• Title/Summary/Keyword: Virtual Reality Platform

Search Result 224, Processing Time 0.033 seconds

Analysis and Suggestions of Digital Heritage Policy

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
    • /
    • v.24 no.10
    • /
    • pp.71-78
    • /
    • 2019
  • In this paper, we divided domestic and foreign digital cultural activation policies into four types. We also described projects of each policy and analyzed the limitations of the policy. Finally, we suggested solutions to overcome these limitations. Changes in daily life caused by the recent development of 5G network technology, augmented reality, and virtual reality technology have brought many changes in the way of preservation and utilization of cultural heritage. In particular, digital technology is used for digitization of cultural heritage, storing, and managing digital data, digitally restoring cultural heritage, and enabling time, space, multi-sensory experiences. For this purpose, new policies was required to utilize this. This study divides domestic and international digital heritage policies into digital infrastructure construction, sharing and communication platform construction, public relations, and demonstration contents production support policies. This study is meaningful in classifying the fields of digital heritage policy and introducing digital heritage policy trends. It is also meaningful to suggest ways to improve digital heritage policies through analysis of domestic and foreign cases.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
    • /
    • v.20 no.5
    • /
    • pp.65-74
    • /
    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.

Development of VR-based Simulation Software for Effective UAV Utilization of Disaster Rescuer Wearing See-through HMD (투시형 HMD를 착용한 재난 구조대원의 효과적인 UAV 활용을 위한 가상현실기반 시뮬레이션 소프트웨어 개발)

  • Chae, Mun Kyo;Kang, Mun Hye;Moon, Yong Ho
    • Journal of Aerospace System Engineering
    • /
    • v.16 no.1
    • /
    • pp.40-48
    • /
    • 2022
  • Recent studies have reported about UAV-based disaster rescue system adopting AR technology. Performing a disaster rescue training in an environment similar to an actual disaster site results in high costs and risk of accidents. In this paper, we propose a simulation software using VR technology so that rescuer can safely and inexpensively train the operation of the disaster rescue system. Through the analysis of the existing system, we derived the requirements for virtualizing training, and developed the simulation software using Unreal Engine and Airsim API. Simulation results show that the proposed simulation software can effectively simulate the operation of the conventional disaster rescue system.

Towards Next Generation Game Development: A Comprehensive Analysis of Game Engines Technologies

  • Soo Kyun Kim;Iqbal Muhamad Ali;Min Woo Ha
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.10
    • /
    • pp.165-173
    • /
    • 2024
  • Game engines are essential tools in game development, speeding up processes and simplifying the integration of various modules like physics, graphics, animations, and AI. This study provides a comprehensive overview of modern game engine technologies, including advanced rendering techniques, graphics APIs, physics simulations, AI integration, audio systems, networking, VR/AR, and development tools. It highlights recent advancements such as real-time ray tracing, physically based rendering, machine learning for content generation and intelligent NPCs, cloud gaming, and novel input methods like brain-computer interfaces. The paper also explores future directions, including enhanced cross-platform support and new technologies that will drive the evolution of game engines. This analysis serves as a valuable resource for developers, researchers, and industry professionals.

The software design for the aircraft and the similar game environment construction (항공기와 유사한 게임 개발환경 구축을 위한 소프트웨어 설계)

  • Kim, Hyo-gwan;Han, Gyu-Seok;Jang, Won;Choi, Min-Hyung;Choi, Young-Gyu
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.6 no.2
    • /
    • pp.101-104
    • /
    • 2013
  • The actual aircraft flight training can be done, but falls pilots primary flight training skills to the many risks and costs are formidable. It also requires considerable skill to follow at a higher risk of flight training is the same. These things through software simulation training can reduce the risk and cost of the expected risk situations such as virtual reality development and has the advantage that you can try. In this paper, the characteristics and actual aircraft flight dynamics of the considered armed ballistics software platform for game development by designing a student wants to become a pilot in the aircraft is to help you understand.

Improvement of Washout Algorithm for Vehicle Driving Simulator Using Vehicle Tilt Data and Its Evaluation (차량 기울기값을 이용한 차량 시a레이터용 워시아웃 알고리즘에 대한 개선 및 평가)

  • Moon, Young-Geun;Kim, Moon-Sik;Kim, Kyung-Dal;Lee, Min-Cheol
    • Journal of Institute of Control, Robotics and Systems
    • /
    • v.15 no.8
    • /
    • pp.823-830
    • /
    • 2009
  • For developing automotive parts and telematics devices the real car test often shows limitation because it needs high cost, much time and has the possibility of the accident. Therefore, a Vehicle Driving Simulator (VDS) instead of the real-car test has been used by some automotive manufactures, research centers, and universities. The VDS is a virtual reality device which makes a human being feel as if one drives a vehicle actually. Unlike actual vehicle, the simulator has limited kinematic workspace and bounded dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model fully. In order to overcome these problems, a washout algorithm which restricts workspace of the simulator within the kinematic limits is needed, and analysis of dynamic characteristics is required also. However, a classical washout algorithm contains several problems such as time delay and generation of wrong motion signal caused by characteristics of filters. Specially, the classical washout algorithm has the simulator sickness when driver hardly turns brakes and accelerates the VDS. In this paper, a new washout algorithm is developed to enhance the motion sensitivity and improve the simulator sickness by using the vehicle tilt signal which is generated in the real time vehicle dynamic model.

Development of Interactive Hologram Education System based on Speech Recognition - Live Map (음성인식 기반 대화형 홀로그램 교육 시스템의 개발 및 평가에 관한 연구 - 라이브맵(Live Map))

  • Kwon, Chongsan;Lee, Dong-Heon;Moon, Mikyeong
    • Journal of Industrial Convergence
    • /
    • v.17 no.4
    • /
    • pp.69-75
    • /
    • 2019
  • In this study, we developed a world map learning system for elementary education that uses Google Cloud platform STT, Dialog Flow, and fan holograms to recognize the voices of learners and to show and explain three-dimensional images of suitable results as holograms. As a result of the experiments and interviews, it is expected to be helpful for improving the learning effect by inducing students' interest and immersion and is expected to be effectively used for collaborative learning and education for students with disabilities.

Maternal Health Effects of Internet-Based Education Interventions during the Postpartum Period: A Systematic Review (인터넷 기반 교육 중재가 산욕기 어머니 건강에 미치는 영향에 대한 체계적 고찰)

  • Chae, Jung Mi;Kim, Hyun Kyoung
    • Research in Community and Public Health Nursing
    • /
    • v.32 no.1
    • /
    • pp.116-129
    • /
    • 2021
  • Purpose: This study aimed to investigate the maternal health effects of internet-based education interventions on parturients during the postpartum period through a systematic review of randomized controlled trials. Methods: An electronic literature search of the Cochrane Library, CINAHL, EMBASE, Eric, PsycINFO, PubMed, RISS, and KISS databases was performed, using the combination of keywords such as 'parenthood education', '*natal education', '*birth intervention', 'internet-based intervention', 'randomized controlled trial'. The inclusion criteria were peer-reviewed papers in English regarding randomized controlled trials of internet-based postnatal education interventions. Educational interventions were delivered through any web, mobile, eHealth, mHealth, virtual reality, short message service, or social networking service platform. Quality appraisal was performed using the Risk of Bias 2 (RoB 2) for randomized controlled trials. Nine articles were yielded, and the intervention effects were analyzed. Results: Internet-based education interventions during the postpartum period affect maternal self-efficacy, postpartum depression, and successive breastfeeding; however, they do not affect maternal satisfaction and parenting confidence. Conclusion: This study demonstrated that internet-based education interventions affect maternal health status in terms of psychological, emotional, and physical wellness. Therefore, maternal health care professionals can utilize remote education using the internet or mobile-based interventions during the postpartum period.

Metaverse R&D Promotion Strategy Reflecting Digital Ethics and UX (디지털 윤리와 UX를 반영한 메타버스 R&D 추진전략)

  • Bang, Junseong;Park, Pangun
    • Journal of Broadcast Engineering
    • /
    • v.27 no.5
    • /
    • pp.703-717
    • /
    • 2022
  • Metaverse provides a simulated environment that can produce various values while conducting economic, social, and cultural activities in a digital society where the virtual and real worlds are connected. In this paper, the direction of technological progress is predicted by analyzing the characteristics of Metaverse services and their businesses. Technologies and latest researches for the realization of the Metaverse service platform are also explored. In addition, Metaverse Ethics to construct a sustainable Metaverse and Metaverse UX to increase users' service participation are also discussed. Moreover, the R&D promotion strategy for Metaverse services are presented.

Development of a VR/360 Camera-Based Web Platform for Traveling Regardless of TPOs for the Transportation Vulnerable (교통약자를 위한 TPO 상관 없이 관광하는 VR/360 카메라 기반 웹 플랫폼 개발)

  • Hong, Seok-Bum;Jeon, Ha-Rin;Kim, Hee-Sun;Han, Kyu-Wan;Kim, Byung-Wan;Lee, Byong-Kwon
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.519-521
    • /
    • 2022
  • 본 논문에서는 교통약자들의 이동제한 및 한계와 코로나 19로 인한 관광산업의 손실을 해결할 VR/360도 가상현실을 통한 웹 플랫폼 개발을 제안한다. 이 연구는 활용될 자원인 계절과 날씨자료를 효율적으로 촬영 및 준비하여 기존의 VR/360도의 가상현실을 최대화하고, 기존의 로드뷰 API 및 VR기기의 응용을 다양화한다. 또한, 이 연구는 '관광지를 방문한다'라는 개념을 실외뿐만이 아니라 실내에서도 사실적으로 체험할 수 있음을 제시한다. 이때 사실적인 체험을 더욱 극대화하기 위하여 VR/360도에 접목된 계절과 날씨의 콘텐츠를 구매할 수 있게 하여 소비자에게 선택지 내에서의 다양성을 주고, 단순 체험이 아닌 관광산업의 경제적 이윤으로 연결한다. 본 논문에서는 예상결과를 통하여 기존의 단순 VR/360도 체험을 통한 가상현실에 비해 좀 더 다양한 환경 조성을 통한 콘텐츠와 관광산업의 개선 및 경제성 면에서 발전성을 보인다.

  • PDF