• Title/Summary/Keyword: AR/VR

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Development of Pre-construction Verification System using AR-based Drawings Object (도면증강 객체기반의 건설공사 사전 시공검증시스템 개발 연구)

  • Kim, Hyeonsung;Kang, Leenseok
    • Land and Housing Review
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    • v.11 no.3
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    • pp.93-101
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    • 2020
  • Recently, as a BIM-based construction simulation system, 4D CAD tools using virtual reality (VR) objects are being applied in construction project. In such a system, since the expression of the object is based on VR image, it has a sense of separation from the real environment, thus limiting the use of field engineers. For this reason, there are increasing cases of applying augmented reality (AR) technology to reduce the sense of separation from the field and express realistic VR objects. This study attempts to develop a methodology and BIM module for the pre-construction verification system using AR technology to increase the practical utility of VR-based BIM objects. To this end, authors develop an AR-based drawing verification function and drawing object-based 4D model augmentation function that can increase the practical utility of 2D drawings, and verify the applicability of the system by performing case analysis. Since VR object-based image has a problem of low realism to field engineers, the linking technology between AR object and 4D model is expected to contribute to the expansion of the use of 4D CADsystem in the construction project.

Technology Trends of Realistic Contents and Application to Educational Contents (실감형 콘텐츠의 기술동향과 교육용 콘텐츠로의 적용 방안)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.315-320
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    • 2019
  • In the era of the fourth industrial revolution, the education industry is expected to grow further. It is expected that growth rate of future education using VR/AR technology will be very high. Realistic contents based on VR/AR technology provides high realism and experience through characteristics of immersion, interaction and intelligence. This paper tries to analyze the trends of realistic contents technology at home and abroad, and to come up with measures that can be applied to future educational content through case analysis of realistic contents development.

TV혼합현실을 위한 RGB Segmentation 최적화 및 분산처리 방법

  • Jeong, YeongHwan;Bang, SeongBae
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.54-57
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    • 2019
  • 모바일 디바이스와 스마트 글래스의 확산/보급으로 다양한 AR/VR/MR 어플리케이션이 출시 되었으나, 사용자들이 일반적으로 가정에서 많이 사용하는 대형 Display인 TV에서 이용할 수 있는 AR/VR/MR 어플리케이션은 거의 없는 실정이다. TV 디바이스에서 이러한 영상처리 기법을 이용하려면 별도의 카메라나 CPU가 필요한데, 이를 이용하기 위해 사용자들이 별도의 투자를 하기 어렵기 때문이다. 본 논문에서는 사용자에게 가장 친숙한 모바일 디바이스와, 디지털 TV신호를 수신하기 위한 STB를 연동하여 다양한 AR/VR/MR 서비스를 이용할 수 있는 방법을 제안하고 실제 시스템 구현과 실험을 통해 제안된 방법의 품질 및 실시간성 향상을 검증한다.

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Technology Development Trends of Displays for Implementation of Hyper-Realistic Augmented Reality/Virtual Reality (초실감 AR/VR 구현을 위한 디스플레이 기술 개발 동향)

  • Byun, C.W.;Lee, H.K.;Cho, H.S.;Cho, N.S.;Lee, J.K.
    • Electronics and Telecommunications Trends
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    • v.32 no.6
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    • pp.48-56
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    • 2017
  • Augmented reality/virtual reality(AR/VR) technology has a very long research history, beginning in the 1860s. As of the CES of 2016, the expectations regarding the commercialization of AR/VR technology have increased, incurring the interest of many people. AR/VR technologies will be established as a part of our everyday life, such as smartphones, by combining the breakthrough developments of displays, semiconductors, sensors, and various content development technologies. However, until recently, the results of innovative technological developments and market growth had not been reported. In this article, we analyze these trends by focusing on display technologies, and discuss future directions.

Trends in Remote Collaboration Technology for Virtual and Augmented Reality (가상현실/증강현실 원격 협업 기술 동향)

  • Bang, J.S.;Kim, S.W.;Lee, Y.H.;Lee, G.;Lee, H.J.;Lee, G.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.6
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    • pp.96-104
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    • 2017
  • In general, virtual reality (VR) and augmented reality (AR) are technologies used to overcome the limitations of space and time in human communications. Currently, VR and AR companies are mostly developing contents for a single user. However, it is expected that there will be a need for sharing experiences among two or more users in a VR/AR environment. In this paper, we investigate the trends in remote collaboration technologies for VR/AR that allow two or more users to share video, voice, and gestures, as well as emotions. We will also discuss the future of such technologies.

A Study on the Protection of Intellectual Property of Virtual Augmented Reality (VR/AR 콘텐츠 지식재산 보호에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.418-420
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    • 2018
  • 가상증강현실은 장비와 소프트웨어의 기술 발전에 힘입어 산업적인 비즈니스 모델들이 날로 증가하고 있으며 교육, 엔터테인먼트, 관광, 안전, 의료, 국방 등 모든 분야에서 적용에 관한 요구가 급증하고 있는 실정이다. 특히 가상증강현실의 장점인 높은 몰입도와 체감도에 대한 만족도가 요소로 여러 분야의 다양한 VR/AR 콘텐츠가 개발되고 있다. 그러나 아직 지식재산 관점에서의 침해 또는 보호에 대한 정책이 제대로 마련되어 있지 않은 상태다. 본 연구에서는 VR/AR콘텐츠에 대해서 지식재산 관점에서 침해에 대한 법률적 해석과 게임콘텐츠 저작권 보호와 같은 제도가 마련되어야 한다는 필요성에 대해 고찰하고 그 대안을 모색해 보고자 한다.

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A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
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    • v.27 no.4
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    • pp.49-62
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    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

Construction of 21st Century Visual Algorithm in 5G-based VR/AR/MR/Hologram (5G기반 VR/AR/MR/Hologram의 공간에서 나타나는 21세기형 시각 알고리즘 구축)

  • Lim, Sang Guk
    • Journal of Korea Multimedia Society
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    • v.22 no.10
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    • pp.1208-1214
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    • 2019
  • 4th industrial age! 5G-based video content has changed rapidly. How do you view and understand VR/AR/MR/holograms in the age of convergent technology media represented by digital convergence in the 21st century beyond the modern visual system of Descartes? It predicts extension to an interactive visual system. This study proposes a methodology to visualize the Lacanian visual acuity after applying it to the L-System and to understand the visual system of the 21st century.

Immersive Learning Technologies in English Language Teaching: A Systematic Review

  • ALTUN, Hamide Kubra;LEE, Jeongmin
    • Educational Technology International
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    • v.21 no.2
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    • pp.155-191
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    • 2020
  • The aim of this study was to examine the trends (e.g., the distribution of the studies by year, country, research methods, and participants' education level) and fundamental findings [e.g., interaction in Virtual Reality (VR) environments, educational content through VR and Augmented Reality (AR) technologies, learning environment in AR, etc.] regarding immersive learning technologies such as VR and AR in English Language Teaching (ELT) between 2010 and 2019. Employing a systematic review research methodology, data was gathered from 59 academic articles published in the following databases: EBSCOhost, ERIC, Web of Science, and Taylor & Francis. The studies were analyzed using a content analysis approach, and findings demonstrated that immersive learning technologies in ELT came to prominence in 2017. Mixed methods research was the most widely employed research method. The most studied language skill was vocabulary for AR and speaking for VR. The results also revealed advantages and challenges with regards to the use of immersive learning technologies in ELT. Further analysis illustrated the findings related to characteristics of immersive learning technologies in ELT. Based on this review, research and design implications for researchers and practitioners are presented.

Metaverse Technology Trends for Convergence Services (융합 서비스 확산을 위한 메타버스 기술 동향)

  • K.S. Lee;K.H. Kim;J.S. Choi;H.K. Kim
    • Electronics and Telecommunications Trends
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    • v.38 no.2
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    • pp.75-84
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    • 2023
  • Metaverse is expected to bring many innovations to society, culture, and economy by providing realistic services in various fields while suppressing time and space constraints. However, unclear definitions owing to the high diversity of the metaverse add to the confusion of the ecosystem participants. The current metaverse service has many voices of concern owing to technical limitations and lack of a clear profit model. Nevertheless, given its high growth potential driven by the digital transformation, a solid and long-term technology development strategy seems to be necessary. Accordingly, we analyze development cases centering on the major metaverse service shapes presented in the Metaverse New Industry Leading Strategy announced by the Ministry of Science and ICT in January 2022. In addition, we study the characteristics and core technologies of each metaverse service for its realization and discuss future stages of technological development.