• Title/Summary/Keyword: MR(Mixed reality)

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Study on Mixed Reality and Brand Storytelling (혼합현실 기술을 이용한 브랜드 스토리텔링에 대한 고찰)

  • Kim, Jung Kyu
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.1
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    • pp.205-210
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    • 2019
  • Alongside the development of communication technologies such as smart phone, 5G, advertisements which have been regarded as nexus of marketing behaviors are treated as surplus entities in our society now. Ad marketers have been focusing on storytelling advertisements via SNS or similar web-services. We are facing another big media changes such as Virtual Reality, Augmented Reality. Especially the current study probes Mixed Reality as the potential key of new storytelling brand marketing with discussing directions and insights based on the narrative transportation theory.

A Study on the Gesture Based Virtual Object Manipulation Method in Multi-Mixed Reality

  • Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.2
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    • pp.125-132
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    • 2021
  • In this paper, We propose a study on the construction of an environment for collaboration in mixed reality and a method for working with wearable IoT devices. Mixed reality is a mixed form of virtual reality and augmented reality. We can view objects in the real and virtual world at the same time. And unlike VR, MR HMD does not occur the motion sickness. It is using a wireless and attracting attention as a technology to be applied in industrial fields. Myo wearable device is a device that enables arm rotation tracking and hand gesture recognition by using a triaxial sensor, an EMG sensor, and an acceleration sensor. Although various studies related to MR are being progressed, discussions on developing an environment in which multiple people can participate in mixed reality and manipulating virtual objects with their own hands are insufficient. In this paper, We propose a method of constructing an environment where collaboration is possible and an interaction method for smooth interaction in order to apply mixed reality in real industrial fields. As a result, two people could participate in the mixed reality environment at the same time to share a unified object for the object, and created an environment where each person could interact with the Myo wearable interface equipment.

The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

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.

A Study on the Marker Tracking for Virtual Construction Simulation based Mixed-Reality (융합현실 기반의 가상건설 시뮬레이션을 위한 마커 추적 방식에 관한 연구)

  • Baek, Ji-Woong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.12
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    • pp.660-668
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    • 2018
  • The main object of this study was to find a way to operate the marker for simulating a virtual construction using a MR(mixed reality) device. The secondary object was to find a way to extract the form-data from BIM data, and to represent the virtual object by the MR device. A tiny error of scale causes large errors of length because the architectural objects are very large. The scale was affected by the way that the camera of the MR device recognizes the marker. The method of installing and operating the marker causes length errors in the virtual object in the MR system. The experimental results showed that the error factor of the Virtual object's length was 0.47%. In addition, the distance between the markers can be decided through the results of an experiment for the multi-marker tracking system. The minimum distance between markers should be more than 5 m, and the error of length was approximately 23mm. If the represented virtual object must be less than 20mm in error, the particular mark should be installed within a 5 m radius of it. Based on this research, it is expected that utilization of the MR device will increase for the application of virtual construction simulations to construction sites.

A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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A study of an Architecture of Digital Twin Ship with Mixed Reality

  • Lee, Eun-Joo;Kim, Geo-Hwa;Jang, Hwa-Sup
    • Journal of Navigation and Port Research
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    • v.46 no.5
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    • pp.458-470
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    • 2022
  • As the 4th industrial revolution progresses, the application of several cutting-edge technologies such as the Internet of Things, big data, and mixed reality (MR) in relation to autonomous ships is being considered in the maritime logistics field. The aim of this study was to apply the concept of a digital twin model based on Human Machine Interaction (HMI) including a digital twin model and the role of an operator to a ship. The role of the digital twin is divided into information provision, support, decision, and implementation. The role of the operator is divided into operation, decision-making, supervision, and standby. The system constituting the ship was investigated. The digital twin system that could be applied to the ship was also investigated. The cloud-based digital twin system architecture that could apply investigated applications was divided into ship data collection (part 1), cloud system (part 2), analysis system/ application (part 3), and MR/mobile system (part 4). A Mixed Reality device HoloLens was used as an HMI equipment to perform a simulation test of a digital twin system of an 8 m battery-based electric propulsion ship.

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.

A Study on Design and Analysis of Method for MR-based 3D Biological Object Recognition and Matching (MR 기반 3차원 생체 객체 인식 및 정합을 위한 방법 설계와 해석 연구)

  • Jin-Pyo Jo;Yong-Bae Jeong
    • Journal of Platform Technology
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    • v.12 no.2
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    • pp.23-33
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    • 2024
  • The development of mixed reality (MR) technology has a great influence on the research and development of medical support equipment. In particular, it supports to respond effectively to emergencies occurring in the field. MR technology enables access to first aid and field support by combining virtual information with the real world so that users can see virtual objects in the real world. However, due to the nature of the equipment, there is a limitation in accurately matching virtual objects based on user vision. To improve these limitations, this paper proposes a 3D biometric object recognition and matching algorithm in the MR environment. As a result of the experiment, when a virtual object is rendered and visualized while equipped with an optical-based HMD from the user's side, it was possible to reduce the user's field of view error and eliminate the joint-loss phenomenon during skeleton recognition. The proposed method can reduce errors between the real user's field of view and the virtual image and provide a basis for reducing errors that occur in the process of virtual object recognition and matching. It is expected that this study will contribute to improving the accuracy of the telemedicine support system for first aid.

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