• 제목/요약/키워드: Reality Effect

검색결과 922건 처리시간 0.034초

몰입형 가상현실과 모바일 증강현실을 활용한 가정내 에너지절약 인지 경험 비교 연구 (A Comparative Analysis of User Experience in Home Energy Saving Awareness Using Immersive Virtual Reality and Mobile Augmented Reality)

  • 최성호;이명훈;이재열
    • 한국CDE학회논문집
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    • 제21권4호
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    • pp.397-408
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    • 2016
  • VR and AR are widely used in many applications to provide more immersive visualization and natural interaction for learning and experiencing virtual but realistic tasks. Energy saving is considered as one of the most important issues throughout the world in order to overcome global warming and energy crisis. In particular, the awareness of home energy saving is regarded as a first step to deal with this issue. In this paper, we suggest a new learning environment using virtual and augmented reality (VR/AR) for home energy saving experience. In particular, it presents a comparative study of the user experience in home energy awareness using immersive virtual reality and mobile augmented reality. The first person user experience using immersive VR wearing head mounted display (HMD) and the third person user experience using mobile AR are implemented and systematically compared with each other in terms of the learning effect of energy saving and qualitative usability. Implementation results will be given to show the advantage and effectiveness of the proposed approach.

패션브랜드 메타버스 가상현실매장 체험이 지각된 아바타 동일시성, 지각된 즐거움, 소비자-브랜드 자아 일치성에 미치는 영향 (Effect of Experience of Fashion Brand Metaverse Virtual Reality Store on Perceived Avatar Identification, Perceived Fun, and Consumer-Brand Self-Congruity)

  • 이은정;전지혜
    • 문화기술의 융합
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    • 제8권4호
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    • pp.387-395
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    • 2022
  • 본 연구는 패션 브랜드의 메타버스 속 가상 매장에서의 소비자 경험의 특성이 해당 매체에 대한 소비자들의 지각된 효용 및 자아 일치성 정도에 미치는 영향에 대해 실증 연구했다. 분석 결과, 패션 브랜드 메타버스 가상현실 매장 체험특성의 세 요인(사실성, 편재성, 익명성)은 모두 지각된 아바타 일치성에 유의한 정적 영향을 미쳤다. 한편 사실성과 편재성은 지각된 재미에 유의한 정적 영향을 미쳤으나, 익명성이 지각된 재미에 미치는 영향은 유의하지 않았다. 한편 지각된 아바타 동일시성은 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다. 마지막으로 메타버스 패션브랜드 가상현실 매장에서 지각된 재미는 통계적으로 지각된 소비자-브랜드 자아 일치성에 유의한 정의 영향을 주는 것으로 나타났다.

Research of 3D image processing of VR technology in medicine based on DNN

  • ZhaoZhe, Gong;XiaoDong, Li;XiaoYing, Shi;Geng, Liu;Bin, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제16권5호
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    • pp.1584-1596
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    • 2022
  • According to a survey published in an authoritative journal in January 2020, the globalincidence rate of mental illness is 8.3% for men and 10.6% for women, which indicates thatmental illness has become a globally recognized obstacle. Therefore, specific psychotherapy including mental illness will become an important research topic. It is very effective forpatients with special mental diseases, such as mental illness, to reduce their mental reaction byexposure therapy; the system uses the virtual reality system of medical images processed by learningalgorithm to reproduce the effect of virtual reality exposure method of the high scene of transparent ladder. Compared with the old invasive exposure scene, the results show that theimprovement of both conditions has obvious effect, and the effect of human treatment underthe two conditions is not good. There are obvious differences, which show that virtual reality model will gradually replace the on-the-spot feeling. Finally, with more and more researchers have put forward a variety of other virtual reality image processing models, the research of image processing has gradually become more and more interested.

HMD기반 몰입형 VR 학습에서 방해요인, 프레즌스, 몰입, 학습효과 사이의 관계에 관한 연구 (A Study on the Relationship of Distraction Factors, Presence, Flow, and Learning Effects in HMD-based Immersed VR Learning)

  • 권종산
    • 한국멀티미디어학회논문지
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    • 제21권8호
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    • pp.1002-1020
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    • 2018
  • Virtual reality (VR) technologies, which have been improved of late, offer experiences closer to reality than before. While VR technologies are expected to be an effective medium if used in learning content that cannot be offered in real life, distraction factors in VR technologies may prevent the users' presence and flow, making these technologies ineffective. Therefore, this study, through experiment and observation, analyzed the effect of distraction factors on the user's experience perception and learning effect when using HMD-based immersive VR. Experimental results revealed that the distraction factors were shown to have a negative, albeit not generally significant (except for tactile interactivity), effect on vividness, tactile interactivity, locomotive interactivity, presence, and flow. Ultimately, they were shown to have a negative effect on learning.

Immersive Learning Technologies in English Language Teaching: A Meta-Analysis

  • Altun, Hamide Kubra;Lee, Jeongmin
    • International Journal of Contents
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    • 제16권3호
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    • pp.18-32
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    • 2020
  • The aim of this study was to perform a meta-analysis of the learning outcomes of immersive learning technologies in English language teaching (ELT). This study examined 12 articles, yielding a total of 20 effect sizes. The Comprehensive Meta-Analysis (CMA) program was employed for data analysis. The findings revealed that the overall effect size was 0.84, implying a large effect size. Additionally, the mean effect sizes of the dependent variables revealed a large effect size for both the cognitive and affective domains. Furthermore, the study analyzed the impact of moderator variables such as sample scale, technology type, tool type, work type, program type, duration (sessions), the degree of immersion, instructional technique, and augmented reality (AR) type. Among the moderators, the degree of immersion was found to be statistically significant. In conclusion, the study results suggested that immersive learning technologies had a positive impact on learning in ELT.

3D 기술구현에서의 포토리얼리즘 효과 - 겨울왕국의 이미지 재현성을 중심으로 (Photorealism Effect of 3D Technical Realization - With an Emphasis on Image Reproduction of )

  • 박경미;양종훈
    • 만화애니메이션 연구
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    • 통권36호
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    • pp.259-280
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    • 2014
  • 애니메이션 '겨울왕국'은 전 세계적으로 최고의 흥행을 기록하며 3D 애니메이션의 역사를 다시 쓰고 있다. 이러한 흥행 원인 가운데에 이른바 최첨단 디지털 기술의 적합한 도입 및 사실적인 재현에 의한 영상 콘텐츠 효과는 사진매체의 리얼리티 구현을 통해 가상현실과 이미지 재현이라는 영상미학의 의미 전달 및 경계를 재해석해 내는 기회가 되었다. 특히 과학기술에 의한 디지털 콘텐츠 기술의 발달은 사진의 특수성을 부각한 3D 리얼리티 이미지에 의한 가상현실을 구현함으로써 실재와 가상현실의 경계를 허물고 관객들을 몰입시키는 효과를 자아낸다. 기존의 리얼리티의 개념을 초월한 또 다른 관점에서 해석할 수 있는 콘텐츠 기술 및 영상미학적 측면은 보드리야르의 시뮬라크르와 벤야민의 아우라 이론에서 살필 수 있다. 여기에서 포토리얼리티에 의한 3D 이미지는 가상현실의 존재적 가치 및 리얼리티의 의미 생성 과정 그리고 공간 표현의 실재성 측면에서 다양한 시사점을 제시한다. 2014년 전 세계를 강타한 '겨울왕국'은 이러한 영상기술 및 미학적 의미를 바탕으로 3D 애니메이션의 이미지 재현성을 극대화하여 상업성, 예술성, 창조성의 발전을 도래하게 하였다. 여기에서의 허구적 리얼리티 기술 구현 및 의미 전달은 예술과 상업, 그리고 미학과 논리 사이의 관계 변화를 통해 3D 애니메이션 콘텐츠 문화 영역 및 네트워크 형성 작용에 커다란 가능성을 제시하고 있다. 다시 말해 문화와 사회, 재현과 현실 사이에서 발생할 수 있는 또 다른 차원의 대립과 경험의 긴장감을 제공하고 있는 것이다.

가상현실 기반 운동이 측만 각도 및 근활성도에 미치는 영향 (Effect of Virtual Reality-Based Exercise on Scoliometer and Muscle Activity)

  • 이현주;태기식
    • 대한의용생체공학회:의공학회지
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    • 제38권6호
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    • pp.336-341
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    • 2017
  • The aim of this study is to determine the effect of virtual reality(VR) exercise using XBOX $Kinect^{TM}$ on the scoliometer angle and muscle activities of the trunk. The subjects of the study were 13 young adults who devided into a virtual reality-based exercise group(VREG, n = 7) and a traditional stabilization exercise group(TSEG, n = 6). The VREG received virtual reality game for 5 days a weeks, 30 minutes a day, for a 2 weeks and the TSEG received general trunk stabilization exercise for the same period and frequency. The subjects were measured and compared for muscle activities of trunk stabilization before and after the program. VREG tend to decrease more than TSEG in scoliometer angle. In addition, VREG showed a significant decrease in muscle activities of multifidus. This study presents the impact of virtual reality-based exercise program on trunk balance and stabilization. The following studies need customized programs for subjects that trunk balance and stabilization is required.

가상현실 시스템(Virtual Reality System)을 이용한 훈련이 척수손상환자의 앉기 균형 및 일상생활동작에 미치는 영향 (The Effect of Training Using Virtual Reality System on Sitting Balance and Activities of Daily Living for the Patient with Spinal Cord Injury)

  • 정재훈
    • The Journal of Korean Physical Therapy
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    • 제21권2호
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    • pp.31-38
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    • 2009
  • Purpose: This study was examined the effect of training using a Virtual Reality System on the sitting balance and Activities of Daily Living for patients with a spinal cord injury. Methods: The subjects were divided into an experimental (6 persons) and control group (5 persons). The experimental group trained the 5 programs, three times per week for 6 weeks using the Virtual Reality System and five days for week using conventional physical therapy. The control group trained five days for a week using conventional physical therapy. Results: The difference in the mean Spinal Cord Independence Measurement (SCIM) score in the experimental and control groups was increased to 8.33 and 6.60 (p=0.79), respectively. The difference in the mean functional reaching test in experimental and control group increased to 4.21 and 1.09 (p=0.25), respectively. The difference in the mean sitting time in experimental and control group increased to 41.05 and 10.33 (p=0.66), respectively. There was a difference in the mean of all variances but these differences were not statistically significant. Conclusion: These results suggest that training using the Virtual Reality System increased the SCIM, functional reaching test and sitting time in people with a spinal cord injury.

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3D 스토리텔링 증강현실에서 효과적인 객체 추적을 위한 학습 방법 (Learning Methods for Effective Object Tracking in 3D Storytelling Augmented Reality)

  • 최대한;한우리;이용환;김영섭
    • 반도체디스플레이기술학회지
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    • 제15권3호
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    • pp.46-50
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    • 2016
  • Recently, Depending on expectancy effect and ripple effect of augmented reality, the convergence between augmented reality and culture & arts are being actively conducted. This paper proposes a learning method for effective object tracking in 3D storytelling augmented reality in cultural properties. The proposed system is based on marker-less tracking, and there are four modules that are recognition, tracking, detecting and learning module. Recognition module is composed of SURF and LSH, and then this module generates standard object information. Tracking module tracks an object using object tracking based on reliability. This information is stored in Learning module along with learned time information. Detecting module finds out the object based on having the best possible knowledge available among the learned objects information, when the system fails to track. Also, it proposes a method for robustly implementing a 3D storytelling augmented reality in cultural properties in the future.

뇌졸중 환자의 가상현실 프로그램이 상지기능에 미치는 영향 : 메타분석 (The Effect of Virtual Reality Programs on Upper Extremity Function in Stroke Patients : A Meta-Analysis)

  • 조성현;최기복
    • 한국산학기술학회논문지
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    • 제21권8호
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    • pp.429-439
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    • 2020
  • 본 연구의 목적은 메타분석을 통해 가상현실 프로그램이 뇌졸중 환자의 상지기능에 미치는 효과크기를 알아보고자 한다. 데이터베이스는 한국교육학술정보원(RISS), 한국학술정보(KISS), 국립중앙도서관, 한국학술지인용색인(KCI), 국가과학기술정보센터(NDSL)를 활용하였다. 2010년 1월부터 2019년 6월까지 가상현실 프로그램을 실시한 선행연구들을 조사하였다. 본 연구는 PICO(Patient, Intervention, Comparison, Outcome, PICO)기준에 의거하여 최종 14편을 선정하여 메타분석을 실시하였다. 질 평가도구로 RCT(Randomized Control Trials) 연구는 RoB(Risk of Bias) 도구, NRCT(Non-Randomized Control Trials) 연구는 RoBANS(Risk of Bias Assessment tool for Non-randomised Study) 도구를 사용하였다. 선정된 각 연구들의 효과크기를 산출하기 위해 CMA 3.0프로그램을 사용하였다. 추가적으로 하위집단분석과 메타회귀분석 및 출판편의 분석을 실시하였다. 가상현실 프로그램이 상지기능에 대한 전체 효과크기는 Hedges's=0.390 (95 % CI: 0.192~0.587)으로 확인되었다(p<.05). 가상현실 프로그램은 뇌졸중 환자의 상지기능에 긍정적인 영향을 미친다. 따라서, 4차 산업에 발맞추어 뇌졸중 환자를 위한 다양한 가상현실 프로그램과 산학 협력 기술 개발이 요구된다. 향후 가상현실 프로그램에 대한 RCT연구들과 세부적인 상지기능에 대한 연구가 질적 및 양적으로 확보되어야 할 것이다.