• Title/Summary/Keyword: VR 플랫폼

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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.

A Study on the Platform Construction of the Marine Equipment Online Exhibition Hall based on Untact (언택트기반 조선기자재 온라인 전시장 플랫폼 구축에 관한 연구)

  • Lee, Hang-Gil;Chang, Myung-Hee
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2020.11a
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    • pp.80-81
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    • 2020
  • Due to COVID 19, the global economy is facing a crisis situation, and in the export-oriented industry, companies must consider survival. The government and industry are striving to revitalize exports in a number of ways, and with restrictions on non-face-to-face export activities, they are contemplating various ways to implement non-face-to-face export marketing. Among them, various studies are being conducted in various industries on the part of conducting an online exhibition. In particular, the shipbuilding and offshore industry is a major export industry, and offline exhibitions held around the world were an important opportunity for marketing, and the use of online exhibitions to substitute for them is urgently needed. In this study, we study AR, VR, MR, etc., which are various element technologies necessary for building an online exhibition hall suitable for the shipbuilding and marine industry, and how they are applied to online exhibitions.

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An Exploratory Study on the Effects of Mobile Proptech Application Quality Factors on the User Satisfaction, Intention of Continuous Use, and Words-of-Mouth (모바일 부동산중개 애플리케이션의 품질요인이 사용자 만족, 지속적 사용 및 구전의도에 미치는 영향)

  • Jaeyoung Kim;Horim Kim
    • Information Systems Review
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    • v.22 no.3
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    • pp.15-30
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    • 2020
  • In the real estate industry, the latest changes in the Fourth Industrial Revolution, such as big data analytics, machine learning, and VR (virtual reality), combine to bring about industry change. Proptech is a new term combining properties and technology. This study aims to derive and analyze from a comprehensive perspective the quality factors (systems, services, interfaces, information) for mobile real estate brokerage services that are well known and used in the domestic market. The surveys in this study were conducted online and offline and a total of 161 samples were used for statistical analysis. As a result, all hypotheses were approved to except system quality and service quality. The results show that the domestic proptech companies who are mostly focused on real estate brokerage services, peer-to-peer lending, advertising platforms and apartments need to grow in various fields of proptech business of other countries including Europe, USA and China.

Building Fire Monitoring and Escape Navigation System Based on AR and IoT Technologies (AR과 IoT 기술을 기반으로 한 건물 화재 모니터링 및 탈출 내비게이션 시스템)

  • Wentao Wang;Seung-Yong Lee;Sanghun Park;Seung-Hyun Yoon
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.159-169
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    • 2024
  • This paper proposes a new real-time fire monitoring and evacuation navigation system by integrating Augmented Reality (AR) technology with Internet of Things (IoT) technology. The proposed system collects temperature data through IoT temperature measurement devices installed in buildings and automatically transmits it to a MySQL cloud database via an IoT platform, enabling real-time and accurate data monitoring. Subsequently, the real-time IoT data is visualized on a 3D building model generated through Building Information Modeling (BIM), and the model is represented in the real world using AR technology, allowing intuitive identification of the fire origin. Furthermore, by utilizing Vuforia engine's Device Tracking and Area Targets features, the system tracks the user's real-time location and employs an enhanced A* algorithm to find the optimal evacuation route among multiple exits. The paper evaluates the proposed system's practicality and demonstrates its effectiveness in rapid and safe evacuation through user experiments based on various virtual fire scenarios.

Study on the Application for Christian Education by Metaverse (메타버스의 기독교교육 적용방안)

  • OK, Jang Heum
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.37-74
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    • 2022
  • COVID-19, which occurred in Wuhan, China, made it difficult for Korean churches to face to face worship, therefore metaverse emerged as an alternative to solving these problems. metaverse is forming various platforms through technology expressed in 3I(Immersion, Interactive, virtual Image). The purpose of this study is to analyze the application plan of Christian education by applying metaverse technologies to Christian education. In order to achieve the purpose of this study, first, the definition, type, platform, and technology of the metaverse are presented to examine the key of the metaverse, second, in order to analyze the church from the theological educational aspect, the essence of the church, the mission of the church, and the metaverse church are examined, third in order to apply the metaverse to Christian education, it is classified into worship through the metaverse, education through the metaverse, service through the metaverse, the christian relationship through the metaverse, and missions through the metaverse. The application plan of the metaverse for Christian education is that first, worship can be held through metaverse. Second, education can be performed through the metaverse. Third, the metaverse can be used to fulfill the mission of service. Fourth, through the metaverse, christian can fellowship through the metaverse. Fifth, the missionary mission can be carried out through the metaverse. In conclusion, metaverse is still in the development stage, but various programs should be developed to achieve the purpose of Christian education by utilizing various platforms developed so far and utilizing the advantages of the platform. In particular, the Korean church will be able to utilize various programs such as Sunday worship, Sunday school, youth retreat, QT, Bible school, and pilgrimage through the metaverse to make good use of the characteristics of the metaverse. In addition, metaverse is an extended reality(XR) that integrates VR, AR, and MR, and its strength is an engagement in creative Christian educational activities out of the original Christian education. In the future, metaverse technology can be applied to Christian education in various ways as the fourth industrial technology is developing.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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A Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.71-79
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    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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Development of the Educational V-Factory system combining Virtual Reality (가상현실을 접목한 교육용 V-Factory 시스템 개발)

  • Seo, Kyeong-Jun;Yun, Jung-Ho;Nam, Ki-Seon;Kim, Sung-Gaun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.4
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    • pp.617-622
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    • 2018
  • In industries such as automobiles and semiconductors, a lot of components are produced using PLCs based on an automatic production system. Therefore, an educational platform is needed to provide training in the use of PLCs in the industrial sites. Conventional educational systems, in which PLCs are employed to control sensors and actuators, have been continuously developed. However, these systems present their circuits only in 2D on the screen, which makes it difficult to understand them during the learning process. To overcome these disadvantages, we propose an educational V-Factory system capable of providing PLC training using virtual reality. In addition, thousands of sensors and actuators can be controlled by the V-Factory system through the proposed virtual I/O driver. The motion of the automatic production system can be visualized using virtual reality.

Design and implementation of an integrated management system for infants in a mobile service environment

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.223-229
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    • 2022
  • The emergence of smartphones is creating a faster and easier digital communication society along with the existing Internet. Among the various methods of communication, the smart notification is most often used in early childhood education institutions for information exchange between parents, teachers and directors. And the notification helps parents understand the development status and curriculum of infants more easily. Therefore, this paper developed an integrated infant management system based on a web-based platform and a mobile app platform for exchanging various information on infants management between directors, teachers and parents. Through the established system, the director, teachers, and parents can check the information they need at any time, and it is possible to provide a mobile service environment where multiple guardians can safely take care of one infant. In addition, multiple guardians can provide appropriate feedback information through the collection and analysis of various data by using the infant and toddler integrated management system. In the future, if the functions provided based on the smartphone app are configured according to the user, it is expected that it will be able to expand from daycare centers to educational institutions.