• Title/Summary/Keyword: 실감 콘텐츠

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A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

UHD-based Real-Time Interactive Healthcare Riding System (UHD기반 실감형 인터렉티브 헬스케어 라이딩 시스템)

  • Choi, Han Suk;Jeong, Da Sol;Park, Jeong Hyun;Cho, Je Bong
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.217-218
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    • 2016
  • 본 논문에서는 UHD 기반의 비디오 콘텐츠를 사용하여 실시간으로 헬스케어 라이딩 정보를 파악할 수 있도록 스마트TV용 Application과 모바일 Application에 대한 실감형 시스템을 설계 구현하여 UHD 기반 콘텐츠를 통해 실시간으로 헬스케어 라이딩 서비스 시스템을 제안한다.

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The useful of the tangible contents for watching Royal ancestral ritual in the Jongmyo shrine and the Sajikdan (종묘와 사직단 제례 실감형콘텐츠 활용 방안)

  • Kim, HeeJae;Choi, HeeSoo
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.87-88
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    • 2016
  • 서울시에 소재하고 있는 종묘와 사직단은 제례의식이 거행되던 곳으로 실제 재현은 1년에 약 한번 정도 진행되며 이것을 보기위해 관람객이 몰리게 된다. 이것은 일종의 병목현상처럼 일어나고 있다. 이러한 병목현상을 해소하고, 평소 관람객에게도 실제 재현과 같은 효과를 보여주기 위하여 실감형 콘텐츠를 활용하고자 한다. 마이크로소프트(MS)의 증강현실(AR)기기 '홀로렌즈(Hololens)' 기법을 바탕으로 관람자들에게 이용의 편의를 보완할 수 있는 방법을 제안한다.

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How to create mixed reality educational contents using Hololens (홀로렌즈를 활용한 혼합현실 교육 콘텐츠 제작 방법)

  • Song, Eun-Jee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.3
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    • pp.391-397
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    • 2020
  • Realistic content such as virtual reality, augmented reality, and mixed reality is emerging as an innovative technology in the education field in that it allows people to safely and efficiently experience dangerous, expensive or impossible situations, such as disaster training or space travel. Recently, as government agencies have supported a lot for producing virtual augmented reality contents about education, various educational contents using virtual augmented reality technology have been developed through the Edutech industry. Many virtual augmented reality-based educational contents are being developed, but mixed reality-based educational contents are very limited which could be more effective for education. This study examines the basic method of producing mixed reality educational contents using Hololens and, on the basis of this, it proposes the method for producing scientific experiment contents. Hololens made it possible to share information in real time without a regular desktop PC, and it is effective for teachers to manage and evaluate students in real time.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Multi-view Augmented Reality for Realistic Content (실감형 콘텐츠를 위한 다시점 증강현실)

  • Baek, Eu-Tteum;Ho, Yo-Sung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2017.06a
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    • pp.248-249
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    • 2017
  • 최근 들어, 실감형 콘텐츠를 제작하기 위한 무안경 다시점 3DTV 와 가상, 증강현실 콘텐츠에 대한 기술개발이 활발해 지고 있다. 또한, UHDTV 의 등장으로 무안경 다시점 3DTV 의 걸림돌이던 해상도 저하문제가 해결되면서 시점당 해상도가 향상된 다시점 3D 디스플레이 상용품 및 시제품들이 발표되고 있다. 하지만, 시청 위치가 한정되어 있고, 시청자에게 눈의 피로를 일으키며, 비싼 가격으로 인해 아직까지 소비자에게 좋은 반응을 얻지 못하고 있다. 이러한 단점을 해결하기 위해, 본 논문은 다시점 영상을 증강현실로 보여주는 방법을 소개한다. 제안한 방법을 사용하기 위해, 다시점 카메라 시스템으로 영상을 획득하고, HMD (head mounted display)와 휴대용 (handheld) 장치를 사용하여 다시점 영상을 시청한다. 실험 결과를 통해 제안한 방법이 기존의 시점 제한 문제를 해결할 수 있음을 확인했으며, 제안한 방법을 활용하여 다양한 실감형 콘텐츠를 제작할 것으로 기대한다.

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Development of VR-based realistic contents of driving practice according to traffic regulations (VR 기반 교통법규 변경에 따른 운전 연습 실감 콘텐츠 개발)

  • Min-Sun Kim;Han-Seo Kim;Sun-Kyung Moon;Hye-Rim Shin
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.967-968
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    • 2023
  • 본 연구에서는 매년 달라지는 교통법규를 바탕으로 가상현실 기술과 IoT 기술을 활용하여 게임 개발 엔진인 Unity3D를 이용한 VR 기반 교통법규 변경에 따른 운전 연습 실감 콘텐츠를 개발하고자 한다. 본 연구에서 소개하는 콘텐츠는 우회전 신호등의 유무와 좌회전 감응 신호의 상황을 학습환경으로 제공한다. 즉, 본 연구는 실제 도로에서의 교통질서를 바로잡고, 효과적인 교통안전 교육을 마련함으로써 새로운 교통법규를 정확하게 준수하도록 도움을 제공하는데 의의를 가진다.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

Learning System for Scientific Experiments with Multi-touch Screen and Tangible User Interface (멀티 터치스크린과 실감형 인터페이스를 적용한 과학 실험 학습 시스템)

  • Kim, Jun-Woo;Maeng, Jun-Hee;Joo, Jee-Young;Im, Kwang-Hyuk
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.461-471
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    • 2010
  • Recently, Augmented Reality(AR) technologies have been emerged, which shows the types of digital contents integrating real and virtual worlds. To maximize the effect of AR technology, tangible user interface, which enables users to interact with the contents in the same way in which they manipulate objects in real world, is applied. In particular, we expect that the technologies are able to enhance learners' interests and degree of immersion, and produce new learning contents in order to maximize the effect of learning. In this paper, we propose a learning system for scientific experiments with multi-touch screen and tangible user interface. The system consists of an experiment table equipped with a large multi-touch screen and a realistic learning device that can detect the user's simple gestures. In real world, some scientific experiments involve high cost, long time or dangerous objects, but this system will overcome such hindrance and provide learners with a variety of experiment experience in realistic ways.

A Study on One-Person Media NUI Service for Immersive Content Production Convenience (실감 콘텐츠 제작 편리성을 위한 개인방송용 NUI 서비스에 관한 연구)

  • Jeon, Ji-Hye;Jang, Ji-Woong;Park, Goo-Man
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.06a
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    • pp.54-55
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    • 2016
  • 개인이 실시간 방송을 할 수 있는 개인방송은 게임, 스포츠, 교육을 비롯하여 시대의 흐름을 고려한 요리, 다이어트 등과 같은 광범위한 미디어 콘텐츠를 생산하고 있다. 최근에는 실감형 콘텐츠를 위해 360도 카메라와 이를 마우스, 터치스크린, 자이로센서를 이용하여 제어하는 방식들이 소개되고 있다. 하지만 이러한 기술들을 활용해 더 많은 콘텐츠를 생산하기 위해서는 기술을 쉽게 사용할 수 있도록 제작자의 편리성을 고려한 기술 서비스의 제공이 필요하다. 본 논문에서는 실감 콘텐츠 제작 편리성을 위한 개인방송용 NUI 기술 서비스에 대해 논하고자 한다. 콘텐츠의 다양성과 빠르게 변화하는 IoT 기기 확장성을 고려하여 이와 연동 가능한 제스처 인식, 음성 인식 등과 같은 비 접촉식 NUI 서비스 기술과 이를 활용해 방송 제공자가 편리하게 다양한 콘텐츠를 제공할 수 있는 서비스 개념도를 제안하고, 관련 API 설계에 대해 보인다. 본 연구를 통해 개인방송을 접하는 사람들의 편의성, 흥미를 만족시켜 다채로운 서비스를 제공할 수 있고 나아가 편리성을 고려한 NUI 서비스 가이드라인을 마련할 수 있을 것으로 기대된다.

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