• Title/Summary/Keyword: Reality Convergence

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A Study on N-Screen Convergence Application with Mobile WebApp Environment (모바일 웹앱 환경에서의 N-스크린 융합 활용에 관한 연구)

  • Lee, Myeong-Ho
    • Journal of the Korea Convergence Society
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    • v.6 no.2
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    • pp.43-48
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    • 2015
  • Web 2.0/3.0 in accordance with the evolution of information technology environment to meet the expansion needs to order, a wide range of mobile internet devices spread in mobile app, mobile web, mobile webapp and hybrid app environment that is based on all the information technology industry in the mobile painter been progressing rapidly. However, the need to gradually ensure compatibility of mobile services in the life cycle of the appearance and reality of these devices is becoming increasingly diverse mobile devices has emerged shortened. Therefore, in this study to suggest the best infographics design the structure and framework of the future mobile environment through a study of the use of the N-Screen convergence in mobile wepapp environment.

3D Graphics Library for Generating Real-time Special Effects

  • Kim Eung-Kon;Yoo Bong-Kil;Song Seung-Heon
    • Journal of information and communication convergence engineering
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    • v.2 no.3
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    • pp.172-176
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    • 2004
  • In special effects industry there is a high demand to convincingly mimic the appearance and behavior of natural phenomena such as smoke, waterfall, rain, and fire. Particle systems are methods adequate for modeling fuzzy objects of natural phenomena. This paper presents particle system graphics library for generating special effects in video games and virtual reality applications. The library is a set of functions that allow c++ programs to simulate the dynamics of particles for special effects in interactive and non-interactive graphics applications, not for scientific simulation.

Word Learning System Using HoloLens (홀로렌즈를 활용한 낱말 학습 시스템)

  • Lim, Hyejeong;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.529-530
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    • 2022
  • 단어 카드나 그림을 통한 낱말 교육은 집중력과 주의력을 오래 유지하는 것이 어렵다. 유아들은 사물을 심상 혹은 이미지로 인식하는 성향이 있으므로 개념을 무리하게 주입시키기 보다는 감각적이고 입체적인 교육이 필요하다. 본 논문에서는 홀로렌즈와 객체 인식 기능을 이용한 낱말 학습 시스템 개발에 대해 설명한다. 이 시스템을 통해 사용자는 실제 객체와의 상호작용을 통해 낱말 학습이 가능하며, 한국어를 제외한 언어에도 적용하여 외국어 교육에도 효과적일 것으로 기대한다.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Ubiquitous Virtual Reality Framework and Its Application for Fostering Sustainable Content Ecosystem (지속 가능한 콘텐츠 생태계 조성을 위한 유비쿼터스 가상현실 프레임워크 및 응용)

  • Shin, Choon-Sung;Ha, Tae-Jin;Kim, Ki-Young;Lee, Won-Woo;Lee, Young-Ho;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.47 no.1
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    • pp.123-134
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    • 2010
  • In this paper we propose ubiquitous virtual reality framework and its application for fostering a sustainable content ecosystem in the convergence space of virtual reality and real space. The ubiquitous virtual reality framework supports fundamental infrastructure which consists of platforms for end-users and service providers and dual space management. The platform for the service provider allows experts to generate contents related to real objects while the platform for the end-users allows to consume, share and regenerate the contents contextually augmented over real objects. The dual space management stores, visualizes and provides the contents generated and extended by them for connecting different users and service providers. The proposed framework allows users to continuously generate, share and extend the contents and thus contribute to making multimedia service environment. We also implemented and evaluated the framework consisting of a desktop authoring platform, mobile authoring platform and a dual space management server. We then introduced a promising application scenario to show how the content ecosystem is empowered by ubiquitous virtual reality framework and is realized in our life. Consequently, we are expecting that the ubiquitous virtual reality technology will play a vital role in building continuously evolving multimedia service environment for the future computing environment.

A Study on the Influence and Re-participation behavior of Marine Safety Virtual Reality Experience Education on the Consciousness of Marine Safety (해양안전 가상현실 체험교육의 효과성에 관한 연구)

  • Kim, Sung-Duck;Lee, Yung-Kuk
    • Journal of Digital Convergence
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    • v.19 no.3
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    • pp.437-444
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    • 2021
  • The purpose of this study is to investigate the relationship between consciousness of marine safety, re-participation behavior of marine safety virtual reality experience education. For the study, participants in marine safety virtual reality experience education were surveyed from July to August 2020. Specifically, all participants were NakDanbo Water leisure center and Song-do Marine leisure center. A total of 300 participants were sampled using convenience sampling method, but 253 were finally used in the data analysis excepting incomplete or faithless questionnaires. the data analysis was conducted through frequency analysis, Cronbach's alpha, Exploratory Factor Analysis (EFA), correlation analysis, simple and Multiple regression analysis using SPSS 20.0. The results are as follows. Firstly, participants in marine safety virtual reality experience education positive impact on had a significant effect on consciousness of marine safety. Secondly, participants in marine safety virtual reality experience education positive impact on had a significant effect on re-participation behavior intention. Lastly, consciousness of marine safety had positive effects on re-participation behavior intention.

A study on the development of virtual reality for disaster prevention in households living with companion animals (반려동물 동거가구의 재난예방을 위한 가상현실 개발 연구)

  • Han, Dong-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.3
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    • pp.583-589
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    • 2021
  • This study is a study on the development of virtual reality to prepare for the increase in disasters of households living with companion animals due to the increase of companion animals. The increase in single-person households and DINKs(Double Income, No Kid) along with the low birth rate and aging population is raising the risk of disasters caused by companion animals in particular. Among these disasters, there is an increase in the occurrence of fires primarily due to the raising of companion animals. Electric stove fires caused by pets are the most common fires. In particular, the frequency of electric stove fires caused by cats is the highest. Careful precautions by the owner are necessary to reduce fires caused by pets. Parenting of companion animals causes pet loss syndrome due to emotional exchange. There are injuries to pets in escalators and injuries to owners in elevators due to disasters caused by the owner's negligence. In order to reduce injuries on escalators and elevators, basic etiquette for using escalators and elevators with pets is required as basic etiquette. It is necessary to utilize virtual reality to reduce disasters caused by such companion animals. Virtual reality can be experienced without a physical space in advance training to overcome disasters, so real disaster cases can be experienced immersively. Therefore, learning how to reduce fires caused by companion animals, disasters caused by owner's negligence, and petloss syndrome through virtual reality will greatly contribute to disaster prevention and reduction of social costs.

A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model (모바일 증강현실 기반 온라인 콘서트 수용에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Choi, Bu-Heon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.315-325
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    • 2021
  • This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path analysis, etc.). The main results are as follows. First of all, Presence and interactivity had a positive effect on flow, perceived ease of use and perceived usefulness. Flow had a positive effect on perceived ease of use and perceived usefulness. Perceived ease of use had a positive effect on perceived usefulness, and perceived usefulness had a direct positive effect on intention to reuse whereas perceived ease of use had an indirect effect on intention to reuse through perceived usefulness. In order to increase the intention to reuse of the mobile augmented reality-based online concert, it is necessary to prepare a plan to increase the level of presence, interactivity, and flow experienced by users. This study identified factors that affect the intention to reuse online concerts based on mobile augmented reality in an untact society. Therefore, it will be meaningful in that it presents the implications necessary to prepare a plan that can be efficiently accepted by consumers for the rapidly growing mobile augmented reality-based online concert.

Integration of Pastoral Counseling and Reality Therapy for Middle-aged Christian (중년기 기독교인을 위한 목회상담과 현실치료의통합)

  • Kim, Hyun Suk;Kim, Hyun Jin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.479-486
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    • 2022
  • Midlife is a critical time when people look back on their life and evaluate it from current state. In middle age, there is a satisfaction with achievement and a sense of crisis between reality and expectation. Research on pastoral counseling in the middle age to minimize problems and conflicts that occur in the transition period of crisis or opportunity is meaningful. Based on biblical principles, pastoral counseling should be able to help the client's needs and development tasks to be reproduced into a meaningful life on the basic premise of a realistic meeting with God. Therefore, through a literature review, the developmental views of Jung, Ericsson, Levinson, and the pioneers of middle-aged research, were examined. From this realistic point of view, the integration of pastoral counseling and reality therapy is considered to be very useful by allowing the harmony of internal dialogue and behavior to start together through the feasible realistic behavior and responsibility of one's choice. Insights on oneself and specific counseling methods of realistic therapy will present a new type of counseling through integration with pastoral counseling. Therefore after examining the theoretical background and characteristics of reality therapy, we intend to help overcome the middle-aged crisis through the meeting pastoral counseling and reality therapy.

The Effects of Self-Directed Practice of Core Nursing Skills Using an Immersive Virtual Reality Program Based on a Head-Mounted Display on Learning Flow, Practice Satisfaction, and Self-Efficacy (Head-Mound Display 기반 몰입형 Virtual Reality 프로그램을 활용한 핵심간호술 자율실습이 수업몰입, 실습만족도, 자기효능감에 미치는 효과)

  • Eun-Jeong Hong;Yun-Ra Hur
    • Journal of Industrial Convergence
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    • v.22 no.10
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    • pp.125-132
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    • 2024
  • This study was conducted to examine the effects of self-directed practice of core nursing skills using an immersive virtual reality (VR) program based on a head-mounted display (HMD) on nursing students' Learning flow, practice satisfaction, and self-efficacy. The study employed a quasi-experimental design with a nonequivalent control group pretest-posttest design. Among 42 second-year nursing students at a university in City B, 21 students in the experimental group participated in self-directed practice using the HMD-based VR program, while 21 students in the control group engaged in traditional self-directed practice using models. Data were collected through self-reported questionnaires and analyzed using Chi-square tests and independent t-tests. The results showed that practice satisfaction in the experimental group increased by 0.41 points, while it decreased by 0.11 points in the control group, demonstrating a significantly higher satisfaction in the experimental group compared to the control group (t=2.18, p=.035). However, no significant differences were found in class engagement and self-efficacy between the two groups. Therefore, self-directed practice using the HMD-based VR program could be considered a viable alternative to traditional practice using models. This study aims to provide foundational data for the future development of virtual reality programs for nursing practice education.