• Title/Summary/Keyword: Reality Convergence

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Digital Business Card System based on Augmented Reality (증강현실을 기반으로 한 디지털 명함 시스템)

  • Park, Man-Seub;Kim, Chang-Su;Jung, Hoe-Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.562-568
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    • 2014
  • With the development of computer technology, augmented reality (Augmented Reality, AR) technology in the future, one of the main directions of development of human interface technology is emerging. On augmented reality based on the design and implementation of a digital business card system. In this paper, a Smartphone is simply information through recognizable digital business card contains information about the system. Digital business card system is compared to the way existing hardware in a way visually-based high precision. In addition, registered as a 3D computer vision of augmented reality technology skills and real-world situations convergence technology for research. Future research, 3D electronic map for Smartphone apps as of the application user interface on the side for research is needed.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

Analysis of the Knowledge Structure of Research related to Reality Shock Experienced by New Graduate Nurses using Text Network Analysis (텍스트네트워크분석을 활용한 신규간호사가 경험하는 현실충격 관련 연구의 지식구조 분석)

  • Heejang Yun
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.463-469
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    • 2023
  • The aim of this study is to provide basic data that can contribute to improving successful clinical adaptation and reducing turnover of new graduate nurses by analyzing research related to reality shock experienced by new graduate nurses using text network analysis. The topics of reality shock experienced by new graduate nurses were extracted from 115 papers published in domestic and foreign journals from January 2002 to December 2021. Articles were retrieved from 6 databases (Korean DB: DBpia, KISS, RISS /International DB: Web of science, Springer, Scopus). Keywords were extracted from the abstract and organized using semantic morphemes. Network analysis and topic modeling for subject knowledge structure analysis were performed using NetMiner 4.5.0 program. The core keywords included 'new graduate nurses', 'reality shock', 'transition', 'student nurse', 'experience', 'practice', 'work environment', 'role', 'care' and 'education'. In recent articles on reality shock experienced by new graduate nurses, three major topics were extracted by LDA (Latent Dirichlet Allocation) techniques: 'turnover', 'work environment', 'experience of transition'. Based on this research, the necessity of interventional research that can effectively reduce the reality shock experienced by new graduate nurses and successfully help clinical adaptation is suggested.

Analysis of Presence and Immersion Elements of VR Game (VR게임의 실재감과 몰입감 요소 분석)

  • Kim, Tae-Gyu;Jang, Woo-Seok
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.69-76
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    • 2019
  • Backed by the fourth industrial revolution as the background of the research, VR, AR and MR have increased interest and wireless Oculus Quest is releasing, creating hardware recall and continuing virtual reality devices, and game software develop or service VR games using such devices. As a result, it is expected that VR game markets will continue to grow in the future. For this purpose, we understand the technical factors of presence and immersion that appear in virtual reality games and should be able to apply them when we produce VR games. Through the process, we analyzed elements of VR game concept, immersion, and presence and analyzed three games that were commercialized. As a suggestion, we need to take into account presence and immersion characteristics when developing and experiencing virtual reality games in the future.

The Effect of Pre-service Early Childhood Teachers' Reality Shock and School Burnout on Career Search Self-Efficacy (예비유아교사의 현실충격과 학교소진이 진로탐색효능감에 미치는 영향)

  • Hae Jung Lee;Se Jin Eom
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.245-253
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    • 2023
  • The purpose of this study was to investigate the effect of pre-service early childhood teachers' reality shock and school burnout on career search self-efficacy. The study participants were 195 pre-service early childhood teachers. The results of the study were as follows: First, it was found that pre-service early childhood teachers had relatively high level of reality shock, school burnout, and career search self-efficacy. Second, there was a significant positive correlation between reality shock and school burnout and negative correlation between reality shock, school burnout, and career search self-efficacy of pre-service early childhood teachers. Third, pre-service early childhood teachers' reality shock and school burnout significantly influenced career search self-efficacy. The result of this study provides educational basic data on an early childhood teacher training program in improving career search self-efficacy.

AR monitoring technology for medical convergence (증강현실 모니터링 기술의 의료융합)

  • Lee, Kyung Sook;Lim, Wonbong;Moon, Young Lae
    • Journal of the Korea Convergence Society
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    • v.9 no.2
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    • pp.119-124
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    • 2018
  • The augmented reality(AR) technology enables to acquire various image information at the same time by combining virtual image information with the user's viewpoint. These AR technologies have been used to visualize patients' organs and tissues during surgery and diagnosis in the fields of Image-Guide Operation, Surgical Training, and Image Diagnosis by medical convergence, and provides the most effective surgical methods. In this paper, we study the technical features and application methods of each element technology for medical fusion of AR technology. In the AR technology for medical convergence, display, marker recognition and image synthesis interface technology is essential for efficient medical image. Such AR technology is considered to be a way to drastically improve current medical technology in the fields of image guide surgery, surgical education, and imaging diagnosis.

A Study on the Estimation Analysis Methodology of the Optimum Economic Life-Span of Buildings (건축물의 최적 경제수명 추정분석 방법론에 관한 연구)

  • Choi, Jun-Young
    • Journal of the Korean Society of Industry Convergence
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    • v.6 no.3
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    • pp.223-230
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    • 2003
  • Generally, the life-span of a multi-housing complex is over 50 years, but in reality they are usually demolished after 20 years in spite of its remaining life expectancy. Thus, this research focuses on the estimation of the optimum economic life-span of a multi-housing complex. To estimate the minimum total cost point of start to finish of a multi-housing complex, we'll apply MAPI(Machinery and Allied Product Institute) and LCC(Life Cycle Cost) theory.

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A study on control of the Haptic Device use for Robot Arm (다관절 다단의 햅틱장치 제어에 관한 연구)

  • Park, In-man;Kim, Deog-Soo;Park, Jeong-Man
    • Journal of the Korean Society of Industry Convergence
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    • v.18 no.1
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    • pp.61-66
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    • 2015
  • Force feedback control is investigated for improving the quality of the haptic feedback in virtual reality applications. We proposed method for control of the haptic device using universal serial bus. and evaluated the characteristics with experimental set.

Development of Guide and Facility Management App by using Augmented Reality and QR Code (증강 현실과 QR 코드를 이용한 안내 및 설비 관리 앱 개발)

  • Cho, Kwangmoon
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.245-249
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    • 2014
  • An app based on the augmented reality and QR codes is developed in this paper. This app is for guidance to the harbor and management the facilities in ships. Using the smart device app people could receive guidance the course to visit Mokpo harbor and information for the port and ship's facilities. Through the utilization of smart devices, the app is easy to find the desired destination to and provide the convenience of tourists. In addition, by using the QR code people could see an explanation of the ship's facilities and write the inspection reports for the facilities.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • v.6 no.4
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.