• Title/Summary/Keyword: VR.AR

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Overview of Motion-to-Photon Latency Reduction for Mitigating VR Sickness

  • Ryu, Yeongil;Ryu, Eun-Seok
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.7
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    • pp.2531-2546
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    • 2021
  • For several years, virtual reality (VR) and augmented reality (AR) technologies have been improving. However, some hurdles remain that slow down the distribution of VR and AR devices, such as head-mounted display (HMD), and related consumer content. One issue is VR motion sickness, which has been experienced by users using 360 degree VR content via HMD. This paper discusses the related international standardization work that classifies the factors causing VR sickness, and proposes the process for VR sickness level evaluation. Among the factors causing VR sickness, many research institutes regard minimizing MTP (Motion-to-Photon) latency as the key enabler to mitigate VR sickness. Thus, this paper introduces research trends of MTP latency measurement and MTP latency mitigation. This paper categorizes the research on MTP latency measurement into 2 categories of hardware-based approach and software code-level approach. The 2 approaches have different pros and cons depending on use-case, purpose, and architecture of each multimedia system. The pros and cons are addressed in this paper. Additionally, the research on mitigating MTP latency with diverse strategies such as proactive computing, caching, and edge server technology is explained, and compared to conventional technologies, shows improved performance.

The Effect of Creative Education Program Based on AR/VR : Focusing on the Area of Astronomy (AR/VR을 활용한 창의교육 프로그램의 효과 분석 : 천문 영역을 중심으로)

  • Seo, Youngjun;Han, Doyoon;Son, Yunjeong;Heo, Younjeong;Kim, Hyoungbum
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.2
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    • pp.310-321
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    • 2022
  • This study aimed to find out how creative education programs using AR/VR affect student's creative problem-solving skills and class satisfaction. For this purpose, a total of 179 students in 7 classes of the first grade of J High school located in the chungbuk region were the subjects of this study. The data were analyzed by performing two-dependent samples (t-test) based on the difference between the pre- and post-scores of creative problem-solving ability test, and the value of class satisfaction was analyzed and interpret using descriptive statistics and interview. The results of this study are as follows. First, except for 'execution', 'problem discovery and analysis', 'idea generation', 'execution plan', 'conviction and communication', and 'innovation tendency' showed statistically significant results. Second, in terms of class satisfaction of the creative education program, it was an average of 3.75 and it was difficult for learners to derive creative ideas, outputs, and results through groups within a given time in regular class, but generally showed a positive response. Therefore, it was confirmed that the creative education program using AR/VR increased student's learning motivation and interest in the process of generation or expanding ideas to solve problems like educational effect of STEAM.

Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment (VR/AR 환경의 협업 딥러닝을 적용한 맞춤형 조종사 훈련 플랫폼)

  • Kim, Hee Ju;Lee, Won Jin;Lee, Jae Dong
    • Journal of Korea Multimedia Society
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    • v.23 no.8
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    • pp.1075-1087
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    • 2020
  • Aviation ICT technology is a convergence technology between aviation and electronics, and has a wide variety of applications, including navigation and education. Among them, in the field of aerial pilot training, there are many problems such as the possibility of accidents during training and the lack of coping skills for various situations. This raises the need for a simulated pilot training system similar to actual training. In this paper, pilot training data were collected in pilot training system using VR/AR to increase immersion in flight training, and Customized Pilot Training Platform with Collaborative Deep Learning in VR/AR Environment that can recommend effective training courses to pilots is proposed. To verify the accuracy of the recommendation, the performance of the proposed collaborative deep learning algorithm with the existing recommendation algorithm was evaluated, and the flight test score was measured based on the pilot's training data base, and the deviations of each result were compared. The proposed service platform can expect more reliable recommendation results than previous studies, and the user survey for verification showed high satisfaction.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
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    • v.9 no.4
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    • pp.1-9
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    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2022.04a
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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A Study on Shamanistic Expression Method of Performances Using VR Technology: Body Ownership and Gaze

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
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    • v.7 no.2
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    • pp.135-142
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    • 2018
  • Virtual reality (VR) technology has been increasingly more frequently used day by day in industries, entertainment and performances due to the development of AR and MR technologies. Performance arts also actively utilize $360^{\circ}$ VR technology due to the free expression of stage settings and auditoriums. However, technologies for systems in which performers wear VR devices firsthand rather than being in the sandpoint of bystanders while audiences wear VR head mounted displays(HMDs) to see performance stages have been rarely studied yet. This study investigated the technical possibilities of possible methods of expression that will enable performers to appear on the stage wearing VR devices. Since VR can maximize the sense of immersion with its closed HMD structure unlike augmented reality (AR), VR was judged to be suitable for studies centered on the mental interactions in the inner side of humans. Among them, to implement shamanistic expression methods with the phantoms of the body and soul, a motion capture technology linked with VR display devices and real-time cameras was realized on the stage. In this process, the importance of body ownership experienced by the performers (participants), reactions when they lost it, and the mental phenomena of the desire to possess the subjects of gaze could be seen. In addition, high possibility of development of this technology hereafter could be expected because this technology includes the technical openness that enables the audience to appear on the stage firsthand to become performers.

Characteristics of Pre-service Elementary Teachers' TPACK in Science Lesson Planning Using VR/AR Contents: Focusing on Epistemic Network Analysis (초등 예비교사의 VR/AR 활용 과학 수업 계획 과정에서 나타나는 TPACK 특징 -인식적 네트워크 분석을 중심으로-)

  • Hyun-Jung Cha;Seok-Hyun Ga;Hye-Gyoung Yoon
    • Journal of The Korean Association For Science Education
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    • v.43 no.3
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    • pp.225-236
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    • 2023
  • This study investigated the characteristics of pre-service elementary teachers' TPACK in science lesson planning using VR/AR content based on epistemic network analysis (ENA). Seven TPACK coding elements were derived inductively based on the existing TPACK framework. Then, the pre-service elementary teachers' discourse in science lesson planning was coded according to the seven TPACK coding elements and analyzed using the ENA Web Tool. The discourses of the two groups were analyzed and compared, and the differences between the two groups, which the researchers analyzed qualitatively, were clearly shown on the ENA graph. Based on these findings, the researchers argued that the ENA method is a useful research tool for analyzing the complex interactions of technology knowledge (TK), content knowledge (CK), and pedagogical knowledge (PK), which is different from previous TPACK research. Also, the researchers discussed the implications for the TPACK competency development of pre-service teachers by comparing the characteristics of the two groups' discourse.

Smart Healthcare: Enabling AI, Blockchain, VR/AR and Digital Solutions for Future Hospitals (스마트 헬스케어: 미래 병원을 위한 AI, 블록체인, VR/AR 및 디지털 솔루션 구현)

  • Begum, Khadija;Rashid, Md Mamunur;Armand, Tagne Poupi Theodore;Kim, Hee-Cheol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.406-409
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    • 2022
  • In recent years, the developments in technologies, such as AI systems, Blockchain, VR/AR, 3D printing, robotics, and nanotechnology, are reshaping the future of healthcare right before our eyes. And also, healthcare has seen a paradigm shift towards prevention-oriented medicine, with a focus on consumers requirements. The spread of infectious diseases such as Covid-19 have altered the definition of healthcare and treatment facilities, necessitating immediate action to redesign hospitals' physical environments, adapt communication models to address social distancing requirements, implement virtual health solutions, and establish new clinical protocols. Hospitals, which have traditionally served as the hub of healthcare systems, are pursuing or being forced to reestablish themselves against this landscape. Rather than only treating ailments, future healthcare is predicted to focus on wellness and prevention. In personalized care, long-term prevention strategies, remote monitoring, early diagnosis, and detection are critical. Given the growing interest in smart healthcare defined by these modern technologies, this study looked into the definitions and service kinds of smart healthcare. The background and technical aspects of smart hospitals were also explored through a literature review.

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Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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A Study on the AR Game Analysis and Business Model (AR게임 분석과 비즈니스 모델에 관한 연구)

  • Kang, Ye-seul;Kang, Ji-yeong;Yoon, Hee-young;Hwang, Jin-ju;Chang, Young-hyun;Ko, Chang-Bae
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.49-54
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    • 2016
  • Development of AR/VR has expanded computer games from indoor static contents to outdoor dynamic contents. The syndrome of 'Pokemon Go' which is a representative AR game was born, and Nintendo's stock price shot up a massive 120%. Although some people gained profits, new damages are emerging including illegal intrusion or road accidents because it is a type of game to visit real locations. There are reported about 114 thousand road accidents related to the game. This study aims to examine the trends of AR game in 2016 and analyze damages and positive cases to suggest a method for preventing accidents due to the AR game, and a business model.