• Title/Summary/Keyword: Reality Convergence

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International journal of advanced smart convergence
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    • v.7 no.4
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    • pp.114-120
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. In this paper configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

Effects of Implementation and Application of Realistic Digital Contents

  • Han, Ji-Woo
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.147-152
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    • 2019
  • This study aims to explore the understanding of and the interest in realistic digital contents and examine their effectiveness, by implementing and applying VR around the science subject in middle schools. It organized each group of two for cooperative activities, in order to implement VR for 52 middle school students located at Y-county, who understood study contents and agreed to participate in the study. Then, it implemented and applied realistic digital contents regarding a change in the science geosphere and many kinds of forces, by extracting and designing them. As they implemented and applied VR around contents interest in science subject. VR assisted lessons made statistically significant differences in understanding and effectiveness of realistic digital contents. It will provide basic data used to cultivate future talents who can prepare for a change in the educational paradigms along with the fourth industrial revolution and adapt to the future knowledge-based society.

A Study on the Effects of Storytelling on Digital Game Development (스토리텔링이 디지털 게임 개발에 미치는 영향에 관한 연구)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.4
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    • pp.149-154
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    • 2018
  • A game story that used to be free needs a work of concrete and artificial organizing and arranging these days. This is because a game story is frequently made into a new genre such as a movie or an animation. As shown in many previous studies, most of the movies made from successful digital games failed to receive satisfying box office results. To overcome this, narratively completed storytelling should be presented from the development phase of a game. The methods are as follows: It is necessary to maximize the synergy effect through the interaction between storytelling experts, game developers, animators, and movie producers in developing a game. This will help to create a game with more sophisticated and complete narrative structure than now. It is necessary to secure the diversification of game genres. Currently in Korea, online games are unusually leading the game industry. PC games or console games are more advantageous than online games for putting a finished narrative structure into a game.

Implementing and developing VR-linked travel simulation 'Snowman in JJ' (VR 연동 여행 시뮬레이션 'Snowman in JJ' 구현 및 개발)

  • Jeong, So-yeon;Cho, Young-ju
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.53-56
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    • 2019
  • In this paper, we propose implementing and developing a new simulation method called 'Snowman in JJ', which is a simulation of VR linked travel, to provide indirect experience of travel through VR to modern people who can not afford to relax in the era of the 4th industrial revolution.

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Evaluation of Artificial Intelligence-Based Denoising Methods for Global Illumination

  • Faradounbeh, Soroor Malekmohammadi;Kim, SeongKi
    • Journal of Information Processing Systems
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    • v.17 no.4
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    • pp.737-753
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    • 2021
  • As the demand for high-quality rendering for mixed reality, videogame, and simulation has increased, global illumination has been actively researched. Monte Carlo path tracing can realize global illumination and produce photorealistic scenes that include critical effects such as color bleeding, caustics, multiple light, and shadows. If the sampling rate is insufficient, however, the rendered results have a large amount of noise. The most successful approach to eliminating or reducing Monte Carlo noise uses a feature-based filter. It exploits the scene characteristics such as a position within a world coordinate and a shading normal. In general, the techniques are based on the denoised pixel or sample and are computationally expensive. However, the main challenge for all of them is to find the appropriate weights for every feature while preserving the details of the scene. In this paper, we compare the recent algorithms for removing Monte Carlo noise in terms of their performance and quality. We also describe their advantages and disadvantages. As far as we know, this study is the first in the world to compare the artificial intelligence-based denoising methods for Monte Carlo rendering.

A Study on the Data Value: In Public Data (데이터 가치에 대한 탐색적 연구: 공공데이터를 중심으로)

  • Lee, Sang Eun;Lee, Jung Hoon;Choi, Hyun Jin
    • Journal of Information Technology Services
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    • v.21 no.1
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    • pp.145-161
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    • 2022
  • The data is a key catalyst for the development of the fourth industry, and has been viewed as an essential element of the new industry, with technology convergence such as artificial intelligence, augmented/virtual reality, self-driving and 5 G. This will determine the price and value of the data as the user uses data in which the data is based on the context of the situation, rather than the data itself of the past supplier-centric data. This study began with, what factors will increase the value of data from a user perspective not a supplier perspective The study was limited to public data and users conducted research on users using data, such as analysis or development based on data. The study was designed to gauge the value of data that was not studied in the user's perspective, and was instrumental in raising the value of data in the jurisdiction of supplying and managing data.

Understanding Symbols through Mandala Art Work, Collection and Classification: Application of Autoethnography

  • Park, Boram
    • International Journal of Advanced Culture Technology
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    • v.10 no.3
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    • pp.77-84
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    • 2022
  • This study focused on the spirit to becoming the true "I" as a human, and it attempted to pay attention to the "images" sent by the unconscious to prompt the reality of that spirit. The purpose of this study was to identify the symbols in myths and folk tales that appeared in the individual's dreams and to shed light on how the universal experiences of humankind are re-experienced and integrated into an individual's life. This study used a total of 105 mandala paintings collected through the researcher's own dreams from February 2019 to September 2020. Among them, repeated symbols were classified into basic shapes, squares, crosses, triangles, circles, and spirals, as suggested by Riedel. The study truthfully described the discovery of a practical layer of psychology as a human's individualization and changing, resulting in autoethnography, which is a type of qualitative study.

An Integrated Model for Investigating the Impacts of Telepresence on Cultural Heritage Attachment in Virtual Museum

  • Hong, Kyung-Wan;Kim, Hyeon-Cheol
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.44-52
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    • 2022
  • The purpose of our study is to examine the influence of telepresence on cultural heritage attachment in the context of virtual museum. We determined the effect of telepresence on visitors' aesthetic and educational experiences and how these experiences affect visitors' perceptions of virtual museum service value. Moreover, we investigate the effect of perceived virtual museum service value on museum attachment and cultural heritage attachment. A total of 143 visitors were sampled through an online survey focusing on Chinese virtual museum visitors. The results show that all the paths presented significant effects. Additionally, it was found that telepresence indirectly influences cultural heritage attachment through education experience and perceived virtual museum value. The theoretical and practical implications are also provided. An important implication is that online virtual museum is essential to raise visitors' education experience and their cultural heritage attachment. Thus, virtual museum should take initiative to enhance virtual reality to ensure traditional culture education and formation their cultural heritage attachment.

The effect of Adversity Index Perceived by Organizational Members on Entrepreneurial Orientation and Organizational Learning Competency

  • Kim, Moon Jun;Kim, Su Hee
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.142-152
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    • 2022
  • We study confirmed the relationship between the adversity index, entrepreneurial orientation, and organizational learning competency perceived by organizational members as follows. First, the adversity index showed a positive (+) effect on entrepreneurial orientation (hypothesis 1) and organizational learning competency (hypothesis 2). Second, the entrepreneurial orientation was statistically significant in organizational learning competency (hypothesis 3). Third, the partial mediating role of entrepreneurial orientation (Hypothesis 4) was confirmed in the process of the adversity index affecting organizational learning competency. Meanwhile, the main implications of this study are as follows. First, it is the aspect that provides additional theoretical implications in the reality that studies on the adversity index and entrepreneurial orientation that affect organizational learning competency are lacking. Second, it is the aspect that the importance of adversity index and start-up orientation was confirmed in improving organizational learning competency based on securing differentiated competitiveness for the advancement of the organization's sustainability management system. In addition, it is the aspect of drawing practical implications for strategic human resource management and human resource development to systematically improve it.

Wrapping based Open Metaverse Platform Architecture (래핑 기반 개방형 메타버스 플랫폼 아키텍처)

  • Park, Je-Ho
    • Journal of the Semiconductor & Display Technology
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    • v.21 no.1
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    • pp.1-4
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    • 2022
  • As computers can express and utilize information in a semantic dimension different from the real world, humans have opened the door to the digital world and have played a pivotal role in the transformation of the human habitual environment. Using metaverse, it can be possible to predict concepts such as virtual currency, artificial intelligence, and virtual reality, which have now become possible for practical systemic visualization. In order to implement the metaverse in the realm of technology, it requires not only a multifaceted discussion on the platform, but also research on an architect that can include the intrinsic complexity of the metaverse. In this paper, we discuss the architecture for an open metaverse platform based on convergence wrapping that can converge various contents into one space, and propose a comprehensive platform design.