• Title/Summary/Keyword: VR기술활용

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A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Vertual Reality Astronomy Education Using Planetarium Software (천체시뮬레이션 소프트웨어를 활용한 가상현실 천문학 교육)

  • Ha, Sanghyun;Sohn, Jungjoo;Park, Soonchang
    • The Bulletin of The Korean Astronomical Society
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    • v.46 no.1
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    • pp.40.2-40.2
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    • 2021
  • 최근 COVID-19의 확산에 따라 비대면 학습의 중요성이 화두로 오르고 있다. 과학관과 같은 다중이용시설을 이용하는 방법에서 각 학교, 또는 가정에서 지도할 수 있는 교육 방법의 변화 또한 논의해야 할 때이다. 특히 천문학 교육의 장으로 활용되고 있는 천체투영관(Planetarium)은 다중이용시설로, 상황에 따라 여러 가지 제약을 가지므로 시·공간 제약을 받지 않는 교육프로그램의 개발이 필요하고 볼 수 있다. 본 연구에서는 천체시뮬레이션 소프트웨어를 활용한 스크립트 제작 및 360° VR 영상 제작기술을 개발하고 온라인 플랫폼을 활용하여 천체투영관을 방문하지 않은 비대면 환경에서 도 참가자개인의 휴대기기등을 통한 몰입도 높은 천문학 교육을 구현할 수 있는 프로그램을 개발하여 새로운 환경에 대한 적용 기회를 제공하고자 한다. 나아가 개발한 프로그램을 천체투영관에 적용하여 천체투영관 활용 천문학 교육프로그램과 교육과정과 연계한 교육콘텐츠 개발에 활용되기를 기대한다.

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C-P-N-D Ecosystem-based Broadcasting/Media Virtual Reality (VR) Prospects (C-P-N-D 생태계 차원에서의 방송/미디어 분야 가상현실(VR) 발전 전망)

  • Lee, Jongseok;Suh, Kyoowon;Nam, Sanghun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.19-25
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    • 2018
  • The growth of virtual reality(VR), which is regarded as a part of the 4th industrial revolution, is being delayed differently from the prediction. In this study, we briefly analyze these reasons from the point of view of CPND ecosystem. Virtual reality is a technology in which a user wears a device and accesses a platform through a network to use various contents. Therefore, balanced development of C-P-N-D ecosystem fields is important for successful popularization of virtual reality. In Korea, content, platforms, and devices, except for the network, are evaluated as having low competitiveness. While efforts to secure competitiveness in individual fields are important, it is also necessary to nurture network-based platforms that can utilize killer content. It should be kept in mind that simple breeding of killer content alone can not build an entire virtual reality C-P-N-D ecosystem, and the broadcast / media sector also needs to take this approach.

Metaverse App Market and Leisure: Analysis on Oculus Apps (메타버스 앱 시장과 여가: 오큘러스 앱 분석)

  • Kim, Taekyung;Kim, Seongsu
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.37-60
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    • 2022
  • The growth of virtual reality games and the popularization of blockchain technology are bringing significant changes to the formation of the metaverse industry ecosystem. Especially, after Meta acquired Oculus, a VR device and application company, the growth of VR-based metaverse services is accelerating. In this study, the concept that supports leisure activities in the metaverse environment is explored realting to game-like features in VR apps, which differentiates traditional mobile apps based on a smart phone device. Using exploratory text mining methods and network analysis approches, 241 apps registed in the Oculus Quest 2 App Store were analyzed. Analysis results from a quasi-network show that a leisure concept is closely related to various genre features including a game and tourism. Additionally, the anlaysis results of G & F model indicate that the leisure concept is distictive in the view of gateway brokerage role. Those results were also confirmed in LDA topic modeling analysis.

Implementation of virtual reality for interactive disaster evacuation training using close-range image information (근거리 영상정보를 활용한 실감형 재난재해 대피 훈련 가상 현실 구현)

  • KIM, Du-Young;HUH, Jung-Rim;LEE, Jin-Duk;BHANG, Kon-Joon
    • Journal of the Korean Association of Geographic Information Studies
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    • v.22 no.1
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    • pp.140-153
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    • 2019
  • Cloase-range image information from drones and ground-based camera has been frequently used in the field of disaster mitigation with 3D modeling and mapping. In addition, the utilization of virtual reality(VR) is being increased by implementing realistic 3D models with the VR technology simulating disaster circumstances in large scale. In this paper, we created a VR training program by extracting realistic 3D models from close-range images from unmanned aircraft and digital camera on hand and observed several issues occurring during the implementation and the effectiveness in the case of a VR application in training for disaster mitigation. First of all, we built up a scenario of disaster and created 3D models after image processing with the close-range imagery. The 3D models were imported into Unity, a software for creation of augmented/virtual reality, as a background for android-based mobile phones and VR environment was created with C#-based script language. The generated virtual reality includes a scenario in which the trainer moves to a safe place along the evacuation route in the event of a disaster, and it was considered that the successful training can be obtained with virtual reality. In addition, the training through the virtual reality has advantages relative to actual evacuation training in terms of cost, space and time efficiencies.

VR, AR Simulation and 3D Printing for Shoulder and Elbow Practice (VR, AR 시뮬레이션 및 3D Printing을 활용한 어깨와 팔꿈치 수술실습)

  • Lim, Wonbong;Moon, Young Lae
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.175-179
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    • 2016
  • Recent advances in technology of medical image have made surgical simulation that is helpful to diagnosis, operation plan, or education. Improving and enhancing the medical imaging have led to the availability of high definition images and three-dimensional (3D) visualization, it allows a better understanding in the surgical and educational field. The Real human field of view is stereoscopic. Therefore, with just 2D images, stereoscopic reconstruction process through the surgeon's head, is necessary. To reduce these process, 3D images have been used. 3D images enhanced 3D visualization, it provides significantly shorter time for surgeon for judgment in complex situations. Based on 3D image data set, virtual medical simulations, such as virtual endoscopy, surgical planning, and real-time interaction, have become possible. This article describes principles and recent applications of newer imaging techniques and special attention is directed towards medical 3D reconstruction techniques. Recent advances in technology of CT, MR and other imaging modalities has resulted in exciting new solutions and possibilities of shoulder imaging. Especially, three-dimensional (3D) images derived from medical devices provides advanced information. This presentation describes the principles and potential applications of 3D imaging techniques, simulation and printing in shoulder and elbow practice.

Edutech in the Era of the 4th Industrial Revolution (4차 산업혁명 시대의 에듀테크)

  • Park, Ji Su;Gil, Joon-Min
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.11
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    • pp.329-331
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    • 2020
  • Edutech is a compound word of education and technology, and is an educational paradigm in the era of the 4th industrial revolution. This refers to next-generation education using information and communication technology (ICT) such as big data, artificial intelligence (AI), robots, and virtual reality (VR) of the 4th industrial revolution. e-Learning is being used as an online lecture for education in ICT, but edutech is attracting attention along with e-learning as the feeding of non-face-to-face education has rapidly increased due to COVID-19. Therefore, this paper summarizes the reviewed papers on the blockchain-based badge service platform, simulation-based collaborative e-Learning system, video English dictionary, and blockchain-based access control audit system.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Development of 4D System Linking AR and 3D Printing Objects for Construction Porject (AR과 3D 프린팅 객체를 연계한 건설공사 4D 시스템 구성 연구)

  • Park, Sang Mi;Kim, Hyeon Seung;Moon, Hyoun Seok;Kang, Leen Seok
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.41 no.2
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    • pp.181-189
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    • 2021
  • In order to increase the practical usability of the virtual reality(VR)-based BIM object in the construction site, the difference between the virtual image and the real image should be resolved, and when it is applied to the construction schedule management function, it is necessary to reduce the image gap between the virtual completion and the actual completion. In this study, in order to solve this problem, a prototype of 4D model is developed in which augmented reality (AR) and 3D printing technologies are linked, and the practical usability of a 4D model linked with two technologies is verified. When a schedule simulation is implemented by combining a three-dimensional output and an AR object, it is possible to provide more intuitive information as a tangible image-based schedule information when compared to a simple VR-based 4D model. In this study, a methodology and system development of an AR implementation system in which subsequent activities are simulated in 4D model using markers on 3D printing outputs are attempted.

An Analysis of Domestic and International VR Technology in Phobia Treatment (가상현실 기술을 이용한 공포증 치료의 국내외 동향 분석)

  • Kim, Seul-ki;Suk, Hae-jung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.307-336
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    • 2015
  • Virtual reality technology is one of the important technologies that will affect our life in many ways. This novel technology will draw new paradigm into the medical field due to its advantages in physical safety and environment that are fully controlled. Phobia treatment using VR technology has been implemented and its feasibility has been proved through a number of researches in many institutions. This study has observed the current progress of its technology environment and the trend of research. Also, This study has analyzed the results from domestic and international data. Analysis shows that other countries are ahead of korea in all aspects of the phobia treatment using virtual reality method. Although the authors limited the kinds of journals, the amount of quantity in international researches are two times more than domestics. Also, The researchers in other countries concentrate on the multi-modal studies. To use virtual reality in the phobia treatment, we need to understand the needs of the society members and the government has responsibility to support what the researchers need.