• Title/Summary/Keyword: VR Technology

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A Study on Research Trends in Metaverse Platform Using Big Data Analysis (빅데이터 분석을 활용한 메타버스 플랫폼 연구 동향 분석)

  • Hong, Jin-Wook;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.20 no.5
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    • pp.627-635
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    • 2022
  • As the non-face-to-face situation continues for a long time due to COVID-19, the underlying technologies of the 4th industrial revolution such as IOT, AR, VR, and big data are affecting the metaverse platform overall. Such changes in the external environment such as society and culture can affect the development of academics, and it is very important to systematically organize existing achievements in preparation for changes. The Korea Educational Research Information Service (RISS) collected data including the 'metaverse platform' in the keyword and used the text mining technique, one of the big data analysis. The collected data were analyzed for word cloud frequency, connection strength between keywords, and semantic network analysis to examine the trends of metaverse platform research. As a result of the study, keywords appeared in the order of 'use', 'digital', 'technology', and 'education' in word cloud analysis. As a result of analyzing the connection strength (N-gram) between keywords, 'Edue→Tech' showed the highest connection strength and a total of three clusters of word chain clusters were derived. Detailed research areas were classified into five areas, including 'digital technology'. Considering the analysis results comprehensively, It seems necessary to discover and discuss more active research topics from the long-term perspective of developing a metaverse platform.

A Study on the Development Possibility of Theme Park through Realistic Media Development - Explore out of the way spacest (테마파크를 실감미디어 개발을 통해 구현하였을 때 발전 가능성 - 소외 공간을 중점으로 탐구)

  • Lee, Seung-Hyun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.813-818
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    • 2022
  • As the theme of a theme park space with limited space emerged as a keyword, many experiments and research were conducted in the field. In the domestic market, not only the creation of new spaces, but also the need to develop marginalized spaces and seek complementary points through new interpretations of actual spaces, but they show physical limitations. This study newly redefined and analyzed the concept of space by approaching and interpreting virtual space as a new space. By exploring real-world examples and analyzing the results, we also derive the results that the possibility of realistic media in the virtual world is an exemplary alternative to complementing the expansion and limitations of the space. Realistic media has a wide range of content provision in selective development such as AR and VR, and the theme park's characteristic of providing various contents for quarterly concepts even if the development budget and time are small, which has a significant impact on the development of realistic media. Currently, theme parks are attracting countless majors and officials related to realistic media through metaverse. As it is attracting attention in such a new market, we look forward to seeing a lot of research and experiments in the project.

Design and Implementation of Virtual Reality Prototype Crane Training System using Unity 3D (Unity 3D를 이용한 가상현실 프로토타입 크레인 훈련 시스템 설계 및 구현)

  • Heo, Seok-Yeol;Kim, Geon-Young;Choi, Jung-Bin;Park, Ji-Woo;Jeon, Min-Ji;Lee, Wan-Jik
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.569-575
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    • 2022
  • It is most desirable to build a crane training program in the same evvironment as the actual port, but it has problem such as time constraint and cost. To overcome these limitations, next-generation training programs based on AR/VR are receiving a lot of attention. In this paper, a prototype of a harbor crane training system based on virtual reality was designed and implemented. The system implemented in this paper consists of two elements: an Arduino-based IoT terminal and an HMD equipped with a Unity application program. The IoT terminal consists of 2 controllers, 2 toggle switches, and 8 button switches to process data generated according to the user's operation. The HMD uses Oculus Quest2 and is connected to the IoT terminal through wireless communication to provide user convenience. The training system implemented in this paper is expected to provide trainees with a training environment independent of time and place through virtual reality and to save time and money.

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.

Dose Assessment for Workers in Accidents (사고 대응 작업자 피폭선량 평가)

  • Jun Hyeok Kim;Sun Hong Yoon;Gil Yong Cha;Jin Hyoung Bai
    • Journal of Radiation Industry
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    • v.17 no.3
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    • pp.265-273
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    • 2023
  • To effectively and safely manage the radiation exposure to nuclear power plant (NPP) workers in accidents, major overseas NPP operators such as the United States, Germany, and France have developed and applied realistic 3D model radiation dose assessment software for workers. Continuous research and development have recently been conducted, such as performing NPP accident management using 3D-VR based on As Low As Reasonably Achievable (ALARA) planning tool. In line with this global trend, it is also required to secure technology to manage radiation exposure of workers in Korea efficiently. Therefore, in this paper, it is described the application method and assessment results of radiation exposure scenarios for workers in response to accidents assessment technology, which is one of the fundamental technologies for constructing a realistic platform to be utilized for radiation exposure prediction, diagnosis, management, and training simulations following accidents. First, the post-accident sampling after the Loss of Coolant Accident(LOCA) was selected as the accident and response scenario, and the assessment area related to this work was established. Subsequently, the structures within the assessment area were modeled using MCNP, and the radiation source of the equipment was inputted. Based on this, the radiation dose distribution in the assessment area was assessed. Afterward, considering the three principles of external radiation protection (time, distance, and shielding) detailed work scenarios were developed by varying the number of workers, the presence or absence of a shield, and the location of the shield. The radiation exposure doses received by workers were compared and analyzed for each scenario, and based on the results, the optimal accident response scenario was derived. The results of this study plan to be utilized as a fundamental technology to ensure the safety of workers through simulations targeting various reactor types and accident response scenarios in the future. Furthermore, it is expected to secure the possibility of developing a data-based ALARA decision support system for predicting radiation exposure dose at NPP sites.

Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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An Architecture of the Military Aircraft Safety Check System Using 4th Industrial Revolution Technology (4차 산업혁명기술을 활용한 군 항공기 안전점검 체계 설계)

  • Eom, Jung-Ho
    • Convergence Security Journal
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    • v.20 no.2
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    • pp.145-153
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    • 2020
  • The aviation safety policy master plan is promoting the development of aviation safety management technology applying the 4th industrial revolution technology with the goal of establishing a flawless aviation safety management system and establishing a future aviation safety infrastructure. The master plan includes the establishment of various aviation safety management systems such as aircraft fault management using AI & Big data and flight training system using VR/AR. Currently, the Air Force is promoting a flight safety management system using new technology under the goal of building smart air force. Therefore, this study intends to apply the 4th Industrial Revolution technology to the aircraft condition check system that finally checks the safety of the aircraft before flight. The Air Force conducts airframe flaw checks and pre-flight aircraft check. In this study, we architect the airframe flaw check system using AI and drones, and the pre-flight aircraft condition check system using the IoT and big data for more precise and detailed check of aircraft condition and flawlessness check.

Research on ultra-precision fine-pattern machining through single crystal diamond tool fabrication technology (단결정 다이아몬드공구 제작 기술을 통한 초정밀 미세패턴 가공 연구)

  • Jung, Sung-Taek;Song, Ki-Hyeong;Choi, Young-Jae;Baek, Seung-Yub
    • Design & Manufacturing
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    • v.14 no.3
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    • pp.63-70
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    • 2020
  • As the consumer market in the VR(virtual reality) and the head-up display industry grows, the demand for 5-axis machines and grooving machines using on a ultra-precision machining increasing. In this paper, ultra-precision diamond tools satisfying the cutting edge width of 500 nm were developed through the process research of a focused ion beam. The material used in the experiment was a single-crystal diamond tool (SCD), and the equipment for machining the SCD used a focused ion beam. In order to reduce the influence of the Gaussian beam emitted from the focused ion beam, the lift-off process technology used in the semiconductor process was used. 2.9 ㎛ of Pt was coated on the surface of the diamond tool. The sub-micron tool with a cutting edge of 492.19 nm was manufactured through focused ion beam machining technology. Toshiba ULG-100C(H3) equipment was used to process fine-pattern using the manufactured ultra-precision diamond tool. The ultra-precision machining experiment was conducted according to the machining direction, and fine burrs were generated in the pattern in the forward direction. However, no burr occurred during reverse machining. The width of the processed pattern was 480 nm and the price of the pitch was confirmed to be 1 ㎛ As a result of machining.

Digital Transformation and Introduction of NFT in the Art Market (미술시장의 디지털 전환과 NFT 도입)

  • ROH, Tae Hyup
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.261-269
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    • 2022
  • The advent of the pandemic era due to COVID-19 is causing new changes in all areas of individuals, organizations, society and the country. The art market also faced a crisis due to restrictions on individual movement between regions and countries and social distancing, and even the contents of the work, the way the work is traded, and the propensity and characteristics of the buyer are changing. These demands for change in the art market are accelerating new opportunities for change by converting digital, expanding the online art market, expanding virtual space using VR(Virtual Reality) and AR(Augmented Reality) technology, and expanding the trading area of digital works NFT based on blockchain technology. In this study, the flow of change in the art market brought about by the Pandemic era is analyzed from the perspective of digital transformation. The contents of digital acceptance of the art market are identified through a summary of various types of digital transformation in the art market and a survey of perceptions following the introduction of digital transformation and NFT. Discuss major legal, economic, social, and transactional issues and countermeasures following the introduction of NFT based on blockchain technology in the art market.

Analyzing the Trends of Culture Technology using National Research Projects (문화기술(CT) 연구 동향 분석: 국가연구과제를 중심으로)

  • Lee, Beom-Hun;Jeon, Woojin;Geum, Youngjung
    • The Journal of the Korea Contents Association
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    • v.21 no.11
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    • pp.64-76
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    • 2021
  • Culture technology (CT) becomes important in the recent environment where digital technology drives content-based innovations. However, technological trends of CT have not been systematically discussed. Especially, the trends of CT should be analyzed from the national perspective, because CT has grown with the help of government-driven innovation. Therefore, this paper aims to analyze CT trends focusing on national research projects. We collected data on CT from the national science and technology information service (NTIS) database, analyzed the keyword co-occurrence network, and identified the patterns of technological innovation using a clustering analysis. As a result, we found that CT has contributed to the digital content and cultural media, and has been actively developed with the help of machine learning technique. Especially, due to the rise of Covid-19, the non-face-to-face online content is rapidly increasing. This study provides important clues for understanding, analyzing CT trends.