• Title/Summary/Keyword: VR기술활용

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Implementation of Barrier-free Content by using Virtual Reality and Geospatial Information (가상현실과 공간정보를 이용한 배리어 프리 콘텐츠 개발에 관한 연구)

  • Kim, Byeongsun;Jeon, Haechan
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.193-202
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    • 2021
  • Barrier-free is defined as inclusive design of built environments such as building and its facilities that can be approached, entered and used by persons with disabilities. The purpose of this paper develops the content that can identify the physical barriers in the way of movement and provide information associated with barrier-free by using both Geospatial Information and Virtual Reality technology. For this, we conducted literature reviews to find the tackling barriers in terms of barrier-free access and extracted main functions to construct the content. Then, the prototype model which composed of VR engine and 3D geospatial data was implemented, and finally the utilization of the prototype was checked in accordance with barrier-free scenario. The developed prototype model of this study would be contributed to design the barrier-free of public places and access to public buildings for the mobility-disabled people.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

An Analysis of ICT-Retail Convergence(IRC) and Consumer Value Creation (소비자 구매단계별 기술-유통 통합(IRC)과 가치에 대한 연구)

  • Park, Sunny;Cho, Eunsun;Rha, Jong-Youn;Lee, Yuri;Kim, Suyoun
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.147-157
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    • 2017
  • Recently, ICT Retail Convergence(IRC) has been rapidly increasing to improve consumer satisfaction and consumer experience. In this paper, we aim to diagnose IRC from consumers' point of view by reviewing the present status and value of IRC according to consumer purchase decision making process. Based on the previous studies in retail industry, we classified IRC into 4 types: Experience-specific tech(Virtual Reality and Augmented Reality); Information-specific tech(Artificial Intelligence and Big Data); Location-based tech(Radio Frequency Identification and Beacon); Payment-related tech(Fin-tech and Biometrics). Next, we found that there is a difference in value provided to consumers according to the type of technology, analysing the value by consumer purchase decision making process. This study can be useful to introduce IRC for improving consumer satisfaction as well as ICT and Retail. Also, it can be basic data for future technology studies with a consumer perspective.

Augmented Reality based Learning System for Solid Shapes (증강현실 기반 입체도형 학습도구 시스템)

  • Yeji Mun;Daehwan Kim;Dongsik Jo
    • Smart Media Journal
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    • v.13 no.5
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    • pp.45-51
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    • 2024
  • Recently, realistic contents such as virtual reality(VR) and augmented reality (AR) are widely used for education to provide beneficial learning environments with thee-dimensional(3D) information and interactive technology. Specially, AR technology will be helpful to intuitively understand by adding virtual objects registered in the real learning environment with effective ways. In this paper, we developed an AR learning system using 3D spatial information in the 2D based textbook for studying math related to geometry. In order to increase spatial learning effect, we applied to solid shapes such as prisms and pyramids in mathematics education process. Also, it allows participants to use various shapes and expression methods (e.g., wireframe mode) with interaction. We conducted the experiment with our AR system, evaluated achievement and interest. Our experimental study showed positive results, our results are expected to provide effective learning methods in various classes through realistic visualization and interaction methods.

Comparison of Network-RTK Surveying Methods at Unified Control Stations in Incheon Area (인천지역 통합기준점에서 Network-RTK 측량기법의 비교)

  • Lee, Yong Chang
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.32 no.5
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    • pp.469-479
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    • 2014
  • N-RTK(Network based RTK) methods are able to improve the accuracy of GNSS positioning results through modelling of the distance-dependent error sources(i.e. primarily the ionospheric and tropospheric delays and orbit errors). In this study, the comparison of the TTFF(Time-To-Fix-First ambiguity), accuracy and discrepancies in horizontal/vertical components of N-RTK methods(VRS and FKP) with the static GNSS at 20 Unified Control Stations covering Incheon metropolitan city area during solar storms(Solar cycle 24 period) were performed. The results showed that the best method, compared with the statics GNSS survey, is the VRS, followed by the FKP, but vertical components of both VRS and FKP were approximately two times bigger than horizontal components. The reason for this is considered as the ionospheric scintillation because of irregularities in electron density, and the tropospheric scintillation because of fluctuations on the refractive index take the place. When the TTFF at each station for each technique used, VRS gave shorter initialization time than FKP. The possible reasons for this result might be the inherent differences in principles, errors in characteristics of different correction networks, interpolating errors of FKP parameters according to the non-linear variation of the dispersive and non-dispersive errors at rover when considering both domestic mobile communication infra and the standardized high-compact data format for N-RTK. Also, those test results revealed degradation of positing accuracy, long initialization time, and sudden re-initialization, but more failures to resolve ambiguity during space weather events caused by Sunspot activity and solar flares.

Study on Indoor Wireless Environment of mmWave WLAN Communication (초고주파 근거리 통신의 실내 무선 환경 연구)

  • Shin, Dong-Il;Kim, Woo-Seong;Park, Yang-Jae
    • Journal of Digital Convergence
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    • v.16 no.1
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    • pp.147-152
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    • 2018
  • Recently, as the demand for transmission of ultra-high quality media data such as UHD, AR, and VR increases, various technologies for this have been actively developed and IEEE 802.11ad standard have been commercialized. In this paper, a test bed is constructed to analyze the indoor wireless environment using the IEEE 802.11ad standard based on mmWave, and the experimental results of various indoor wireless environments are introduced and analyzed. We compared the data from the module by data transmission, such as signal to noise ratio(SNR) and throughput. And we measured the beam pattern and width of the module and compared the effects on the indoor environment of the corridor and the office. This shows that the signal reflection of the wall shows higher SNR values and is more suitable to use for indoor than outdoor. It is confirmed that the loss when not in line of sight(LoS) is not enough to compensate the wall reflected signal. As a result, it is judged to be suitable for the indoor use of the mmWave LAN and can be usefully used for further experiments.

A Study of Structural Analysis Simulation for Squat Exercise Foot Plate (스쿼트운동장치의 풋플레이트 구조해석에 관한 연구)

  • Jung, Byung-Geun;Kim, Ji-won;Jeong, Byeong-Ho
    • Journal of the Korea Convergence Society
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    • v.8 no.9
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    • pp.365-372
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    • 2017
  • Squat exercise is one of the important free weight exercises that can safely and effectively expect the athletic performance by establishing the rationale. Therefore, it is necessary to study the side effects caused by incorrect exercise, scientific countermeasures and to develop a exercise estimation model. It is effective and accurate to use a variety of assistive devices to calibrate athletic posture. The issues of the structural analysis for designing a foot plate for squat exercise is to model the behavior by the dynamic behavior. It should be consider that the center of gravity of each segmented body is different when the maximum load is applied. It is applied to complete system design through simulation method with kinematic dynamic, ground reaction force and load analysis for the free weight exercise equipment, VR device, and safety foot plate. In this paper, the authors propose the design method for the vertical load distribution applied in the design of the foot plate used for the squat exercise mechanism, and based on these results, design make the more safe and reliable free weight exercise equipment system.

SHVC-based V-PCC Content ISOBMFF Encapsulation and DASH Configuration Method (SHVC 기반 V-PCC 콘텐츠 ISOBMFF 캡슐화 및 DASH 구성 방안)

  • Nam, Kwijung;Kim, Junsik;Kim, Kyuheon
    • Journal of Broadcast Engineering
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    • v.27 no.4
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    • pp.548-560
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    • 2022
  • Video based Point Cloud Compression (V-PCC) is one of the compression methods for compressing point clouds, and shows high efficiency in dynamic point cloud compression with movement due to the feature of compressing point cloud data using an existing video codec. Accordingly, V-PCC is drawing attention as a core technology for immersive content services such as AR/VR. In order to effectively service these V-PCC contents through a media streaming platform, it is necessary to encapsulate them in the existing media file format, ISO based Media File Format (ISOBMFF). However, in order to service through an adaptive streaming platform such as Dynamic Adaptive Streaming over HTTP (DASH), it is necessary to encode V-PCC contents of various qualities and store them in the server. Due to the size of the 2D media, it causes a great burden on the encoder and the server compared to the existing 2D media. As a method to solve such a problem, it may be considered to configure a streaming platform based on content obtained through V-PCC content encoding based on SHVC. Therefore, this paper encapsulates the SHVC-based V-PCC bitstream into ISOBMFF suitable for DASH service and proposes a configuration method to service it. In addition, in this paper, we propose ISOBMFF encapsulation and DASH configuration method to effectively service SHVC-based V-PCC contents, and confirm them through verification experiments.

A Study on the Educational Content of Floral Design on YouTube (유튜브에 나타난 화예 디자인 교육 콘텐츠 연구 -화훼장식기능사 교육 콘텐츠를 중심으로-)

  • Yang, Dongbok
    • Journal of the Korean Society of Floral Art and Design
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    • no.41
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    • pp.93-114
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    • 2019
  • The purpose of this study is to analyze the characteristics and problems of the content of flower design education videos on YouTube and to search for improvement direction. The subjects of analysis were 129 pieces of videos uploaded in the last one year including 'craftman floral design' as a search term. The result shows that contents covered were practical lectures, theory lectures, test related tips, job and character introduction, test work, educational guidance and publicity. The production format could be divided into studio lecture, classroom lecture, video feature, interview, Vlog, and television program. The hub-type programming strategy that periodically uploads the videos satisfying the target audiences' interests is mostly applied. The type of lecture covered 'practical skill test' got a good response from the users. Overall, content diversity, interaction between creators and users, and harmonious programming strategies are lacking. In order to improve this, it is necessary for emotional and expressive creators to pioneer differentiated fields and practice based on actual field. The introduction of interactive elements such as games and quizzes and the application of new media technologies such as VR and AR are worth trying. Three strategic types of 'hero', 'hub', and 'how to' should be applied complementary. As the demand for education content related to flower design is expected to expand in the future, it is required to develop content that can be used in various platforms, foster professional creators, and develop associated business models.

A Study on for the Needs and Plans for Convergence Safety Engineering (융·복합 안전공학의 필요성 및 방안에 관한 연구)

  • Kim Dongchun;Lee Junsung
    • Journal of the Korea Institute of Construction Safety
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    • v.6 no.1
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    • pp.19-26
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    • 2024
  • In this study, we analyzed the status of safety management in industrial sites and fatal accident statistics to identify problems and suggest directions for increasing the utilization of convergence engineering. Current industrial site safety management is passive, formal, and unsystematic, and at the same time, the delivery of information on site safety management is very insufficient. In addition, domestic occupational safety and health education was not systematic and could not be considered effective as it was repeating past education forms. Recently, ICT technology has been introduced throughout the industry, and this study suggests several directions for the introduction of convergence safety engineering. Keke is the organization and operation of school curriculum in a convergent manner. In addition, we proposed a plan to apply VR content and experiential education so that safety management education can be conducted in a practical and realistic manner. Lastly, it was proposed to provide differentiated education by industry and type of work, taking into account the characteristics of various industrial sites. It is expected that the results of this study will be able to emphasize the need for convergence and integrated safety education for those involved in the field of domestic industrial safety management and education.