• Title/Summary/Keyword: Telepresence

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A Mechanism to Provide Telepresence Service Information to Heterogeneous Services (이종 서비스에 텔레프레즌스 서비스 정보 제공 방법)

  • Lee, Yunjin;Kim, Younghan;Choi, Sunwan
    • Journal of KIISE
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    • v.42 no.1
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    • pp.122-129
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    • 2015
  • This paper proposes a method for providing the information about multimedia streams for telepresence services to heterogeneous services such as IMS (IP Multimedia Subsystem) and RTCWeb (Real-Time Communication in WEB-browsers). First of all, we design an interworking gateway for each service and suggest a procedure for providing the information about multimedia streams, which is defined by CLUE, a working group for standardization, to the heterogeneous services. We also apply the method of the actual CLUE information exchange and implement it in our experiment environment. Finally, we show that the proposed method can exchange more information than previous methods even though the media session re-establishment time is similar to legacy systems in terms of performance analysis. With the proposed method, the heterogeneous services can collect a variety of information about the telepresence service and use it according to user preference. In this way it provides rich multimedia streaming services for many areas.

UTAUT Model of Pre-service Teachers for Telepresence Robot-Assisted Learning (원격연결형 로봇보조학습에 대한 예비교사의 통합기술수용모델)

  • Han, Jeong-Hye
    • Journal of Creative Information Culture
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    • v.4 no.2
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    • pp.95-101
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    • 2018
  • As a result of introducing robot assisted learning which utilizes social robots or telepresence robots in language learning or special education, research on technology acceptance model for robot-assisted learning is also being conducted. The unified theory of acceptance and use of technology (UTAUT) model of intelligent robot has been studied, but of tele-operated robot is insufficient. The purpose of this paper is to estimate the UTAUT model by pre-service teachers who experienced telepresence robot-assisted learning that can be done in future school. It is found that the estimated UTAUT model consists of more concise factors than social robots, and the importance of perceived enjoyment is higher. In other words, the pre-service teachers showed significant acceptance of tele-operated robots with enhanced enjoyment composed of its mobility, communication, and touchable appearance of the face and body.

Consumer Psychological Evaluation Process in Online Shopping using Virtual Fitting Service -Focusing on the Theory of Interactive Media Effects (TIME)- (가상피팅 서비스를 활용한 온라인 쇼핑에서의 소비자 심리 평가 과정 -인터렉티브 미디어 효과 이론(TIME)을 중심으로-)

  • Yunjeong Kim;Wenyun Xu;Kyung Wha Oh
    • Journal of the Korean Society of Clothing and Textiles
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    • v.47 no.6
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    • pp.1157-1176
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    • 2023
  • This study aims to verify the psychological evaluation that consumers undergo when accepting virtual fitting services while shopping online. The Theory of Interactive Media Effects (TIME) was applied to determine the impact of the perceived affordance of media on consumer response through immersion. An online survey was conducted targeting female consumers in their 20s and 30s, and 271 responses were collected and used for empirical analysis. The results of the analysis showed that interactivity and immediacy had a positive effect on telepresence. Telepresence, in turn, affected perceived usefulness and enjoyment, which then significantly affected purchase intention. In addition, some paths confirmed the moderating effect of consumer innovativeness. In consumers with high innovativeness, interactivity was found to have a greater influence on telepresence and perceived usefulness had a more significant influence on purchase intention than in consumers with low innovativeness. Conversely, in consumers with low innovativeness, perceived enjoyment was found to have a greater influence on purchase intention than in consumers with high innovativeness. The significance of this study is that it expands research on customer perception of virtual fitting services within online shopping platforms.

Engagement Analysis Technology for Tele-presence Services (텔레프레즌스 서비스를 위한 몰입도 분석 기술)

  • Yoon, H.J.;Han, M.K.;Jang, J.H.
    • Electronics and Telecommunications Trends
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    • v.32 no.5
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    • pp.10-19
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    • 2017
  • A Telepresence service is an advanced video conferencing service at aimed providing remote users with the feeling of being present together at a particular location for a face-to-face group meeting. The effectiveness in this type of meeting can be further increased by automatically recognizing the audiovisual behaviors of the video conferencing users, accurately inferring their level of engagement from the recognized reactions, and providing proper feedback on their engagement state. In this paper, we review the recent developments of such engagement analysis techniques being utilized in various applications, such as human-robot interaction, content evaluation, telematics, and online collaboration services. In addition, we introduce a real-time engagement analysis framework employed in our telepresence service platform for an increased participation in online group collaboration settings.

A study on the new method of force reflection control for the teleoperated mobile robot

  • Hong, Sun-Gi;Lee, Ju-Jang;Kim, Seungho
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.1523-1526
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    • 1996
  • This paper presents a new method of force reflection in the teleoperated mobile robot control: artificial force feedback. Generally it is well known that force feedback from slave to master increases the reality with which the operator interacts with the environment. In the applications of the teleoperated mobile robot, however, such a force feedback control algorithm has rarely appeared in the literature because the contact force between the environment and the mobile robot is not available. In this paper, a method of artificially generating the feedback force for the teleoperated mobile robot is presented in order to improve the task performance. The computed artificial force feeds into the new designed joystick so as to increase the telepresence of the environment. Through simulations, we confirm the validity and effectiveness of our algorithm.

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A Study on the Teleoperation of the Unmanned Grounded Vehicle for Improving Telepresence (원격지 현장감을 향상시키기 위한 무인차량 원격조종에 관한 연구)

  • Lee, Tae-Gon;Ryu, Jee-Hwan
    • Journal of Institute of Control, Robotics and Systems
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    • v.16 no.6
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    • pp.553-558
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    • 2010
  • In this paper, we proposed a teleoperation scheme of unmanned grounded vehicle to improve telepresence. Especially, bilateral control architecture for transmitting realistic steering feeling to the remote driver is investigated. System architecture of the teleoperated remote vehicle is introduced with visual, auditory and kinesthetic haptic channel. Several bilateral control architectures are proposed for transmitting remote steering feeling, and subject tests are done to evaluate the performance. Position-force bilateral control architecture with returning torque compensation algorithm shows best performance.

Convergence Technologies by a Long-term Case Study on Telepresence Robot-assisted Learning (텔레프리젠스 로봇보조학습 사례 연구를 통한 융합기술)

  • Lim, Mi-Suk;Han, Jeong-Hye
    • Journal of Convergence for Information Technology
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    • v.9 no.7
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    • pp.106-113
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    • 2019
  • The purpose of this paper is aimed to derive suggestions for convergence technology for effective management of distance education by analyzing a long-term case. The experiment was designed with notebook, smartphone or tablet based robot controlled by a remote instructor and a learner, who have experience of distance learning including robot assisted learning. The tablet based robot has the display system of feedback to speakers. During five months, three types of experiments were conducted randomly and a participant was interviewed thoroughly. The result, like the previous research, demonstrates that the task performance of the learner in telepresence robot-assisted learning was better than that in the notebook, and smartphone based. However, it is believed to be necessary to adjust the system for eye-contact and voice transmission for the remote instructor. The instructor required an additional sight by supplementing an extra camera and automatic direction control to source of sound.

A Study on the Factors Affecting the Intention to Use the Virtual World Metaverse: An Innovation Diffusion Perspective (가상세계 메타버스 이용 의도에 영향을 미치는 요인에 관한 연구: 혁신확산의 관점에서)

  • Cheon-Ho Park;Chae Hyun Lee;Sung Mi Jung;Jeongil Choi
    • Journal of Information Technology Services
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    • v.22 no.2
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    • pp.41-56
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    • 2023
  • Metaverse is a three-dimensional virtual space where virtual and reality interact and co-evolutionize, and social, cultural, and economic activities are carried out in it to create value. Among the types of metaverse, the virtual world metaverse is expected to bring innovation beyond time and space in all areas of industry and society following the Internet. This study empirically analyzed factors affecting consumer's intention to use the virtual world metaverse by an innovation diffusion perspective. It was analyzed as an expanded technology acceptance model by setting relative advantages, ease of use, and visibility among the attributes of the innovation diffusion, and social presence, telepresence, and interactivity among the characteristics of the virtual worlds as factors. The proposed research model and hypothesis were verified through a PLS structural equation analysis based on a survey of 216 people. Studies have shown that relative advantage, telepresence, and interactivity have a significant effect on perceived usefulness and perceived enjoyment, but visibility does not have a significant effect on perceived usefulness and perceived enjoyment. It was found that ease of use had a positive effect on perceived enjoyment, social presence had a positive effect on perceived usefulness, and perceived usefulness and perceived enjoyment had a positive effect on the intention to use, respectively. This study is meaningful in that it empirically analyzed the factors affecting the intention to use the virtual world metaverse by dividing the psychological characteristics that induce consumer behavior into perceived usefulness which is an extrinsic motivation and perceived enjoyment which is an intrinsic motivation.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
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    • s.46
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    • pp.181-206
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    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.