• 제목/요약/키워드: Virtual reality technology

검색결과 1,366건 처리시간 0.029초

가상현실과 실공간 동기화를 위한 공간 위치보정 측정 방법론에 대한 연구 (A Study on the Measurement Method of Spatial Position Compensation for Virtual Reality and Real Space Synchronization)

  • 박기진;이병학;김남혁;윤성호
    • 한국기계가공학회지
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    • 제17권6호
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    • pp.136-143
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    • 2018
  • Recently, with the rapid development of virtual reality technology, there have been more and more applications of virtual reality technology in various fields. In order to realize a virtual reality, a method of implementing a visualization environment through an HMD (Head Mounted Display) is widely used. However, in the current visualization environment through the HMD, the user feels dizziness when worn, It has the disadvantage of imposing restrictions on. In this study, it is aimed to realize virtual reality visualization environment through multi-screen environment which improves the experience effect of virtual environment by using existing screen instead of visualization through HMD, and compensates for shortcomings of HMD method. In order to realize a multi-screen environment as a highly visualized environment, a technique for matching the spatial position of the multi-screen with the spatial position of the virtual environment is required. To do this, we need an efficient method to precisely measure the position of the space, and we propose a spatial position compensation methodology that can efficiently and precisely measure the position of the real space and reflect it in the virtual environment.

고소공포증 치료를 위한 원격진료 시스템 및 데이터 분석에 대한 연구 (A Study on Analysis of Clinical Data and Telemedicine System for the Treatment of Acrophobia)

  • 유종현;백승은
    • 정보학연구
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    • 제9권1호
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    • pp.21-32
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    • 2006
  • Acrophobia is a symptom of feeling an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used to treat the acrophobia. In these days the virtua1 reality technology has been applied to treat such an anxiety disorders. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. A virtual environment provides patient with stimuli which arouses phobia, and exposition to such environment makes him have ability to overcome the fear. Recently, the patient can take diagnosis from a medical doctor in distance with the telemedicine system. Multimedia conference service, on-line questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. Former acrophobia treatment systems use only patient's score of the questionary to appraise. The new system developed in this thesis uses not only patient's score of the questionary but also biomedical signals such as HR, GSR amplitude, GSR RT to increase the objectivity and quantitativity. The experimental results show that HR and GSR amplitude are useful for decision of acrophobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

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360° 실시간 영상처리를 통한 모바일 AR_HMD 콘텐츠 개발을 위한 연구 (Study on the Content Development of Mobile AR_HMD through a Real Time 360 Image Processing.)

  • 이창현;김영섭;김연민;박인호;최재학;이용환;한우리
    • 반도체디스플레이기술학회지
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    • 제15권2호
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    • pp.66-69
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    • 2016
  • Recently, augmented reality and virtual reality in the ICT sector have been highlighted. So also interested in related HMD areas to facilitate contact with the VR content is being attend. This paper proposes a method for implementing to the virtual reality through the mobile HMD device with the real time 360 image. This system is required the real time 360 image streaming server configuration and image processing for augmented reality and virtual reality. The configuration of the streaming server is configured the DB server to store images and the relay server that can relay images to other devices. Augmented image processing module is composed based on markerless tracking, and there are four modules that are recognition, tracking, detecting and learning module. Also, the purpose of this paper is shown the augmented 360 image processing through the Mobile HMD.

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

  • 김태은
    • 한국전자통신학회논문지
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    • 제14권4호
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    • pp.737-742
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    • 2019
  • 본 논문은 AR컬러링기술과 가상의 환경 그리고 여러 VR기기들을 접목시켜 현실의 정보를 받아 가상환경에서의 인터랙션 등을 구현한 혼합현실 콘텐츠 제작에 대한 연구이다. 본 연구에서는 실제 혼합현실 콘텐츠를 제작하고 시연하기 위해서 '신데렐라'라는 동화를 주제로 콘텐츠를 기획부터 제작까지 하였다. '신데렐라'는 사용자가 직접 색칠한 도면의 색을 Oculus Rift를 이용해 보이는 가상공간에서 3D모델링에 입혀 보여주고, Leap-Motion을 활용하여 손가락의 움직임 정보를 받아 모델링 된 구두를 들어 올릴 수 있게 하였다. 트레드밀 위에서 발을 굴러 특정범위로 이동이 가능한 전시 및 체험용 가상증강 인터렉션 콘텐츠이다. 우리는 이 논문을 통해 증강현실과 가상현실의 기술이 혼합되어 있는 새로운 형태의 혼합현실 게임콘텐츠 제작에 대한 제작경험을 공유하고, 나아가 이 분야의 좀 더 보편적인 활용에 기여하고자하였다.

Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • 대한안전경영과학회:학술대회논문집
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    • 대한안전경영과학회 2000년도 추계학술발표논문집
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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A Study on K-POP Video Content Using Metaverse Virtual Technology

  • Yuanxue Tian;Xinyi Shan;Jeanhun Chung
    • International journal of advanced smart convergence
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    • 제13권3호
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    • pp.273-278
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    • 2024
  • The meta-universe, as an innovative medium of digital technology that integrates the virtual and real worlds, is revolutionizing the traditional K-POP industry by leveraging advanced technologies such as artificial intelligence (AI), virtual reality (VR), augmented reality (AR), and motion capture. This transformation is gradually reshaping the entire entertainment sector. As K-POP continues its global expansion, the industry is actively exploring the application of virtual technologies, presenting viewers with a more diverse range of entertainment content. This thesis reviews the development history of virtual technology in K-POP, analyzes the practical applications of VR, AR, AI, and motion capture within the industry, and examines how these technologies enhance artist-fan interactions and immersion. The study demonstrates that the incorporation of virtual technology not only overcomes the limitations of traditional entertainment modes but also provides new directions for the future development of the K-POP industry.

가상현실(VR)기법을 이용한 조경설계 구현방법 - 주택정원 설계 중심으로 - (Realization Method for Landscape Architecture Design Using Virtual Reality Technology - Focused on the Residential Garden Design -)

  • 덩베이지아;김영훈;차오린썬;허상현
    • 한국조경학회지
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    • 제47권3호
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    • pp.71-80
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    • 2019
  • 지능화와 정보화를 핵심으로 하는 4차 산업혁명이 2016년에 열렸다. 본 연구는 4차 산업혁명시대에 가장 주목받고 있는 가상현실(Virtual Reality: VR) 기술을 이용해서 조경설계 구현에 적용하는 접근 용이성이 강한 버츄얼 워크스루 방법을 제시하는 목적으로 시행되었다. 현재 가상현실 기술은 게임, 비상훈련 및 건축설계 등 많은 영역에서 활용되어 있지만, 조경분야에서는 초기단계에 처하고 있으며, 발전 전망이 밝다. 조경관련분야에서 대부분 전통적인 2차원 도면과 동적인 동영상을 통해 조경설계를 구현하는 방법을 사용하며, 또한 게임 제작 엔진으로 가상현실 구현하는 방식을 사용하고 있으나, 여러 한계점이 존재한다. 따라서 본 연구는 설계-구현-체험 단계로 진행하였으며, 전통적인 조경설계 구현방법을 보완시키는 버츄얼 워크스루 구현방법을 제시하고자 한다. 결과적으로 버츄얼 워크스루 방법은 전통적인 방법에 비해 체험 자유성, 각도 다양성, 정보 제공 및 상호작용 등이 우수한 것으로 나타났다. 또한 높은 품질 및 효과 표현이 가능함으로 조경분야에 적용성이 강한 것으로 볼 수 있다. 향후 조경설계 평가 및 검토 관련 연구의 평가방법을 제공하며, 가상현실 조경분야에서 간편하고 활용성이 있는 구현방법으로 기대효과를 가진다. 가상현실 기법은 조경학계의 지속적인 성장을 기여할 수 있으며, 무한한 전망을 가지고 있다.

Mixed reality multi-person interaction research based on the calibration of the HoloLens devices

  • Qin, Zi Jie;Li, Ao Xuan;Lim, Hyotaek;Lee, Byung Gook
    • 한국멀티미디어학회논문지
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    • 제24권9호
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    • pp.1261-1267
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    • 2021
  • Currently, the application of virtual reality technology is becoming more and more popular in all aspects of life. From virtual entertainment to industrial simulation, the new operation and working methods brought by virtual reality visualization technology have greater appeal and advantages. With the renewal and iteration of related equipment, more and more functions make its limitations continue to decrease, but its applicability continues to improve. Take the optically transparent head-mounted device as an example. It integrates more computer functions, presents and interacts in a virtual way, further integrates with daily behaviors, and shortens the distance between users and digital information.

머리 착용형 6축 가속도계를 사용한 심탄도 심박수 측정 (Ballistocardiographical Heart Rate Measurement Using Head Mounted 6-axis Accelerometer)

  • 김진만;국중진
    • 반도체디스플레이기술학회지
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    • 제23권2호
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    • pp.33-37
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    • 2024
  • Recently, wearable virtual reality devices are widely used. These instruments include a 3-axis accelerometer. User's heart rate information in virtual reality contents can be useful for measuring user experience. In this paper, we propose a method to measure the heart rate through a 3-axis accelerometer based on the principle of ballistocardiography without additional sensors. The angular velocity was successively measured in a time series by the 3-axis accelerometer mounted to the head. The frequency of the maximum magnitude is determined as the heart rate through frequency transform and band pass filtering of the time series signal. For verification, the heart rate calculated from photoplethysmography sensors acquired at the same time was compared as ground-truth. In the virtual reality, the user's heart rate information can be extracted without additional heart rate sensor, and the emotional state and fatigue can be measured.

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초등학생 대상 가상현실 활용방안 탐색 (Exploring how to use virtual reality for elementary school students)

  • 심재권
    • 한국정보교육학회:학술대회논문집
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    • 한국정보교육학회 2021년도 학술논문집
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    • pp.205-212
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    • 2021
  • 본 연구는 가상현실(VR) 기술에 대한 초등학생의 흥미, 사용성, 학습매체의 가능성을 파악함으로써 향후 인공지능 교육을 위한 콘텐츠 제작에 활용하는 것을 목적으로 한다. 국외 연구 분석을 통해 가상현실 기술을 활용한 초등 교육의 효과성을 확인하였으며, 본 연구에서는 국내에서 초등학생에게 적용 가능한지 분석하였다. 이를 위해 초등학교 5학년 학생들에게 다양한 가상현실 콘텐츠를 제공한 후, 흥미, 사용성, 유용성, 수업과 학습에 활용 가능성을 설문하였다. 연구결과, 가상현실 콘텐츠에 대한 학생들의 흥미가 매우 높았으며, 학습 매체로서도 충분히 활용 가능함을 확인하였다. 이러한 결과를 토대로 볼 때, 최근 중요성이 강조되는 인공지능 교육과 데이터과학 교육에서 추상적인 데이터와 인공지능 시뮬레이션을 가상현실을 활용하여 충분히 학습으로 이어질 수 있음을 시사한다.

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