• Title/Summary/Keyword: the reality

Search Result 8,132, Processing Time 0.035 seconds

Loosely Coupled Mixed Reality (약하게 결합된 혼합현실)

  • Lee, Myung-Ho;Lee, Myung-Hee;Kwon, Eun;Kim, Gerard J.
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.72-77
    • /
    • 2008
  • 본 논문은 혼합현실(Mixed reality) 에 대한 새로운 접근법을 제시한다. 혼합현실은 실제환경 (Real environment)과 가상환경 (Virtual environment) 이 융합된 가상현실로서 기존의 혼합현실 연구자들은 두 환경을 가능한 정확하게 정합(Registration)시키고자 노력하였다. 이러한 노력은 때때로 복잡한 계산과정이나 부가적인 장치를 요하기도 한다. 부가적인 장치의 사용은 사용성문제를 유발할 뿐만 아니라 추가적인 비용도 요구한다. 우리가 제시하는 접근법은 이러한 노력들과는 반대로 많은 부분을 사용자의 인지력과 상상력에 의지한다. 즉, 사용자의 인지력으로 두 환경 간의 오차를 보정하며 심지어는 사용자에 의해 두 환경 간의 결합이 머릿속에서 이루어진다. 우리는 이러한 접근 방법을 Loosely Coupled Mixed Reality(LMR)라고 부른다. 본 논문에서는 혼합현실에 대한 새로운 접근법인 LMR에 대해 설명하고 LMR이 갖는 여러 가지 쟁점을 짚어보았다. 또한 LMR의 효과를 검증하기 위해 만든 골프 게임을 설명 하도록 하겠다.

  • PDF

Structural Relationship among Presence, Enjoyment, Brand Attitude and Purchase Intention of Augmented Reality-Based Sports Brand Advertising (증강현실 스포츠브랜드 광고의 프레즌스, 즐거움, 브랜드태도와 구매의도의 구조적 관계)

  • Heo, Chul-Moo
    • Journal of Digital Contents Society
    • /
    • v.19 no.3
    • /
    • pp.461-470
    • /
    • 2018
  • The purpose of this study was to examine the relationship among presence, enjoyment, brand attitude, and purchase intention of sports brand advertising based on augmented reality. The results are as follow. First, presence influenced positively on enjoyment perceived by sports brand advertising based on augmented reality. Second, presence influenced positively on brand attitude of sports brand advertising based on augmented reality. Third, enjoyment perceived by sports band advertising based on augmented reality influenced positively on brand attitude. Fourth, enjoyment perceived by sports brand advertising based on augmented reality influenced positively on purchase intention. Fifth, brand attitude influenced positively on purchase intention.

Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
    • /
    • v.19 no.4
    • /
    • pp.5-14
    • /
    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.

The Character Design at the Age of Simulation

  • Gong, Nian;Lee, donghun
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2015.05a
    • /
    • pp.425-426
    • /
    • 2015
  • With the progress of science and technology, animation is no longer about simply describing the nature. People's imagination is elevated to new stage, which not only improve the image in the reality, but also create the absent image in the reality. To analyze according to the existence, these characters have two basic elements. The one is the character existing in the reality, we process and design it according to the artistic technique, so as to make it service for the plot and film (hereafter called documentary character). The other is the character not existing in the reality (hereafter called conceptual character), which is called simulation image by Baudrillard.

  • PDF

Postural Balance Rehabilitation using Virtual Reality Technology (가상현실기술을 이용한 자세균형재활훈련에 관한 연구)

  • 이정수;정진석
    • Journal of Biomedical Engineering Research
    • /
    • v.17 no.3
    • /
    • pp.313-318
    • /
    • 1996
  • We proposed a new system for the postural balance rehabilitation training. For the purpose, we used the virtual hiking system using virtual reality technology. We evaluated the system by measuring the parameters such as path deviation, path deviation velocity, cycling time, and head movement. From our results, we verified the usefulness of virtual reality technology in rehabilitation. Our results showed that this system was effective postural balance rehabilitation training device and might be useful as the clinical equipment.

  • PDF

In-service teacher's perception on the mathematical modeling tasks and competency for designing the mathematical modeling tasks: Focused on reality (현직 수학 교사들의 수학적 모델링 과제에 대한 인식과 과제 개발 역량: 현실성을 중심으로)

  • Hwang, Seonyoung;Han, Sunyoung
    • The Mathematical Education
    • /
    • v.62 no.3
    • /
    • pp.381-400
    • /
    • 2023
  • As the era of solving various and complex problems in the real world using artificial intelligence and big data appears, problem-solving competencies that can solve realistic problems through a mathematical approach are required. In fact, the 2015 revised mathematics curriculum and the 2022 revised mathematics curriculum emphasize mathematical modeling as an activity and competency to solve real-world problems. However, the real-world problems presented in domestic and international textbooks have a high proportion of artificial problems that rarely occur in real-world. Accordingly, domestic and international countries are paying attention to the reality of mathematical modeling tasks and suggesting the need for authentic tasks that reflect students' daily lives. However, not only did previous studies focus on theoretical proposals for reality, but studies analyzing teachers' perceptions of reality and their competency to reflect reality in the task are insufficient. Accordingly, this study aims to analyze in-service mathematics teachers' perception of reality among the characteristics of tasks for mathematical modeling and the in-service mathematics teachers' competency for designing the mathematical modeling tasks. First of all, five criteria for satisfying the reality were established by analyzing literatures. Afterward, teacher training was conducted under the theme of mathematical modeling. Pre- and post-surveys for 41 in-service mathematics teachers who participated in the teacher training was conducted to confirm changes in perception of reality. The pre- and post- surveys provided a task that did not reflect reality, and in-service mathematics teachers determined whether the task given in surveys reflected reality and selected one reason for the judgment among five criteria for reality. Afterwards, frequency analysis was conducted by coding the results of the survey answered by in-service mathematics teachers in the pre- and post- survey, and frequencies were compared to confirm in-service mathematics teachers' perception changes on reality. In addition, the mathematical modeling tasks designed by in-service teachers were evaluated with the criteria for reality to confirm the teachers' competency for designing mathematical modeling tasks reflecting the reality. As a result, it was shown that in-service mathematics teachers changed from insufficient perception that only considers fragmentary criterion for reality to perceptions that consider all the five criteria of reality. In particular, as a result of analyzing the basis for judgment among in-service mathematics teachers whose judgment on reality was reversed in the pre- and post-survey, changes in the perception of in-service mathematics teachers was confirmed, who did not consider certain criteria as a criterion for reality in the pre-survey, but considered them as a criterion for reality in the post-survey. In addition, as a result of evaluating the tasks designed by in-service mathematics teachers for mathematical modeling, in-service mathematics teachers showed the competency to reflect reality in their tasks. However, among the five criteria for reality, the criterion for "situations that can occur in students' daily lives," "need to solve the task," and "require conclusions in a real-world situation" were relatively less reflected. In addition, it was found that the proportion of teachers with low task development competencies was higher in the teacher group who could not make the right judgment than in the teacher group who could make the right judgment on the reality of the task. Based on the results of these studies, this study provides implications for teacher education to enable mathematics teachers to apply mathematical modeling lesson in their classes.

Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
    • /
    • v.3 no.1
    • /
    • pp.11-14
    • /
    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

Computer-generated integral imaging system used in virtual reality (가상현실에 이용할 수 있는 컴퓨터 생성 집적 영상 시스템)

  • Seok, Myeong-Hun;Min, Seong-Uk
    • Proceedings of the Optical Society of Korea Conference
    • /
    • 2005.07a
    • /
    • pp.158-159
    • /
    • 2005
  • Three-dimensional(3D) integral imaging system which can be used in a virtual reality system is proposed. The proposed system uses a new image mapping algorithm which can achieve the real time processing, which is indispensable for the virtual reality system. 3D images generated by the advanced graphic software such as OpenGL API can be directly used without complex adaptation. Therefore, the computer-generated integral imaging system using the proposed mapping algorithm can be successfully applied to virtual reality.

  • PDF

Computer Graphics and Virtual Reality Research in NCTU

  • Shih, Zen-Chung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 1998.06b
    • /
    • pp.129-140
    • /
    • 1998
  • There is considerable research activity related to computer graphics and virtual reality within the National Chiao Tung University (NCTU), Hsinchu, Taiwan. In this article, we describe the history of computer graphics at NCTU and report on our current research topics and future works. Besides we also briefly outline the research works on computer graphics and virtual reality within universities in Taiwan.

  • PDF

Virtual Reality Applications with Haptic Feedback (헵틱 피드백을 갖는 가상현실 응용 사례)

  • Yoon-Sang Kim;Do-Hoe Kim
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.25 no.6
    • /
    • pp.12-16
    • /
    • 2002
  • Virtual reality (VR) opened the possibility of moving beyond the 2-D world of conventional desktop systems to an immersive, multi-sensory environment generated by computer graphics. Haptic feedback (Haptics) is now starting to get recognition and use in intensive applications for manipulation, while smell and taste feedback are at the stage of early research. This paper reviews some current works on increased haptic feedback augmentation in virtual reality applications.