• Title/Summary/Keyword: Reality Convergence

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A Study on the VR-based Drone Immersive Content Development and Experience Effect (VR기반 드론 실감형 콘텐츠 개발 및 체험효과에 관한 연구)

  • Lee, In-Chul
    • Journal of the Korean Society of Industry Convergence
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    • v.25 no.4_2
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    • pp.663-671
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    • 2022
  • Practice through virtual reality can increase the educational effect regardless of time and place, and it is an educational method that is being pursued even in the situation of COVID-19. On the other hand, for VR-based education, related technology development and content development must be made, and experiential methods (flipped learning, blended learning, hybrid learning) must be provided in the educational process. The development scenario was developed with the contents of drone qualification test (ultra-light unmanned multicopter) and drone practice and the possibility of non-face-to-face self-directed learning (flipped learning, blended learning, hybrid learning). It is expected that the quality of vocational education related to drones and the effect of high education will be improved through the contents, and it is thought that it will be possible to suggest a direction for the development of various vocational education contents in non-face-to-face education.

Wireless Access Technologies for Enabling High-Capacity Ultrareliable Services (대용량 초정밀 서비스 실현을 위한 무선 액세스 기술 동향)

  • K. Chang;Y.J. Ko;I.G. Kim
    • Electronics and Telecommunications Trends
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    • v.39 no.1
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    • pp.1-13
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    • 2024
  • The advent of 6G networks, anticipated around 2030, will lead to the seamless convergence of high-capacity ultrareliable communications with precision sensing. This convergence will revolutionize wireless communications and enable applications such as autonomous and precise manufacturing even in vulnerable radio environments and delivering immersive extended reality experiences to passengers on high-speed trains. We present technological trends and standardization efforts toward the development of the key wireless access elements to meet the demands of this upcoming futuristic era.

A Study on the Prevention of Fire Korean in Waste Facilities

  • Jang-Oh Kim;Kyong-Jin Park
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.4_1
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    • pp.722-733
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    • 2024
  • According to the National Fire Agency, there are 1,810 waste recycling facilities, 2,094 waste treatment facilities, and 223 waste minimization facilities in Korea. Waste fires are characterized by high severity and are prone to reignition, and it is difficult to timely detect them. Waste fires consequently demand many firefighters, equipment, and time to extinguish. Notwithstanding this reality, waste is excluded from the category of special combustible materials in the Act on Installation and Management of Firefighting Systems, 2021 (the Act). Therefore, this study proposes that special combustible materials, including waste, should be incorporated into the Act, that fire detectors and photoelectric smoke detectors should be installed to enable early detection of fires, and that the use of water and foaming agents as firefighting equipment should be enforced.

Development of XR-based digital healthcare service for eye health care (눈 건강 관리를 위한 XR 기반 디지털 헬스케어 서비스 개발)

  • Se-Yeon Lee;Jeong-Eun Lee;Seung-Hyun Cha;So-Jin Moon
    • Annual Conference of KIPS
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    • 2024.10a
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    • pp.1055-1056
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    • 2024
  • 현대 사회에서 디지털 기기의 장시간 사용으로 눈 건강 문제가 심각해지고 있지만, 많은 사람들이 초기 눈 건강 문제를 인식하지 못해 안질환이 악화된 후에야 치료를 받는 경우가 많다. 이를 해결하기 위해 본 연구는 예방적 관리를 가능하게 하는 눈 운동 디지털 헬스케어 솔루션을 제안한다. XR(eXtended Reality) 기술을 활용하여 사용자가 눈 건강의 중요성을 인식하며 눈 운동을 실천할 수 있도록 유도하는 시스템을 구축하며, 자가 관리를 촉진한다. 향후 사용자 배포를 통해 눈 건강 관리에 있어 실질적인 효과와 발전 가능성을 평가할 계획이다. 이를 통해 디지털 헬스케어가 눈 건강에 긍정적인 영향을 미칠 수 있음을 입증하고자 한다.

The Reality and Alternative of Gender Inequality to Female Golf Leader (여성골프지도자의 젠더 불평등 현실과 대안)

  • Woo, Ju-Youn
    • Journal of Convergence for Information Technology
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    • v.10 no.9
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    • pp.237-243
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    • 2020
  • This study examines the inequality of female golf leaders in recruitment and promotion and investigates alternatives to overcome them. It consisted of in-depth interviews and observations of the participants of this researcher by 9 female golf instructors who were employed in the driving range and had more than 10 years of teaching experience. Area analysis and classification analysis were used, and expert consultation, triangulation verification, and reconfirmation with participants were performed. The results first, Female golf leaders were unable to compete equally in the network of male golf leaders who advanced first. Second, female golf leaders were faithful to the role theory of women who have been educated in Confucian culture in Korean society. Third, to overcome the gender inequality reality, education was selected and self-esteem was raised through education. Fourth, fair opportunities should be given through job postings and job standardization. Lastly, it was confirmed that the proportion of athletes soon leads to the proportion of leaders, and that the number of leaders becomes a condition for equality.

The Interdisciplinary Research on Cultural Technology (문화기술에 관한 간학제적 연구 -미디어아트를 통한 혼합현실형 공공 문화콘텐츠를 중심으로-)

  • Lim, Kyung-Ho;Yoon, Joon-Sung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1359-1362
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    • 2009
  • Digital media technology has power of influence as extended in not only science and technology but also our society and culture. These phenomenon is explained as 'digital convergence'. Edmond Couchot argue the term 'hybridization'. Yvonne Spielmann and Jay David Bolter also argue that digital hybrid artworks across and integrates a diverse range of modes of representation, such as image, text, sound, space and bodily modes of expression. They must also address communicative interaction in the convergence of real and virtual spaces. In this paper, I noticed mixed reality environment which is seen as the form of hybrid between real and virtual object. And I discuss about this phenomenon as the study of interdisciplinary between art and science.

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The Convergent of Phenomenological Methodology of Mothers of Children with Atopic Dermatitis: Focus on the Experience of Family Management Style (아토피 피부염 자녀를 둔 어머니의 현상학적 방법 융합 연구: 가족관리방식 경험을 중심으로)

  • Kim, Chae-Bong;Kim, KyooSang
    • Journal of the Korea Convergence Society
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    • v.8 no.10
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    • pp.257-271
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    • 2017
  • In this study, phenomenological methodology was used to understand the experience of family management style in mothers who have children with atopic dermatitis. For study methods, in-depth interview was conducted on 9 mothers residing in Seoul and the approach from phenomenological methodology by Colaizzi was used. As a result, 69 significant statements were deduced as well as 21 themes, 10 theme clusters, and 4 categories. These main categories include experiences of accepting atopic dermatitis as a reality, family management style for overcoming atopic dermatitis, reality of facing chronic fatigue, and hope and expectation for the child's health. Our study show that the intervention for improving family management style regarding atopic dermatitis is required including the enhancement of the mothers' quality of life and the recovery of family relationship.

Indoor Precise Positioning Technology for Vehicles Using Floor Marks (플로어 마크를 이용한 차량용 실내 정밀 측위 기술)

  • Park, Ji-hoon;Lee, Jaesung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.10
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    • pp.2321-2330
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    • 2015
  • A variety of studies for indoor positioning are now being in progress due to the limit of GPS that becomes obsolete in the room. However, most of them are based on private wireless networks and the situation is difficult to commercialize them since they are expensive in terms of installation and maintenance costs, non-real-time, and not accurate. This paper applies the mark recognition algorithm used in existing augmented reality applications to the indoor vehicle positioning application. It installs floor marks on the ground, performs the perspective transformation on it and decodes the internal data of the mark and, as a result, it obtains an absolute coordinate. Through the geometric analysis, it obtains current position (relative coordinates) of a vehicle away from the mark and the heading direction of the vehicle. The experiment results show that when installing the marks every 5 meter, an error under about 30 cm occurred. In addition, it is also shown that the mark recognition rate is 43.2% of 20 frames per second at the vehicle speed of 20km/h. Thus, it is thought that this idea is commercially valuable.

A Study on the Countermeasure of Cyber Attacks Using Anonymous Network (익명네트워크를 이용한 사이버공격에 대한 대응방안 연구)

  • Lee, Jung-Hyun;Ahn, Kwan-Joon;Park, Won-Hyung;Lim, Jong-In
    • Convergence Security Journal
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    • v.11 no.3
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    • pp.31-37
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    • 2011
  • Recently on tile network to ensure the anonymity of Mixed networking has been actively researched. It uses encrypted communications between Nodes and communications path is changed often to the attacker traceback and response, including the difficult thing is the reality. National institutions and infrastructure in these circumstances, the attack on the national level, if done on a large scale can be disastrous in. However, an anonymous network technology to cover up their own internet communication, it malicious form of Internet use by people who enjoy being continually updated and new forms of technology being developed is a situation continuously. In addition, attacks in the future application of these technologies is expected to continue to emerge. However, this reality does not deserve this thesis is prepared. In this paper, anonymously using a network to respond effectively to a cyber attack on the early detection research is to proceed.

Analyzing Types of Styling through Character Customization Games (캐릭터 커스터마이징 게임에 나타난 유형별 스타일링 분석)

  • Seo, Mi-Ra
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.309-316
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    • 2015
  • The styles by character type in customizing systems were analyzed, being classified into creative style, attractive style, grotesque style, usual style, and suit style on the basis of the 'fashion style types of game characters' proposed in the previous research. The creative and convergent designs that couldn't be implemented in reality were expressed in various forms because those designs were created in virtual space, one feature of games. The analysis of the fashion styles of characters was focused on the RPG using the characters with exaggerated body proportions beyond the general body proportions in reality and the features on game characters that were identified by gamers. Thus, the creative style and attractive style showed a high frequency. The common features were identified because the costume designs and colors for characters are generally selected in accordance with the gamers' requests or by reflecting the view on the world. However, it was difficult to find out the representative cases for hair designs and colors because of excessively diverse expressions. The results of this paper will be a valuable reference for the research on the fashion item development manual satisfying the gamers' personalities and requests and relevant research.