• Title/Summary/Keyword: Virtual Electronic Devices

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Development of Smart Healthcare Contents using Virtual Reality Experiential Devices (가상현실 체험형 디바이스를 활용한 스마트 헬스케어 콘텐츠 개발)

  • Hong, Seong-Pyo
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.4
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    • pp.739-744
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    • 2022
  • Modern people, who are fully enjoying convenience with improved technology, are pursuing health next to convenience. Accordingly, the smart healthcare industry is rapidly increasing, and various companies are launching healthcare system products with applied VR. However, existing products on the market are expensive or professional products. Therefore, there are parts that are difficult for the general public to use. In this paper, we propose smart health care contents that can experience virtual reality anytime and anywhere at an affordable price and take care of health through exercise using Arduino and general bicycles sold in the market.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A study on the Fabrication of Mixed Reality Content with Coloring Technology (컬러링기술이 적용된 혼합현실콘텐츠 제작에 대한 연구)

  • Kim, Tae-Eun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.4
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    • pp.737-742
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    • 2019
  • This paper is a study on the production of mixedeality contents by realizing AR coloring technology, virtual environment, and VR devices by realizing the interaction in virtual environment. In this study, we designed and produced the content from a fairy tale called 'Cinderella' to produce and demonstrate real mixed reality contents. 'Cinderella' shows 3D modeling in the virtual space using the Oculus Rift, and the modeled shoes can be lifted using Leap-Motion. It is a virtual augmented interaction content for exhibition and experience that can move a specific range from the foot on the treadmill. In this paper, we try to share the experience of creating new mixed reality game contents, which is a mixture of augmented reality and virtual reality technology, and continuation of universal use of this field.

Planning of Various Storytelling Virtual Reality Game Contents for Brain Enhancement (두뇌증진을 위한 다양한 스토리텔링 가상현실 게임 콘텐츠 기획)

  • Jin, Hwa-su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.323-325
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    • 2021
  • With the recent revitalization of virtual reality and game industries, digital therapeutics for medical purposes are emerging. Digital therapeutics refer to sports-based therapeutics such as virtual reality contents and games that are effective in preventing, managing, and treating diseases, not drugs. Through this study, we plan and develop contents for healing and brain enhancement using virtual reality technology as a therapeutic digital therapy. Through this, it can help to improve the brain of children who are dependent on electronic devices in the digital age and rarely use their brains.

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A Case Study of the Implementation and Verification of VLAN-applied Network Based on a Five-step Scenario (5단계 시나리오에 기반한 VLAN이 적용된 네트워크 구현 및 검증 사례연구)

  • Kim, No-Whan;Park, Jin-Seob
    • The Journal of the Korea institute of electronic communication sciences
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    • v.16 no.1
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    • pp.25-36
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    • 2021
  • This paper presents a topology based on packet tracer and a five-step scenario model to make it easier for students to understand the network on which VLANs are applied. Virtual LAN (VLAN), developed as an alternative solution to the Routers that distribute broadcast traffic, is a virtual local area network that logically configured regardless of the physical network. The VLAN prevents the network performance degradation resulting from the broadcast traffic by dividing the broadcast domain so that the bandwidth can be used more efficiently. In addition, it enhances the security because on communication between the devices belonging to different VLANs is impossible. The five-step scenarios in this paper presented an efficient implementation case for students to understand and validate the various functions of VLANs through ping/telnet/tracert test and simulation, after setting up each step of programming switches and routers in the virtual network.

Design Approach with Higher Levels of Abstraction: Implementing Heterogeneous Multiplication Server Farms

  • Moon, Sangook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.112-117
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    • 2013
  • In order to reuse a register transfer level (RTL)-based IP block, it takes another architectural exploration in which the RTL will be put, and it also takes virtual platforms to develop the driver and applications software. Due to the increasing demands of new technology, the hardware and software complexity of organizing embedded systems is growing rapidly. Accordingly, the traditional design methodology cannot stand up forever to designing complex devices. In this paper, I introduce an electronic system level (ESL)-based approach to designing complex hardware with a derivative of SystemVerilog. I adopted the concept of reuse with higher levels of abstraction of the ESL language than traditional HDLs to design multiplication server farms. Using the concept of ESL, I successfully implemented server farms as well as a test bench in one simulation environment. It would have cost a number of Verilog/C simulations if I had followed the traditional way, which would have required much more time and effort.

Smoke Modeling and Rendering Techniques using Procedural Functions (절차적 함수를 이용한 연기 모델링 및 렌더링 기법)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.5
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    • pp.905-912
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    • 2022
  • Virtual reality, one of the core technologies of the 4th industrial revolution, is entering a new phase with the spread of low-cost wearable devices represented by Oculus. In the case of disaster evacuation drills, where practical training is almost impossible due to the risk of accidents, virtual reality is becoming a new alternative that enables effective training. In this paper, we propose a smoke modeling method that can be applied to fire evacuation drills implemented with virtual reality technology. In the event of a fire, smoke spreads along the aisle, and the density of the smoke changes over time. The proposed method models the smoke by applying a procedural function that can reflect the density of smoke calculated through simulation to the model in real-time. Implementation results in the background of the factory show that the proposed method produces models that can express the smoke according to the user's movement.

Study on Virtual Reality and E-commerce

  • Lee, Soowook;Oh, Younghwan
    • International Journal of Advanced Culture Technology
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    • v.4 no.4
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    • pp.70-74
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    • 2016
  • Electronic commerce (E-commerce) using virtual reality (VR) has the advantage of being able to purchase products without restrictions of time and location by overcoming the limitations of existing offline transactions. It is still a rudimentary but fast growing technology, and the use of E-commerce in VR is expanding. The barriers that consumers might face in utilizing E-commerce in VR is the relevance to Information and Communications Technologies (ICT) technology. Fundamentally, it requires Internet access and use through PCs or mobile devices such as smart phones. Because unlike off-line markets, it is difficult to determine the purchase patterns of customers, customer purchasing behavior analysis must be done using computer access records. In order to expand and develop E-commerce in VR in the future, learning ability should be improved through combining with artificial neural network by deep learning that is recently in the spotlight, and the ability to overcome errors need to be improved to enable use in various fields.

A review on several methods for fast generation of digital Fresnel holograms

  • Tsang, P.W.M.
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.2
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    • pp.29-32
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    • 2012
  • Computer generated holography (CGH) is technology for generating holograms of synthetic, three dimensional (3D) objects which may not exist in the physical world. The process, however, requires heavy amount of computation as the resolution of a hologram is significantly higher than that of a typical optical image. This paper reviews four modern techniques for fast generation of digital Fresnel holograms which are important in the development of holographic video systems. The methods that will be described include the virtual window, sub-line, wavefront recording plane (WRP), and the interpolative WRP schemes. These works share the common objective to generate digital Fresnel hologram at a speed that is close to the video frame rate, and with complexity which is realizable with affordable computing and reconfigurable hardware devices. The author will present the principles and realization of these works, as well as some potential area of research in digital holography.

3D Fish Encyclopedia System based on Mobile Augmented Reality (모바일 증강현실 기반의 3D 어류백과 시스템)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.7 no.5
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    • pp.1005-1010
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    • 2012
  • The Augmented Reality, as a technology caught the spotlight as a next generation's technology of inserting 3D virtual objects in the space of reality seen through the camera, can maximize the learning effects by inducing user's absorption and interest using interaction between user and objects. Recently, as the movile devices having excellent mobility and portability are generalized, the diversified augmented reality are introduced using mobile devices. In this article, a 3D fish encyclopedia system augmented from the mobile environment was designed to provide the user with learning contents focusing on the sense of absorption and an interest. This system is intened to provide helps to learn about the fishes by recognizing the pictures of fishes in the encyclopedia as marker, bringing out the 3D model stored in server and displaying in the mobile environment.