• Title/Summary/Keyword: Reality Convergence

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A Study on the Educational Applications of the Virtual Reality Space Design Simulation (가상현실 공간설계 시뮬레이션의 교육적 활용 탐색)

  • Kim, Ji-Yun;Jung, Bokmoon;Yoo, Jiyeon;Lee, Tae Wuk;Kim, Kwihoon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.439-442
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    • 2021
  • 가상현실은 제4차 산업혁명 시대 신산업으로 꼽히는 기술 중 하나이다. 본 연구에서는 가상현실 공간설계의 교육적 가능성을 확인하고 교육적 활용을 위한 툴로서 3D 컴퓨터 그래픽 제작 소프트웨어인 블렌더와 3D 객체를 웹에서 쉽게 렌더링해주는 자바스크립트 라이브러리 three.js를 이용한 건축 내외장재 시뮬레이션 프로그램의 프로토타입을 개발 및 제안하였다. 본 연구에서 제안한 방식으로 학습자들은 자유도 높은 가상공간 공간설계가 가능하여 조형놀이의 형태로 학습을 즐길 수 있을 것으로 기대된다. 후속 연구로는 본 연구에서 구현한 프로토타입과 같은 방식으로 가상현실 공간설계 시뮬레이션을 할 수 있는 교육 프로그램 개발 및 효과성 검토를 실시할 것을 제안하였다.

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Open-Source Based Smartphone Image Analysis for Pavement Crack Detection (노면 균열 검출을 위한 오픈소스 기반 스마트폰 영상해석)

  • Kim Tae-Hyun;Lee Yong-Chang
    • Journal of Urban Science
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    • v.13 no.1
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    • pp.43-52
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    • 2024
  • This study evaluates the feasibility and accuracy of using smartphones for road crack detection through open-source and commercial image analysis tools. High-resolution images were captured with Galaxy and iPhone smartphones, and their accuracy was enhanced using ground control points (GCPs) determined by Network RTK surveying. The study utilized Reality Capture and Pix4DMatic for image analysis, comparing their results with actual measurements. Pix4DMatic effectively converted smartphone images into precise 3D models, detecting even small cracks with minimal error. The findings indicate that smartphones offer a cost-effective and efficient solution for road maintenance, providing high precision and convenience without the need for frequent site visits. Future research should validate this method under various conditions and enhance data collection and analysis automation.

A Study on K-POP Video Content Using Metaverse Virtual Technology

  • Yuanxue Tian;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.13 no.3
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    • pp.273-278
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    • 2024
  • The meta-universe, as an innovative medium of digital technology that integrates the virtual and real worlds, is revolutionizing the traditional K-POP industry by leveraging advanced technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and motion capture. This transformation is gradually reshaping the entire entertainment sector. As K-POP continues its global expansion, the industry is actively exploring the application of virtual technologies, presenting viewers with a more diverse range of entertainment content. This thesis reviews the development history of virtual technology in K-POP, analyzes the practical applications of VR, AR, AI, and motion capture within the industry, and examines how these technologies enhance artist-fan interactions and immersion. The study demonstrates that the incorporation of virtual technology not only overcomes the limitations of traditional entertainment modes but also provides new directions for the future development of the K-POP industry.

The Influence of Users' Perception of Digital Convergence Media upon Use Intention (디지털 융합미디어에 대한 수용자 인지가 사용의도에 미치는 영향)

  • Kim, In-Kyung;Park, Won-Jun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.3
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    • pp.363-369
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    • 2011
  • The purpose of this study was to examine the influence of users' perception of convergence media which were appeared with technological development upon the actual intention of use. Study findings show that when the perceived usefulness of convergence media was high, use intention was high as well. In addition, when the perceived ease of use was high, use intention was high as well. Use intention had significance influence upon the extent of actual use. This finding implies the fact that when use intention is higher, convergence media are more frequently used in reality. On the other hand, when innovation resistance is higher, the perceived ease of use, use intention and media intimacy are lower. In the end, due to innovation resistance, the use intention of media becomes lower and the use of convergence media is delayed.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.

Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.347-356
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    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

A Study on the mobile Augmented reality of game Pokemon Go (모바일 증강현실 게임 포켓몬Go의 특성 연구)

  • Joo, Eun-Ryeong;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.473-480
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    • 2019
  • Recently, local game companies have been increasingly producing PC-based game that were popular with users among the existing commercialized games into mobile games through remakes. In this paper, we studied how console-based game influenced mobile augmented reality game . Through this process, we extracted five characteristics of mobile augmented reality, then interpreted and classified the meaning of this. Based on released in 2016, the scope of research is limited to console and mobile games previously released. According to the analysis, showed 50 characteristics and borrowed 78% from its existing Pokemon, 22% from its new production, and contained 24% reality. We also found that the Pokemon game series , and the exotic series had much influence on production. Based on this research data, we hope that augmented reality games for mobile will be made more active using existing game contents. It is also hope that such activities will lead to the growth of the home and abroad game industry.

(A) Study on the Priority Selection for business development of the Defense Education and Training System Based on Virtual Reality (가상현실 기반 국방 교육훈련체계 사업화 우선순위 선정에 관한 연구)

  • Lee, Se-Ho;Han, Seung-Jo
    • Journal of Digital Convergence
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    • v.20 no.3
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    • pp.201-209
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    • 2022
  • In order for the military to review the introduction of virtual reality technology into various education and training systems and fully utilize it, it is important to reflect the characteristics of the technology and education system and to accurately identify and selectively apply the characteristics of commercialization. In this study, the evaluation criteria were selected through the Analitic Hierarchy Process (AHP) method for factors to be considered when commercializing a virtual reality-based education and training system, and the priorities of the projects were determined. Based on previous studies, an initial AHP model was constructed and the relative importance of six factors, including reality, was analyzed as the level 1 evaluation criteria. Next, for Level 2, each evaluation criterion was evaluated to confirm the importance of each of the 11 tasks in the six evaluation criteria, and priorities were selected for each task. As a result of the analysis, level 1 showed that reality and ripple had higher importance than other factors. As a result of evaluating the final relative importance, the priority was shown in the order of ① flight training, ② disaster training, ③ shooting Training, and ④ driving a vehicle. Based on the relative priorities determined in Levels 1 and 2 of the model presented in this study, the importance of each project necessary for final decision-making of the research priorities for the defense virtual reality project was presented. It is expected that this study can be used as a reference material for prioritizing the commercialization of education and training systems in the defense sector.

Development of a Student-Centered Leaning Tool for Construction Safety Education in a Virtual Reality Environment (가상현실기술을 이용한 학습자중심의 건설안전 교육방법 개발)

  • Son, JeongWook
    • Journal of the Korea Institute of Building Construction
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    • v.14 no.1
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    • pp.29-36
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    • 2014
  • To meet changing education needs due to globalization, interdisciplinary convergence, and ICT development, it is necessary for engineering disciplines to provide student-centered education. Not only do teaching methods using ICT reproduce teaching contents in a digital format, but they are also expected to be effective media for constructive student-centered learning whereby learners build knowledge themselves. The aim of this study was to develop a tool for safety education using virtual reality technology. To achieve the objectives, the author defined the requirements and constraints of the tool, and implemented a 3D educational tool in a virtual reality environment. A pilot test with 10 students showed positive results.

A Real-time Plane Estimation in Virtual Reality Using a RGB-D Camera in Indoors (RGB-D 카메라를 이용한 실시간 가상 현실 평면 추정)

  • Yi, Chuho;Cho, Jungwon
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.319-324
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    • 2016
  • In the case of robot and Argument Reality applications using a camera in environments, a technology to estimate planes is a very important technology. A RGB-D camera can get a three-dimensional measurement data even in a flat which has no information of the texture of the plane;, however, there is an enormous amount of computation in order to process the point-cloud data of the image. Furthermore, it could not know the number of planes that are currently observed as an advance, also, there is an additional operation required to estimate a three dimensional plane. In this paper, we proposed the real-time method that decides the number of planes automatically and estimates the three dimensional plane by using the continuous data of an RGB-D camera. As experimental results, the proposed method showed an improvement of approximately 22 times faster speed compared to processing the entire data.