• Title/Summary/Keyword: Virtual Reality Environment

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Metaverse Augmented Reality Research Trends Using Topic Modeling Methodology (토픽 모델링 기법을 활용한 메타버스 증강현실 연구 동향 분석)

  • An, Jaeyoung;Shim, Soyun;Yun, Haejung
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.123-142
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    • 2022
  • The non-face-to-face environment accelerated by COVID-19 has speeded up the dissemination of digital virtual ecosystems and metaverse. In order for the metaverse to be sustainable, digital twins that are compatible with the real world are key, and critical technology for that is AR (Augmented Reality). In this study, we examined research trends about AR, and will propose the directions for future AR research. We conducted LDA based topic modeling on 11,049 abstracts of published domestic and foreign AR related papers from 2009 to Mar 2022, and then looked into AR that was comprehensive research trends, comparison of domestic and foreign research trends, and research trends before and after the popularity of metaverse concepts. As a result, the topics of AR related research were deduced from 11 topics such as device, network communication, surgery, digital twin, education, serious game, camera/vision, color application, therapy, location accuracy, and interface design. After popularity of metaverse, 6 topics were deduced such as camera/vision, training, digital twin, surgical/surgical, interaction performance, and network communication. We will expect, through this study, to encourage active research on metaverse AR with convergent characteristics in multidisciplinary fields and contribute to giving useful implications to practitioners.

A Study on the Types of Future Teaching-Learning and Space (미래 교수-학습 및 공간의 유형에 관한 연구)

  • Cho, Jin-Il;Choi, Hyeong-Ju;Hong, Sun-Joo;Ahn, Tae-Youn
    • The Journal of Sustainable Design and Educational Environment Research
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    • v.19 no.1
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    • pp.13-24
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    • 2020
  • The purpose of this study is to analyze and match future teaching-learning methods with learning-space types as customized not only by school grade or grade groups, but also by learning modality. As a result, the following six teaching-learning methods were identified as future teaching-learning methods: flipped learning, deeper learning, collaborative learning, learning through immersive virtual reality, playful learning, and learning through OER(Open Educational Resources). There were also six learning-space types that were identified: playing and discovering space, a making and placement space, a presentation and sharing space, a space for independent study, space as a stage, and space as content(See Tables 8 and 11). Learning-space types and future teaching-learning methods were matched with 22 different types of learning modalities based on the presented degree of utilization by school grade or grade groups(See Table 13).

Design and Implementation of Diverse Behaviors of Autonomous Agents in Dynamic Environment (동적 환경 내에서의 자율 에이전트에 의한 다양한 행위의 설계 및 구현)

  • Park, Hyung-Keun;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.3
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    • pp.24-40
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    • 2001
  • The design and implementation of agents is an essential part of the development of immersive types of tutoring systems using virtual reality. This paper proposes several effective mechanisms for the design and implementation of agents. Unlike existing researches we focus on accommodating diversity of agents' behavior in the proposed mechanisms. First, we define the space object based on the field theory. The introduction of the field theory allows us to approach the space objects in a structural manner rather than by their classification. We can also achieve dynamic genesis and extinction of the space objects, and derivation of overall changes in spatio-temporal situations. Second, we classify the behavior of agents into composite behaviors and primitive actions in order to achieve its dynamic planning. Finally, we distribute the knowledge among agents and their associated objects according to their interrelations. By this distribution, we can handle the otherwise prohibitively large amount of knowledge related to agents' behaviors and construct a dynamic environment. By implementing a situation with agent's navigation across a composite space object, we demonstrate the effectiveness of these schemes presented above.

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Design and Implementation of Frontal-View Algorithm for Smartphone Gyroscopes (스마트폰 자이로센서를 이용한 Frontal-View 변환 알고리즘 설계 및 구현)

  • Cho, Dae-Kyun;Park, Seok-Cheon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.6
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    • pp.199-206
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    • 2012
  • Attempt to use as a marker of natural objects directly in the real world, but there is a way to use the accelerometer of the smartphone, to convert the Frontal-View virtual, because it asks only the pitch of the camera, from the side there is a drawback that can not be converted to images. The proposed algorithm, to obtain the rotation matrix of axis 3 pitch, roll, yaw, we set the reference point of the yaw of the target image. Then, to compensate for the rotation matrix to determine Myon'inji any floor, wall, the ceiling of the target image. Finally, to obtain the homography matrix for obtaining the Frontal-View to account for the difference between the gyro sensor coordinate system and image coordinate system, so we can get the Frontal-View from the captured images through the projection transformation was designed. Was tested to convert Frontal-View the picture was taken in an environment smartphone environment surrounding floor, walls and ceiling in order to evaluate the conversion program Frontal-View has been implemented, in this paper, design and The conversion algorithm implementation, it was confirmed that to convert a regular basis Frontal-View footage taken from multiple angles.

The Future of BlockChain Technology Leading Innovation in the Industrial Ecosystem (산업 생태계의 혁신을 선도할 블록체인 기술의 미래전망)

  • Kim, Jung-Sook
    • The Journal of the Korea Contents Association
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    • v.18 no.6
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    • pp.324-332
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    • 2018
  • Blockchain technology has the potential to revolutionize trust models and business processes in a variety of industries. However, it is considered to be the initial stage of the system that pursues autonomy rather than efficiency, and it is necessary to monitor and inspect the distributed ledger technology from the price and introduction time as compared with the existing relational DB transaction technology. However, domestic and foreign private sectors have already been activated by applying block-chain technology in the national domain, and the block chain is devoid of doubt that it is an exaggerated technology, characterized by the invariance of the record, transparency, and autonomous execution of business rules. It has begun to be utilized in history, identity, certification and auditing in the financial industry as well as various industries. In this paper, we analyze the problems such as security weakness, insufficient regulatory environment, technical consensus and lack of common standard. In addition, the business sense and possibility of the block chain technology is expected to be the innovation of the industrial ecosystem by entering into the reality system from the concept through monitoring the actual introduction performance in the field of copyright, logistics, health care and environment.

A Study of Fire Prevention Measures for Single-person Households (1인 가구의 화재예방 대책 연구)

  • Kim, Jong Kouk;Han, Dong-Ho
    • The Journal of the Convergence on Culture Technology
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    • v.7 no.1
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    • pp.424-431
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    • 2021
  • This study explores fire prevention measures for single-person households on the phenomenon of an increase in single-person households due to changes in the family structure due to low birthrate and aging population, full marriage, non-marriage, separation, bereavement, and returning to farming villages, and increased flexibility in the labor market. The factor that affects the fire of single-person households is the residential environment problem at the structural level. In terms of behavior, there is an increase in fire occurrence due to the rearing of companion animals. In order to prevent fires in single-person households, safety regulations without exceptions are needed to improve the residential environment at the structural level. At the behavioral level, it is necessary to expand the prevention and safety guidance of related organizations. In addition, as a measure to prevent fire caused by companion animals, manufacturers of electric ranges should develop safety devices to prevent fires caused by companion animals, such as an automatic power-off device or power supply using a timer. It can also be an important means to create and distribute promotional videos of measures necessary to safely raise companion animals, or to develop and distribute disaster preparedness programs implemented in virtual reality.

Preliminary Investigation on Student Perspectives and Satisfaction with Distance Education in the Metaverse World: Focusing on the Use of ifland App (메타버스를 활용한 원격교육 인식 및 만족도 사전조사: 이프랜드(ifland) 앱 사용을 중심으로)

  • Hwang, Yohan
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.121-133
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    • 2022
  • The main purpose of this paper is to examine the efficacy and future potential of a newly-emerging concept of a metaverse in online education environment. In order to achieve this goal, this paper showcases various scenes that happened in the metaverse classes using the ifland app. Through an in-depth analysis of theoretical grounds and preliminary survey findings of 32 university students, this study suggests that as students in a metaverse space are engaged in the interactive learning process and environment with an avatar that projects oneself, it can be an effective educational platform coming from the benefits of gamification and edutainment. In addition, a metaverse space provides existential encounters and hands-on experiences, which in turn increases the level of 3D learning immersion. It may overcome the shortcomings of online live streaming platforms such as Zoom or Webex that provide 2D experiences. Based on the findings, this paper further suggests a blueprint for online education suitable for the transition to a digital society.

University Marketing Using Metaverse in Virtual Reality Environment Case Analysis - Focusing on S University (가상현실 환경에서의 메타버스를 활용한 대학의 마케팅 사례 분석 - S대학을 중심으로)

  • Won, Jong Won;Jun, Jong Woo;Lee, Jong Yoon
    • The Journal of the Korea Contents Association
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    • v.22 no.5
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    • pp.97-109
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    • 2022
  • This study analyzed successful cases of using metaverse in a reality where interest in metaverse is increasing. The use of Metaverse is mainly used in companies to explore its industrial potential or government agencies strive for policy support, but the possibility of application in educational institutions has another meaning. We tried to find the success factors and future implications by analyzing actual cases of using metaverse at university entrance ceremonies. As a result of analyzing the case of S University in Asan, Chungcheongnam-do's metaverse entrance ceremony, it was determined that the university's first metaverse entrance ceremony could be counted as a very meaningful success story. Specifically, on the technical level, it stood out that the existing metaverse technology and the new technology for the event were properly harmonized. At the organizational level, it is meaningful that the internal organization's resources were efficiently utilized based on previous experiences. On the environmental level, the COVID19 environment and the MZ generation. It was analyzed that the social change of going to college contributed to the planning and success of the metaverse entrance ceremony. As a result, it is judged that the successful use of the resources possessed by a clear goal is the success factor of the metaverse entrance ceremony.

Experience Expansion of Interface through Meta-Thinking in Digital Media -Focused on Augmented Things and Media Art Cases- (디지털 미디어에서 메타적 사고를 통한 인터페이스의 경험 확장 -증강된 사물, 미디어 아트 사례를 중심으로-)

  • Seo, Hyun-Seok;Song, Sang-Min;Han, Ki-Eun
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1009-1014
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    • 2009
  • Meta-thinking is a kind of thinking beyond certain scope or border, which sees objects as an expanded definition exceeding its essence. It can be experienced when people come into contact with new things. As for digital media, experience acquired from computer screen makes users' thinking be changed continuously and help their thinking to be expanded. Today, studies on development of digital technology regarding virtual reality (VR) and experience obtained from digital media become a topic of conversation, however, this experience depends on the sense of sight through screen. Actually, transparent experiences in digital media are not the same with those in real world, therefore, this study investigated experience expansion through interaction with real things which are much closer to daily lives than virtual experiences. It can be found in media art which induces positive participation of audiences and shows them a new meaning through delight and amusement experienced in the process of interaction. Visual expression in digital media should be more than spectacular which is only full of excessive images. In addition, interface should not be remained as an expression from technological attempts, instead, it is necessary to find humans aspiration with meta-thinking which accepts things expansively and visualize their experiences.

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Cost Efficient Virtual Machine Brokering in Cloud Computing (가격 효율적인 클라우드 가상 자원 중개 기법에 대한 연구)

  • Kang, Dong-Ki;Kim, Seong-Hwan;Youn, Chan-Hyun
    • KIPS Transactions on Computer and Communication Systems
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    • v.3 no.7
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    • pp.219-230
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    • 2014
  • In the cloud computing environment, cloud service users purchase and use the virtualized resources from cloud resource providers on a pay as you go manner. Typically, there are two billing plans for computing resource allocation adopted by large cloud resource providers such as Amazon, Gogrid, and Microsoft, on-demand and reserved plans. Reserved Virtual Machine(VM) instance is provided to users based on the lengthy allocation with the cheaper price than the one of on-demand VM instance which is based on shortly allocation. With the proper mixture allocation of reserved and on-demand VM corresponding to users' requests, cloud service providers are able to reduce the resource allocation cost. To do this, prior researches about VM allocation scheme have been focused on the optimization approach with the users' request prediction techniques. However, it is difficult to predict the expected demands exactly because there are various cloud service users and the their request patterns are heavily fluctuated in reality. Moreover, the previous optimization processing techniques might require unacceptable huge time so it is hard to apply them to the current cloud computing system. In this paper, we propose the cloud brokering system with the adaptive VM allocation schemes called A3R(Adaptive 3 Resource allocation schemes) that do not need any optimization processes and kinds of prediction techniques. By using A3R, the VM instances are allocated to users in response to their service demands adaptively. We demonstrate that our proposed schemes are able to reduce the resource use cost significantly while maintaining the acceptable Quality of Service(QoS) of cloud service users through the evaluation results.