• Title/Summary/Keyword: Reality Convergence

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Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

Interactive Interface Design Through VR Hand Tracking (VR 핸드트레킹을 통한 상호작용 인터페이스 설계)

  • Ju-Sang Lee;Hyo-Seung Lee;Woo-Jun Choi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.1
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    • pp.213-218
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    • 2023
  • In order to use the VR HMD, operation through separate controllers in both hands is required. Methods for text input in VR include a method of selecting virtual keyboard keys on the screen one by one using a controller, a method of inputting through a keyboard that is a resource of a computer by connecting a computer and VR, or a method of inputting through a keyboard that is a resource of a computer by purchasing a wireless keyboard in VR and wireless keyboard connection method. As such, the text input method in current VR equipment causes inconvenience and additional costs to users. For these reasons, most of the VR-related contents are limited to simple functions such as games or viewers, and there is a risk that VR equipment will be recognized as a simple game machine. Therefore, in this study, a multi-input interface using hand tracking provided by the Oculus Quest2 device is designed and partially implemented. Through this, it is expected that various tasks such as document work and business processing as well as games can be conveniently used using VR equipment.

Digital Technology and Fashion Features in the Contents of Korean Virtual Idol Groups (한국 가상 아이돌 그룹의 콘텐츠에 나타난 디지털 기술 및 패션의 특징)

  • JIAYI XUE;Seunghee Suh
    • Journal of Fashion Business
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    • v.27 no.1
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    • pp.110-125
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    • 2023
  • Virtual idol groups are a product of changes in cultural content and development of digital technology. The purpose of this study is to derive the characteristics of technical expression and fashion of virtual idol groups of Korean entertainment companies, and the significance of this study is to provide basic data for creating a new content business model for virtual idol groups. The research method of this study consisted of literature research and case analysis. Korean virtual idol groups 'K/DA', 'Aespa', and 'Eternity', which show the evolved business model of the entertainment industry through rapid advances in digital technology, were selected as the subject of case analysis for this study, and newspaper articles were searched by keywords and analyzed. As a result of the study, the technical expressions shown in Korean virtual idol groups were 'implementation of realistic content through interaction technology', 'delicate motion expression through motion capture technology', and 'convergence of information between the real world and virtual world through AR technology', 'provision of experience similar to reality by VR technology' and 'formation of cultural contents by Deep Real technology' were deriven. In addition, the characteristics of the Korean virtual guide idol group's fashion are 'marketing strategy through collaboration with fashion items', 'giving recognition as a digital fashion icon of real existence', 'creating a sensuous image as a fashion brand ambassador' and 'fashion style expression of the Z generation's sensibility'.

Current Status and Perception of Abused Drugs by Gender Among Young People (청년층의 성별에 따른 남용약물에 대한 사용실태와 인식)

  • Hyun-Ju, Jeong;Jeong-Sook, Park
    • Journal of Industrial Convergence
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    • v.21 no.2
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    • pp.79-84
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    • 2023
  • This study was analyzed based on 1051 analyzes of questionnaires in order to examine the status and perception of abused drugs according to the gender of the young people entering the adult group from the adolescents. The gender of the young people who participated in the survey was 686 males and 365 females, and the types of abused drugs and their perceptions of harmful effects of narcotics and abused drugs were analyzed according to gender. As a result of the study, the experience of using alcohol, tobacco, appetite suppressants, sedatives, and opioid analgesics was statistically significant according to gender. Among the harmful effects of narcotic drugs and drugs of abuse, significant results were shown on the recognition of risks, induced problems, and sympathy for risks. As for the desirable way to improve the problem of narcotics and substance abuse, 257 women (68.2%) of women wanted publicity (enlightenment) activities, and about effective education for preventing narcotics and substance abuse, 379 men (54.2%) of men %) appeared as online online education. It is considered that proper education and publicity about drug use is necessary in the reality that drug addiction among young people due to drug abuse is increasing.

A Study on the Development of Rural Tourism Products in Jeju Island Using Smart Glass - Attracting Group Tourists and Strategies through the Development of Realistic Media Education Contents (스마트글라스를 활용한 제주도 농촌 관광 상품 개발에 관한 연구 - 실감미디어 교육콘텐츠 개발을 통한 단체관광객 유치 및 전략)

  • Seung-Hyun Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.45-51
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    • 2023
  • As COVID-19 made it difficult to travel abroad and attract domestic tourists to foreigners, the phenomenon of MZ generations flocking to Jeju through consumption patterns occurred. In this study, if Jeju Island uses Jeju's rural tourism and smart glasses to study how to attract and cope with domestic tourists after the pandemic and build a mobile application or smart glass to tour based on village maps, the docent guide service through smart glasses will help tourists. Furthermore, it would be very beneficial to introduce a location-based service to provide the necessary information at the location according to the movement path of tourists. In fact, we conclude that it can be implemented through the development of the Hansung Baekje Museum, and hope that the actual media can be applied to free tourist courses such as Jeju Olle Trail, as it provides various contents in selective development such as AR and VR.

Proposal for a Sensory Integration Self-system based on an Artificial Intelligence Speaker for Children with Developmental Disabilities: Pilot Study

  • YeJin Wee;OnSeok Lee
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.4
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    • pp.1216-1233
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    • 2023
  • Conventional occupational therapy (OT) is conducted under the observation of an occupational therapist, and there are limitations in measuring and analyzing details such as degree of hand tremor and movement tendency, so this important information may be lost. It is therefore difficult to identify quantitative performance indicators, and the presence of observers during performance sometimes makes the subjects feel that they have to achieve good results. In this study, by using the Unity3D and artificial intelligence (AI) speaker, we propose a system that allows the subjects to steadily use it by themselves and helps the occupational therapist objectively evaluate through quantitative data. This system is based on the OT of the sensory integration approach. And the purpose of this system is to improve children's activities of daily living by providing various feedback to induce sensory integration, which allows them to develop the ability to effectively use their bodies. A dynamic OT cognitive assessment tool for children used in clinical practice was implemented in Unity3D to create an OT environment of virtual space. The Leap Motion Controller allows users to track and record hand motion data in real time. Occupational therapists can control the user's performance environment remotely by connecting Unity3D and AI speaker. The experiment with the conventional OT tool and the system we proposed was conducted. As a result, it was found that when the system was performed without an observer, users can perform spontaneously and several times feeling ease and active mind.

Remote Medical Equipment Training for Public Health Doctors in Vulnerable Medical Areas Using Smart Glasses (스마트 글래스를 활용한 공중보건의 대상 의료장비 원격교육)

  • Jongmyung Choi;So-Eun Choi;Ji Hyun Moon
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.75-80
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    • 2023
  • In medically vulnerable areas in Korea, public health doctors play a significant role in providing not only general medical care but also emergency medical services to the local residents. However, it has been observed that public health doctors generally lack field experience, resulting in insufficient ability to handle emergency patients and to effectively use medical equipment. This study confirmed the effectiveness of education after conducting remote education using smart glasses on how to use medical equipment necessary for public health doctors. Specifically, real wear was used for smart glasses for medical equipment utilization education, and 10 public health officials in 10 islands in Shinan-gun were targeted. After the training, both the effect of using the equipment and the level of satisfaction were 3 or higher. Therefore, it was confirmed that remote education using smart glasses can be usefully used for public health doctors in medically vulnerable areas.

A Study on Image Creation and Modification Techniques Using Generative Adversarial Neural Networks (생성적 적대 신경망을 활용한 부분 위변조 이미지 생성에 관한 연구)

  • Song, Seong-Heon;Choi, Bong-Jun;Moon, M-Ikyeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.2
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    • pp.291-298
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    • 2022
  • A generative adversarial network (GAN) is a network in which two internal neural networks (generative network and discriminant network) learn while competing with each other. The generator creates an image close to reality, and the delimiter is programmed to better discriminate the image of the constructor. This technology is being used in various ways to create, transform, and restore the entire image X into another image Y. This paper describes a method that can be forged into another object naturally, after extracting only a partial image from the original image. First, a new image is created through the previously trained DCGAN model, after extracting only a partial image from the original image. The original image goes through a process of naturally combining with, after re-styling it to match the texture and size of the original image using the overall style transfer technique. Through this study, the user can naturally add/transform the desired object image to a specific part of the original image, so it can be used as another field of application for creating fake images.

Development of VR-Based Safety Education Content for Sailors (VR 기반 선원 안전교육용 콘텐츠 개발)

  • Kim, Ji-Yoon;Oh, Jin-Seok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.12
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    • pp.1898-1907
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    • 2022
  • Every year, many shipping companies provide seaman safety education programs periodically to reduce ocean-traffic accidents. However, undertaking the regular safety training for seaman has been difficult because of litimation of space and time. Recently, VR technolgy is received attentions to overcome previous problems. It can provide users educational interactions between a user and virtual environment and fulfill sustainable teaching. In this paper, VR-based safety education content for sailors has been developed, and it includes four programs. Also, survey was conducted with four questionnaires such as immersiveness, easy to experience, satisfaction of education contents, comparative evaluation between traditional education program and VR education contents. As the result, immersiveness questionnaire could be gain 53.83% positive assessment, and easy to experience could be gain 65.38% positive assessment, and satisfaction could be gain 69.23% positive assessment. Lastly, comparative evaluation between traditional education program and VR education contents could be gain about 46% positive and 34% neutral assessments.

The Influences of Restaurant Consumers' Electronic Word-of-Mouth(E-WOM) Information Communication on Product Perception Risk, Benefit and WOM Effect

  • Heo, Yeong-Uk
    • The Journal of Economics, Marketing and Management
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    • v.6 no.4
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    • pp.51-64
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    • 2018
  • Purpose - This study is intended to look into the influences of restaurant consumers' e-WOM information communication on product perception risk, benefit and WOM effect. Research design, data, and Methodology - To achieve this, a survey was empirically carried out to 426 restaurant consumers. Results - The findings are as follows. First, the influence of e-WOM on product perception risk showed that WOM information sender characteristics, WOM information recipient characteristics and online community had a statistically significant positive influence on product perception risk. Second, the influence of e-WOM on product risk benefit showed that WOM information sender characteristics, WOM information recipient characteristics and online communication had a statistically significant positive influence on product risk benefit. Third, WOM risk perception had a statistically significant positive influence on WOM acceptance. Fourth, WOM risk benefit had a statistically significant positive influence on WOM effect. Conclusions - As for the above-mentioned findings, the communication between e-WOM sender and recipient had a positive influence on the product evaluation and attitude change in the restaurant industry, and the WOM effect had an influence on the financial performance and non-financial performance. The communication attaches importance to a direct using and tasting experience due to the nature of restaurant industry when it is simultaneously performed as a positive mechanism between sender and recipient through each channel of these factors. But the e-WOM culture can lead to the WOM effect when both sender and recipient share the persuasive communicability in reality that diversifies communication methods, having a positive influence on the management performance.