• Title/Summary/Keyword: VR 기술

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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.

Development Of Virtual Reality System For The Training And Assessment Of Proprioception During Upper-limb Reaching Task: A Pilot Study (상지재활 훈련동안 자기수용감각의 훈련 및 평가를 위한 가상현실 시스템 개발: 예비연구)

  • Cho, Sang-Woo;Ku, Jeong-Hun;Han, Ki-Wan;Lee, Hyeong-Rae;Park, Jin-Sick;Lee, Won-Ho;Shin, Young-Seok;Kim, Hong-Joon;Kang, Youn-Joo;Kim, In-Young;Kim, Sun-I.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.749-753
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    • 2008
  • Proprioception defined it as the ability to detect, the spatial position or movement of joints using balance, power of the muscle, agility in the internal parts of the body. In existing study for improvement of proprioception, reaching task training provided a feedback; the assessment was not provided a feedback. But, this has problem that it can not guide a proprioception from situation with visual feedback. Virtual reality technique can solve the problem of way providing feedback during training. In this study, we developed proprioception training program using virtual reality and pilot study is performed. VR task were composed three modes. In mode 1, real-time movement of the body was provided using visual feedback. In mode 2, body position was provided using visual feedback when participant have specific response. And in mode 3, body position was not provided. VR task is performed five sessions at each mode and one session performed one by one a three target. In the result of this study, the moving time toward the target from mode 3 was smaller than the moving time toward the target from mode 1 (p= 0.001). The correlation was statistically significant between mode 2 and mode 3 while be offering visual feedback position of mode 2 1session. But, the correlation was not statistically significant between mode 2 and mode 3 after be offered visual feedback position of mode2 1session (p = 0.012). Training environment of mode 1 shows which training used visual feedback than proprioception. Mode2 can execute training of proprioception because first session acquires visual feedback by proprioception. The next study will be verification of the system for training or assessment by clinical experiment.

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Could a Product with Diverged Reviews Ratings Be Better?: The Change of Consumer Attitude Depending on the Converged vs. Diverged Review Ratings and Consumer's Regulatory Focus (평점이 수렴되지 않는 리뷰의 제품들이 더 좋을 수도 있을까?: 제품 리뷰평점의 분산과 소비자의 조절초점 성향에 따른 소비자 태도 변화)

  • Yi, Eunju;Park, Do-Hyung
    • Knowledge Management Research
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    • v.22 no.3
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    • pp.273-293
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    • 2021
  • Due to the COVID-19 pandemic, the size of the e-commerce has been increased rapidly. This pandemic, which made contact-less communication culture in everyday life made the e-commerce market to be opened even to the consumers who would hesitate to purchase and pay by electronic device without any personal contacts and seeing or touching the real products. Consumers who have experienced the easy access and convenience of the online purchase would continue to take those advantages even after the pandemic. During this time of transformation, however, the size of information source for the consumers has become even shrunk into a flat screen and limited to visual only. To provide differentiated and competitive information on products, companies are adopting AR/VR and steaming technologies but the reviews from the honest users need to be recognized as important in that it is regarded as strong as the well refined product information provided by marketing professionals of the company and companies may obtain useful insight for product development, marketing and sales strategies. Then from the consumer's point of view, if the ratings of reviews are widely diverged how consumers would process the review information before purchase? Are non-converged ratings always unreliable and worthless? In this study, we analyzed how consumer's regulatory focus moderate the attitude to process the diverged information. This experiment was designed as a 2x2 factorial study to see how the variance of product review ratings (high vs. low) for cosmetics affects product attitudes by the consumers' regulatory focus (prevention focus vs. improvement focus). As a result of the study, it was found that prevention-focused consumers showed high product attitude when the review variance was low, whereas promotion-focused consumers showed high product attitude when the review variance was high. With such a study, this thesis can explain that even if a product with exactly the same average rating, the converged or diverged review can be interpreted differently by customer's regulatory focus. This paper has a theoretical contribution to elucidate the mechanism of consumer's information process when the information is not converged. In practice, as reviews and sales records of each product are accumulated, as an one of applied knowledge management types with big data, companies may develop and provide even reinforced customer experience by providing personalized and optimized products and review information.

A Study on the Digital Restoration Policy Implementation Process of Donuimun Gate (돈의문의 디지털 복원 정책집행 과정에 관한 연구)

  • CHOE Yoosun
    • Korean Journal of Heritage: History & Science
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    • v.56 no.2
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    • pp.246-262
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    • 2023
  • This study analyzed policy implementation factors focusing on how Donuimun, a demolished cultural heritage, was digitally restored and the policy implementation process of Donuimun Gate restoration. Through this, the characteristics of the implementation process of the digital Donuimun Gate restoration policy promoted by public-private multilateral collaboration were examined and implications were sought for how institutions with different interests solved problems and collaborated in the implementation process. The research method was focused on policy implementation factors including policy executive factors, policy content factors, policy resource factors, and policy environment factors, and the process was analyzed for each detailed component. Along with literature analysis, in-depth interviews were conducted with participants in policy implementation. As a result of the study, first, it was found in the policy executive factor that the quick decision-making leadership of the policy manager and the flexible attitude of the person in charge of the government agency had a positive effect on preventing conflicts between different interest groups. Second, in terms of policy content, establishing a common goal that everyone can accept and moving forward consistently gave trust and created synergy. Third, in the policy implementation resource factor, the importance of the budget was emphasized. Finally, as an environmental factor for policy implementation, the opening of 5G mobile communication for the first time along with the emergence of the Fourth Industrial Revolution at the time of policy implementation acted as a timely factor. The digital Donuimun Gate was the first case of restoring a lost cultural heritage with AR and VR, and received attention and support from the mass media and the public. This also shows that digital restoration can be a model case that can be a solution without conflicts with local residents where cultural heritages are located or conflicts between stakeholders in the preservation and restoration of real objects.

The Design of Digital Human Content Creation System (디지털 휴먼 컨텐츠 생성 시스템의 설계)

  • Lee, Sang-Yoon;Lee, Dae-Sik;You, Young-Mo;Lee, Kye-Hun;You, Hyeon-Soo
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.15 no.4
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    • pp.271-282
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    • 2022
  • In this paper, we propose a digital human content creation system. The digital human content creation system works with 3D AI modeling through whole-body scanning, and is produced with 3D modeling post-processing, texturing, rigging. By combining this with virtual reality(VR) content information, natural motion of the virtual model can be achieved in virtual reality, and digital human content can be efficiently created in one system. Therefore, there is an effect of enabling the creation of virtual reality-based digital human content that minimizes resources. In addition, it is intended to provide an automated pre-processing process that does not require a pre-processing process for 3D modeling and texturing by humans, and to provide a technology for efficiently managing various digital human contents. In particular, since the pre-processing process such as 3D modeling and texturing to construct a virtual model are automatically performed by artificial intelligence, so it has the advantage that rapid and efficient virtual model configuration can be achieved. In addition, it has the advantage of being able to easily organize and manage digital human contents through signature motion.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service

Development of a Haptic Modeling and Editing (촉감 모델링 및 편집 툴 개발)

  • Seo, Yong-Won;Lee, Beom-Chan;Cha, Jong-Eun;Kim, Jong-Phil;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.373-378
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    • 2007
  • 최근 들어 햅틱 분야는 디지털 콘텐츠를 만질 수 있게 촉감을 제공함으로써 의학, 교육, 군사, 엔터테인먼트, 방송 분야 등에서 널리 연구되고 있다. 그러나 햅틱 분야가 사용자에게 시청각 정보와 더불어 추가적인 촉감을 제공함으로써 보다 실감 있고 자연스러운 상호작용을 제공하는 등 여러 가지 장점을 가진 것에 비해 아직은 일반 사용자들에게 생소한 분야다. 그 이유 중 하나로 촉감 상호작용이 가능한 콘텐츠의 부재를 들 수 있다. 또한 최근에 가상환경(Virtual Environment, VR)에 관심이 증가 되고, 가상환경에 햅틱이라는 기술을 접목시키는 시도가 많이 일어나고 있어서, 촉감 모델링에 대한 욕구 또한 증대 되고 있다. 일반적으로 촉감 모델링은 Material properties를 가지고 있는 그래픽 모델들로 구성이 된다. 그래픽 모델링은 일반적인 모델링툴 (MAYA, 3D MAX, 기타 등)으로 할 수 있다. 하지만 촉감 관련된 촉감 모델들은 콘텐츠를 제작한 이후에 일일이 수작업으로 넣어 주어야 한다. 그래픽 모델링에서는 사용자가 직접 눈으로 확인 하면서 작업을 이루어 지기 때문에 직관적으로 이루어질 수 있다. 이와 비슷하게 촉감 모델링은 직관적인 모델링을 하기 위해서 사용자가 직접 촉감을 느껴 보면서 진행이 되어야 한다. 또한 그래픽 모델링과 촉감 모델링이 동시에 진행이 되지 않기 때문에 촉감 콘텐츠를 만드는데 시간이 많이 걸리게 되고 직관적이지 못하는 단점이 있다. 더 나아가서 이런 촉감 모델링을 포함한 모델링 높은 생산성을 위해서 신속히 이루어져야 한다. 이런 이유들 때문에 촉감 모델링을 위한 새로운 인터페이스가 필요하다. 본 논문에서는 촉감 상호작용이 가능한 촉감 콘텐츠를 직관적으로 생성하고 조작할 수 있게 하는 촉감 모델러를 기술한다. 촉감 모델러에서 사용자는 3 자유도 촉감 장치를 사용하여 3 차원의 콘텐츠 (정적 이거나 동적이거나 Deformation이 가능한 2D, 2.5D, 3D Scene)를 실시간으로 만져보면서 생성, 조작할 수 있는 촉감 사용자 인터페이스 (Haptic User Interface, HUI)를 통해서 콘텐츠의 표면 촉감 특성을 직관적으로 편집할 수 있다. 촉감 사용자인터페이스는 마우스로 조작하는 기존의 2 차원 그래픽 사용자 인터페이스를 포함하여 3 차원으로 사용자 인터페이스도 추가되어 있고 그 형태는 촉감 장치로 조작할 수 있는 버튼, 라디오버튼, 슬라이더, 조이스틱의 구성요소로 이루어져있다. 사용자는 각각의 구성요소를 조작하여 콘텐츠의 표면 촉감 특성 값을 바꾸고 촉감 사용자 인터페이스의 한 부분을 만져 그 촉감을 실시간으로 느껴봄으로써 직관적으로 특성 값을 정할 수 있다. 또한, XML 기반의 파일포맷을 제공함으로써 생성된 콘텐츠를 저장할 수 있고 저장된 콘텐츠를 불러오거나 다른 콘텐츠에 추가할 수 있다. 이러한 시스템은 햅틱이라는 분야를 잘 모르는 사람들도 직관적으로 촉감 모델링을 하는데 큰 도움을 줄 수 있을 것이다.

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Analysis of Positioning Performance According to the Condition of Multi-constellation GNSS (다중 위성항법시스템 이용조건에 따른 위성측위 성능 분석)

  • Park, Joon-Kyu;Um, Dae-Yong
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.4
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    • pp.567-572
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    • 2016
  • Many studies have been performed since the introduction of GPS in Korea. As a result, positioning using GNSS was fully proposed. On the other hand, most of these studies focused on accuracy but analytical studies on the GNSS status and the national GNSS infrastructure of Korea are lacking. In this study, the status of multi-constellation GNSS and National Geographic Information Institute's CORS (Continuous Operating Reference Station) were identified for the benefit and direction of GNSS infrastructure enhancement. As a result, it has been operating Multi-constellation GNSS, such as GPS, GLONASS, Galileo, COMPASS, and QZSS for surveying. In addition, improvement was presented by the number of satellites, precision, PDOP, etc. through the experiment about VRS and RTK using Multi-constellation GNSS. Upgrading the infrastructure for satellite surveying was identified as a priority consideration. In the future, if a Multi-constellation GNSS service is possible in VRS service, the satisfaction of public administration service will improve, which will contribute greatly to the advancement of a surveying infrastructure.

Reference Station of Aerial Photogrammetry with GPS/INS by VRS (GPS/INS 항공사진측량의 지상기준국 측량의 VRS(가상기준점)적용에 관한 연구)

  • Song, Tae-Min;Kwon, Jay-Hyoun
    • Korean Journal of Remote Sensing
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    • v.24 no.4
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    • pp.381-388
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    • 2008
  • In the common practice of air-photographing measurement aerial-photogrammetric, the location of camera at the time of photographing is identified by performing aerotriangulation. However, installing ground-base station to enable aerotriangulation takes majority portion of a map making cost. Aerial-photogrammetric has shown a great improvement helped by steady upgrading in equipment and development in quantitative study. Aerotriangulation can be replaced by Direct Georeferencing, which uses GPS/INS to identify a camera location and to produce detailed information. An innovative technique replacing aerotriangulation, it has a disadvantage that base station has to be available in the area of photographing. The study intends to suggest a method applying VRS in GPS/INS aerotriangulation. Despite the fact that Direct Georeferencing is the innovated technique which substitutes existing aerotriangulation, it still need to install the ground-base station in GPS/INS aerotriangulation. GPS/INS data was analyzed with 4 different cases in order to accomplish the purpose of this study. In addition, in the thesis, it was approved that VRS can be utilized to make small-scale map as accurate as base station. This study is expected to improve the efficiency of work by showing that VRS can be used not only in base station but also enabling base station in the ground-access challenging area.