• Title/Summary/Keyword: Immersive technologies

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Development of Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System for Smart Tourism (스마트 관광을 위한 혼합 현실 기반 백제 능사 문화유산 현장 가이드 시스템 개발)

  • Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.4
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    • pp.481-488
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    • 2020
  • In recent years, realistic contents technology such as virtual reality, augmented reality, and mixed reality has been spreading in travel and tourism industries, and hence there have been various smart tourism AR, VR contents developed. In the past, people mainly used books and Internet for travel, but the use of VR, AR and MR technologies will be used more for consumption of cultural leisure contents in the future. This study describes the Mixed Reality based Baekje Neungsa Cultural Heritage On-Site Guide System to accelerate smart tourism. In this study, the immersive mixed reality HMD was used to provide visitors with more intuitive and effective information about the historical, cultural and architectural values of Baekje Neungsa through virtual experiences. The cultural heritage on-site guide system module supports various Meta Data services and can be easily used for mixed reality content development by designating Meta Data scripts. This research can make contributions to the development of mixed reality based smart tourism contents.

Suggestion of Digital Technology Application for the Acupoints Education in Korean Medicine (한의학에서 경혈학 교육의 디지털 기술 적용에 대한 제안)

  • Kim, Sang Cheol;Kim, Jae Souk
    • Smart Media Journal
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    • v.11 no.8
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    • pp.55-64
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    • 2022
  • In the recent education market, Edutech technology, in which various digital technologies are grafted into the education, is being actively applied due to the 4th industrial revolution and the development of ICT. In particular, realistic experiential learning contents that can provide realistic and immersive learning in a virtual space are in the spotlight and are being expanded to each field. However, in the field of Korean medicine education, the introduction of ICT is delayed due to the nature of Korean medicine, difficulties in apprenticeship education, quantitative education, and the absence of an objective evaluation system. Therefore, in this study, we propose a digital technology application for acupuncture and acupuncture points, where practice is particularly important in Korean medicine. Various methods of acupuncture and acupoints education using AR, MR, IoT and Touch-Display Table will provide an opportunity to change the paradigm of Korean medicine education and further contribute to the globalization of Korean medicine.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

Analysis of Research Trends and Issues in Smart Tourism: A Comparative Study between South Korea and China (스마트관광 연구 동향 및 이슈 분석: 한국과 중국 비교연구)

  • Soo Jin Kim;Yang Gi Kim;Sang Jeong Moon
    • Smart Media Journal
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    • v.13 no.9
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    • pp.18-26
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    • 2024
  • The development of information and communication technology and advanced technologies has led to the full-fledged implementation of smart tourism in the tourism industry. Concurrently, both domestic and international research on smart tourism has been actively pursued. This study aimed to compare and analyze the trends and issues in smart tourism research between South Korea and China, to identify differences in issues related to smart tourism in both countries, and to suggest directions for future research in smart tourism. For this purpose, a text mining analysis was conducted on 69 Korean papers and 42 Chinese papers related to smart tourism published from January 2020 to June 2024. The analysis showed that Korean research on smart tourism focused heavily on improving the quality and satisfaction of tourists' experiences and understanding their behavioral intentions, while Chinese research emphasized provision of immersive contents and studies on sustainable tourism. Based on the analysis results, implications for smart tourism research were presented, along with limitations of this study and future research directions.

A Study on Virtual Source-based Differentiated Multicast Routing and Wavelength Assignment Algorithms in the Next Generation Optical Internet based on DWDM Technology (DWDM 기반 차세대 광 인터넷 망에서 VS기반의 차등화된 멀티캐스트 라우팅 및 파장할당 알고리즘 연구)

  • Kim, Sung-Un;Park, Seon-Yeong
    • Journal of Korea Multimedia Society
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    • v.14 no.5
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    • pp.658-668
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    • 2011
  • Over the past decade, the improvement of communications technologies and the rapid spread of www (World Wide Web) have brought on the exponential growth of users using Internet and real time multimedia multicast services like video conferencing, tele-immersive virtual reality, and Internet games. The dense-wavelength division multiplexing (DWDM) networks have been widely accepted as a promising approach to meet the ever-increasing bandwidth demands of Internet users, especially in next generation Internet backbone networks for nation-wide or global coverage. A major challenge in the next generation Internet backbone networks based on DWDM technologies is the resolution of the multicasting RWA (Routing and Wavelength Assignment) problem; given a set of wavelengths in the DWDM network, we set up light-paths by routing and assigning a wavelength for each connection so that the multicast connections are set-upped as many as possible. Finding such optimal multicast connections has been proven to be Non-deterministic Polynomial-time-complete. In this paper, we suggest a new heuristic multicast routing and wavelength assignment method for multicast sessions called DVS-PMIPMR (Differentiated Virtual Source-based Priority Minimum Interference Path Multicast Routing algorithm). We measured the performance of the proposed algorithm in terms of number of wavelength and wavelength channel. The simulation results demonstrate that DVS-PMIPMR algorithm is superior to previous multicast routing algorithms.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • v.15
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

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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An Ethnographic Study on the Digital Literacy Practices of Role-Players in a Massively Multiplayer Online Role-Playing Game (대규모 멀티 플레이어 온라인 롤 플레잉 게임 참여자의 디지털 리터러시 활용 관행에 관한 민족지학적 연구)

  • Hollister, Jonathan M.
    • Journal of Korean Library and Information Science Society
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    • v.50 no.4
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    • pp.429-467
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    • 2019
  • Various digital literacy and critical competencies are crucial for success in the information and media-rich 21st century game of life. This study explores and describes the digital literacy practices of role-players in WildStar, a science fantasy Massively Multiplayer Online Role Playing Game (MMORPG). Active role-players create and participate in group-driven interactive stories while in-character. A hybrid ethnographic method integrating overt participant observation and engagement, collection of community artifacts across multiple sites (such as wikis, discussion boards, and social media), and semi-structured interviews was employed to understand how role-players seek, use, evaluate, and manage information, media, and technology. Role-players used various media and technologies to supplement, simplify, and make role-playing more immersive. The relative digital literacy skill levels of individuals varied, leading role-players to leverage the skills of more proficient or experienced community members. Given the broad appeal of online games and educational benefits of role-playing, implications and applications for digital literacy skills instruction and library programming are also discussed.

Vision-based Motion Control for the Immersive Interaction with a Mobile Augmented Reality Object (모바일 증강현실 물체와 몰입형 상호작용을 위한 비전기반 동작제어)

  • Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.12 no.3
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    • pp.119-129
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    • 2011
  • Vision-based Human computer interaction is an emerging field of science and industry to provide natural way to communicate with human and computer. Especially, recent increasing demands for mobile augmented reality require the development of efficient interactive technologies between the augmented virtual object and users. This paper presents a novel approach to construct marker-less mobile augmented reality object and control the object. Replacing a traditional market, the human hand interface is used for marker-less mobile augmented reality system. In order to implement the marker-less mobile augmented system in the limited resources of mobile device compared with the desktop environments, we proposed a method to extract an optimal hand region which plays a role of the marker and augment object in a realtime fashion by using the camera attached on mobile device. The optimal hand region detection can be composed of detecting hand region with YCbCr skin color model and extracting the optimal rectangle region with Rotating Calipers Algorithm. The extracted optimal rectangle region takes a role of traditional marker. The proposed method resolved the problem of missing the track of fingertips when the hand is rotated or occluded in the hand marker system. From the experiment, we can prove that the proposed framework can effectively construct and control the augmented virtual object in the mobile environments.