• 제목/요약/키워드: Mixed and augmented reality

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Study of Theme Park Attractions using Virtual Reality and Augmented Reality Technologies (가상현실 및 증강현실의 기술을 활용한 테마파크 어트랙션의 연구)

  • Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.15 no.9
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    • pp.443-452
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    • 2017
  • VR and AR technologies are recognized as one of important technologies during 4th Industrial Revolution Era. Also, the market size of VR/AR are anticipated to grow up to $150 billion by 2020. These technologies are used in theme parks as well as in other industries including games and films. The purpose of this study is to recognize the trend of VR/AR application in theme park attractions and recommend optimal ways for the future applications. The trends were studied from number of publications while future model was developed after visiting theme parks and interviewing the industry experts. As a result, number of theme parks and LBCs(Location Based Center) are using VR/AR in many of their attractions already, but still holds a number of issues. These issues could be overcome if Fun, Efficiency and Technology are considered holistic ways in the future. Further, conformity of the technologies and theme park concept should also be examined.

Unmanned Vehicle-based Realistic Content Training Course Design (무인이동체 기반 실감 콘텐츠 교육 과정 설계)

  • Jin, Young-Hoon;Lee, MyounJae
    • Journal of Internet of Things and Convergence
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    • v.8 no.2
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    • pp.49-54
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    • 2022
  • Immersive contents is content that provides a realistic experience by maximizing the user's five senses, and includes virtual reality, augmented reality, and mixed reality. In order to provide a sense of reality to users in immersive content, it is necessary to provide realistic visual images, hearing, and touch. However, due to the rapid change in the environment for developing immersive content, experts in training human resources are having difficulties in designing the curriculum. In this study, we propose a series of educational courses that use drones to acquire and process real-world measurement data and apply the derived data to VR, AR, and MR to help experts in training immersive content develop talent. The design of training process composes through demand survey and analysis of companies, students, and local communities. This study can be a useful resource for education experts who want to train immersive contents manpower.

가상현실 콘텐츠 및 기술 동향

  • Im, Yang-Mi
    • Information and Communications Magazine
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    • v.33 no.12
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    • pp.49-55
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    • 2016
  • 최근 국내에서 가상현실 시장을 확보하기 위해 국가 및 대기업들이 적극적인 노력을 하고 있다. 이는 가상현실 시장의 확대가 전세계적으로 급속하게 커져가고 있기 때문이다. 대부분의 콘텐츠들은 가상현실 콘텐츠로 전환 될 것을 예측하고 있으며, 이에 발 맞춰 국외 대기업들은 서로 가지고 있는 가상현실 기술제휴를 통해 새로운 기술들을 개발하고 매년 출시하고 있다. 이러한 VR, AR, MR (virtual, augmented, mixed Reality) 기술 및 콘텐츠 제작 기술의 보유는 앞으로의 중요한 핵심 경제를 주도할 원동력이 될 것이다. 따라서 국내에서도 최적화된 콘텐츠와 사용자의 경험 제공을 위해 소프트웨어 플랫폼 개발과 소프트웨어 탑재를 위한 하드웨어 개발에 적극적인 노력이 필요한 때이다. 이에 본고에서는 국내외 가상현실 기술 기반의 콘텐츠 동향에 대해 다룬다.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

Simulation and measurement: Feasibility study of Tactile Internet applications for mmWave virtual reality

  • Na, Woongsoo;Dao, Nhu-Ngoc;Kim, Joongheon;Ryu, Eun-Seok;Cho, Sungrae
    • ETRI Journal
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    • v.42 no.2
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    • pp.163-174
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    • 2020
  • Numerous wearable technology companies have recently developed several headmounted display (HMD) products for virtual reality (VR) services. 5G wireless networks aim at providing high-quality 3D multimedia services such as VR, augmented reality, and mixed reality. In this study, we examine the application of millimeter-wave (mmWave) technology to realize low-latency wireless communication between an HMD and its content server. However, the propagation characteristics of mmWave present several challenges such as the deafness, blockage, and beam alignment problems, and interference among content servers. In this study, we focus on an environment that provides VR services in the mmWave band and introduce existing techniques for addressing such challenges. In addition, we employ a commercialized IEEE 802.11ad VR dongle to measure the actual data rate of an mmWave VR application and identify the degree to which the performance deteriorates when the above problems occur. Finally, we verify the feasibility of the proposed solutions through a simulation of several VR scenarios in the mmWave band.

The effects of maternal-child nursing clinical practicum using virtual reality on nursing students' competencies: a systematic review (가상현실을 이용한 모아간호 실습교육이 간호 대학생의 실습역량에 미치는 영향: 체계적 문헌고찰)

  • Hwang, Sungwoo;Kim, Hyun Kyoung
    • Women's Health Nursing
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    • v.28 no.3
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    • pp.174-186
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    • 2022
  • Purpose: This study aimed to investigate the effects of virtual reality used in maternal-child nursing clinical practicums on nursing students' competencies through a systematic review. Methods: The inclusion criteria were peer-reviewed papers in English or Korean presenting analytic studies of maternal-child nursing practicums using virtual reality. An electronic literature search of the Cochrane Library, CINAHL, EMBASE, ERIC, PubMed, and Research Information Sharing System databases was performed using combinations of the keywords "nursing student," "virtual reality," "augmented reality," "mixed reality," and "virtual simulation" from February 4 to 15, 2022. Quality appraisal was performed using the RoB 2 and ROBINS-I tools for randomized controlled trials (RCTs) and non-RCTs, respectively. Results: Of the seven articles identified, the RCT study (n=1) was deemed to have a high risk of bias, with some items indeterminable due to a lack of reported details. Most of the non-RCT studies (n=6) had a moderate or serious risk of bias related to selection and measurement issues. Clinical education using virtual reality had positive effects on knowledge, skills, satisfaction, self-efficacy, and needs improvement; however, it did not affect critical thinking or self-directed learning. Conclusion: This study demonstrated that using virtual reality for maternal-child nursing clinical practicums had educational effects on a variety of students' competencies. Considering the challenges of providing direct care in clinical practicums, virtual reality can be a viable tool that supplements maternal-child nursing experience. Greater rigor and fuller reporting of study details are required for future research.

Realistic Seeing Through Method and Device Through Adaptive Registration between Building Space and Telepresence Indoor Environment

  • Lee, Jun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.101-107
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    • 2020
  • We propose a realistic seeing through visualization methods in mixed reality environment. When a user wants to see specific location beyond a wall in indoor environment. The proposed system recognizes and registers the selected area using environment modelling and feature-based tracking. Then the selected area is diminished and the specific location is visualized in real-time. With the proposed seeing through methods, a user can understand spatial relationship of the building and can easily find the target location. We conducted a user study comparing the seeing through method to conventional indoor navigation service in order to investigate the potential of the proposed seeing through method. The proposed seeing through method was evaluated in navigation time in comparison with conventional approach. The proposed method enable users to navigate target locations 30% faster than the conventional approach.

Design of Mobile-based Security Agent for Contents Networking in Mixed Reality (융합현실에서 콘텐츠 네트워킹을 위한 모바일 기반 보안 중계 설계)

  • Kim, Donghyun;Lim, Jaehyun;Kim, Seoksoo
    • Journal of Convergence for Information Technology
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    • v.9 no.3
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    • pp.22-29
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    • 2019
  • Due to the development of ICT technology, convergence reality contents are utilized as technology for providing services in various industrial fields by visualizing various information such as sensor information and shared information in a service platform showing only simple three-dimensional contents. Research is underway to reduce the weight of applications by transmitting the resources of the object to be enhanced to the network as the information and the contents to be provided increase. In order to provide resources through the network, servers for processing various information such as pattern information, content information, and sensor information must be constructed in a cloud environment. However, in order to authenticate data transmitted and received in real-time in a cloud environment, there is a problem in that the processing is delayed and a delay phenomenon occurs in the rendering process and QoS is lowered. In this paper, we propose a system to distribute cloud server which provides augmented contents of convergent reality service that provides various contents such as sensor information and three - dimensional model, and shorten the processing time of reliable data through distributed relay between servers Respectively.

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.

Verification Test on VVenC based MPEG MIV Framework (VVenC 기반 MPEG MIV 프레임워크 검증)

  • Oh, Kwan-Jung;Jeong, Jun Young;Lee, Gwangsoon;Seo, Jeongil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2021.06a
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    • pp.67-69
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    • 2021
  • 인공 지능, 사물 인터넷, 클라우드 컴퓨팅, 빅데이터, 모바일을 중심으로 시작된 4차 산업혁명은 최근 메타버스(Metaverse)시대로 자연스럽게 확장되어 가고 있다. 메타버스 시대의 핵심 기술인 VR(Virtual Reality)/AR(Augmented Reality)/MR(Mixed Reality)과 이를 디스플레이 하기 위한 HMD(Head Mounted Display)나 글래스(glass) 장치들은 사용자에게 고품질 영상뿐만 아니라 3차원 공간에 대한 6DoF(Degrees of Freedom)급의 자유도를 제공해야 한다. 이에 발맞춰 MPEG에서는 최근 실사 및 CG(Computer Graphics)로 제작된 다시점 텍스쳐 및 깊이 영상에 대한 효과적인 압축 방법을 찾기 위한 MIV(MPEG Immersive Video) 표준화를 진행중이다. 본 논문은 최신 2차원 압축 표준인 VVC(Verstitle Video Coding)를 기반으로 MPEG MIV 1.0 표준 프레임워크를 검증해본다. 특히 높은 압축율에 비해 복잡도가 높은 VVC 표준의 특성을 고려하여 HHI에서 개발한 최적화 코덱인 VVenC를 이용하여 압축 효율과 복잡도 관점에서 MIV 표준 활용을 위한 최적의 솔루션을 찾고자 한다.

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