• Title/Summary/Keyword: VR 기술

Search Result 833, Processing Time 0.026 seconds

가상현실 콘텐츠 및 기술 동향

  • Im, Yang-Mi
    • Information and Communications Magazine
    • /
    • v.33 no.12
    • /
    • pp.49-55
    • /
    • 2016
  • 최근 국내에서 가상현실 시장을 확보하기 위해 국가 및 대기업들이 적극적인 노력을 하고 있다. 이는 가상현실 시장의 확대가 전세계적으로 급속하게 커져가고 있기 때문이다. 대부분의 콘텐츠들은 가상현실 콘텐츠로 전환 될 것을 예측하고 있으며, 이에 발 맞춰 국외 대기업들은 서로 가지고 있는 가상현실 기술제휴를 통해 새로운 기술들을 개발하고 매년 출시하고 있다. 이러한 VR, AR, MR (virtual, augmented, mixed Reality) 기술 및 콘텐츠 제작 기술의 보유는 앞으로의 중요한 핵심 경제를 주도할 원동력이 될 것이다. 따라서 국내에서도 최적화된 콘텐츠와 사용자의 경험 제공을 위해 소프트웨어 플랫폼 개발과 소프트웨어 탑재를 위한 하드웨어 개발에 적극적인 노력이 필요한 때이다. 이에 본고에서는 국내외 가상현실 기술 기반의 콘텐츠 동향에 대해 다룬다.

TTA와 함께한 ICT 표준자문서비스 - 넥스트랩, 시장 확장을 이끈 표준 기술 적용

  • TTA 표준화본부 표준진흥단
    • TTA Journal
    • /
    • s.175
    • /
    • pp.178-181
    • /
    • 2018
  • (주)넥스트랩은 2016년부터 TTA 자문서비스를 이용해왔다. 스마트 기기 UX(User eXperience) 품질의 정량적 측정과 분석 기술 개발을 자문받았다. 당시 TTA로부터 얻은 실질적인 정보와 조언이 기술 사업 전반의 방향을 정하는 데 큰 도움을 주었다. 솔루션 개발 기간과 비용도 크게 절감되었다. 2017년에는 2016년의 자문 성과에서 더 나아가, 개발한 UX 품질 측정 분석 기술의 고도화와 함께, AR VR 성능 측정에 적용하고자 했다. 기술 개발의 영역을 확장하기 위해 (주)넥스트랩은 다시 TTA 자문서비스의 문을 두드렸다. 2년 차 자문에서는 전년도에 개발한 솔루션의 고도화 개발과 납품 수주 성공이라는 보다 뚜렷한 가시적인 결과들이 있었다.

  • PDF

A Study on the ICT Standardization Strategy related to Metaverse (메타버스 관련 ICT 표준화 전략 연구)

  • JUN, Ji-Yoon;OH, Gu-yeong;KIM, Dae-Jung
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2022.06a
    • /
    • pp.1272-1274
    • /
    • 2022
  • COVID-19 펜데믹으로 인한 비대면 문화 확산과함께 사회 관계망 서비스 등 비대면 수단들을 사용하게 되면서 비대면 기술적 환경의 대안으로 '메타버스(Metaverse)'가 부각되었다. 이에 본 논문은 메타버스의 다양한 개념과, XR, 홀로그램, UI, VR 컨트롤러, NFT 등 메타버스 기반 기술 및 메타버스 기술의 ICT 표준화 현황 및 전략에 대해 살펴보았다.

  • PDF

From Broken Visions to Expanded Abstractions (망가진 시선으로부터 확장된 추상까지)

  • Hattler, Max
    • Cartoon and Animation Studies
    • /
    • s.49
    • /
    • pp.697-712
    • /
    • 2017
  • In recent years, film and animation for cinematic release have embraced stereoscopic vision and the three-dimensional depth it creates for the viewer. The maturation of consumer-level virtual reality (VR) technology simultaneously spurred a wave of media productions set within 3D space, ranging from computer games to pornographic videos, to Academy Award-nominated animated VR short film Pearl. All of these works rely on stereoscopic fusion through stereopsis, that is, the perception of depth produced by the brain from left and right images with the amount of binocular parallax that corresponds to our eyes. They aim to emulate normal human vision. Within more experimental practices however, a fully rendered 3D space might not always be desirable. In my own abstract animation work, I tend to favour 2D flatness and the relative obfuscation of spatial relations it affords, as this underlines the visual abstraction I am pursuing. Not being able to immediately understand what is in front and what is behind can strengthen the desired effects. In 2015, Jeffrey Shaw challenged me to create a stereoscopic work for Animamix Biennale 2015-16, which he co-curated. This prompted me to question how stereoscopy, rather than hyper-defining space within three dimensions, might itself be used to achieve a confusion of spatial perception. And in turn, how abstract and experimental moving image practices can benefit from stereoscopy to open up new visual and narrative opportunities, if used in ways that break with, or go beyond stereoscopic fusion. Noteworthy works which exemplify a range of non-traditional, expanded approaches to binocular vision will be discussed below, followed by a brief introduction of the stereoscopic animation loop III=III which I created for Animamix Biennale. The techniques employed in these works might serve as a toolkit for artists interested in exploring a more experimental, expanded engagement with stereoscopy.

The Effect of Perceived Organizational Supports, Perceived Supervisory Supports and Perceived Peer Supports on Innovative Behavior: Focused on the Job Embeddedness of Automotive Industry Research Institute Using VR Technology

  • Dai, Hao;Zhang, Hao
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.10
    • /
    • pp.139-147
    • /
    • 2019
  • In this paper, we propose to explore ways to create internal motivation to enhance the job disposition of Korean and Chinese employees. In order to achieve this goal, we would like to select parameters that may trigger an increasing number of internal motivations for interest in recent years: perceived organisational support, perceived provider support, and perceived peer support, and to explore the impact on job embeddedness. I would like to find out the effect of job embodiedness on involved beauty. The process also seeks to verify that China and South Korea are different. To verify the research theory of this research, we will use a questionnaire to researchers of automotive companies using VR technology in Gyeonggi-do, Korea and Hadong-seong, China, and conducted a survey. A total of 200 pairs of questionnaires were distributed to the study subjects, 195 of which were retrieved, 191 of which eliminated unfaithful responses were used for the final analysis. The collected data were used for frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, correlation analysis, structural equation analysis. The results of this study, identified through empirical analysis, can be summarized as follows: First, Perceived Organizational Support, Perceived Supervisor Support will have a positive impact on Job Embeddedness. Second, Job Embeddedness will have a positive influence on the Innovative Beehivior. Third, Perceived Organizational Support, Perceived Supervisor Support will have a partial positive effect on Innovative Behavior. Fourth, the formation process and influence of Job Embeddedness of corporate employees in Korea and China are partly different, the report showed.

The Effect of Leader's Coaching and LMX on Innovative Behavior of Automotive VR Technology Researcher: Focusing on Mediated Effect of Resilience

  • Dai, Hao;Kim, Tae Hyun;Yang, Xiao Jing
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.11
    • /
    • pp.163-170
    • /
    • 2019
  • In this study, we tried to demonstrate the influence of leader's coaching and LMX on the member's innovation vibrator and to provide implications. This study reviewed the reader's coaching, LMX, the theories of the member's innovation behabior, resiliency, and the studies and discussions that have been carried out in the past, and finally produced five hypotheses. To verify this research theory, this study collected data from 320 automotive company researchers using VR interaction technology. The collected data were used for frequency analysis, reliability analysis, exploratory factor analysis, confirmatory factor analysis, structural equation analysis. An Empirical Analysis are confirming a result of this study can be summarized as follows. First, leader's coaching have a positive effect on resilience. Second, is have a positive effect on resilience lmx. Third, the researchers is high resilience innovative behavior to promote positive influence. Fourth, resilience leader's coaching the innovative behavior the impact on. Fifth, are lmx resilience innovative behavior the impact on. Through the conclusion and discussion section, the theoretical practical significance of this study and the limitations of the research and the direction of future research are presented.

Analysis of Priorities of Policy Implementation Tasks for Revitalizing Virtual Reality(VR) and Augmented Reality(AR) Industries (가상현실(Virtual Reality)및 증강현실(Augmented Reality) 산업 활성화를 위한 정책추진 과제의 우선순위 분석)

  • Jung, Hyunseung;Kim, Kiyoon;Hyun, Daiwon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.9
    • /
    • pp.12-23
    • /
    • 2021
  • This study organizes policy tasks currently being promoted by the government to revitalize the domestic VR and AR industries, which are evaluated to be stagnant compared to major overseas countries, and aims to derive priorities through analysis of an AHP survey for experts in the VR/AR field, and to seek countermeasures based on the analysis results. As a result of classification based on various previous studies, press releases, and policy data, it was divided into 5 major categories and 16 sub-categories: technical issues, awareness improvement, legal/institutional improvement, government support, and manpower development. As a result of the AHP analysis, in the major category, the "government support" appeared as the top priority policy task, followed by the "manpower development". In the sub-categories, "training new manpower" was the most important policy implementation task, followed by "enhancing technological competitiveness". This study is meaningful in that it selects and presents prioritized policy tasks that clearly reflect the position and perspective of the industry on the policy-making situation exposed to the limitations of time and resources, while also presenting practical improvement plans.

The New Design of Brain Measurement System for Immersive Virtual Reality (가상현실에서의 뇌파측정을 위한 디자인 고찰 및 제안)

  • Kim, Gyoung Mo;Jeon, Joonhyun
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.4
    • /
    • pp.75-80
    • /
    • 2017
  • With the technological development, benefits of Virtual Reality (VR) has become a key of medium in communication research. In addition, explaining human minds with physiological data has become more popular since more accurate and detailed data can be expressed. However, reading brain signals in a virtual environment setting with psychophysiological measures (e.g. EEG and fNIRS) has remained a difficulty for researchers due to a technical constraint. Since a combination of cables for brain measures attached to a head cap obstruct wearing a Head-Mounted Display (HMD) over the cap, measuring brain activities with multiple channels on several areas of the brain is inappropriate in the VR setting. Therefore, we have developed a new brain measurement cap that includes probe connectors and brackets enabling a direct connection to the HMD. We highly expect this method would contribute to cognitive psychology research measuring brain signals with new technology.

A Basic Study to Apply Augemented Reality on Construction Industry (건설업계에 Augmented Reality(증강현실) 적용을 위한 기초 연구)

  • Chang, Byung-Chul;Jun, Young-Joon;Park, Eun-Soo;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 2008.11a
    • /
    • pp.748-752
    • /
    • 2008
  • Through the past decades variable researches on Virtual Reality(VR) has been performed and acceptable by the computer and information technology development. VR has been used usefully also on construction industry It can visualize the construction process and simulates the construction operation considering environment and resources. However, VR has hardness to expressing the real world reality. Therefore, Mixed reality which is the blend of real world and virtual world is being emerged. Specially researches on Augmented Reality is actively performed. This study will focus on Augmented Reality technologies and research trend. Finally, the study will suggest schemes to apply Augmented Reality on Korean Construction Industry.

  • PDF

Recording and Replay Interface to manipulate 3D Structured Objects (3D 객체의 구조에 기반을 둔 기록 및 재생 인터페이스)

  • Koo, In-Young;Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.737-740
    • /
    • 2009
  • 3D VR modeling data can be used for powerful expression in construction, because it gives help to navigate a construction in 3D space easily. But the current status of VR technique visualizes only an external shape of a construction. A construction has not only its external shape data but also its constructive information. The constructive information is very important and can be expressed as the process of construction and deconstruction. Thus we research on recording and replay interface to manipulate 3D structured objects for the process of construction and deconstruction.

  • PDF