• Title/Summary/Keyword: the reality

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Analysis of Interaction Items in the Virtual Reality Game Interface (가상현실 게임 인터페이스의 상호작용 아이템 비교분석에 관한 연구)

  • Kang, Ho-Seong;Kim, Jung-Yoon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.185-195
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    • 2018
  • As virtual reality technology has gained popularity from people, various contents have appeared. Virtual reality game making good use of virtual reality device has received lots of attention from users and market. A number of virtual reality games have been developed. Virtual reality game allows users to feel presence and flow to be maximized through virtual reality device. A user can interact with several items through interface of device in display environment of virtual reality. This study was find a way to arouse an interest and induce users to be immersed in virtual reality game by maximizing above mentioned characteristics. This study was analyze interaction items in popular virtual reality game and interface design methods before presenting design methods. This study was make a comparative analysis of interface design methods centering on virtual reality game cases and examine a link between interface and interaction items. Through this study, it is expected that this will be a prior study that will be the basis for designing interfaces for virtual reality games that are more presence.

Ubiquitous Marine Structure Inspection System based on Mixed Reality (해양구조물을 위한 유비쿼터스 기반의 혼합현실 유지보수 지원 시스템)

  • Lee, Kyung-Ho;Lee, Jung-Min;Kim, Dong-Guen;Han, Young-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.6
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    • pp.571-578
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    • 2008
  • Ubiquitous has spotlighted in the industry in these days, and automotive industry has tried to build ubiquitous environment like as 'intelligent driver assistance system' in BMW Inc. even though in shipbuilding industry. As the part of Ubiquitous Technology for visualization, Mixed Reality has been adopted in this paper. Augmented reality, a part of mixed reality, could show the mixed real world, overlapping virtual objects. Therefore, it is more realistic than virtual reality that all generated by computer and it is very useful for displaying information. For this reason, we tried to apply augmented reality to inspect marine structure and we developed the inspection assistance system based on mixed reality

Comparison of the Size of objects in the Virtual Reality Space and real space (가상현실 공간상에서 물체의 크기와 실제 크기간의 비교연구)

  • Kim, Yun-Jung
    • Cartoon and Animation Studies
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    • s.49
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    • pp.383-398
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    • 2017
  • Virtual Reality contents are being used as media in various fields. In order for the virtual reality contents to be realistic, the scale of the objects in the virtual reality must be the same as the actual size, and the user must feel the same size. However, even if the size of the character in the virtual reality space is made equal to the size in comparison with the size of the character in the reality, the distortion of the size can occur when the user looks at the object in the image with the HMD. In this paper, I investigate the requirements related to size in virtual reality, and try to find out what difference these requirements have in virtual reality and how the difference affects users. Experiments and surveys to compare the size of objects in virtual reality space and the size of objects in real space were conducted to investigate how scale distortion occurs at distant and near places. I hope that this paper will be a useful research for virtual reality developers.

Development of an Internet based Virtual Reality Environment and Web Database for the Integrity Evaluation of the Nuclear Power Plant (원자력발전소 건전성평가를 위한 인터넷기반 가상현실환경과 웹데이터베이스의 개발)

  • 김종춘;정민중;최재붕;김영진;표창률
    • Korean Journal of Computational Design and Engineering
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    • v.6 no.2
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    • pp.140-146
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    • 2001
  • A nuclear Power Plant is composed of a number of mechanical components. Maintaining the integrity of these components is one of the most critical issues in nuclear industry. In order to evaluate the integrity of these mechanical components, a lot of data are required including inspection data, geometrical data, material properties, etc. Therefore, an effective database system is essential to manage the integrity of nuclear power plant. For this purpose, an internet based virtual reality environment and web database system was proposed. The developed virtual reality environment provides realistic geometrical configurations of mechanical components using VRML (Virtual Reality Modeling Language). The virtual reality environment was linked with the web database, which can manage the required data for the integrity evaluation. The proposed system is able to share the information regarding the integrity evaluation through internet, and thus, will be suitable for an integrated system for the maintenance of mechanical components.

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Game Design of Augmented Reality RPG using Artificial Intelligence

  • An, Syoungog;Bae, Juengbean;Kim, Soo Kyung
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.9
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    • pp.15-20
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    • 2018
  • Currently the mobile augmented reality does not require supplemental hardware, such as markers like specific images or depth cameras, in order to acquire 3D environment information. This allows for increased accessibility and usability for the general user, and also broadened scope of development. The market research enterprise Counterpoint Research predicted that the growth of the augmented reality market will reach 70 trillion Korean Won by 2021. Application developments are also progressing. Wargaming, the developer of the global game World of Tanks, has launched an application that uses AR core at the GDC 2018. Thus, we must prepare for the impending augmented reality market and acquire top class augmented reality technology using 3D environment. This paper outlines the development of a game using AR CORE SDK to acquire 3D environment and Unity 3D game engine to combine camera images and 3D graphics, which all comes together to construct a natural augmented reality.

Implementation of Traditional Architectural Heritage Using Augmented Reality (증강현실을 이용한 건축문화유산 구현)

  • Lee, Kang-Hoon;Cho, Sae-Hong
    • Journal of Korea Multimedia Society
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    • v.15 no.1
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    • pp.131-139
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    • 2012
  • Many researches are actively doing for digital implementation of traditional architectural heritage using multimedia and virtual reality technologies. In addition, various attempts are progressed to utilize the digitally implemented traditional architectural heritage as "contents." Nowadays, the digitally implemented traditional architectural heritage can be displayed on through the Internet and/or many multimedia appliances by these attempts. Recently, virtual reality technology, especially augmented reality technology, begins to grab the attention for digitally implementing architectural heritage. Augmented reality is a technology that makes possible to show the overlapped contents by piling up the virtual objects on the real world. Many studies for augmented reality are progressed because it has an advantage in interacting with virtual objects and information. This study proposes the method of digital implementation of traditional architectural heritage by using augmented reality technology. We presented the method and process of digital implementation of traditional architectural heritage with augmented reality technology. Moreover, digitally implemented traditional architectural heritage with augmented reality is compared with the contents implemented by other computer technologies. We, also, presented how to utilize the traditional architectural heritage contents by using augmented reality.

Design and Implementation of Interactive Augmented Reality Coloring Book (상호작용형 증강현실 색칠공부 설계 및 구현)

  • Cho, Kwangmoon;Kim, Hadong;Lee, Youngho
    • Journal of Internet of Things and Convergence
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    • v.1 no.1
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    • pp.5-9
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    • 2015
  • In this paper, we proposed a design of interactive augmented reality coloring book. The proposed method improves user's participation and interest by using real space, augmented reality space, and virtual reality space all together. According to the proposed method, we implemented the PlayingHouse, an interactive augmented reality coloring book. In the future, we expect that AR coloring book could be the category of the library.

Multi-Marker Augmented Reality System using Marker-Based Tracking with Vuforia

  • Yun, Hyun-Noh;Kim, Gi-Seong;Moon, Nammee
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.2
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    • pp.119-126
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    • 2019
  • As interest in augmented reality has increased recently, attempts have been made to incorporate augmented reality into various fields. In implementing augmented reality, the method by which markers are used is to extract feature points of markers to recognize 3D coordinates and, in some cases, it is necessary to recognize multiple markers simultaneously. Therefore, this paper proposes optimization methods for recognising multiple markers at the same time. Unity 3D and augmented reality library Vuforia are used to implement the experimental environment. The augmented reality program produced was implemented in an application form and tested using a mobile camera. We looked for optimization methods for manufacturing markers directly and for recognizing multiple markers through changes in the experimental environment. The results of the experiment can provide a higher recognition rate in an environment where multiple marker recognition is required later.

Virtual and Augmented Reality Technologies in the Organization of Modern Library Media Space

  • Horban, Yurii;Gaisynuik, Nataliya;Dolbenko, Tetiana;Karakoz, Olena;Kobyzhcha, Nataliia;Kulish, Yuliia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.375-380
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    • 2022
  • Virtual and augmented reality technologies provide access to learning materials and improve the organization of a modern library's media space. This article aims to identify the significance and role of virtual and augmented reality technologies in the modern library's media space organization. Methodology. The research uses a university library case study methodology to empirically investigate virtual and augmented reality technologies. Results. Virtual and augmented reality technologies provide research and improve learning outcomes by engaging students and learners with significant interest in such technologies. Libraries offer users the opportunity to create their VR content through available software. Students can test their VR content in the libraries' labs. Libraries support access to a variety of virtual and augmented reality content. The content is accessed using "virtual reality headsets" for viewing and workstations with "authoring software and loanable 360 cameras" for creating. The library lab is a space to support students' digital creativity and research through virtual and augmented reality. There are 3D Design Labs within the libraries as a medium to large group design learning spaces with virtual reality technology. Libraries form a media space where users can create videos, podcasts, portfolios, edit media, and book tours, and students and researchers can explore different scientific knowledge. In this way, technology ensures that risks in learning are minimized as opposed to hands-on seminars and classes.

User Factor Analysis and Evaluation of Virtual Reality 3D Color Picker (가상현실 3차원 색상 선택기의 사용자 요인 분석 및 평가)

  • Lee, Jieun
    • Journal of Korea Multimedia Society
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    • v.25 no.8
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    • pp.1175-1187
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    • 2022
  • 3D interaction between humans and computers has been possible with the popularization of virtual reality, and it is important to study natural and efficient virtual reality user interfaces. In user interface development, it is essential to analyze and evaluate user factors. In order to analyze the influence of factors on users who use the virtual reality color picker, this paper divides the user groups based on whether they major in art or design, whether they have experience in virtual reality, and whether they have prior knowledge about 3D color space. The color selection error and color selection time of all user groups were compared and analyzed. Although there were statistically significant differences according to the user groups, all user groups used the virtual reality color picker accurately and effectively without any difficulties.