• 제목/요약/키워드: Reality Convergence

검색결과 855건 처리시간 0.022초

A Study on the Influence of Augmented Reality Experience in Mobile Applications on Product Purchase (모바일 어플리케이션의 증강현실 이용경험이 제품구매에 미치는 영향 연구)

  • Kim, Minjung
    • The Journal of the Convergence on Culture Technology
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    • 제8권6호
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    • pp.971-978
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    • 2022
  • As a marketing method in a non-face-to-face society, the purpose of this study is to test how AR experience affects purchase intention in the process of consumers recognizing product information to purchase products and to secure the basis for the effectiveness of developing and introducing augmented reality functions in future product brand applications. Literary research methods and empirical research methods were used to verify the research purpose, and to measure this, an application of domestic tableware brand 'Odense', which implements augmented reality functions, was produced and used as an experimental tool. Also, a direct causal relationship was attempted by constituting a questionnaire by deriving a measurement scale for perceived usefulness, perceived ease, perceived pleasure, and purchase, which are factors of technology acceptance theory (TAM), and empirical analysis was conducted using the SPSS 25.0 statistical package to achieve the purpose of the study. As a result of the study, significant results were derived from all factors in the effect of perceived usefulness, ease, and pleasure on purchase intention, and several significant differences were found among factors according to gender, age, and internet shopping usage time in general characteristics. In conclusion, the user experience of the medium in which the augmented reality function is introduced in the information recognition stage of the product has a positive effect on purchase compared to the user experience of existing applications.

A Study on the Visualization of Data in Virtual Space utilizing Realistic Exhibition Contents - Focusing on the application of the Tamed Cloud clustering algorithm in 70mK project (전시콘텐츠에 구현된 가상공간 내 데이터 시각화 연구 - 70mK의 Tamed Cloud 군집형 알고리즘 적용을 중심으로)

  • Sungmin Kang;Daniel H. Byun
    • Trans-
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    • 제15권
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    • pp.1-24
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    • 2023
  • This study examines the application of data visualization technology using a clustered data algorithm called 'Tamed Cloud' to virtual spaces and seeks the possibility of implementing it in various types of realistic exhibition contents. To this end, we first attempt to classify virtual reality (VR) exhibition contents starting with COVID-19, and summarize technologies applied. Also, various realistic exhibition contents provide visitors with an opportunity to appreciate the artworks through online and virtual exhibitions. In this trend, virtual reality and augmented reality (AR) technologies have been introduced, allowing visitors to enjoy the artwork more immersively, and the possibility of realistic exhibition content with interaction between the artwork and the user is also being demonstrated. Based on this background, this study examines the history of exhibition contents by dividing them before and after the advent of virtual reality technology, and examines how the clustered algorithm technology called Tamed Cloud was applied to virtual space and implemented as a realistic exhibition content in <70mK> project. By synthesizing all of this, we propose a convergence method of data visualization, virtual reality, and realistic content, and propose it as a new alternative to realistic exhibition content in virtual space.

Implementation of Automatic Identification Monitoring System for Fishing Gears based on Wireless Communication Network and Establishment of Test Environment (무선통신망 기반 어구자동식별 모니터링 시스템 구현 및 시험환경 구축)

  • Joung, JooMyeong;Park, HyeJung;Kim, MinSeok;Kwak, Myoung-Shin;Seon, Hwi-Joon
    • Journal of IKEEE
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    • 제25권1호
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    • pp.193-200
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    • 2021
  • In order to prevent illegal fishing and reduce lost fishing gear, it is necessary to develop a constant and continuous fishing gear monitoring system in the marine environment. In this paper, we design a long-term operational, reliable system model with communication coverage of more than 25Km considering the reality of gradually expanding fishing activity due to the depletion of fishery resources and marine environments. The design results are implemented to verify the operability of the system by separating the communication success rate of SKT and private LoRa networks and verifying the control function of each control system through the collected location information, respectively.

Improved Sensor Filtering Method for Sensor Registry System (센서 레지스트리 시스템을 위한 개선된 센서 필터링 기법)

  • Chen, Haotian;Jung, Hyunjun;Lee, Sukhoon;On, Byung-Won;Jeong, Dongwon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • 제26권1호
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    • pp.7-14
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    • 2022
  • Sensor Registry System (SRS) has been devised for maintaining semantic interoperability of data on heterogeneous sensor networks. SRS measures the connectability of the mobile device to ambient sensors based on positions and only provides metadata of sensors that may be successfully connected. The step of identifying the ambient sensors which can be successfully connected is called sensor filtering. Improving the performance of sensor filtering is one of the core issues of SRS research. In reality, GPS sometimes shows the wrong position and thus leads to failed sensor filtering. Therefore, this paper proposes a new sensor filtering strategy using geographical embedding and neural network-based path prediction. This paper also evaluates the service provision rate with the Monte Carlo approach. The empirical study shows that the proposed method can compensate for position abnormalities and is an effective model for sensor filtering in SRS.

Non-Marker Based Mobile Augmented Reality Technology Using Image Recognition (이미지 인식을 이용한 비마커 기반 모바일 증강현실 기법 연구)

  • Jo, Hui-Joon;Kim, Dae-Won
    • Journal of the Institute of Convergence Signal Processing
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    • 제12권4호
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    • pp.258-266
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    • 2011
  • AR(Augmented Reality) technology is now easily shown around us with respect to its applicable areas' being spreaded into various shapes since the usage is simply generalized and many-sided. Currently existing camera vision based AR used marker based methods rather than using real world's informations. For the marker based AR technology, there are limitations on applicable areas and its environmental properties that a user could immerse into the usage of application program. In this paper, we proposed a novel AR method which users could recognize objects from the real world's data and the related 3-dimensional contents are also displayed. Those are done using image processing skills and a smart mobile embedded camera for terminal based AR implementations without any markers. Object recognition is done from the comparison of pre-registered and referenced images. In this process, we tried to minimize the amount of computations of similarity measurements for improving working speed by considering features of smart mobile devices. Additionally, the proposed method is designed to perform reciprocal interactions through touch events using smart mobile devices after the 3-dimensional contents are displayed on the screen. Since then, a user is able to acquire object related informations through a web browser with respect to the user's choice. With the system described in this paper, we analyzed and compared a degree of object recognition, working speed, recognition error for functional differences to the existing AR technologies. The experimental results are presented and verified in smart mobile environments to be considered as an alternate and appropriate AR technology.

Performance Analysis of 3D Color Picker in Virtual Reality (가상현실 3차원 색상 선택기의 성능 분석)

  • Kim, Jieun;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • 제27권2호
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    • pp.1-11
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    • 2021
  • In a virtual environment, a 3D workspace and 3D interaction are possible, but most virtual reality applications use a 2D color picker. This paper implements a 3D color picker based on 3D color space in a virtual environment, and compares color selection performance with the existing 2D color picker. The 3D color picker is intuitive by using the 3D color space as it is, and it can position the 3D pointer at a specific point in the color space using a controller, which is a virtual reality device, so a user can select a color in one step. On the other hand, the 2D color picker has the advantage of being familiar with existing users who work with colors in a computer environment, but has a disadvantage that requires several steps of user interaction since it has to set color properties through 2D interfaces. Based on user experiments, we confirmed the usefulness of a 3D color picker in addition to a 2D color picker in a virtual environment, and it was possible to perform natural 3D work in a virtual environment using the 3D color picker.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • 제8권1호
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Control measures in Cyberspace in the light of Rimland theory (림랜드 이론으로 본 사이버공간 통제방안 (북한의 사이버전 사례연구를 중심으로))

  • Dong-hyun Kim;Soo-jin Lee;Wan-ju Kim;Jae Sung Lim
    • Convergence Security Journal
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    • 제22권4호
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    • pp.11-16
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    • 2022
  • Development of science technology make integrated CPS(Cyber-Physical System) appear. In CPS era, cyberspace and physical-space are hard to separate anymore, that is developing toward integrated CPS. The reality is not stopping, that is consistently changing and the concept of space is developing too. But several articles are considering for cyberspace and physical-space separately, and they are developing tailed alternative each case. The theorical approaching that is not considering reality is dwelled on past, and is dangerous from dropping down to floating cloud that is not considering progressed reality. This article is suggested to consider rimland theory to control measures in cyberspace. That is dedicated to integrated approaching from physical-space to cyberspace. And that is developing concreted controling measures in cyberspace. Especially, this article is suggested to policy alternative by analyzing north korea cyber warfare from rimland theory including human sources. Simplicity is the ultimate sophistication. This article make integrated approaching effects about cyberspace and physical-space to preparing in the CPS era.

A Comparative Study between Vocational Training Using Virtual Reality and Traditional Training: Focusing on Industrial Cranes (가상현실을 활용한 직업훈련과 전통적인 훈련과의 비교연구: 산업용크레인을 중심으로)

  • Seong-Yeon Mun;Hyun-Jung Oh;Sang-Joon Lee
    • Journal of Practical Engineering Education
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    • 제16권4호
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    • pp.529-540
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    • 2024
  • In industrial sites, experiential virtual training contents are partially used to replace high-risk and high-cost training, and virtual training contents development is also becoming active along with the increasing demand for non-face-to-face industries. Existing studies mainly focused on quantitative research through surveys, and only measured the change in users' learning commitment. This study attempted to investigate the effect of the combination of theoretical education and virtual training on the improvement of actual job performance in a dual vocational training environment by conducting an experimental study. This study studied whether the combination of theoretical education and virtual training can improve the performance of vocational training in dual vocational training (comparative work and learning) in which companies and schools participate. The results of pre- and post-evaluation of vocational training using traditional vocational training and virtual training contents were compared with 24 vocational training trainees. As a result of the study, it was demonstrated that the outcome of virtual training education was higher than that of traditional vocational training, and the combination of virtual reality-based education was more effective in theoretical education. This study suggests that the virtual training content presents a new paradigm for industrial safety education, and through the interview results of trainees, it was confirmed that virtual training can lead to a change in attitude toward safety beyond just knowledge transfer. This contributes to the prevention of safety accidents in industrial sites and provides important implications for improving the quality of vocational training.

Convergence Types of Small and Medium Companies Understood Through Convergence Research Development (융합연구개발 성공사례에서 파악한 중소기업 융합유형)

  • Han, Na-Young;Hong, Jae-Bum
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • 제7권2호
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    • pp.19-24
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    • 2012
  • This study clearly defined the idea of convergence of small and medium companies and convergence types and understood convergence case of small and medium companies for each type in order to help enhancement of competitiveness of small and medium companies. The convergence type of small and medium companies accepted two levels including technology and industry and value improvement and creation suggested by Deloitte(2009) and it was classified into technology improvement-market expansion type, technology improvement-market creation type, technology creation-market expansion type, and technology creation-market creation type based on the companies introduced in the excellent casebook of convergence and integration technology development business of small and medium companies(August 2011). As a result, it was shown as 5 cases of technology improvement-market expansion, 4 cases of technology improvement-market creation, 3 cases of technology creation-market expansion, and 1 case of technology creation-market creation among the total 13 cases. Therefore, small and medium companies are focusing on technology improvement than technology creation and market expansion than market creation. What we can understand through cases analysis on convergence types of small and medium company is that it is very difficult for small and medium companies to create new technology or new market through convergence. Thus, small and medium companies consider market expansion through technology improvement as the objective and result of convergence. It is important to create new technology or new industry to cultivate new growth engines of the nation, but policy support that cares about reality of small and medium companies must be considered at the same time.

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