• Title/Summary/Keyword: VR/AR Contents

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Interactive Augmented-Reality Authoring Tool (대화식 증강현실 저작 도구)

  • Kim, Iljin;Seo, Jinseok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.181-184
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    • 2009
  • Authoring AR(augmented-reality) contents not only takes too much time and cost, but also needs the help of professionals in the areas of computer science, VR(virtual reality), AR, 3D computer graphics, computer vision, etc. This paper proposes an authoring tool to allow non-programmers as content creators to author AR contents easily and quickly. An ideal AR authoring tool, which is the goal of our research, faces four major challenges from a technical point of view: (1) easy and quick authoring, (2) strong power of expression, (3) ease of verification and validation, (4) interactive authoring and debugging. To tackle with the challenges, we employ the interactive framework approach using formal and visual specification techniques.

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Applying the Metaverse Platform and Contents in Practical Engineering Education (공학교육 현장에서의 메타버스 플랫폼 및 콘텐츠 활용)

  • Lee, Yongsun;Lee, Taekhee
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.3
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    • pp.31-43
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    • 2022
  • Recently, metaverse is rapidly expanding its area as a platform that can be applied to various fields. In particular, the function that allows many users to interact in a three-dimensional space allows VR/AR-based educational content to be used as a more advanced concept. Due to the nature of engineering education, it is often based on three-dimensional objects. In the case of a three-dimensional object, it is difficult to explain through two-dimensional videos or documents, and it becomes more difficult to express when the process of changing the object is included. The three-dimensional space of the metaverse can improve this difficulty based on real-time rendering. Another characteristic of engineering education is that there are many invisible elements. Although it is involved in the movement of objects due to electromagnetic fields, magnetic fields, and forces, it is the main reason for increasing learning difficulty because it is invisible. These problems can also help learning because they can be visually represented in the metaverse space. In this paper, the results of the establishment of the metaverse platform for engineering education and the real-time lecture contents produced based on it are described, and the applied results and lecture evaluation are discussed. Lectures using a total of 9 metaverse contents were conducted, and 90% of the positive lecture evaluation results were obtained.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis (가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구)

  • Shin, Jae Woo;Leem, Choon Seong
    • Journal of Information Technology Services
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    • v.18 no.5
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

Volumetric Capture data-driven Real Object-Virtual Space Adjustment and Virtual Reality Contents Design (볼류메트릭 캡처 데이터 기반 실사-가상공간 정합 및 VR 실감 미디어 콘텐츠 디자인 설계)

  • Ryoo, Miohk;Yoo, Sanghyun;Yun, Kugjin;Kim, Myoungha;Kim, Sanghun
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.1-3
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    • 2022
  • 코로나 19 팬데믹으로 인한 4차 산업혁명이 앞당겨지고 초현실, 초실감, 초연결 사회 등의 키워드가 대두되고 언택트(Untact) 시대가 일상생활에 불가항력적으로 접목되면서 몰입감과 흥미성, 유희성을 목적으로 한 콘텐츠들이 다양하게 활성화되었다. 특히, 메타버스(Metaverse) 플랫폼이 빠르게 진화하면서 물리적 현실과 디지털 가상성을 융합한 다중 사용자에게 다양한 경험이 가능한 서비스가 주목받고 있다. 메타버스는 다중 사용자 플랫폼에서 원활한 커뮤니케이션과 대규모 멀티플레이가 가능한 온라인 비디오 게임, 오픈 게임 월드, AR 협업 공간과 호환되는 사회적, 몰입감이 있는 VR(Virtual Reality) 플랫폼 서비스 중 하나이다. 우리는 메타버스 플랫폼 개발 시 필요로 하는 요소기술 및 3D 데이터 획득을 통한 VR 콘텐츠를 설계하고 구현하고자 한다. 1) 콘텐츠 시나리오 및 사용자 인터랙션 설계; 2) 볼류메트릭 캡처를 활용한 실사 기반의 동적(Dynamic) 데이터 생성; 3) 컴퓨터 그래픽 기반 가상공간 설계 및 정적(Static)데이터 요소기술 개발; 4) 가상 현실 공간 데이터와 볼류메트릭 캡처의 실사 데이터 정합; 5) 공간 데이터 시각화 생성 및 모듈형 공간 이동 제어 기능 개발; 최종적으로 6) VR 환경에서의 콘텐츠 구현을 목표로 한다.

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A Study for Improving the Effectiveness of Safety and Health Education Based on the Empirical Education Utilizing Virtual Reality (안전보건교육의 실효성 제고 방안에 관한 연구: VR·AR기반 체험교육 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
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    • v.23 no.3
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    • pp.35-45
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    • 2021
  • Activities to prevent industrial accidents can be divided into management of disaster risk factors of production facilities, disaster prevention systems and procedures, and human factors management. Human factor management is the last and most effective means to minimize disaster incidence and loss costs. The key strategy for this is safety and health education. However, formal or fictitious education is still being carried out in the industrial field. In addition, it is true that the application of practical use is insufficient due to the simple theoretical education based on knowledge transfer. In order to change the safety consciousness of employers and workers, we think that the paradigm of education should be changed from the traditional text and video-oriented lecture education method to experience-oriented education. The purpose of this study is to measure and analyze the effectiveness of safety education through education contents using VR(Virtual Reality) and AR(Augmented Reality) technology in keeping with the changing times of the 4th Industrial Revolution, And to suggest the direction of future safety and health education and content development trend.

A study on 3D construction expression using a similar hologram (유사 홀로그램을 이용한 3D 건출 표현 연구)

  • Lee, Hyun-Chang;Shin, Seong-Yoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.361-362
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    • 2021
  • The meaning of hologram is widely used as a similar hologram. The use of holograms has been proposed in many cases. In this paper, we present an outline of similar holograms using up to 3 or 4 facets, and express the similar holograms using the results produced by 3D modeling of the university headquarters building at Wonkwang University. Through this, a virtual building seen by the human eye can be virtually shown in space through a hologram among various methods shown in a virtual space such as AR / VR / MR. Through this study, it is possible to try to construct a new digital contents utilization area by expressing various materials such as buildings or cultural property buildings through hologram.

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Study on Development of Educational Program Contents in the National and Public Art Museums in South Korea since the COVID-19 (코로나-19 이후 국내 국공립미술관 교육프로그램 콘텐츠 변화 연구)

  • Yun, Kusuk
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.310-323
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    • 2022
  • This paper studies how the nature of educational programs run by public art museums in South Korea have been influenced by the COVID-19 pandemic, as well as to what extent the pandemic has caused operational problems for these museums. It, in effect, unveils the new museum culture of the COVID-19 era. It finds that the number of educational programs at the eight museums in Korea selected for this study has decreased 34% since the start of the COVID-19 pandemic. The number of online educational programs, educational brochures and art kits at six of the museums has also increased by 70% compared to before the COVID-19 pandemic. Additionally, 'untact' programs thought up and created by artists have been gradually developing at certain art museums in South Korea, while VR/AR educational programs have been developing at museums in the Seoul Metropolitan Area. As such, this study reveals the changing characteristics of museum educational programs and the new museum educational culture in the COVID-19 era with the hope of opening up discussion about the future direction these programs will take.

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.

Real-time Markerless Facial Motion Capture of Personalized 3D Real Human Research

  • Hou, Zheng-Dong;Kim, Ki-Hong;Lee, David-Junesok;Zhang, Gao-He
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.1
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    • pp.129-135
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    • 2022
  • Real human digital models appear more and more frequently in VR/AR application scenarios, in which real-time markerless face capture animation of personalized virtual human faces is an important research topic. The traditional way to achieve personalized real human facial animation requires multiple mature animation staff, and in practice, the complex process and difficult technology may bring obstacles to inexperienced users. This paper proposes a new process to solve this kind of work, which has the advantages of low cost and less time than the traditional production method. For the personalized real human face model obtained by 3D reconstruction technology, first, use R3ds Wrap to topology the model, then use Avatary to make 52 Blend-Shape model files suitable for AR-Kit, and finally realize real-time markerless face capture 3D real human on the UE4 platform facial motion capture, this study makes rational use of the advantages of software and proposes a more efficient workflow for real-time markerless facial motion capture of personalized 3D real human models, The process ideas proposed in this paper can be helpful for other scholars who study this kind of work.