바일 시스템용 인터페이스 프레임워크 개발)

  • Kim, Seok-Hwan;Cho, Yong-Joo
    • The KIPS Transactions:PartB
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    • v.14B no.5
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    • pp.343-350
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    • 2007
  • Virtual environment is an interactive multimedia space that allows users to experience realistic sensory feedbacks and interactions as they do in real world. There have been some work on the development of two-dimensional user interface for supporting interactions in a virtual environment. However, most of them were designed for specific virtual environments and hence could not be easily deployed to other virtual worlds. To address this problem, some frameworks were developed for building two-dimensional user interfaces for virtual environment, but they had limitations in usability or flexibility. In this paper, we present the HIVE framework, which is designed to help ease the development of two-dimensional user interface for the virtual environment while satisfying the requirements of both usability and flexibility. The HIVE framework utilizes XML and scripting capability, dynamic module loading, XML and script language for usability. It provides module reading, configuration, and event processing mechanism for flexibility. This paper first explains the HIVE framework and describes the applications developed for some virtual environments followed by discussing the future research directions.

A Filtering Technique for Stable Marker Tracking in Mobile Augmented Reality (모바일 증강현실 환경에서 안정적인 마커 추적을 위한 필터링 기법)

  • Yoon, Chang-Pyo;Lee, In-Kyung;Hwang, Chi-Gon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.297-299
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    • 2017
  • Recently, the application fields of augmented reality(AR) are rapidly increasing, and related contents are also increasing in demand. In this way, object-based marker recognition is required for service of AR contents in mobile environment. At this time, in order to provide information corresponding to the marker, a technique of generating and servicing a virtual object corresponding to a specific marker is used. However, when a virtual object corresponding to a marker is held on the AR screen, a phenomenon occurs that an object of the marker unstably shakes due to various reasons such as camera shake and camera movement. As described above, the AR service based on the mobile device has a problem that it is difficult to represent objects stably. In this paper, we propose a stable marker recognition and tracking technique by applying the filtering technique according to the physical state change of the device when recognizing fixed markers in mobile AR environment.

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A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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