• Title/Summary/Keyword: Virtual world orientation

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Performance Evaluation of ARCore Anchors According to Camera Tracking

  • Shinhyup Lee;Leehwan Hwang;Seunghyun Lee;Taewook Kim;Soonchul Kwon
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.215-222
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    • 2023
  • Augmented reality (AR), which integrates virtual media into reality, is increasingly utilized across various industrial sectors, thanks to advancements in 3D graphics and mobile device technologies. The IT industry is thus carrying out active R&D activities about AR platforms. Google plays a significant role in the AR landscape, with a focus on ARCore services. An essential aspect of ARCore is the use of anchors, which serve as reference points that help maintain the position and orientation of virtual objects within the physical environment. However, if the accuracy of anchor positioning is suboptimal when running AR content, it can significantly diminish the user's immersive experience. We are to assess the performance of these anchors in this study. To conduct the performance evaluation, virtual 3D objects, matching the shape and size of real-world objects, we strategically positioned ourselves to overlap with their physical counterparts. Images of both real and virtual objects were captured from five distinct camera trajectories, and ARCore's performance was analyzed by examining the difference between these captured images.

Development of Multi User Games using 3D Graphics and Multicasting (원격 다중 참여자 3차원 그래픽스 게임 개발)

  • Kim, JongSeong;Park, JiHun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.67-77
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    • 1998
  • In this paper we describe a development of a multi user game using 3D graphics and multicasting. First, we represent a virtual reality world by 3D graphics technology. Next, we use computer communication technology for the purpose of interaction among multi users. As a result, multi users share 3D graphics objects and play games. The goal of this paper is a development of a system that enables multi users to play games sharing a virtual world represented by 3D graphics. We use the OpenInventor library and C++ language for 3D graphics scene representation, and IP multicasting protocols for computer communication. The system allows to use Polhemus Fastrak 3D input device that recognizes the 3D position and 3D orientation. As an example we present a game that demonstrates the effect of piano concert by multi piano players who are distributed in a computer network.

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Useful Image Back-projection Properties in Cameras under Planar and Vertical Motion (평면 및 수직 운동하는 카메라에서 유용한 영상 역투영 속성들)

  • Kim, Minhwan;Byun, Sungmin
    • Journal of Korea Multimedia Society
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    • v.25 no.7
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    • pp.912-921
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    • 2022
  • Autonomous vehicles equipped with cameras, such as robots, fork lifts, or cars, can be found frequently in industry sites or usual life. Those cameras show planar motion because the vehicles usually move on a plane. Sometimes the cameras in fork lifts moves vertically. The cameras under planar and vertical motion provides useful properties for horizontal or vertical lines that can be found easily and frequently in our daily life. In this paper, some useful back-projection properties are suggested, which can be applied to horizontal or vertical line images captured by a camera under planar and vertical motion. The line images are back-projected onto a virtual plane that is parallel to the planar motion plane and has the same orientation at the camera coordinate system regardless of camera motion. The back-projected lines on the virtual plane provide useful information for the world lines corresponding to the back-projected lines, such as line direction, angle between two horizontal lines, length ratio of two horizontal lines, and vertical line direction. Through experiments with simple plane polygons, we found that the back-projection properties were useful for estimating correctly the direction and the angle for horizontal and vertical lines.

Generating Dynamic Virtual Light Sources by Interpolating HDR Environment Maps (HDR 환경 맵 보간을 이용한 동적 가상 조명 생성)

  • Hwang, Gyuhyun;Park, Sanghun
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1399-1408
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    • 2012
  • The light source is an important visual component that empirically affects the color and illumination of graphic objects, and it is necessary to precisely store and appropriately employ the information of all light sources in the real world in order to obtain photo-realistic composition results. The information of real light sources can be accurately stored in HDR environment maps; however, it is impossible to create new environment maps corresponding to dynamic virtual light sources from a single HDR environment map captured under a fixed lighting situation. In this paper, we present a technique to dynamically generate well-matched information for arbitrarily selected virtual light sources using HDR environment maps created under predefined lighting position and orientation. Using the information obtained from light intensity and distribution analysis, our technique automatically generates HDR environment maps for virtual light sources via image interpolation. By applying the interpolated environment maps to an image-based lighting technique, we show that virtual light can create photo-realistically rendered images for graphic models.

A Plan to Revitalize Virtual Space using Metaverse Zeb and ZEPETO App in Radiology Education (방사선학 교육에서 메타버스 젭과 제페토 앱을 활용한 가상공간 활성화 방안)

  • Dong-Hee Hong
    • Journal of the Korean Society of Radiology
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    • v.17 no.6
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    • pp.965-975
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    • 2023
  • Education in radiology involves a large portion of practical training, and it is difficult to conduct it through non-face-to-face online education. In this study, we utilized the Metaverse platform, which can replace hands-on education, to implement a practice room that is difficult to access through non-face-to-face classes into a virtual world, and then evaluated the satisfaction of learners after the practice class, the practicality of the Metaverse platform class, and the future orientation of the curriculum. I wanted to find out. Using the metaverse platforms ZEPETO (Build It) and ZEP (ZEP), the S University radiology department lab was implemented into a virtual world and used for students' classes. A total of 50 students were surveyed twice, divided into pre- and post-surveys, and all questions used a 5-point Likert scale. As a result of the study, satisfaction was low at 2.32 for education without using Metaverse virtual space, while education using virtual space was very high at 4.16. As a result of the analysis, the satisfaction level of the new education system and the practicality of the Metaverse platform classes are very high, and it is believed that it will be a more effective education platform when conducting additional education such as app explanations in the future.

An Exploration of Adolescents' Daily Lives during the COVID-19 Pandemic: A Photovoice Study (포토보이스를 통해 살펴본 코로나 시대 청소년의 일상생활)

  • Kwon, Boram;Choi, Saeeun
    • Human Ecology Research
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    • v.60 no.2
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    • pp.211-230
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    • 2022
  • The purpose of this study is to understand the daily lives of adolescents during the COVID-19 pandemic and to provide educational implications for enhancing the competencies of adolescents living in rapidly-changing environments. To this end, the photovoice method, consisting of orientation, documentation, discussion, and analysis, was employed to study nine adolescent participants, who were interested in sharing aspects of their daily lives. The results yielded four themes and nine sub-themes. The first theme is "home life", which is composed of two sub-themes: most comfortable to be alone and EA (eating alone) for lunch. The second theme is "leisure life", which consists of two sub-themes: the virtual world of playing with friends and exercise is the only way out to breathe. The third theme is "school life", which consists of three sub-themes: time for inner exploration and reflection, cracks in daily life due to excessive autonomy, and pros and cons of virtual classes. The fourth theme is "the voice of adolescents", which consists of two sub-themes: requiring adults to set a golden example and anxious voices due to an uncertain future. This photovoice method of study is meaningful in that it explores the daily lives of adolescents during the COVID-19 pandemic and provides valuable educational implications.

A Study on the Tasks for the Preparation Process and Application of Faith Education Related to Experience (경험과 관련된 신앙교육 수업 준비과정과 적용을 위한 과제 연구)

  • Han, Kyoung-mi
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.207-238
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    • 2022
  • Faith education focuses on 'changing the direction of life' that pursues the life of Christ. This is possible only when the message of the Bible is embodied in life, not by accumulating biblical knowledge. Today, however, faith education does not allow biblical messages to be embodied in life. This is the result of focusing on knowing the Bible itself, instead of guiding the faith education to meet the Bible and the experience of human life. Church education emphasized the inner faith of individuals rather than changes in life and practice, preparing for the afterlife, and mostly for the training and quantitative growth of the church. As a result, in the COVID-19 era, Protestants showed an immature appearance that only cared about the safety of the church, and social trust in Protestants was lost. Therefore, faith education should educate what life of the Bible and the experiences of the learner will meet and respond to God in order for the Bible's message to be realized in life. I tried to find out how to prepare for this faith education in detail. So I would like to look at "The preparation process for religious classes related to experience" compiled by the German Protestant Lutheran Bavarian Presbyterian Church and present tasks for application to the Korean Church. Preparation for experience-related religious classes consists of five courses. It is a personal meeting, a theological orientation, a pedagogical orientation, a pedagogical decision, and a summary of the progress plan. The main purpose of this process is to learn how biblical believers interpreted their experiences in life from the perspective of faith and tried to overcome the problem. Faith education related to experience deals with the essence of faith education, not one of the Bible teaching methods. Although the field of education is in the social change of expanding from the real world to the virtual world, the essential nature of faith education cannot change. Therefore, research and application of faith education related to experience in Korean churches will help the biblical message to be embodied in Christian life.

The relationship among Smartphone addiction, Emotional intelligence, Critical thinking disposition and Communication skill for nursing students (간호대학생의 스마트폰 중독, 감성지능, 비판적 사고성향 및 의사소통능력 간의 관계)

  • Lee, Oi Sun;Kim, Mi Jung
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.319-328
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    • 2017
  • This study was done to identify the relationship among smartphone addiction, emotional intelligence, critical thinking disposition and communication skill for nursing students. Subjects were 301 associate nursing students in Korea. The data were collected using self -report questionnaire from november 1 to november 30, 2016. Data were analyzed by frequencies, t-test, ANOVA, Pearson's correlation using SPSS Win 18.0. The score for Smartphone addiction was 2.84. Tolerance was the highest and Virtual world orientation was the lowest in the subdimension. 88.7% of the general user group, 9.6% of the potential risk user group and 1.7% of the high risk user group were in the order of the smartphone addiction. Smartphone addiction were significantly negative correlation with emotional intelligence and critical thinking disposition in nursing students. And the higher smartphone addiction was showed the lower emotional intelligence, critical thinking disposition. Smartphone addiction were no significantly correlation with communication skill in nursing students. Emotional intelligence were significantly positive correlation with critical thinking disposition and communication skill in nursing students. Therefore, To increase emotional intelligence and critical thinking disposition of nursing students, it is necessary to develop and test the program for decrease smartphone addiction of nursing students.

A Study on the Use Smartphone of Radiological Technologist (방사선사의 스마트폰 이용에 관한 연구)

  • Jeong, Bong-Jae
    • Journal of the Korean Society of Radiology
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    • v.14 no.7
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    • pp.915-922
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    • 2020
  • This study analyzed the content of use Tendency and addiction according to smartphone use of targeting radiological Technologist working in Gyeongnam area. The tool used as the data for the study is a survey. From April 21 to May 31, 2019, a total of 330 questionnaires were distributed to radiological Technologist working at medical institutions in Gyeongnam, and 300 copies suitable for the study were SPSS/PC Ver 18.0 program for Analysis was performed using. The factors of the study subject's tendency to use smartphone were communication, information, leisure, and convenience. As for the addiction factors, a total of 37 questions were analyzed, including daily living disorder, virtual world orientation, tolerance, and withdrawal. Smartphone-related characteristics were set as monthly average fee, usage time, and SNS usage time, and technical statistics, t-test, ANOVA, correlation and regression analysis were performed. The radiological Technologist tendency to use smartphones was 3.10±.55 points, which was average, and smartphone addiction was 2.34±.62 points, which was lower than the average. It was found that there was a significant correlation between the radiological Technologist Tendency to use smartphone and addiction. The effect of radiological Technologist tendency to use smartphone on addiction it was found to account for 10.8%. Through this study, it can be said that it is important to analyze the addiction factors according to the tendency use smartphone of radiological Technologist and to prepare a desirable plan for smartphone use.

The Effect of Smartphone Usage Habits of Mothers on Aggression and Emotional Intelligence of Young Children (어머니의 스마트폰 사용습관이 유아의 공격성 및 정서지능에 미치는 영향)

  • Yoo, Ji-Eun;Kim, Sung-Jae;Hwang, Ji-Ae
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.1
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    • pp.325-335
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    • 2017
  • This study examined the effects of mothers' smartphone usage habits on young children's aggression and emotional intelligence. For this purpose, a total of 275 questionnaires from mothers in Jeonbuk Province with 3~5 year old young children, who had experiences in using smartphones, were analyzed, and the results are as follows. First, an analysis of the general trend of mother's smartphone usage habits showed that young children's aggression and emotional intelligence according to the general trend of mother's smartphone usage habits had a generally low rate and 'the tolerance and flow' had a high score among its sub-factors. The general trend of young children's aggression also showed a generally low rate, and 'status acquired aggression' had a high score among its sub-factors. The general trend of young children's emotional intelligence showed a moderate level, and a high score was observed in 'mother relation' among its sub-factors. Second, an analysis of the relationship between mother's smartphone usage habits, and young children's aggression and emotional intelligence showed that mother's smartphone usage habits had a positive correlation with the young children's aggression while it did not correlate with the young children's emotional intelligence. On the other hand, a negative correlation was observed between the virtual world orientation among the sub-factors of smartphone usage habits and the self-emotion awareness and expression among the sub-factors of emotional intelligence. Third, an analysis of the effects of mother's smartphone usage habits on children's aggression showed that all of mother's smartphone usage habits and its sub-factors had a negative effect on children's aggression. Fourth, an analysis of the effects of mother's smartphone usage habits on young children's emotional intelligence showed that none of mother's smartphone usage habits or its sub-factors had a significant effect.