• Title/Summary/Keyword: Reality Convergence

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A Novle Method for Efficient Mobile AR Service in Edge Mesh Network

  • Choi, Seyun;Shim, Woosung;Hong, Sukjun;Kim, Hoijun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.22-29
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    • 2022
  • Recently, with the development of mobile computing power, mobile-based VR and AR services are being developed. Due to network performance and computing power constraints, VR and AR services using large-capacity 3D content have limitations. A study on an efficient 3D content load method for a mobile device is required. The conventional method downloads all 3D content used for AR services at the same time. In this paper, we propose an active 3D content load according to the user's track. The proposed method is a partitioned 3D object load. Edge servers were installed for each area and connected through the MESH network. Partitioned load the required 3D object in the area referring to the user's location. The location is identified through the edge server information of the connected AP. The performance of the proposed method and the conventional method was compared. As a result of the comparison, the proposed method showed a stable Mobile AR Service. The results of this study, it is expected to contribute to the activation of edge server-based AR mobile services.

Performance Analysis of Cloud Rendering Based on Web Real-Time Communication

  • Lim, Gyubeom;Hong, Sukjun;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.276-284
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    • 2022
  • In this paper, we implemented cloud rendering using WebRTC for high-quality AR and VR services. Cloud rendering is an applied technology of cloud computing. It efficiently handles the rendering of large volumes of 3D content. The conventional VR and AR service is a method of downloading 3D content. The download time is delayed as the 3D content capacity increases. Cloud rendering is a streaming method according to the user's point of view. Therefore, stable service is possible regardless of the 3D content capacity. In this paper, we implemented cloud rendering using WebRTC and analyzed its performance. We compared latency of 100MB, 300MB, and 500MB 3D AR content in 100Mbps and 300Mbps internet environments. As a result of the analysis, cloud rendering showed stable latency regardless of data volume. On the other hand, the conventional method showed an increase in latency as the data volume increased. The results of this paper quantitatively evaluate the stability of cloud rendering. This is expected to contribute to high-quality VR and AR services

Design and Implementation of a Service Platform that Recommends the Optimal Shortest Distance as a Patrol Route

  • Jo, Yu-min;Jang, Ye-jin;Paik, Jong-ho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.1-9
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    • 2022
  • Recently, interest in living safety and crime prevention is increasing. The reality is that most women have anxiety about social safety and ultimately want a safe return to home. As a result of these issues, the Seoul Metropolitan Government and the National Police Agency are implementing various services to alleviate them. However, there are limitations such as that the service can be used only during a limited time or the process of checking whether the patrol is really completed is complicated. Therefore, in this paper, we propose a service platform that overcomes these limitations and suggests the best and shortest patrol route to the police based on the desired patrol location applied by citizens. It is designed based on the MVC pattern, and the functions are divided for each user. It is hoped that the platform will reduce crime rates and allow citizens to ultimately return home with peace of mind. Also we expect that the police will ablet to find places where they did not know about or need to patrol with more attention through the recommended route of the platform, which will be helpful in their task.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

A Study on Utilization Methods and Problems according to Metaverse Platform Analysis (메타버스 플랫폼 분석에 따른 활용방안 및 문제점에 관한 연구)

  • Shim, Youn Sook
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.855-860
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    • 2022
  • Today, the metaverse is understood as a concept in which the boundaries between the real and the virtual are blurring and the economic, social, and cultural activities of the real and virtual worlds are interconnected. In this study, we intend to examine the current status of the metaverse platform at home and abroad. Through this, if we can confirm the current location of the metaverse platform in Korea, we will try to identify the field of metaverse application suitable for the domestic situation. In addition, we will try to find ethical problems among the problems of the metaverse that developed rapidly. This will serve as a basis for finding solutions when using the Metaverse platform in the future.

A study on the smart band, technologies, and case studies for the vulnerable group. - The Digital Age and the Fourth Industrial Revolution.

  • YU, Kyoungsung;SHIN, Seung-Jung
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.182-187
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    • 2022
  • This study aims to study non-rechargeable wrist-type smart bands for those vulnerable to the digital environment. The transition to the digital age means improving the efficiency of human life and the convenience of management. In the digital age, it can be a very convenient infrastructure for the digital generation, but otherwise, it can cause inconvenience. COVID-19 is spreading non-face-to-face culture. The reality is that the vulnerable are complaining of discomfort in non-face-to-face culture. The core of the digital environment is smartphones. Digital life is spreading around smartphones. Technology that drives the digital environment is the core technology of the Fourth Industrial Revolution. The technologies are lot, big data, Blockchain, Smart Mobility, and AI. Related technologies based on these technologies include digital ID cards, digital keys, and nfc technologies. Non-rechargeable wrist-type smart bands based on related technologies can be conceptualized. Through these technologies, blind people can easily access books and manage their ID cards conveniently and efficiently. In particular, access authentication is required wherever you go due to COVID-19, which can be used as a useful tool for the elderly who feel uncomfortable using smartphones. It can also eliminate the inconvenience of the elderly finding or losing their keys.

A Study on the Development of Tourism Souvenirs for the Domestic MZ Generation with Smart Glass and Map (MAP) - Examples of Jeju Tourism Focusing on Board Games and IP Design (스마트글라스와 지도(MAP)를 접목한 국내 MZ세대를 위한 관광 기념품 개발에 관한 연구 - 보드게임 및 IP디자인을 중심으로 제주관광을 예시)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.37-43
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    • 2023
  • This study concluded that smart glass can combine realistic media and reasonable technologies to compensate for the disappointment of simple one-dimensional board game contents, suggest various games to board game contents that were only possible through advertisements and promotions, and can promote board games, tourism services, and insufficient tourism contents. Content development is highly complete as an educational content in that it can be omitted or repeated by customers, and it is expected to be a board game using interesting smart glasses for the MZ generation.

A Case Study on Metaverse Marketing of Jewelry Brand (주얼리 브랜드의 메타버스 마케팅 사례 연구)

  • Kang, Hye-Rim
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.285-291
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    • 2022
  • The Purpose of this Study is to explore the new direction for Metaverse marketing and I analyze case of Metaverse marketing focusing on jewelry brand and changes of IT technology for Metaverse Roadmap 2.0. Based on the analyzed marketing strategy, jewelry brands compare and study Metaverse marketing cases to draw implications. As a result of the study, successful Metaverse marketing provides a personalized experience in the virtual space and is accompanied by analysis of the customer journey, and this can be confirmed in the case of global brand. As a future research direction, Through in-depth research on marketing ROI(Return On Investment), I contribute to enhancing the competitiveness of jewelry brand.

A Study on the Quantified Point System for Designation of Personal Identity Proofing Service Provider based on Resident Registration Number

  • Kim, JongBae
    • International journal of advanced smart convergence
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    • v.11 no.4
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    • pp.20-27
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    • 2022
  • In this paper, we propose to improve the designation examination criteria of agencies that provide personal identity proofing based on the resident registration number (RRN), a 13-digit number uniquely assigned by the government to identify Korean citizens. In online commerce, etc., the personal identity proofing agency (PIPA) is a place where online users can prove their personal identity by presenting an alternative means instead of their RRN. The designation examination criteria for PIPAs established in 2012 is a revision of the relevant current laws, and there is a problem in applying the designation examination for alternative means of RRN as the current examination standard. Therefore, in this paper, we propose a method to make the current examination criteria applicable to the newly designated examination of the personal identity proofing service provider based on the current RRN alternative method. According to the current designation examination criteria, only those who satisfy all the examination criteria are designated as the PIPA. However, in reality, it is not in line with the purpose of regulatory reform to require that all examination criteria be satisfied. In the proposed method, it is proposed to apply the standard score system for designation of PIPAs, to make the law current, to secure legal compliance, and to establish a new examination standard to provide a new alternative means of personal identity proofing service. By applying the proposed method to the PIPA designation examination, various alternative means of RRN can be utilized in the online commerce service market.

Study on Use the Metaverse Platform in Fashion Design (패션디자인 분야의 메타버스 플랫폼 활용 연구)

  • Ryu, Kyoung ok
    • Journal of the Korea Fashion and Costume Design Association
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    • v.25 no.2
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    • pp.31-44
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    • 2023
  • Fashion design in the metaverse is not simply a 3D avatar or virtual fashion, it is an important clue for shopping trends, and the role of fashion design has grown even more because avatars and humans are identified and active. This study, I attempts to understand the metaverse platform accurately and find out the scope of fashion design within the metaverse platform. In addition, we want to provide basic data that can expand the field by using fashion design in various ways on the metabus platform. This study investigated and analyzed various metaverse fashion cases, articles, software, and methods used by metaverse fashion creators, and the results are as follows. First, the metaverse platform is a new level of virtual interaction where users and creators communicate through the convergence of augmented reality, lifelogging, mirror world, and virtual world. Second, most of the users of the metaverse platform are generation Z, and metaverse creators who make money by producing avatars or items, including fashion design, are emerging as a new job field. Third, many fashion brands created spaces on the Metaverse platform, collaborated with games, or opened fashion weeks for publicity, marketing, and sales. Fourth, as a 3D program for metaverse fashion creator activities, open-source software is easier and free of charge compared to programs for fashion design specialists, and most costumes can be reproduced, so it will be easier for fashion design majors to utilize.