• Title/Summary/Keyword: the reality

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Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of (3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로)

  • Park, Kyung Mi;Yang, Jong Hoon
    • Cartoon and Animation Studies
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    • s.36
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    • pp.259-280
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    • 2014
  • Animation is showing the highest record in entertainment around the world and writing the history of 3D animation again. The image contents effect thanks to the proper introduction of the state-of-art digital technology, which is one of the causes of the outstanding entertainment and the factual reproduction of the images, provided an opportunity to transmit the meaning of image aesthetics, which is a virtual reality and image reproduction through the reality realization of photo medium, and to reinterpret the boundary of virtual reality. Especially, the development of digital contents technology due to scientific technologies demolishes the boundary of virtual reality and reality and creates the effect of making viewers be absorbed by realizing the virtual reality by means of 3D reality images which highlight the special characteristic of photos. The aspect of the contents technology and image aesthetics which can be interpreted in a view point beyond the existing concept of reality is found in the aura theory of Benjamin and in the Simulacres of Baudrillard. The 3D image by photo-reality herein presents various suggestions in the aspect of real existence of spatial expression, the meaning creation process of reality, the existence value of virtual images.

Case Study on the Development and Use of Technical Training Contents using Virtual Reality (가상현실을 이용한 기술훈련 콘텐츠의 개발 및 활용 사례연구)

  • An, Deug-Yong;Park, Hyung Kun
    • Journal of Practical Engineering Education
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    • v.5 no.2
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    • pp.117-122
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    • 2013
  • As the IT technology evolves, virtual reality technology has been developed so fast. Studies of virtual reality technology in various fields have been conducted. There are lots of applications of virtual reality such as education, military, medical, arts, entertainment, and so on. In this research, we applied virtual reality technology to the technical education, and developed various kinds of educational contents using virtual reality. We classified virtual contents into several categories and analyzed the properties and effects, and verified the educational effects of virtual training through the case analysis.

Concept Analysis of Reality Shock in New Graduate Nurses (신규간호사의 현실충격 개념분석)

  • Choe, Myeong-Hui;Lee, Ha-na
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.11
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    • pp.376-385
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    • 2016
  • This paper aims to understand the conceptual definition and the characteristics of reality shock in new graduate nurses. We analyzed the data using the hybrid model, initially introduced by Schwartz-Barcott and Kim. The data used in this study were collected from six recently graduated nurses who work in S-si and G-si. Another part of the data was obtained from literature review regarding Reality Shock. We categorized Reality Shocks in recently graduated nurses into nine attributes within a three-dimension model. The dimensions include "cognitive", "emotional", and "situational" domains. The cognitive domain is to be aware of the factor that causes Reality Shock. The emotional domain is the negative emotional responses that appear when facing a situation causing Reality Shock. The situational domain is the sort of circumstantial situations that cause Reality Shock. Reality Shock is defined as recently graduated nurses having several negative emotions, such as powerlessness, difficulty in peer relationships, confusion, and pressure due to (i) the differences between reality of nursing and what they have learned in school, (ii) the differences between an ideal situation and the real situation, (iii) the lack of expertise of senior nurses, (iv) a situation without the respect from colleagues, and (v) the overloaded role compare with the expectations. In conclusion, we provide a guideline for establishing a strategy to reduce Reality Shock in recently graduated nurses by identifying the concept of Reality Shock.

Industrialization of Augmented Reality Contents : Focusing on the 21st Century's Films and Augmented Reality Arts (증강현실 콘텐츠의 산업화 : 21세기 영화와 증강현실 예술을 중심으로)

  • Kim, Hee-Young
    • Cartoon and Animation Studies
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    • s.35
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    • pp.347-374
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    • 2014
  • The aim of this article is to consider the future of industrialization of Augmented Reality contents focusing on cinematic imagination of films that used Augmented Reality techniques and artistic imagination of Augmented Reality Arts in the 21st century. The film showing future technology through cinematic imagination plays an role in the presentation of future vision important. Augmented Reality Arts show the big picture of future arts, future aspect of society, and future culture by using technically possible present technology. I classified the researched films according to Augmented Reality technique. It is expected that Gesture Recognition will develop with transparent display device techniques, Hologram techniques will be changed into individualized communication styles, Biometrics will be able to evolve into multi-Biometrics, and Wearable Computer will develop in the aspect of physical body augmentation and then industrialize. In Augmented Reality Arts, it seems that the various utilization of avatar will be related to Hologram, the utilization of the physiological phenomenon of the human body will be related to Biometrics, the mixture of reality and virtual reality will utilize display devices through Gesture Recognition, and a new experiment of HMD(Head-Mounted Display) will industrialize with the diversification of Wearable Computer. Augmented Reality contents created through the imagination and representation in the films and arts take a role in helping human life, and, at the same time, show the future image industrialized in the way of combination between human and environment without a medium.

Augmented Reality Algorithm Selection Scheme for Military Multiple Image Analysis (국방용 다중 영상분석 증강현실 알고리즘 선택기술)

  • Yoo, Heouk-kyun;Chung, Jong-Moon
    • Journal of Internet Computing and Services
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    • v.20 no.4
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    • pp.55-61
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    • 2019
  • In this paper, if images are acquired in all-time situations through various sensors (EO/IR, SAR, GMTI, LiDAR) used for defense purposes, the images can be analyzed and expressed in augmented reality(AR). Various algorithms are used to process images with augmented reality, and depending on the situation, it is necessary to decide which algorithms to select and use. Through the performance comparison (error rate, processing time, accuracy) of SIFT, SURF, ORB, and BRISK, the representative augmented reality algorithm, it is analyzed and proposed which augmented reality algorithm is effective to use under various situations in the defense field.

An Efficient Framework for Making Spatial Augmented Reality Digital Contents (공간 증강 현실 디지털 콘텐츠 제작을 위한 효율적인 프레임워크)

  • Chun, Young-Jae;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.77-84
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    • 2013
  • We introduce a new framework for making spatial augmented reality contents fast and with low cost. The framework allows us to make projection-based augmented reality using off-the-shelf webcams and projectors. Contents producers can make a projection-based augmented reality contents easy and fast by setting a webcam and a projector and then controlling user interfaces of our framework. Since most of previous solutions are expensive and it is too difficult that the producers apply augmented reality techniques themselves, the framework helps them to concentrate contents. Once we set a webcam and a projector correctly, our framework projects a virtual object contents according to the manipulation of a trackable real object. As a result we can see realistic augmented reality contents.

Mixed Reality Based Radiation Safety Education Simulator Platform Development : Focused on Medical Field (혼합현실 기반 방사선 안전교육 시뮬레이터 플랫폼 개발 : 의료분야 중심으로)

  • Park, Hyong-Hu;Shim, Jae-Goo;Kwon, Soon-Mu
    • Journal of radiological science and technology
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    • v.44 no.2
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    • pp.123-131
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    • 2021
  • In this study, safety education contents for medical radiation workers were produced based on Mixed Reality(MR). Currently, safety training for radiation workers is based on theory. This is insufficient in terms of worker satisfaction and efficiency. To address this, we created ICT(Information and Communication Technologies)-based MR radiation worker safety education content. The expected effect of Mixed Reality worker safety education content is that education is possible without space and time constraints, realistic education is possible without on-site training, and interaction between images is possible through reality-based 3D images, enabling self-directed learning Is that. In addition, learning in a virtual space expressed through HMD(Head Mounted Display) is expected to make education more enjoyable and increase concentration, thereby increasing the efficiency of education. A quantitative evaluation was conducted by an accredited institution and a qualitative evaluation was performed on users, which received excellent evaluation. The MR safety education conducted in this study is expected to be of great help to the education of medical radiation workers, and is expected to develop into a new educational paradigm as online education in accordance with Corona 19 progresses.

Development of a Mobile Augmented Reality Application using Cultural Products

  • Kim, Ki-Hong;Yu, Jeong-Min
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.85-92
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    • 2021
  • In this paper, we propose a cultural heritage mobile augmented reality application that allows visitors to experience artifacts by augmenting prototypes, audio, video, and text information of 3D graphic artifacts of museum cultural assets. By applying augmented reality technology to a cultural product, products can be recognized on mobile phones and various historical information can be received through interaction of digital artifacts, and information can be easily and quickly checked through augmented reality mobile digital contents regardless of time and place. Through this study, we contribute to the development of digital cultural contents via mobile augmented reality and the expansion of augmented reality contents according to the types of cultural heritage for use, such as education, industry, and tourism promotion.

A Study on the Application of Packaging and Augmented Reality as a Marketing Tool (마케팅도구로서 증강현실과 패키징 분야 적용에 관한 고찰)

  • Kim, Jongseo;Ko, Euisuk;Lee, Hakrae;Shim, Woncheol;Kang, Wookgun;Kim, Jaineung
    • KOREAN JOURNAL OF PACKAGING SCIENCE & TECHNOLOGY
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    • v.25 no.2
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    • pp.37-45
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    • 2019
  • Packaging protects products and delivers information to consumers, and interacts with consumers using various technologies such as NFC and QR Code. Recently, augmented reality technology is widely used in the marketing field, and augmented reality market is expected to continue to grow according to Gartner Hype cycle. However, augmented reality is only used by a few companies in the packaging field. By applying augmented reality to packaging, companies can move away from the limited packaging size and provide consumers with more information about their products. In addition, augmented reality can improve the understanding of the product to consumers by interacting with consumers through a variety of content, and positively attract consumers' interest in the brand. Therefore, this study summarized the definition, characteristics, advantages, and market status of packaging and augmented reality, and analyzed the characteristics and cases of content types of augmented reality. As a result, we confirmed the characteristics of marketing using augmented reality, and especially the necessity of applying augmented reality as a marketing tool in the field of packaging.

Avoiding Specularity for Direct-Projected Augmented Reality (직접 투사형 증강현실을 위한 전반사 회피)

  • Park, Han-Hoon;Lee, Moon-Hyun;Kim, Sang-Jun;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.154-160
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    • 2006
  • 전반사 성분은 직접 투사형 증강현실 시스템들이 가지는 대표적인 문제점으로서, 사용자의 시점에 따라 유동적으로 변하면서 프로젝션된 정보의 가시도(visibility)을 심각하게 저해한다. 이러한 전반사 성분의 발생을 해결하기 위해 여러 대의 중첩된(overlapping) 프로젝터를 이용하는 방법이 최근 제안되었다. 그러나, 전반사 성분은 사용자의 시점 뿐만 아니라, 스크린의 재질의 반사 특성에도 크게 좌우되는데, 이에 대한 고려가 없었다. 본 논문에서는 스크린의 재질에 따른 반사 특성을 고려함으로써, 보다 정확하게 전반사 성분을 검출, 회피하는 방법을 제안한다. 제안된 방법을 기존의 방법과 비교함으로써, 제안된 방법의 성능을 검증한다. 또한, 프로젝터 간의 기하 보정의 오차나 광학적 특성의 차이를 보완하기 위한 알고리즘을 개발, 이용함으로써 양질의 합성 결과를 제공해 준다.

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