• Title/Summary/Keyword: 대체 현실

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무인기/드론의 이해와 동향

  • Jin, Jeong-Hoe;Lee, Gwi-Bong
    • Information and Communications Magazine
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    • v.33 no.2
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    • pp.80-85
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    • 2016
  • 군사용 목적으로 개발된 드론(drone)이 오픈소스로 시장을 형성하면서 급성장하여 우체국의 택배 시스템에 적용을 한다는 발표[10]를 보면 국가 신성장 동력으로 발전 가능성에 대하여 기대하고 있는 실정이다. 언론과 산업계에서 드론이 모든 것을 대체할 것이라고 인식되면서 기술의 한계점은 흐려지고 있다. 세계 시장에서는 중국의 DJI를 선두로 급속히 성장하고 있지만 규제 목소리 또한 만만치 않은 실정이다. 플랫폼 기업인 구글이나 페이스북 아마존 등에서는 드론을 적용[3]하기 시작하였지만 넘어야 할 산은 많은 것이 현실이다. 이러한 드론 기술의 수준과 해결 과제를 살펴보고 드론이란 무엇이며 국내외 동향을 살펴본다.

TAYLOR의 아성은 더 이상 없다 - 세아이엔씨, ICIS소프트아이스크림기 -

  • 한국자동판매기공업협회
    • Vending industry
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    • v.3 no.2 s.10
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    • pp.80-81
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    • 2004
  • 소프트아이스크림기 내수시장은 그간 해외제품이 $80\%$ 이상을 점유했다. 타품목보다 국산제품을 통한 수입 대체효과가 지극히 느렸던 이유는 바로 제품 품질문제에 있었다. 소프트아이스크림기가 워낙 고성능, 고품질이어야 하다 보니 국내 제품이 해외제품의 기술력을 따라가기 힘들었던 게 그간의 현실이었다. 특히 미국 TAYLOR사의 제품은 이 시장에 절대강자의 위치를 점하고 있어 난공불락의 아성을 공고히 했다. 그런데 최근 TAYLOR 제품에 견줄만한 고품질의 국산 제품이 등장했다. 냉동기기 전문업체 세아이엔씨는 TAYLOR 제품을 타킷으로 해 심혈을 기울여 개발한 ICES 소프트아이스크림기를 선보였다. 뛰어난 성능과 경쟁력 있는 가격으로 TAYLOR의 아성에 일대 도전장을 던진 ICES 소프트아이스크림기를 집중취재했다.

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Design Plan for Digital Textbooks Applying Augmented Reality Image Recognition Technology -A Study on the Digital Textbooks for Middle School Science 1- (증강현실(AR) 영상인식 기술을 적용한 디지털 교과서 디자인 기획 -중학교 과학1 디지털 교과서 중심으로-)

  • Yoo, Young-Mi;Jo, Seong-Hwan
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.353-363
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    • 2018
  • According to the Digi Capital forecast, the global augmented reality market is expected to grow rapidly by 2020 to reach 150 billion dollars. In particular, high value added effects are expected in education. As ICT advances, digital textbooks are also leading innovative education by adding interactive functions. Advanced countries, including the U.S., are already using digital textbooks that use augmented reality technology in their classes. In line with this technological outlook, the ministry proposed a design plan that applies augmented reality technology to middle school science 1 digital textbooks. A study on middle school science 1 digital textbooks showed that each unit provided short videos. In addition, an investigation into the augmented reality class case showed that it was difficult to establish experimental equipment, lack of equipment (devices), and 3D design contents that did not continue despite the excellence of learning effects. Based on this demand, we designed an augmented reality scenario and system configuration to be applied to the instrument-specific experiments of middle school science 1 digital textbooks to explore and explore the contents of augmented reality by students. This research will replace the dangerous experiments and time consuming experiments for teachers and students by applying augmented reality to science subjects that are essential for the development of digital textbooks.

Development and Application of a Virtual Reality-Based Geological Field Trip around Mt. Jeoksang, Muju-gun, Jeollabuk-do, Korea (전라북도 무주군 적상산 일대를 중심으로 한 가상현실 기반 지질학습장(VFT) 개발과 적용)

  • Kyu-Seong Cho;Dong-Gwon Jeong
    • Journal of the Korean earth science society
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    • v.44 no.3
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    • pp.222-235
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    • 2023
  • This study developed a geological virtual reality-based field trip (VFT) to find an alternative to replace the actual field trip, which is often considered lightly by students owing to difficulties in the school. For this purpose, we selected a total of five geological learning sites that focus on the Mt. Jeoksang Muju-gun, Jeollabuk-do, Korea by evaluating the contents of the curriculum and the possibility of developing a VFT. The developed VFT provided middle-school students with an interactive space to observe and explore rocks and geological structures, including orbicular granite gneiss, tuff, conglomerate, sandstone, stratification, and joints. A semi-structured interview was conducted with the 1st-grade middle-school students to evaluate the educational value of the VFT. The responses of the students were analyzed using semantic network analysis to understand the significance of relationships between the reaction words. Results show that the students were able to sense reality through the VFT, which enabled them to understand and remember the characteristics of rocks. Therefore, students can indirectly have a sense of reality of an outdoor experience through the VFT program, which positively influences their learning. Our study shows that VFT can be effectively utilized as a meaningful learning resource in schools.

Recognition reseach for politics consciousness of young people in Deajeon (대전지역 청소년의 정치의식에 대한 인식조사)

  • Choi, Ho-Taek;Ryu, Sang-Il
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.751-754
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    • 2007
  • This research executes recognition research on politics realities to highschool students. Their evaluation under 60 point was 48.5%, between 61 and 70 was 36.5%. It shows that most high school students recognize that politics realities is not good. Specially, evaluation of qualities of politician under 60 points was 63.1%. On the other hand, the biggest problem which they think was politicians. This response was 64.1%, it's the highest rate. And they response that the thing needed for developing our country were : first, improvement of politician's qualities, it's 64.1%. second, changing politics culture, it's 11.2%, third, improving government system, it's 9.5%. fourth, reforming politics system. It tells us most respondents think that politicians should improve their qualities. And in question for improving awareness of politics of young people, they answered visiting a political party(26.7%), education of politics (24.1%), a mock politics programs(21.9%).

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A Study on Production of iPhone-Based Augmented Reality 3D Fashion Fitting Contents (아이폰 기반의 증강현실 3D 패션피팅 콘텐츠 제작에 관한 연구)

  • Tak, Myung-Ja;Kim, Cheeyong
    • Journal of Korea Multimedia Society
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    • v.16 no.6
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    • pp.708-719
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    • 2013
  • Purchase of clothes has recently picked up pace at mobile fashion shopping malls. One of the biggest weak points is that consumers can't coordinate clothes. Since individuals increasingly want to make coordination, a fashion coordination system to satisfy the demand should be developed. As the technology of digital clothing which is about reproducing dresses using computer graphic has been activated in the fashion industry, many changes in consumers' life patterns and interests in fashion shopping malls are taking place. Some consumers are increasingly more keenly interested in shopping on the Internet and Smart phones than in offline stores. This study was conducted to understand production of iPhone-based augmented reality fashion fitting contents which is suitable for Koreans' body shape. This system is about designing and materializing UI(User Interface), an augmented reality fitting system, so that users can confirm if they look nice with those fashion items using Smart phones. A new fashion shopping method satisfying user convenience was suggested using the materialized system.

A Real-time Augmented Reality System using Hand Geometric Characteristics based on Computer Vision (손의 기하학적인 특성을 적용한 실시간 비전 기반 증강현실 시스템)

  • Choi, Hee-Sun;Jung, Da-Un;Choi, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.15 no.3
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    • pp.323-335
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    • 2012
  • In this paper, we propose an AR(augmented reality) system using user's bare hand based on computer vision. It is important for registering a virtual object on the real input image to detect and track correct feature points. The AR systems with markers are stable but they can not register the virtual object on an acquired image when the marker goes out of a range of the camera. There is a tendency to give users inconvenient environment which is limited to control a virtual object. On the other hand, our system detects fingertips as fiducial features using adaptive ellipse fitting method considering the geometric characteristics of hand. It registers the virtual object stably by getting movement of fingertips with determining the shortest distance from a palm center. We verified that the accuracy of fingertip detection over 82.0% and fingertip ordering and tracking have just 1.8% and 2.0% errors for each step. We proved that this system can replace the marker system by tacking a camera projection matrix effectively in the view of stable augmentation of virtual object.

A Realtime Music Editing and Playback System in An Augmented Reality Environments (증강 현실 기반의 실시간 음악 편집 및 재생 시스템)

  • Kim, Eun-Young;Oh, Dong-Yeol
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.79-88
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    • 2011
  • In this paper, We propose real-time sound editing and playback systems which is based on Augmented Reality. The proposed system are composed with music maker which is based on AR maker and music board. By using music marker's contents, the proposed system selects the kinds of musical instruments and pre-defined midi track and by calculating the relative location of music marker on 2-dimensional plane, we set the spatial relative parameter in midi track. For performance evaluation, we check the jitter value of in various resolutions by using CAM which supports $1600{\pm}1200$ as the maximum resolution. As a result, when we set the configuration value of CAM as $860{\pm}600$ pixels and process two frames per minute, the success ratio of recognizing music markers and jitter values are accegnable. It can be utilized in the fields of alternative cmacine which is based on music and also be utilized in the educational aspects because child or elderly who don't know enough musical theory can easily handle it.

Effects of Computer Based Virtual Reality Program on Clinical Rehabilitation in Korea: A Meta-analysis (컴퓨터 기반 가상현실 프로그램의 국내 임상재활 적용 효과: 메타분석)

  • Kwon, Jae-Sung
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.293-304
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    • 2015
  • Meta-analysis was conducted to examine effects of computer based virtual reality on clinical rehabilitation in Korea. The data were analyzed as the ICF categorizations. The papers used in this study were located through domestic data search engines. The fifteen studies were selected among the studies published between 1995 and 2014. The PEDro score was used for qualitative assessment. The sample size and the average and standard deviations of pre and post tests were analyzed through a meta-analysis. The PEDro scores of the selected studies were 6 points higher and 338 participants were involved. The effect size of combined data was 1.030, activities and participation 1.120, sensory function 1.199 as indicated by a "large effect size" and the effect size of mental function was 0.557 as indicated by a "medium effect size." As a result, virtual reality program as a adjunctive therapeutic methods has proven the effect. In particular, the effects were demonstrated in activities and participation, sensory function. However there was no evidence of the effectiveness of mental function.

A Verification of the Effectiveness of Spatial Augmented Reality-based CCA for the Improvement of Traditional Sports Climbing Lessons (전통적인 스포츠 클라이밍 수업 개선을 위한 공간증강현실 기반 CCA 적용 효과 검증)

  • Heo, Myeong-Hyeon;Lee, Eun-Young;Kim, Dongho
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.90-99
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    • 2017
  • Sports climbing requires repeated movements within a limited space, which may cause climbers to lose their constant interest in it. Furthermore, it is important that coaches should give lessons focusing on demonstrations to make sure that learners can understand the movements on their own, However, in traditional sports climbing lessons, they give instructions on almost every movement of learners' hands and feet. Hence, there have been constant calls for replacing these existing sports climbing lessons and presenting new methods to ensure that learners can observe their coaches' demonstrations in real time and emulate them. An introduction of the image training using spatial augmented reality techniques to solve these problems may have a positive effect on the improvement of learners' motor skills and attitudes toward lessons. This study aims to verify the effectiveness of the Climbing Character Animation (CCA) as a learning tool for sports climbing. To achieve this research objective, it applied it to actual sports climbing to verify its utility. As a result, it was shown that the lessons using spatial augmented reality-based CCA had a higher effectiveness than traditional sports climbing lessons in the degree of interest inducement, emersion and learning effects.