• Title/Summary/Keyword: Reality Space

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Mixed Reality Based Radiation Safety Education Simulator Platform Development : Focused on Medical Field (혼합현실 기반 방사선 안전교육 시뮬레이터 플랫폼 개발 : 의료분야 중심으로)

  • Park, Hyong-Hu;Shim, Jae-Goo;Kwon, Soon-Mu
    • Journal of radiological science and technology
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    • v.44 no.2
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    • pp.123-131
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    • 2021
  • In this study, safety education contents for medical radiation workers were produced based on Mixed Reality(MR). Currently, safety training for radiation workers is based on theory. This is insufficient in terms of worker satisfaction and efficiency. To address this, we created ICT(Information and Communication Technologies)-based MR radiation worker safety education content. The expected effect of Mixed Reality worker safety education content is that education is possible without space and time constraints, realistic education is possible without on-site training, and interaction between images is possible through reality-based 3D images, enabling self-directed learning Is that. In addition, learning in a virtual space expressed through HMD(Head Mounted Display) is expected to make education more enjoyable and increase concentration, thereby increasing the efficiency of education. A quantitative evaluation was conducted by an accredited institution and a qualitative evaluation was performed on users, which received excellent evaluation. The MR safety education conducted in this study is expected to be of great help to the education of medical radiation workers, and is expected to develop into a new educational paradigm as online education in accordance with Corona 19 progresses.

A Study on the Development of Multi-User Virtual Reality Moving Platform Based on Hybrid Sensing (하이브리드 센싱 기반 다중참여형 가상현실 이동 플랫폼 개발에 관한 연구)

  • Jang, Yong Hun;Chang, Min Hyuk;Jung, Ha Hyoung
    • Journal of Korea Multimedia Society
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    • v.24 no.3
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    • pp.355-372
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    • 2021
  • Recently, high-performance HMDs (Head-Mounted Display) are becoming wireless due to the growth of virtual reality technology. Accordingly, environmental constraints on the hardware usage are reduced, enabling multiple users to experience virtual reality within a single space simultaneously. Existing multi-user virtual reality platforms use the user's location tracking and motion sensing technology based on vision sensors and active markers. However, there is a decrease in immersion due to the problem of overlapping markers or frequent matching errors due to the reflected light. Goal of this study is to develop a multi-user virtual reality moving platform in a single space that can resolve sensing errors and user immersion decrease. In order to achieve this goal hybrid sensing technology was developed, which is the convergence of vision sensor technology for position tracking, IMU (Inertial Measurement Unit) sensor motion capture technology and gesture recognition technology based on smart gloves. In addition, integrated safety operation system was developed which does not decrease the immersion but ensures the safety of the users and supports multimodal feedback. A 6 m×6 m×2.4 m test bed was configured to verify the effectiveness of the multi-user virtual reality moving platform for four users.

Sequential Step of Simulacre in Social Network Game (소셜 게임에 나타난 시뮬라크르의 연속단계)

  • Seo, Seong-Eun
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.43-55
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    • 2012
  • In SNG, actual users enter virtual space with their real identity. They can enter the game space easily and rapidly from the real space and can get out of it easily. For such free crossing between the virtual and the real, every character, space image and game play has symbolic reality. While paying attention to the game play process of SNG such symbolic reality is constructed into the virtual world in the game, this study intends to identify that it follows an order of simulacre by Baudrillard. As the result of analysis, it shows that SNG promotes easy entering the game space while reflecting the reality to the most in the opening part of game play. And, gradually concealing reality, it reaches a pure simulacre step while covering up and distorting absence of the reality. If we compare it with the direct entering the pure similacre step in the existing Online games like MMORPG, we can know that such a game play process according to the similacre order may be the distinct game characteristic of SNG.

A Study on Optimized Mapping Environment for Real-time Spatial Mapping of HoloLens

  • Hwang, Leehwan;Lee, Jaehyun;Hafeez, Jahanzeb;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.1-8
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    • 2017
  • Recently, the development of the head mounted display (HMD) device has attracted a great deal of attention to the actual contents. Especially, Augmented Reality (AR), which is a mixture of actual information and virtual world information, is focused on. AR HMD is able to interact by arranging virtual objects in real space through spatial recognition using depth camera. In order to naturally mix virtual space with real space, it is necessary to develop a technology for realizing spatial mapping information with high accuracy. The purpose of this paper is to evaluate the optimal configuration of augmented reality application program by realizing accurate spatial mapping information when mapping a real space and an object placement environment using HoloLens. To do this, we changed the spatial mapping information in real space to three levels, which are the number of meshes used in cubic meters to scan step by step. After that, it was compared with the 3D model obtained by changing the actual space and mesh number. Experimental result shows that the higher the number of meshes used in cubic meters, the higher the accuracy between real space and spatial mapping. This paper is expected to be applied to augmented reality application programs that require scanning of highly mapped spatial mapping information.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Human Experience Using Virtual Reality for an Optimal Architectural Design (효율적인 건축디자인을 위한 가상현실을 활용한 공간경험연구)

  • Chun, Soo Kyung;Cha, Seung Hyun
    • Journal of KIBIM
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    • v.14 no.1
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    • pp.1-10
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    • 2024
  • Virtual reality is one of the key emerging technologies of the 21th century and it has been used in a variety of ways in the fields of architectural research. Virtual reality is presented as an ideal alternative for studying the interaction between space and humans because it provides a realistic spacial experience while allowing experimenters to control environmental variables at a low cost easily. It allowed us to deepen our knowledge of human spatial experience in the built environment. However, existing reviews do not include the following points: 1) previous review research has been focused on using virtual reality technology in construction and engineering, not spatial experience, 2) recently, some review researches started to study the interaction between space and humans in the built environment, however, they do not suggest specific concepts of spatial experience. The present review aims to examine the existing literature about measuring spatial experience using virtual reality in architectural design. The study conducted a systematic qualitative review that analyzes and synthesizes the evolving literature regarding design elements, methodology, and usability. The study concludes with an overall discussion and their potential for providing further directions for future research.

A Study on the Direction of Interior Design Application based on the M.C Escher Spatial Logic (에셔회화의 공간논리에 의한 실내디자인 적용방향에 관한 연구)

  • 문정민;김명선
    • Korean Institute of Interior Design Journal
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    • no.39
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    • pp.12-19
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    • 2003
  • M.C Escher was not a mathematician or architect, but a visual graphic woodblock artist. He expresses space in various angles such as illusion and space not represented in reality, repetition, geometric pattern and change in space vision. However, as his works represent the impossible space which is virtually not exist in reality, they were examined numerically by scientists and mathematicians rather than by designers. Because his distinctive approach to view space, his works have been highly evaluated by scholars in various fields. Based on the previous research by mathematicians and scientists, this study will examine the sp- atial logic was represented visually in the works of M.C Escher and find out the possible and adoptable alternatives for new space design and provide the design application direction in the expression of interior space.

Design of Home Furnishing Simulation System using Real Space Information (현실공간 정보를 이용한 셀프 홈퍼니싱 시뮬레이션 시스템 설계)

  • Kim, Donghyun;Kim, Seoksoo;Choi, E-jiung
    • Journal of Convergence for Information Technology
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    • v.9 no.1
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    • pp.151-157
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    • 2019
  • As the interest in home furnishing becomes more focused due to the increase of small-sized households, the need for a virtual simulation system for this purpose is increasing. However, in the case of existing virtual simulation systems, simulation is performed using a virtual object in a virtual space, so accurate simulation results can not be derived. In the case of a simulation using an augmented reality, Thereby causing inconsistency in space. In this paper, we propose a system that performs the home furnishing simulation by modifying and enhancing objects in the process of matching feature coordinates of real space.

Measuring Visual Attention Processing of Virtual Environment Using Eye-Fixation Information

  • Kim, Jong Ha;Kim, Ju Yeon
    • Architectural research
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    • v.22 no.4
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    • pp.155-162
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    • 2020
  • Numerous scholars have explored the modeling, control, and optimization of energy systems in buildings, offering new insights about technology and environments that can advance industry innovation. Eye trackers deliver objective eye-gaze data about visual and attentional processes. Due to its flexibility, accuracy, and efficiency in research, eye tracking has a control scheme that makes measuring rapid eye movement in three-dimensional space possible (e.g., virtual reality, augmented reality). Because eye movement is an effective modality for digital interaction with a virtual environment, tracking how users scan a visual field and fix on various digital objects can help designers optimize building environments and materials. Although several scholars have conducted Virtual Reality studies in three-dimensional space, scholars have not agreed on a consistent way to analyze eye tracking data. We conducted eye tracking experiments using objects in three-dimensional space to find an objective way to process quantitative visual data. By applying a 12 × 12 grid framework for eye tracking analysis, we investigated how people gazed at objects in a virtual space wearing a headmounted display. The findings provide an empirical base for a standardized protocol for analyzing eye tracking data in the context of virtual environments.

The Study of Hyper-Reality in Editorial Fashion Photographs - Focused on Vogue Magazine since 2000 - (에디토리얼 패션 사진에 표현된 하이퍼 리얼리티 표현 연구 - 2000년도 이후 Vogue지를 중심으로 -)

  • Yang, Sook-Hi;Yun, Young
    • The Research Journal of the Costume Culture
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    • v.18 no.6
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    • pp.1261-1273
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    • 2010
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. In addition, that is the tool which contains economical role as a product and artistic role as photos. Therefore, this study examines hyprt-reality images in editorial fashion photographs. Hyper-reality means the reproduction which represents the reality of life more actually. Hyper-reality through photographs elevates reality of virtual things and creates the confused situation which haunts the boundary between reality and reproduction. This study classifies the hyper-reality in editorial fashion photographs into three groups by their external traits, ideal reality, collapse of reality, and restoration of reality. First, ideal reality is represented as harmony among fashion, characters, and space, causality of fashion with time and circumstances, positive will, and melting with nature. Second, collapse of reality is expressed as in harmony between fashion and situation, violence, fetishism and symbol of death. Third, restoration of reality is shown as recurrence to nature and images of utopia to express dignity of life.