• Title/Summary/Keyword: Reality Convergence

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Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
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    • v.12 no.3
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    • pp.480-486
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    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.

A Study on the High Quality 360 VR Tiled Video Edge Streaming (방송 케이블 망 기반 고품질 360 VR 분할 영상 엣지 스트리밍에 관한 연구)

  • Kim, Hyun-Wook;Yang, Jin-Wook;Yoon, Sang-Pil;Jang, Jun-Hwan;Park, Woo-Chool
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.43-52
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    • 2019
  • 360 Virtual Reality(VR) service is getting attention in the domestic streaming market as 5G era is upcoming. However, existing IPTV-based 360 VR video services use upto 4K 360 VR video which is not enough to satisfy customers. It is generally required that over 8K resolution is necessary to meet users' satisfaction level. The bit rate of 8K resolution video exceeds the bandwidth of single QAM channel(38.817mbps), which means that it is impossible to provide 8K resolution video via the IPTV broadcast network environment. Therefore, we suggest and implement the edge streaming system for low-latency streaming to the display devices in the local network. We conducted experiments and confirmed that 360 VR streaming with a viewport switching delay less than 500ms can be achieved while using less than 100mbps of the network bandwidth.

Smart Glasses Cannula Guide System Development for Interventional Cardiology Procedures (중재적 심장 질환 시술을 위한 스마트 글래스 삽입관 가이드 시스템 개발)

  • Jang, Ik Gyu;Heo, Yeong Jun;Jeon, Geum Sang;Choi, Jaesoon
    • Journal of Biomedical Engineering Research
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    • v.41 no.5
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    • pp.173-178
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    • 2020
  • Remote control intervention surgery robotic system improves treatment effect on cardiovascular patients and reduces X-ray exposure. However, at the time of the first procedure, CT (computerized tomography) and other ultrasound diagnostic equipment should be used because the operator must insert the cannula directly into the patient's leg. Improvements to this have been un-met-needs of hospitals. In this paper, we developed a system that can insert the cannula intuitively and quickly by displaying blood vessels at a glance through the system using smart wearable glasses. The core development method is as follows. In order to project augmented reality onto the surgical image, CT scan angiography image is extracted and processed. In the process, three CT-Markers are used to create a coordinate system of blood vessel images. Additionally, a reference marker is photographed on a single camera to obtain a camera coordinate system. Since the CT marker and the reference marker are in the same position, 3D registration is performed. In the text, a detailed explanation will be given.

The User Experience Evaluation of VR/AR Technology in the FEM/CFD Simulation (구조/유체 시뮬레이션에서 VR/AR기술의 사용자 경험 평가)

  • Seo, Dongwoo;Park, Sangjin
    • Journal of the Korea Convergence Society
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    • v.10 no.8
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    • pp.1-7
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    • 2019
  • This study focused on the usability and the difference between VR and AR technology in the FEM/CFD simulation environments. First, this paper explains the current status and prospect of the VR/AR technology and conducted a case study on the VR and AR service in the FEM/CFD simulation environments. In addition, we made the evaluation strategies for usability by a review of previous research. And then, after Interviewers participants who use of simulation at a specific site C to we investigated the usability of the VR and AR service based on the mobile device in the FEM/CFD simulation environments. The result of this study is look forward to be used as a design service to form a VR and AR service in the future.

Measures for the Job Creation in the Convergence Content Industry : Focused on the VR/AR Game Industry (융합 콘텐츠 산업의 일자리 창출방안:VR/AR 게임 산업을 중심으로)

  • Kim, Ji-Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.9
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    • pp.1110-1116
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    • 2019
  • With the rapid development of scientific technologies and the appearance of new industrial areas, the 4th industrial revolution is rapidly progressed while new values are created and realized by the conversion between industries. The researcher wrote the main questions through the preceding research on domestic and overseas major new technology convergence products and services. The researcher planned the in-depth interview, which is one of the qualitative research methodologies, and conducted the Kano method questionnaire that can embody multidimensional and strategic judgment rather than grasp fragmentary preference trends. According to the results, In addition to strengthening the technical capabilities of the VR/AR game industry, policy needs to raise professional manpower have been raised. Practical workforce development through close collaboration between industry and educational institutions, and continuous supply of human resources through retraining of existing game contents personnel. It gave direction to the creation of new jobs in the VR/AR game industry.

3D Panorama Generation Using Depth-MapStitching

  • Cho, Seung-Il;Kim, Jong-Chan;Ban, Kyeong-Jin;Park, Kyoung-Wook;Kim, Chee-Yong;Kim, Eung-Kon
    • Journal of information and communication convergence engineering
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    • v.9 no.6
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    • pp.780-784
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    • 2011
  • As the popularization and development of 3D display makes common users easy to experience a solid 3D virtual reality, the demand for virtual reality contents are increasing. In this paper, we propose 3D panorama system using vanishing point locationbased depth map generation method. 3D panorama using depthmap stitching gives an effect that makes users feel staying at real place and looking around nearby circumstances. Also, 3D panorama gives free sight point for both nearby object and remote one and provides solid 3D video.

Study on Museum Digital Exhibition Mode and Industrialization of Intangible Cultural Heritage

  • Bai, Jian-Song;Boo, Jong-Chul
    • Journal of information and communication convergence engineering
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    • v.9 no.2
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    • pp.129-134
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    • 2011
  • Nowadays, most of exhibits are material antiquities while the exhibit of intangible cultural heritage is deficient and the form is less advanced which cannot meet the exhibition needs of digital times. This has resulted in insufficient display of intangible heritage's value which may not facilitate inherit and protection of intangible heritage, no other than protection mechanism of forming healthy industrialization. This article has established digital exhibition mode in museum about intangible cultural heritage by analysis on current museum and using mobile communication and augmented reality techniques. Discuss the mode in the layer integrating creative industry and mobile industry and provide practicable reference project of forming the healthy industrialization mechanism for protecting intangible heritage.

Design and Implementation of a Smart Glass Application for XR Assisted Training of Core Nursing Skills

  • Kim, Sun Kyung;Yoon, Hyoseok;Shin, Choonsung;Choi, Jongmyung;Lee, Youngho
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.277-280
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    • 2020
  • Extended reality-assisted training offers repeatable learning opportunities at a low cost. This paper proposes a smart glass application for training core nursing skills to nursing students, who often need to memorize and practice training sequences. The proposed smart glass application interactively presents a series of instructions to help students remember and perform two core nursing skills in the correct order. We conducted a usability test on 30 undergraduate nursing students in their third year using the smart glass application. Our initial findings show that many students have positively evaluated the possibility of using smart glasses for training, but have also encountered several challenges with the smart glass application's user interface, which takes time to adapt.

A Study on Marker-based Detection Method of Object Position using Perspective Projection

  • Park, Minjoo;Jang, Kyung-Sik
    • Journal of information and communication convergence engineering
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    • v.20 no.1
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    • pp.65-72
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    • 2022
  • With the mark of the fourth industrial revolution, the smart factory is evolving into a new future manufacturing plant. As a human-machine-interactive tool, augmented reality (AR) helps workers acquire the proficiency needed in smart factories. The valuable data displayed on the AR device must be delivered intuitively to users. Current AR applications used in smart factories lack user movement calibration, and visual fiducial markers for position correction are detected only nearby. This paper demonstrates a marker-based object detection using perspective projection to adjust augmented content while maintaining the user's original perspective with displacement. A new angle, location, and scaling values for the AR content can be calculated by comparing equivalent marker positions in two images. Two experiments were conducted to verify the implementation of the algorithm and its practicality in the smart factory. The markers were well-detected in both experiments, and the applicability in smart factories was verified by presenting appropriate displacement values for AR contents according to various movements.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
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    • v.9 no.4
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    • pp.417-423
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    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.