• Title/Summary/Keyword: 오감

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A study on the Relationship of VR Elements by using AHP (AHP를 이용한 가상현실 구성요소 간의 관계 분석)

  • 배혜진;김석태
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.508-511
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    • 2003
  • 초고속인터넷의 성장과 더불어 가상현실 기술역시 눈부신 발전을 이루었다. 가상현실의 발전은 1998년 데스크톱형식에서 인간의 오감을 배려한 체감형식으로 하드웨어 인터페이스의 성장이 두드러지게 나타났다. 그러나, 이러한 하드웨어는 일반인들에게는 아직 값비싼 고가의 장비일 뿐이며, 대다수의 사용자들은 아직 데스크톱형식에서 벗어나지 못하고 있다. 이에 본 연구에서는 데스크탑형 Display를 기반으로 최적의 가상현실을 구현하기 위한 요소로 가상현실 구성요소를 문헌 및 연구를 토대로 분류해보고 구성요소간의 관계를 규명한다.

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국내 디지털 콘텐츠·미디어 분야 주요 정책 현황 및 R&D 동향

  • Yun, Jun-Sang;O, Se-Yun
    • Broadcasting and Media Magazine
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    • v.27 no.1
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    • pp.13-20
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    • 2022
  • 콘텐츠·미디어 기술은 기존의 평면 중심의 서비스에서 가상 증강현실, 홀로그램, 라이트필드 등의 입체·공간 서비스 적용이 점차 확대되고 있으며, 정보를 직관적으로 인지하는 시각과 청각 중심에서 디지털 기술의 발전에 힘입어 촉각, 후각 등 오감의 영역으로도 확장이 진행되고 있다. 코로나 19 장기화로 비대면이 필요해진 산업과 일상생활에 3차원 공간을 활용한 메타버스의 구현으로 국민 누구나 용이하게 새로운 콘텐츠·미디어 서비스를 활용할 수 있는 기술을 확보하는 것이 매우 중요해졌다. 본 고에서는 우리 정부의 콘텐츠·미디어 분야 주요 정책 현황과 R&D 투자동향에 대해 짚어보고, 2022년도 콘텐츠·미디어분야 R&D 과제기획 현황을 살펴보고자 한다.

A study on the Yeon-Am's observation of natural objects and writing: Centered on Yeon-Am's "Yorha Ilgi" travels (연암의 자연 사물 관찰과 글쓰기 양상 분석 연구: 연암 박지원의 "열하일기" 여행기를 중심으로)

  • Kim, Da Won
    • Journal of the Korean Geographical Society
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    • v.49 no.5
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    • pp.716-727
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    • 2014
  • Yeon-Am's observation of natural objects will be able to contribute to the cultivation of the observation skills. In this study, I analysed Yeon-Am's observation skills in the book "Yorha Ilgi". Yeon-Am's observation skills are as follows. First, Yeon-Am observed a specific and detailed. Second, Yeon-Am was examined by utilizing the five senses and presented its risks and limitations. Third, Yeon-Am observed with the equality between man and nature and looked at the same level of human and nature. Fourth, Yeon-Am expressed those observed by utilizing the shaping techniques vividly. Fifth, Yeon-Am found a variety of features by a variety of perspectives. The orgin of Yeon-Am's writing is based on specific and detailed observations of the natural objects, joining nature, shaping techniques and diversity in perspective.

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Preferred haptic factors for the steering wheel cover and beverage bottle (자동차 핸들커버와 음료수병의 선호촉감 요소에 관한 연구)

  • Kim, Hyun-Jung;Chung, Sung-Whan;Yang, Jong-Yeol
    • Science of Emotion and Sensibility
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    • v.11 no.2
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    • pp.173-180
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    • 2008
  • In this research, experiments were performed to focus on haptical factors among the emotional way of expression in design, and, find out what factors of preference influenced by haptic elements as surface material, grip senses and shape that considering clues when consumer has purchase intention. The questionnaire survey of beverage bottles in experiment extract to haptic elements were estimated in various surface of bottles and consumer preference through practical touch by managed objects themselves. The experimental groups for this survey, one is using sight and sense of touch both, the other groups are use sense of touch only without sense of sight. Therefore, to find out effective factors for design and functional matter as the kind of treating surface and properties derived from comparing two experimental groups have recognition in level of priority for each element related with haptical design sources. Finally, considering practical use schema with emotional approach based on haptical property to adopting design process.

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Unmanned Water Treatment System Based on Five Senses Technology to Cope with Overloading of Customized Smart Water Grid Machines (스마트워터그리드 맞춤형 기계과부하시 오감기술을 이용한 무인 수처리 시스템에 관한 연구)

  • Kim, Jae-Yeol;You, Kwan-Jong;Jung, Yoon-Soo;Ahn, Tae-Hyoung;Lee, Hak-Jae
    • Journal of the Korean Society of Manufacturing Process Engineers
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    • v.16 no.2
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    • pp.69-80
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    • 2017
  • In or To use, manage, and preserve sustainable water resources for the current and future generations amid the threat of abnormal climate, it is necessary to establish a smart water grid system, the next-generation intelligent water management system. In this study, sensors, which make use of the five senses to watch, listen, and detect machine vibration, bearing temperature, machine operation sounds, current, voltage, and other symptoms that cannot be verified when the irrigation facilities are running, are used to establish various decision-making criteria appropriate to on-site situations. Based on such criteria, the unmanned conditions in the facilities were verified and analyzed. Existing technologies require on-site workers to check any defects caused by overloading of machines, which is the biggest constraining factor in the application of an unmanned control system for irrigation facilities. The new technology proposed in this study, on the other hand, allows for the unmanned analysis of the existence of machine vibration. This controls the decision-making process of any defect based on the analysis results, and necessary measures are taken automatically, resulting in improved reliability of the unmanned automation.

A Five-Senses Stimulation Program for preventing Senile Dementia Diseases (오감 자극 노인성 치매 예방 프로그램)

  • Chong, Min-Yeong;Park, Cheon-Gyu;Son, Myeong-Dong
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.594-600
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    • 2010
  • As senile diseases increase with the aged increasing rapidly in an aging society, implementation of the aged long-term care insurance have an effect on the aged care and treatment. Though a decrease in prevalence rate can reduce social costs, the significance of that is overlooked. Especially, a program for a slight Alzheimer's disease and senile demetia in the spot of care facilities and welfare organs is nothing or a few programs which use only fragmentary techniques. So, In this paper, we propose a five-senses stimulation program for preventing senile dementia disease. It includes twenty processes stimulating five senses through proper harmony of senile dementia disease prevention techniques - hand exercises(sense of touch), remembrance therapy(sense of sight), cure recreation(sense of taste), music therapy(sense of hearing), gardening remedy(sense of smell).

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A Study on Changing SNS Platform Using the Augmented Reality and Pairing (증강현실과 페어링을 이용한 SNS 플랫폼의 변화에 대한 연구)

  • Roh, Chang-Bae;Na, Wonshik
    • Journal of Digital Contents Society
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    • v.15 no.5
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    • pp.587-594
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    • 2014
  • Owing to supply of smart phones and the diffusion of SNS, the number of peoples who are living, linked with us, is incomparably more than in the past. The continuous communication is essential in maintaining good relationship, so peoples have no choice but to seek for most efficient communication method in order to maintain good relationship. This thesis intended to advise how to construct next generation immersive multi-media system, using augmented reality and MPEG-V that have come to the fore recently. In addition, the SNS platform service of new type was suggested in this thesis, in connection with the pairing service. Now, we can create a town in a specific space like the real world, if we utilize the augmented reality that became possible by SNS service and we can talk and exchange informations in that space. This system would provide various services peoples wish to have, interlocking experiences through five senses like sense of vision, sense of hearing, sense of touch and etc..

Haptic Media Broadcasting (촉각방송)

  • Cha, Jong-Eun;Kim, Yeong-Mi;Seo, Yong-Won;Ryu, Je-Ha
    • Broadcasting and Media Magazine
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    • v.11 no.4
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    • pp.118-131
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    • 2006
  • With rapid development in ultra fast communication and digital multimedia, the realistic broadcasting technology, that can stimulate five human senses beyond the conventional audio-visual service is emerging as a new generation broadcasting technology. In this paper, we introduce a haptic broadcasting system and related core system and component techniques by which we can 'touch and feel' objects in an audio-visual scene. The system is composed of haptic media acquisition and creation, contents authoring, in the haptic broadcasting, the haptic media can be 3-D geometry, dynamic properties, haptic surface properties, movement, tactile information to enable active touch and manipulation and passive movement following and tactile effects. In the proposed system, active haptic exploration and manipulation of a 3-D mesh, active haptic exploration of depth video, passive kinesthetic interaction, and passive tactile interaction can be provided as potential haptic interaction scenarios and a home shopping, a movie with tactile effects, and conducting education scenarios are produced to show the feasibility of the proposed system.

VR-based Hiking System that supports Real-time Field Condition (등산로 조건을 실시간으로 지원하는 VR 기반의 사이버 등산 시스템)

  • Ko, Dae-sik
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.78-86
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    • 2018
  • In this paper, a VR-based cyber hiking system was designed to provide virtual reality for famous mountains that can offer the real senses and feelings of hiking in supporting environmental factors of actual mountains such as the temperature, air, sound, echoes, etc., of the mountain the user wants to climb. The VR-based cyber hiking system that reflects real-time site conditions is largely consisted of the data collection module that collects data from the live site, multiple drive modules that enables the user to feel real senses using data from the sites, and sensor module to detect the stimuli provided by the drive modules and the user's physical body transition. Unlike existing VR-based hiking systems, the proposed cyber hiking system not only provides simple virtual reality for the wanted mountain, but can also provide the natural conditions of real mountains and implement the uphill and downhill of hiking routes. In particular, it has the effect of providing fun and game elements to users by excluding unnecessary conditions and risks that may arise in actual hiking and instead supporting augmented realities such as squirrels on actual hiking paths. In addition, in providing users with the changes in their body before and after hiking, it is expected to be effective in providing diverse feedback such as the height, gradient, and speed of mountain hiking.

Effect of the Affordance Characteristics of VR Game UI on the User Experience (VR 게임 UI의 어포던스 특성이 사용자 경험에 미치는 영향)

  • Park, Jun-Hong;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.252-258
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    • 2020
  • Advances in IT technologies are developing VR content technologies that provide five senses information to users and interact with them. These VR content technologies are widely used by users not only for time and space limitations but also for providing immersion experiences. VR contents are contents that allow users to experience images that are played on the screen through five senses such as augmented reality, virtual reality, and holograms as well as visuals. VR games are also becoming more diverse in interfaces for the interaction of users with VR games. This study recognized the importance of the interface and analyzed the impact of the application characteristics of VR game UI on user experience and satisfaction from the user perspective. Research shows that VR game UI interacts with user experience and satisfaction. This appears to affect user experience based on how well people using VR game UI can understand and utilize the characteristics and functions of UI.