• Title/Summary/Keyword: 확장현실

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확장된 평균-지니 기준의 헤지모형에 활용 가능성 평가

  • Gwon, Taek-Ho;Jo, Dae-Woo
    • The Korean Journal of Financial Management
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    • v.12 no.2
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    • pp.143-162
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    • 1995
  • 평균-분산 기준보다 우수한 기준이라고 할 수 있는 평균-지니 기준은 위험회피 정도를 고려할 수 있는 확장된 평균-지니 기준으로 확장되면서 선물시장에서의 헤지모형에 도입되어 분포특성과는 무관하게 헤지비율의 특성을 분석할 수 있다는 측면에서 관심의 대상이 되었다. 그러나 확장된 평균-지니 기준을 실제로 적용하기 위해서는 확장된 지니평차를 계산가능한 형태로 변환해야 하는 문제와, 수익률의 누적확률 값을 추정해야 하는 문제점이 있다. 누적확률 값을 추정하는 방법으로 수익률의 분포함수와는 관계없이 순위에 의한 방법이 이용되었다. 본 연구에서는 실제로 분포의 확률밀도함수를 이용해서 누적확률을 계산하는 경우와 순위를 이용해 추정하는 방법을 비교함으로써 순위방법의 정확성을 평가하고자 하였으며, 확장된 지니평차를 실제로 계산하는 데 있어서의 문제점도 검토하였다. 이러한 검토를 통해 확장된 평균-지니 기준을 헤지 모형에 도입하여 활용하는 것의 현실적 유용성을 종합적으로 평가하고자 하였다. 분석결과 확장된 지니평차의 계산을 위해 변형한 식에 대한 정밀한 검토가 필요하다는 점과, 확장된 지니평차를 헤지모형에 적용하기 위해서는 누적확률을 정확하게 계산하는 문제의 해결이 선행되어야 한다는 점을 밝힐 수 있었다.

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Explication and Rational Conceptualization of Metaverse (메타버스 해석과 합리적 개념화)

  • Song, Stephen W.;Chung, Dong-Hun
    • Informatization Policy
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    • v.28 no.3
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    • pp.3-22
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    • 2021
  • This article reviews previous literature on the metaverse and attempts to provide a refined definition for this phenomenon. Metaverse has recently been in the spotlight among discussions by the industry and the media while a consensus on the exact definition of metaverse is yet to be determined. Since Neal Stephenson first coined the term metaverse in his novel "Snow Crash" in 1992, the Acceleration Studies Foundation (ASF) was the first to analyze the concept of metaverse in 2007. While ASF's effort did not receive much spotlight it may have deserved, metaverse gained much attention in the fall of 2020 when NVIDIA announced its real-time simulation and collaboration platform for 3D production named "Omniverse" as a next-generation alternative for the Internet along with Roblox defining its service as metaverse during its IPO. Since then, metaverse has been commonly recognized as a world where we can cross over reality and virtuality. Based on the two axes and four scenarios proposed by the ASF, we review the literature across four realms as follows - virtual reality, mirror world, augmented reality, and lifelogging. Then, we examine the issues with the existing definition of metaverse and propose an alternative explanation by focusing on human behavior and user experience. Finally, we reassess the concept of metaverse and incorporate human communication, reality-based and virtual-based activities, and eXtended reality as elements to properly define metaverse.

개념적 모델링을 위한 관계 표현의 확장

  • 강병영
    • Proceedings of the Korea Association of Information Systems Conference
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    • 1997.10a
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    • pp.427-436
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    • 1997
  • 데이터베이스 설계에서 개념적 모델링 단계에서는 논리적 설계가 효율적으로 수행 되도록 하기 위하여 현실 세계를 보다 정확하게 표현할 수 있도록 다양한 의미 표현 도구를 제공해야 한다. 본 연구에서는 데이터베이스 개념 설계에 가장 널리 사용되는 실체 관계 모 델(ERD)을 기반으로 데이터의 표현 능력을 향상시키고자 한다. 특히 데이터의 표현을 확장 하려는 연구들을 정리하고 통합적인 데이터 모델링 방법의 개발 필요성을 제시한다.

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Development of Augmented Reality Tool for Architectural Design (건축설계 검증을 위한 증강현실 설계지원도구 개발)

  • Ryu, Jae-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.49-62
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    • 2015
  • In this study we have proposed the prototype of design support device for architectural design assessment using the building information modeling(BIM) data and the augmented reality(AR) technology. The proposed system consists of novel hardware composition with the transparent display, the mock-up model and the digital architectural model in the new shape of frame. The removal of background and the correction of viewer point in the capture video are proposed in order to use the transparent display in AR application. The BIM data formats are reviewed to be converted for using in AR application. Also the proposed system can be expanded to multi-user collaboration system from two user system through the suggested hardware and software compositions. The results of this study will be applied to use the mock-up model and digital architectural model in order to carry out the design assessment process efficiently and economically in the architectural design field.

A Framework for VR System Development (가상현실 시스템 개발을 위한 기반)

  • Park, Chang-Hun;Kim, Tai-Yun;Ko, Hee-Dong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.643-646
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    • 2002
  • 본 논문은 가상현실 시스템 개발을 위한 새로운 기반을 제시한다 우리는 먼저 가상환경을 3 차원 가상공간과 외부 모듈의 구성으로 정의하고 이들의 통합을 위하여 융통성, 확장성, 그리고 재구성 가능성을 제공하는 기반을 제공한다. 이 기반은 다양한 가상현실 응용의 개발을 지원할 뿐 아니라 성능의 최적화를 지원할 것으로 기대한다.

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Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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The Development Education Contents of Augment Reality Based on Marker (마커기반 증강현실 교육 콘텐츠 제작)

  • Sim, Jaehyoun;Kim, Chulku;Jung, Jinhyoun;Song, Eunji
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.691-692
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    • 2015
  • 본 논문에서는 마커기반 증강현실 기술을 활용한 역사 교육 콘테츠 구현을 목표로 한다. 증강현실은 가상현실의 한 분야로 현실세계에 가상의 물체를 중첩함으로써 사용자에게 몰입감과 현실감 있는 정보를 제공하여, 사용자들에게 새로운 학습 경험을 확장시킬 수 있는 교육매체로 높은 관심을 받고 있다. 이에 본 논문은 세종대왕 시대의 유물을 EON Mobile을 사용하여 마커기반 증강현실 교육콘텐츠를 개발하였다. AR 마커를 통해 사용자와 상호작용 할 수 있도록 하였으며, 현실감, 몰입감, 지적 융통성 및 인지적 통찰성 등의 다양한 교육적 효과를 성취할 수 있도록 하였다.

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A Study on Innovation Resistance and Adoption Regarding a EXtended Reality Devices (확장현실 기기의 혁신저항과 수용에 관한 연구)

  • Jin, Seok
    • The Journal of the Korea Contents Association
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    • v.21 no.5
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    • pp.918-940
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    • 2021
  • In this study, the concept of eXtended Reality Devices(XR) is defined, how it is applied by industry and how it will develop in the future, and based on the expanded integrated technology acceptance theory and innovation resistance, We tried to confirm through empirical analysis how the influencing variables affect. We carry out the analysis of the hypotheses using PLS Structural Equation Modeling. According to the empirical analysis results, this study confirms that innovativeness has a significant effect on UTAUT2's acceptance variables(performance expectation, effort expectation, hedonic motivation, price value) for XR devices, and these variables affect attitudes and acceptance of XR. and the pace of change of XR has a significant effect on perceived risk, and the perceived risk perceived by consumers mediates the pace of change and innovation resistance, and has a significant effect on innovation resistance. and innovation resistance to XR devices had a significant negative effect on acceptance. This study has its meaning because it found out that it deals expansively and comprehensively with personal innovation, the UTAUT2's acceptance variables, and the effects of perceived risk factors mediating the pace of change and resistance to innovation. In addition, it suggests that in order for innovative technologies such as XR to advance to the stage of market expansion, it is important to present strategies to reduce resistance to new technologies as much as the value to be provided to consumers.

A Study on Immersive Media Technology in the Metaverse World

  • Lee, Kyoung-A
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.9
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    • pp.73-79
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    • 2021
  • As the importance of online virtual space grows due to Corona Pandemic, interest in virtual space utilization technology is increasing, causing a boom in the growth of the untact technology and related content industry, and accelerating the transition to Metaverse era, a new virtual convergence platform based on virtual and reality. This study analyzed ZEPETO, a Metaverse platform and found that it provides a creative space through Built-it and ZEPETO Studio, and offers items and contents with active economic activity. This is the result of an analysis centered on ZEPETO, so it varies depending on the Metaverse platform. We look to find key items to activate a Metaverse platform and how to make best use of virtual assets crated in Metaverse in reality through Metaverse related technologies.