• Title/Summary/Keyword: Immersive

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Video classifier with adaptive blur network to determine horizontally extrapolatable video content (적응형 블러 기반 비디오의 수평적 확장 여부 판별 네트워크)

  • Minsun Kim;Changwook Seo;Hyun Ho Yun;Junyong Noh
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.99-107
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    • 2024
  • While the demand for extrapolating video content horizontally or vertically is increasing, even the most advanced techniques cannot successfully extrapolate all videos. Therefore, it is important to determine if a given video can be well extrapolated before attempting the actual extrapolation. This can help avoid wasting computing resources. This paper proposes a video classifier that can identify if a video is suitable for horizontal extrapolation. The classifier utilizes optical flow and an adaptive Gaussian blur network, which can be applied to flow-based video extrapolation methods. The labeling for training was rigorously conducted through user tests and quantitative evaluations. As a result of learning from this labeled dataset, a network was developed to determine the extrapolation capability of a given video. The proposed classifier achieved much more accurate classification performance than methods that simply use the original video or fixed blur alone by effectively capturing the characteristics of the video through optical flow and adaptive Gaussian blur network. This classifier can be utilized in various fields in conjunction with automatic video extrapolation techniques for immersive viewing experiences.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

The Effect of Matching between Odor and Color on Video Reality and Sense of Immersion (향과 색의 어울림이 영상 실감과 몰입감에 미치는 효과)

  • Lee, Guk-Hee;Li, Hyung-Chul O.;Bang, Dongmin;Ahn, ChungHyun;Ki, MyungSeok;Kim, ShinWoo
    • Journal of Broadcast Engineering
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    • v.19 no.6
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    • pp.877-895
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    • 2014
  • It is common sense that providing specific odor can increase the video reality when video scene has an object having specific odor. However, people still do not know how to increase video reality and emotional immersion when there is no information on specific odor in the scene. So, present study explores how we improve video reality and immersion when the scene has no concrete odor information from some objects. Especially, this research focuses on diverse previous studies about matching between odor and color and then we expect providing odor can increase video reality if the odor is well-matched with the video's color. To do this, we collected 48 odors and investigated which color was well-matched with each odor. As a result, we get 5 odors which had clearly well-matched colors and decide ill-matched colors of those 5 odors as complementary colors of well-matched colors (Experiment 1). After that, we organize 3 conditions such as coloring image and video clip with well-matched color (color-odor match condition), coloring those with ill-matched color (color-odor mismatch condition), and coloring those with achromatic color by removing color saturation (color-odor neutral condition). Under each of these three conditions, image-odor matching, increment of reality with the odor, increment of immersion with the odor, and odor preference are asked (Experiment 2; 3). The results showed that the scores of all 4 questions in color-odor match condition were higher than color-odor mismatch condition and neutral condition. These results mean that providing matching odor with the scene's color in video is very effective to increase video reality and immersion. We expect experiencing better reality and immersion with olfactory information by adding various future research.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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A Development of a Mixed-Reality (MR) Education and Training System based on user Environment for Job Training for Radiation Workers in the Nondestructive Industry (비파괴산업 분야 방사선작업종사자 직장교육을 위한 사용자 환경 기반 혼합현실(MR) 교육훈련 시스템 개발)

  • Park, Hyong-Hu;Shim, Jae-Goo;Park, Jeong-kyu;Son, Jeong-Bong;Kwon, Soon-Mu
    • Journal of the Korean Society of Radiology
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    • v.15 no.1
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    • pp.45-54
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    • 2021
  • This study was written to create educational content in non-destructive fields based on Mixed Reality. Currently, in the field of radiation, there is almost no content for educational Mixed Reality-based educational content. And in the field of non-destructive inspection, the working environment is poor, the number of employees is often 10 or less for each manufacturer, and the educational infrastructure is not built. There is no practical training, only practical training and safety education to convey information. To solve this, it was decided to develop non-destructive worker education content based on Mixed Reality. This content was developed based on Microsoft's HoloLens 2 HMD device. It is manufactured based on the resolution of 1280 ⁎ 720, and the resolution is different for each device, and the Side is created by aligning the Left, Right, Bottom, and TOP positions of Anchor, and the large image affects the size of Atlas. The large volume like the wallpaper and the upper part was made by replacing it with UITexture. For UI Widget Wizard, I made Label, Buttom, ScrollView, and Sprite. In this study, it is possible to provide workers with realistic educational content, enable self-directed education, and educate with 3D stereoscopic images based on reality to provide interesting and immersive education. Through the images provided in Mixed Reality, the learner can directly operate things through the interaction between the real world and the Virtual Reality, and the learner's learning efficiency can be improved. In addition, mixed reality education can play a major role in non-face-to-face learning content in the corona era, where time and place are not disturbed.

Cultural Education Methods for Overseas Koreans Using Classical Narratives: Focusing on Princess Bari and The Tale of Shim Cheong (고전 서사무가를 활용한 재외동포의 문화 교육 방안 연구 - <바리공주>와 <심청전>을 중심으로 -)

  • Kang Myung-ju
    • Journal of the Daesoon Academy of Sciences
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    • v.47
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    • pp.173-202
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    • 2023
  • In this study, we delve into the potential for innovative cultural education techniques that utilize the timeless tales of Princess Bari and The Tale of Shim Cheong as tailored for the upcoming generations of overseas Korean learners. With a rising number of young overseas Koreans born and raised in their host countries, there emerges a pressing need to craft an educational framework that resonates with the evolving dynamics of their generation. Our endeavor revolves around proposing educational strategies that help solidify identity while carefully considering the intrinsic motivation prevalent among most overseas Koreans. Naturally, the choice of employing the classic epics Princess Bari and The Tale of Shim Cheong as educational resources was deliberate. These narratives are rich in rites of passage and offer profound insights into the transformative journey of their protagonists. Both characters are affluent women in patriarchal societies, and both embark on quests to redefine themselves through new relationships, liberating themselves from the confines of parental ties. This narrative framework provides a unique opportunity for overseas Koreans who are often adrift in the social fabric of their adopted countries. These stories inspire them to introspect and contemplate their own identities. By intertwining their personal narratives with the empowering stories of characters, students are provided a chance to reaffirm their authentic selves. Therein, a paradigm shift can occur that allows individuals to embrace the core elements that define them. Our ultimate objective was to enable students to explore their own stories and immerse themselves in the intricate narratives of classical works. This immersive experience fosters a profound sense of unity with the characters and paves the way for a comprehensive educational plan. This plan not only celebrates the hybrid nature of identity but also cultivates a deep sense of positivity within amalgamated 'subjects.' Such an approach not only fosters a stronger connection with one's heritage but also sparks a genuine curiosity about and affinity for the rich cultural tapestry of one's home country. It's not just education; it's a transformative journey that enriches the lives of overseas Koreans and nurtures a profound bond with their cultural roots.