• Title/Summary/Keyword: 증강현실 지도 서비스

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The Loss Prevention System of Smart Device Using by iBeacon (iBeacon을 이용한 스마트 디바이스 분실 방지 시스템)

  • Nam, ChoonSung;Jung, HyunHee;Shin, DongRyeol
    • Journal of Internet Computing and Services
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    • v.15 no.6
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    • pp.27-34
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    • 2014
  • Todays, the rapid technical progress of smart device has been used for various social (wall-fare) services in our lives. Especially, most of these services are based on the Local-based Services (LBS) and this technology is getting popular more and more compared with before. Basically, LBS is able to support various types of geographical services such as vehicles' navigation services, Augmented reality services as using extensional local information such as GPS. However, LBS has serious mathematical vulnerability on the services frequently because of its miscalculated GPS data under interior and ambiguous geographical environment such like shadowed area. So, to overcome this limitation, iBeacon, which would be able to mitigate LBS miscalculation process, has been proposed recently among network experts. Compared with other wireless technologies, iBeacon is able to determine the accurate geographical data of certain local positions easily because it is not only designed based on low-powered data transmitting technology, but also, it can be much easy to be deployed. As users' dependency of smart devices are getting higher and higher and the use of smart device is also getting complex more and more, the users prefer to use various types of smart devices at one time. Therefore, in this paper, we propose the loss prevention system that is able to interwork smart devices networks as using iBeacon technology for users' better conveniences.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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A Study on Metaverse Educational Culture Content : Focusing on the Case of Metaverse Moonshin Art Museum (문화 콘텐츠를 활용한 메타버스 교육 콘텐츠 연구 : 메타버스 문신 미술관 사례를 중심으로)

  • Nam, SangHun
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.728-737
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    • 2022
  • Metaverse is gaining worldwide interest, and related industries are developing rapidly. In the field of education, students' interest in metaverse is increasing, and education on metaverse-related technologies and services is required. However, since metaverse classes in universities mainly consist of theoretical education and domestic/overseas case analysis education, practical education that can apply metaverse technology to the real world is also necessary. In the cultural field, event contents such as entrance ceremonies and exhibitions are mainly produced for metaverse contents, and it is also necessary to study metaverse contents that can be sustained for a long time by people visiting regularly. In this study, educational contents that can link cultural participation in the real world with cultural participation in the metaverse were studied using the local cultural space as a medium to produce sustainable metaverse contents. The 'Metaverse Moonshin Art Museum commemorating the 100th anniversary of Moonshin's birth' program reinterpreted the real world of Changwon Moonshin Art Museum into a virtual world by collaborating with students on the Roblox. The 'Expanded Reality Moonshin Art Museum' program created an expanded Metaverse art museum that transcends time by augmenting the deceased Moonshin artist in the museum's exhibition space using HoloLens. For students studying culture-related majors, an educational program that combines metaverse education and practical training was conducted, and it is planned to be supplemented and used as a teaching plan.

Factors Influencing Acceptance and Use of New Technologies in the Metaverse Era : Focusing on the Difference between B2C Context and B2B Context (Metaverse 시대의 신기술 사용 의도에 영향을 미치는 요인: B2C 맥락과 B2B 맥락의 차이를 중심으로)

  • Chung, Byoung-gyu
    • Journal of Venture Innovation
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    • v.4 no.3
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    • pp.125-139
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    • 2021
  • As the 4th industrial revolution progresses, new technologies and services are being born, growing, and maturing. Now, beyond the mobile era, the metaverse is being discussed as a new paradigm. Therefore, in this study, in preparation for the metaverse era, we tried to analyze what factors have an important influence when consumers want to use new technologies. In particular, the research was conducted focusing on how the context in which consumers use the technology changes depending on whether they are B2C or B2B. For this, augmented reality (AR) was selected in the B2C context by linking the research subject with the metaverse era, and the smart factory was selected in the B2B context. The research model for the analysis was established by deriving and setting common influence variables by reflecting the characteristics of the research target technology based on the modified extended unified theory of acceptance and use of technology. A survey was conducted for empirical analysis, and 150 AR and 150 smart factory subjects were analyzed. The empirical study results are as follows. The relationship between performance expectancy and intention to use, technology readiness and intention to use was found to have a significant positive (+) effect on both AR and smart factory. On the other hand, it was found that effort expectancy, social influence, and trust had a positive (+) effect on intention to use only in AR. Only in smart factory, facilitating conditions had a significant positive (+) effect on intention to use. It was also found that the perceived risk had a significant negative (-) effect on the intention to use only in the smart factory. The results of this study are academically significant in that we empirically test that influencing factors of technology use varies depending on the context in which it is used by consumers. In practice, it provided an implication of what to focus on first is being implemented.

Design and Implementation of Optimal Smart Home Control System (최적의 스마트 홈 제어 시스템 설계 및 구현)

  • Lee, Hyoung-Ro;Lin, Chi-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.1
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    • pp.135-141
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    • 2018
  • In this paper, we describe design and implementation of optimal smart home control system. Recent developments in technologies such as sensors and communication have enabled the Internet of Things to control a wide range of objects, such as light bulbs, socket-outlet, or clothing. Many businesses rely on the launch of collaborative services between them. However, traditional IoT systems often support a single protocol, although data is transmitted across multiple protocols for end-to-end devices. In addition, depending on the manufacturer of the Internet of things, there is a dedicated application and it has a high degree of complexity in registering and controlling different IoT devices for the internet of things. ARIoT system, special marking points and edge extraction techniques are used to detect objects, but there are relatively low deviations depending on the sampling data. The proposed system implements an IoT gateway of object based on OneM2M to compensate for existing problems. It supports diverse protocols of end to end devices and supported them with a single application. In addition, devices were learned by using deep learning in the artificial intelligence field and improved object recognition of existing systems by inference and detection, reducing the deviation of recognition rates.