• 제목/요약/키워드: Artificial Reality

검색결과 238건 처리시간 0.021초

Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1998년도 Proceedings of International Workshop on Advanced Image Technology
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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인공지능 가상현실 게임 프로그램 적용이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향 (The Effect of Training Using Artificial Intelligence Virtual Reality Program on Balance and Fall Efficacy For Stroke patients)

  • 이민재
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2016년도 춘계 종합학술대회 논문집
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    • pp.285-286
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    • 2016
  • 본 연구는 가상현실시스템을 이용한 훈련이 뇌졸중 환자의 균형과 낙상효능감에 미치는 영향을 알아보기 위해 실시하였다. 연구 대상자는 뇌졸중 환자 20명으로 실험군 10명 대조군 10명씩 각각 배정하였다. 실험군과 대조군 모두 일반적인 주 5회의 물리치료와 작업치료를 받았다. 실험군은 추가적으로 가상현실 프로그램을 이용하여 8주간 1일 20분 주 3회 시행하였다. 본 연구의 측정은 균형수행 능력검사, 낙상효능감 척도검사를 사용하였다. 두 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 또한 각 군 간 훈련 후 측정 사이에 균형수행 능력검사와, 낙상효능감 검사에서 통계적으로 유의한 차이를 보였다(p<0.05). 따라서 가상현실 프로그램 병행한 훈련이 뇌졸중 환자의 균형과 낙상효능감을 향상시키는데 긍적적인 도움을 주어 유용한 뇌졸중 환자의 치료 프로그램으로 사용될 수 있을 것으로 보여 진다.

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ETRI AI 실행전략 3: 네트워크 및 미디어·콘텐츠 미래기술 선도 (ETRI AI Strategy #3: Leading Future Technologies of Network, Media, and Content)

  • 김성민;연승준
    • 전자통신동향분석
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    • 제35권7호
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    • pp.23-35
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    • 2020
  • In this paper, we introduce ETRI AI Strategy #3, "Leading Future Technologies of Network, Media, and Content." Its first goal is "to innovate AI service technology to overcome the current limitations of AI technologies." Artificial intelligence (AI) services, such as self-driving cars and robots, are combinations of computing, network, AI algorithms, and other technologies. To develop AI services, we need to develop different types of network, media coding, and content creation technologies. Moreover, AI technologies are adopted in ICT technologies. Self-planning and self-managing networks and automatic content creation technologies using AI are being developed. This paper introduces the two directions of ETRI's ICT technology development plan for AI: ICT for AI and ICT by AI. The area of ICT for AI has only recently begun to develop. ETRI, the ICT leader, hopes to have opportunities for leadership in the second wave of AI services.

고분자유전체를 이용한 동적 점자출력기 (Dynamic Braille Display Using Dielectric Elastomer)

  • 최혁렬;이상원;정광목;이성일;최후곤;전재욱;남재도
    • 제어로봇시스템학회논문지
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    • 제9권8호
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    • pp.592-599
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    • 2003
  • As one of the Principal modalities of human sensation, tactile feel is prerequisite for building wide variety of applications such as telemanipulation, virtual reality and medical engineering. A dynamic Braille display device based on a polymer actuator is presented. The actuator, often called artificial muscle actuator has advantageous features over the existing methods in terms of intrinsic softness, ease of fabrication, cost-effectiveness and miniaturization. The principles of actuation with dielectric elastomer is introduced, and necessary considerations on the design of a tactile display device are discussed. The design of the device is described in detail including the fabrication process and driving electronics. Also, preliminary results of experiments are given to evaluate its performance.

스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구 (A Study on the Effects of Storytelling on Digital Game Development)

  • 박찬익
    • 디지털산업정보학회논문지
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    • 제14권4호
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

데이터 가치에 대한 탐색적 연구: 공공데이터를 중심으로 (A Study on the Data Value: In Public Data)

  • 이상은;이정훈;최현진
    • 한국IT서비스학회지
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    • 제21권1호
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    • pp.145-161
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    • 2022
  • The data is a key catalyst for the development of the fourth industry, and has been viewed as an essential element of the new industry, with technology convergence such as artificial intelligence, augmented/virtual reality, self-driving and 5 G. This will determine the price and value of the data as the user uses data in which the data is based on the context of the situation, rather than the data itself of the past supplier-centric data. This study began with, what factors will increase the value of data from a user perspective not a supplier perspective The study was limited to public data and users conducted research on users using data, such as analysis or development based on data. The study was designed to gauge the value of data that was not studied in the user's perspective, and was instrumental in raising the value of data in the jurisdiction of supplying and managing data.

디지털 데이터 가치의 정량적 측정에 대한 개념적 연구 (A Conceptual Study on the Quantitative Measurement of Digital Data Value)

  • 최성호;이상곤
    • 한국IT서비스학회지
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    • 제21권5호
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    • pp.1-13
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    • 2022
  • With the rapid development of computer technology and communication networks in modern society, human economic activities in the almost every field of our society depend on various electronic devices. The huge amount of digital data generated in these circumstances is refined by technologies such as artificial intelligence and big data, and its value has become larger and larger. However, until now, it is the reality that the digital data has not been clearly defined as an economic asset, and the institutional criteria for expressing its value are unclear. Therefore, this study organizes the definition and characteristics of digital data, and examines the matters to be considered when considering digital data in terms of accounting assets. In addition, a method that can objectively measure the value of digital data was presented as a quantitative calculation model considering the time value of profits and costs.

래핑 기반 개방형 메타버스 플랫폼 아키텍처 (Wrapping based Open Metaverse Platform Architecture)

  • 박제호
    • 반도체디스플레이기술학회지
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    • 제21권1호
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    • pp.1-4
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    • 2022
  • As computers can express and utilize information in a semantic dimension different from the real world, humans have opened the door to the digital world and have played a pivotal role in the transformation of the human habitual environment. Using metaverse, it can be possible to predict concepts such as virtual currency, artificial intelligence, and virtual reality, which have now become possible for practical systemic visualization. In order to implement the metaverse in the realm of technology, it requires not only a multifaceted discussion on the platform, but also research on an architect that can include the intrinsic complexity of the metaverse. In this paper, we discuss the architecture for an open metaverse platform based on convergence wrapping that can converge various contents into one space, and propose a comprehensive platform design.

복소변조 공간 광 변조 기술 동향 (Technology Trends of Complex Modulation Spatial Light Modulator)

  • 남제호;김현의;박민식;김용해;황치선
    • 전자통신동향분석
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    • 제37권4호
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    • pp.81-88
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    • 2022
  • In this study, we investigate the trends and prospects of spatial light modulation (SLM) technology that enables full complex modulation as a next-generation SLM. Current SLM technology, which is used as a key element in holography, augmented reality (AR), XR, and realistic displays, has performance limits that modulate only amplitude or phase. Notably, SLM capable of full complex modulation does not produce diffraction noise, unlike DC and twin image, and thus has a high-efficiency performance. In the future, the application field of next-generation SLM, which can be full-complex modulated, is expected to cover a wide range of holography-AR and-XR devices, optical artificial intelligence, and 6G free space optics communications, which will greatly contribute to the development of a super-realistic metaverse platform and service.

통계전문가시스템을 위한 통계처리과정의 공학적 접근 연구 (Engineering approach of Statistics Processing for the Statistical Expert System)

  • 차홍준
    • 응용통계연구
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    • 제3권1호
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    • pp.1-9
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    • 1990
  • 본 연구는 통계처리과정을 공학적인 접근으로한 인공지능화를 시도하려는 개념화에 있는데, 이는 전산학에서의 소프트웨어공학과 같이 통계지식공학으로 확대 적용하고, 더불어 그 관계를 일반화 해보려는 것이다. 그러므로 방법적인 도출은 통계전문가시스템 설계를 하는데 불변성으로 명확하게 나타내려는 것이 아니라 발전적으로 요구되는 편의를 위해서 유연한 대처로 했으며, 이를 위한 지식의 표현 방안을 확실히 구성했다. 따라서 이를 확대 적용할 수 있도록 공학적 처리 모형을 개념화 하여서 이러한 문제의 공학적인 접근 방안을 제안했다.

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