• 제목/요약/키워드: Experiences in Reality

검색결과 404건 처리시간 0.027초

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
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    • 제2권2호
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    • pp.52-57
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    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

증강현실을 적용한 에듀테인먼트 콘텐츠 제작 (A Production of Edutainment Contents Using Augmented Reality)

  • 정연철;차재관
    • 한국게임학회 논문지
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    • 제15권5호
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    • pp.79-87
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    • 2015
  • 텍스트와 그림으로 표현되었던 교육 도구는 교육과 놀이 체험이라는 에듀테인먼트로 발전하였다. 에듀테인먼트 분야에서의 증강현실 기술은 체험을 극대화하여 놀이형 교육이 가능해 졌다. 또한 최근 증강현실을 응용한 다양한 애플리케이션으로 서비스 되고 있다. 본 논문에서는 에듀테인먼트 콘텐츠 설계와 구현을 통해 체험형 교육을 위한 활용방안에 대해 기술한다. 구현은 '뷰포리아 엔진'과 '유니티 3D'를 사용하였다.

Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2000년도 추계학술발표논문집
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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Financial Analysis of Thai Banks: Effectiveness of Augmented Reality Visualization

  • Tanlamai, Uthai;Jaikengkit, Aim-Orn;Wattanasupachoke, Teerayout
    • Journal of Information Technology Applications and Management
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    • 제24권3호
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    • pp.51-61
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    • 2017
  • The objective of the study is to examine the acceptance and usability of Augmented Reality (AR) visuals developed for industry analysis of Thai Banks and whether these visuals can outperform the table of numbers in representing financial accounting data. Convenient samples were used and the data were collected with self-assessed questionnaires from 109 users with minimum prior experiences with financial analyses. The results from descriptive statistics indicates that despite having over 80% of respondents with little prior experience in analyzing financial performance of banking industry, the majority of them were able to correctly make prediction (96.4%), identify trend (82.6%) and compare banks' performance (70.6%). Their attitudes and perception towards Bank-AR visuals were above average. Although the overall usability score is average (53%), the respondents rated the Bank-AR visuals to be highly useful and had high intention to use them in the future.

Prototyping Training Program in Immersive Virtual Learning Environment with Head Mounted Displays and Touchless Interfaces for Hearing-Impaired Learners

  • HAN, Insook;RYU, Jeeheon;KIM, Minjeong
    • Educational Technology International
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    • 제18권1호
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    • pp.49-71
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    • 2017
  • The purpose of the study was to identify key design features of virtual reality with head-mounted displays (HMD) and touchless interface for the hearing-impaired and hard-of-hearing learners. The virtual reality based training program was aimed to help hearing-impaired learners in machine operating learning, which requires spatial understanding to operate. We developed an immersive virtual learning environment prototype with an HMD (Oculus Rift) and a touchless natural user interface (Leap Motion) to identify the key design features required to enhance virtual reality for the hearing-impaired and hard-of-hearing learners. Two usability tests of the prototype were conducted, which revealed that several features in the system need revision and that the technology presents an enormous potential to help hearing-impaired learners by providing realistic and immersive learning experiences. After the usability tests of hearing-impaired students' exploring the 3D virtual space, interviews were conducted, which also established that further revision of the system is needed, which would take into account the learners' physical as well as cognitive characteristics.

심리적 거리로서의 가상성과 시간적 거리: 제품 정보 유형의 제품 태도에 미치는 효과를 중심으로 (Virtuality as a Psychological Distance and Temporal Distance: Focusing on the Effect of Product Information Type on Product Attitude)

  • 박도형
    • 지식경영연구
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    • 제18권3호
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    • pp.163-178
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    • 2017
  • Recent advances in technology are evolving to enable individuals to perform various activities necessary for their lives, without being constrained by physical, temporal, and spatial constraints. The online services and experiences that originated from solving the discomfort in the actual offline space have created the newness that can only be experienced in the digital world and furthermore uniquely new experiences in actual space as well. While many previous studies have suggested several interpretations of unique individual behaviors in virtual environments, a recent research approaches virtuality as an interesting perspective of the change of thinking style. Virtuality is defined as how far apart we are from everyday reality, and if the individual faces a situation far from reality, the psychological distance of the individual becomes distant and ultimately leads to the thinking style of high construal level. Otherwise, it is said to have a relatively low construal level of thinking style. In this study, I try to confirm the virtual distance as the role of psychological distance in new virtual contexts. Simultaneously considering temporal distance, which are most used in psychological distance, and virtual distance based on virtuality, this study tries to find whether the effect of virtual distance on product attitude is the same as that of temporal distance and check the relationship between virtual distance and temporal distance in the context of consumers' product evaluations depending on product information type.

5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술 (Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions)

  • 한정수
    • 한국융합학회논문지
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    • 제7권1호
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    • pp.25-30
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    • 2016
  • 가상현실의 기술에 있어서는 미국을 필두로 한 독식형 시장 그리고 유니버셜 등의 가상현실 아이템들이 증가하고 있는 추세이다. 다인칭의 사용자가 시각, 촉각, 청각, 운동감 등 온 몸으로 직접 체험을 하며 콘텐츠에 깊게 빠져들어 즐길 수 있는 새로운 형태의 콘텐츠 플랫폼을 개발해야 하며 관람객이 수동적으로 콘텐츠를 즐기는 것이 아니라 능동적으로 콘텐츠에 직접 참여하여 몰입도를 극대화 시킬 수 있는 콘텐츠 개발을 해야 한다. 이를 위해 $360^{\circ}$서클비전, 입체영상, 인터렉션, 시뮬레이터, 환경 Effect 등의 모든 요소가 혼합된 새로운 형태의 5D 가상현실 어트렉션 콘텐츠의 개발이 필요하며 이를 위한 색상 및 밝기 보정 기술 방법들을 제안하고자 한다.

A study of bilateral control with time delay

  • Shibasato, Kouki;Furuta, Katsuhisa;Yamakita, Masaki
    • 제어로봇시스템학회:학술대회논문집
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    • 제어로봇시스템학회 1991년도 한국자동제어학술회의논문집(국제학술편); KOEX, Seoul; 22-24 Oct. 1991
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    • pp.1681-1686
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    • 1991
  • In robotics and other fields of engineering, techniques for artificial reality or virtual reality are focused on and studied extensively, e.g., virtual existence for tele-operator systems in robotics, and virtual reality of designed objects in architecture. In order to realize the system we should create physical stimulations according to internal models created by experiences in a human brain. The internal model does not have to have direct connections to the real world, however, the stimulation must be signals such that the internal model are retrieved in a human brain. In this paper we propose a technique for tele-virtual reality of dynamic mechanical models, which means that one dynamic mechanical model can be shared by peoples in distant places. Since a stability issue due to time delays arises in the system, we employed a scattering technique developed for a tele-operator system and a kind of passive adaptive controllers. Furthermore, restrictions due to a simple digital implementation of the scattering transformation are discussed and some conditions for stability are shown. The proposed method is applied to a remote tug of war system and the effectiveness is verified.

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가상현실 기반의 어트랙션 콘텐츠 개발을 위한 콘텐츠 분류법 연구 (A Study on Content Classification for Developing Virtual Reality-based Attraction Contents)

  • 엄이레
    • 한국콘텐츠학회논문지
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    • 제19권11호
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    • pp.499-506
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    • 2019
  • 4차 산업혁명과 5G 기술 상용화로 주목받고 있는 가상현실은 게임 분야에서 관광, 레저, 교육 등 다양한 분야로 범위를 넓혀가고 있으며 VR시장은 지속적으로 확대될 전망이다. 국내에서도 VR시장 규모가 확대되면서 가상현실 콘텐츠를 결합한 테마파크가 도심을 중심으로 확산되고 있다. VR테마파크는 기존 테마파크와 달리 실내에 구성된 소규모 놀이문화공간으로, 놀이공원에서 즐길 수 있는 어트랙션(놀이기구)을 가상현실 콘텐츠와 함께 즐길 수 있다. 비일상적 경험 체험이 목적인 테마파크와 동일한 특성을 가진 가상현실 콘텐츠는 어트랙션의 물리적 자극과 결합하여 높은 몰입감과 현존감을 제공한다. 어트랙션과 결합된 가상현실 콘텐츠는 기존 제시된 분류법으로 콘텐츠를 정확하게 구분 지을 수 없어, 체험 형태와 설치 형태에 따른 새로운 분류법을 제시하였다. 국내 VR테마파크의 사례를 통해 콘텐츠를 분류하였고, 추후 진행될 가상현실 어트랙션 콘텐츠 제작을 위한 기획 방향을 모색하고자 하였다.

가상현실(VR)에서 품질기능전개(QFD)를 활용한 요구사항 분석 (Analysis of Requirements Using Quality Function Deployment (QFD) in Virtual Reality(VR))

  • 박지혜;김민철
    • 유통과학연구
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    • 제17권2호
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    • pp.101-107
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    • 2019
  • Purpose - The purpose of this study is to analyze the user requirements and developer requirements in virtual reality(VR), and suggest ways to increase the satisfaction of users who experience virtual reality. Specifically, focused on experience store of VR as a distribution retailer, user requirements were analyzed according to the results of previous research that the characteristics of Affordance, Presence, and Head Mounted Display (HMD) affect user satisfaction. Research, design, data, and methodology - Based on previous studies, in this study, we analyzed the importance of immerse, interaction, perception, and presence for the satisfaction of the user through the questionnaire, and the user experiences virtual reality (VR) The importance of HMD, Presence, Affordance, and experience satisfaction were analyzed. Based on this, we analyzed the user requirements and the developer requirements based on the questionnaires and interviews of the experts, starting from the user's desire or preference using QFD technique. Results - As a result of the analysis, the development factors that occupied a big part in the virtual reality field appeared to be visual. In detail, this showed that there was a lack of sense of presence for users. This should be improved. This paper shows that the requirements for visual, auditory, and tactile development are necessary. For the satisfaction of the users of virtual reality (VR) users, it is necessary to develop them according to their priority in consideration of importance and difficulty in the future. Conclusions - In this study, it was suggested that development according to priority should be considered, considering the difficulty level. Based on the results of this study, the following suggestions are made. First, we tried to search the list of user requirements as much as possible, but it is likely to change due to the development of VR technology. Therefore, it is necessary for developers to continually supplement user requirements with recent research literature. Second, development priorities according to difficulty level should be considered. This aspect should be considered in the actual VR development process, so if the numerical value of the difficulty is calculated, it should be presented in the research.