• Title/Summary/Keyword: VR 기술

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A framework for time-varying data animation in VR environments (고해상도 디스플레이 환경에서의 시변환 데이터 애니메이션을 위한 프레임워크)

  • Hur, YoungJu;Lee, JoongYeon;Kim, MinAh;Gu, GiBeom;Lee, SeHoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.379-382
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    • 2013
  • 시변환 데이터(time-varying data)는 과학 시뮬레이션의 결과로 생성되는 데이터의 일종으로, 일반적인 스테디 데이터(steady data)와는 달리 시간에 따른 데이터의 변화를 담고 있다. 따라서 시변환 데이터를 가시화하는 것은 시간에 따른 데이터의 변화를 비교, 분석할 수 있는 방법을 제공해야 한다는 것을 의미한다. 일반적으로 시변환 데이터는 대용량 데이터에 해당되며, 따라서 대부분의 경우에는 일반 PC 환경에서 시변환 데이터에 대한 애니메이션을 수행하는 것이 불가능하다. 본 논문에서는 병렬 렌더링 시스템에서 대용량의 시변환 데이터에 대해 일련의 가시화 작업을 수행 함으로써 데이터의 시간에 따른 변화를 분석할 수 있게 해주는 병렬 애니메이션 프레임워크에 대해 소개한다. 본 논문에서 소개하는 애니메이션 프레임워크는 병렬 렌더링 시스템을 기반으로 시변환 데이터에 대한 애니메이션을 수행하며, 이를 위한 렌더링 동기화 프로세스를 제공한다. 이 환경은 향후 지원 분야, 지원 장비에 따라 다양한 형태로의 확장이 가능하며, 고해상도 디스플레이 환경에서 가상현실을 기반으로 사용자와 상호작용하는 것이 가능하다.

Body analysis and customized shopping service app through AR technology (AR 기술을 통한 체형분석 및 맞춤형 쇼핑 서비스 앱)

  • Cho, Hengi;Gong, Hyunho;Park, Chumin;Kim, Seunggyo;Kwon, Heonjung;Ryu, Hoje;Kim, Byungwan;Lee, Byongkwon
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.253-255
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    • 2021
  • 현재 코로나 사태로 비대면으로 진행이 되어 온라인 쇼핑 시장이 지속적으로 증가하고 있고, 4차 산업혁명으로 새로운 혁신 기술로 가상현실(VR)과 증강현실(AR)이 있으며, 좀 더 빠르게, 좀 더 편리하게 할 수 있어 생산성을 향상시키고 있다. 이에 본 논문은 쇼핑몰에 증강현실(AR)기술을 부합하여 사용자들에게 AR 카메라를 활용한 체형 측정 서비스, AR기술을 통해 자신 아바타에 입혀주는 피팅서비스를 통해 사용자들에게 빠르고 편리하게 맞춤형 쇼핑을 제공한다. 구현은 현재 사용 중인 운영체계 중 Android와 Ios 사용하고 있는 ARKit와 ARCore를 활용을 하여 구현한다.

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Surface Quality of Products according to the Material and Coating Condition of the Forming Tool in Incremental Sheet Forming (점진성형공구 코팅처리 및 소재에 따른 성형품 표면품질 분석)

  • H. W. Youn;N. Park
    • Transactions of Materials Processing
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    • v.32 no.6
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    • pp.360-366
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    • 2023
  • This study is concerned with the surface quality of products according to the material and coating condition of the forming tool in incremental sheet forming. Three forming tools, SKD11 with and without diamond-like-coating (DLC) and polymer tool tip, were used to form conical and pyramidal geometries to take into account the influence of friction between the forming tool and the sheet on the surface quality including geometric accuracy of deformed samples. Each test was performed using SUS304 with a thickness of 0.4 mm according to different incremental depths per lap of 0.5 mm, 1.0 mm, and 1.5 mm for the contour tool path, considering the increase in normal force which is associated with the frictional behavior during local deformation. The surface quality was then investigated through surface roughness measured with KEYENCE VR-6000 and relative strain distribution including deformed shape analyzed with ARGUS which is a non-contact optical strain measurement system. Differences between 3D CAD surfaces and captured geometry from experiments were evaluated to compare the effect of friction on geometric accuracy. From comparisons of experimental results, it was revealed that the polymer-based tool tip can improve surface quality and geometric accuracy by reducing the undesired material flow due to local friction in the increment sheet forming process.

News Article Analysis of the 4th Industrial Revolution and Advertising before and after COVID-19: Focusing on LDA and Word2vec (코로나 이전과 이후의 4차 산업혁명과 광고의 뉴스기사 분석 : LDA와 Word2vec을 중심으로)

  • Cha, Young-Ran
    • The Journal of the Korea Contents Association
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    • v.21 no.9
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    • pp.149-163
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    • 2021
  • The 4th industrial revolution refers to the next-generation industrial revolution led by information and communication technologies such as artificial intelligence (AI), Internet of Things (IoT), robot technology, drones, autonomous driving and virtual reality (VR) and it also has made a significant impact on the development of the advertising industry. However, the world is rapidly changing to a non-contact, non-face-to-face living environment to prevent the spread of COVID 19. Accordingly, the role of the 4th industrial revolution and advertising is changing. Therefore, in this study, text analysis was performed using Big Kinds to examine the 4th industrial revolution and changes in advertising before and after COVID 19. Comparisons were made between 2019 before COVID 19 and 2020 after COVID 19. Main topics and documents were classified through LDA topic model analysis and Word2vec, a deep learning technique. As the result of the study showed that before COVID 19, policies, contents, AI, etc. appeared, but after COVID 19, the field gradually expanded to finance, advertising, and delivery services utilizing data. Further, education appeared as an important issue. In addition, if the use of advertising related to the 4th industrial revolution technology was mainstream before COVID 19, keywords such as participation, cooperation, and daily necessities, were more actively used for education on advanced technology, while talent cultivation appeared prominently. Thus, these research results are meaningful in suggesting a multifaceted strategy that can be applied theoretically and practically, while suggesting the future direction of advertising in the 4th industrial revolution after COVID 19.

A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

A Study on Next-Generation Data Protection Based on Non File System for Spreading Smart Factory (스마트팩토리 확산을 위한 비파일시스템(None File System) 기반의 차세대 데이터보호에 관한 연구)

  • Kim, Seungyong;Hwang, Incheol;Kim, Dongsik
    • Journal of the Society of Disaster Information
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    • v.17 no.1
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    • pp.176-183
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    • 2021
  • Purpose: The introduction of smart factories that reflect the 4th industrial revolution technologies such as AI, IoT, and VR, has been actively promoted in Korea. However, in order to solve various problems arising from existing file-based operating systems, this research will focus on identifying and verifying non-file system-based data protection technology. Method: The research will measure security storage that cannot be identified or controlled by the operating system. How to activate secure storage based on the input of digital key values. Establish a control unit that provides input and output information based on BIOS activation. Observe non-file-type structure so that mapping behavior using second meta-data can be performed according to the activation of the secure storage. Result: First, the creation of non-file system-based secure storage's data input/output were found to match the hash function value of the sample data with the hash function value of the normal storage and data. Second, the data protection performance experiments in secure storage were compared to the hash function value of the original file with the hash function value of the secure storage after ransomware activity to verify data protection performance against malicious ransomware. Conclusion: Smart factory technology is a nationally promoted technology that is being introduced to the public and this research implemented and experimented on a new concept of data protection technology to protect crucial data within the information system. In order to protect sensitive data, implementation of non-file-type secure storage technology that is non-dependent on file system is highly recommended. This research has proven the security and safety of such technology and verified its purpose.

Study on 3D AR of Education Robot for NURI Process (누리과정에 적용할 교육로봇의 가상환경 3D AR 연구)

  • Park, Young-Suk;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.209-212
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    • 2013
  • The Nuri process of emphasis by the Ministry of Education to promote is standardized curriculum at the national level for the education and care. It is to improve the quality of pre-school education and Ensure a fair starting line early in life and It emphasizes character education in all areas of the window. Nuri the process of development of a the insect robot for the Creativity education Increased the interesting and educational effects. Assembly and the effect on learning of educational content using a VR educational robot using the existing floor assembly using the online website to help assemble and learning raised. Order to take advantage of information technology in the information-based society requires the active interest and motivation in learning, creative learning toddlers learning robot are also needed. A three-dimensional model of the robot, and augmented by linking through the marker, the target marker and the camera relative to the coordinate system of augmented reality, seeking to convert the marker to be used in augmented reality marker patterns within a pre-defined patternto be able to make a decision on what of. The fusion of a smart education through training and reinforcement the educational assembly of the robot in the real world window that is represented by a virtual environment in this paper to present a new form of state-of-the-art smart training, you will want to lay the foundation of the nation through the early national talent nurturing talent.

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A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Case Study for Introduction and Use of Metaverse in the Financial Sector (금융권 메타버스(Metaverse) 도입 및 활용 사례 연구)

  • Byung-Jun, Kim;Sou-Bin, Yun;Su-Jin, Jang;Sam-Hyun, Chun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.171-176
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    • 2023
  • The purpose of this study is to analyze the introduction and use cases of Metaverse in the financial sector to learn lessons and implications. Let's take a look. The era of the metaverse is coming. The financial sector is pioneering the blue ocean market in a new era and working with the MZ generation. In order to expand contact points, we are very interested in the new business model, Metaverse, and are actively engaged in research and development. appear to be participating. In the case of finance, information is efficiently transmitted through metaverse, and customers It is predicted that the convenience of customers will be greatly improved by making it possible to use convenient services without visiting a branch. Additionally, by utilizing technologies such as AR and VR, we are trying to provide services linked to the metaverse in earnest. In addition, new financial services such as non-face-to-face asset management consulting services and brokerage services for funds through Metaverse Business models are also expected to be created. It is still in its infancy, and it is currently in its infancy, Metaverse is being used for educational purposes.

360-degree Video Streaming System for Large-scale Immersive Displays (대형 가상현실 공연장을 위한 360도 비디오 스트리밍 시스템)

  • Yeongil, Ryu;Kon Hyong, Kim;Andres, Cabrera;JoAnn, Kuchera-Morin;Sehun, Jeong;Eun-Seok, Ryu
    • Journal of Broadcast Engineering
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    • v.27 no.6
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    • pp.848-859
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    • 2022
  • This paper presents a novel 360-degree video streaming system for large-scale immersive displays and its ongoing implementation. Recent VR systems aim to provide a service for a single viewer on HMD. However, the proposed 360-degree video streaming system enables multiple viewers to explore immersive contents on a large-scale immersive display. The proposed 360-degree video streaming system is being developed in 3 research phases, with the final goal of providing 6DoF. Currently, the phase 1: implementation of the 3DoF 360-degree video streaming system prototype is finished. The implemented prototype employs subpicture-based viewport-dependent streaming technique, and it achieved bit-rate saving of about 80% and decoding speed up of 543% compared to the conventional viewport-independent streaming technique. Additionally, this paper demonstrated the implemented prototype on UCSB AlloSphere, the large-scale instrument for immersive media art exhibition.