• Title/Summary/Keyword: XR

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Affective Interaction Technologies for Human Care (휴먼 케어를 위한 초실감 감성 상호작용 기술)

  • Kim, J.S.;Park, C.J.;Lee, K.S.;Kim, M.;Yoo, W.Y.;Jee, H.K.;Jeong, I.K.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.43-53
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    • 2021
  • Super-realistic content technology has recently attracted attention as a core of the "new normal" that can overcome the spatial constraints caused by pandemics. It is moreover the core that allows users in remote locations to meet and engage in various social, cultural, and economic activities based on a network. Content technology is rapidly spreading beyond the existing entertainment area to various industries as an innovative tool that can be used to overcome space-time constraints and improve the productivity of industrial sites, because reality and virtual reality are now super-connected with ultra-low latency. However, existing services such as teleconferencing and tele-collaboration do not provide a level of realism that replaces face-to-face services, and various technical requirements have been proposed to overcome this. The trends in core technologies such as XR twins, hyper-realistic reproduction, sensory interaction, and emotional recognition technology, which are necessary for interactive realistic content that leads to feelings, from reproduction to experience and emotion, are explained. In this article, our aim is to present the future of realistic content that enables human care and can even overcome psychological difficulties such as the "Corona blues".

A systematic review and meta-analysis of studies on extended reality-based pediatric nursing simulation program development

  • Kim, Eun Joo;Lim, Ji Young;Kim, Geun Myun
    • Child Health Nursing Research
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    • v.29 no.1
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    • pp.24-36
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    • 2023
  • Purpose: This systematic literature review and meta-analysis explored extended reality (XR)-based pediatric nursing simulation programs and analyzed their effectiveness. Methods: A literature search was conducted between May 1 and 30, 2022 in the following electronic databases: MEDLINE, Embase, Cochrane Central Register of Controlled Trials (CENTRAL), and CINAHL. The search period was from 2000 to 2022. In total, 6,095 articles were reviewed according to the inclusion and exclusion criteria, and 14 articles were selected for the final content analysis and 10 for the meta-analysis. Data analysis was performed using descriptive statistics and the Comprehensive Meta-Analysis program. Results: XR-based pediatric nursing simulation programs have increased since 2019. Studies using virtual reality with manikins or high-fidelity simulators were the most common, with six studies. The total effect size was statistically significant at 0.84 (95% confidence interval=0.50-1.19, z=4.82, p<.001). Conclusion: Based on the findings, we suggest developing standardized guidelines for the operation of virtual pediatric nursing simulation education and practice. Simultaneously, the application of more sophisticated research designs for effect measurement and the combined applications of various virtual simulation methods are needed to validate the most effective simulation methodology.

Computer Vision as a Platform in Metaverse

  • Iqbal Muhamad Ali;Ho-Young Kwak;Soo Kyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.63-71
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    • 2023
  • Metaverse is a modern new technology that is advancing quickly. The goal of this study is to investigate this technique from the perspective of computer vision as well as general perspective. A thorough analysis of computer vision related Metaverse topics has been done in this study. Its history, method, architecture, benefits, and drawbacks are all covered. The Metaverse's future and the steps that must be taken to adapt to this technology are described. The concepts of Mixed Reality (MR), Augmented Reality (AR), Extended Reality (XR) and Virtual Reality (VR) are briefly discussed. The role of computer vision and its application, advantages and disadvantages and the future research areas are discussed.

Design of Location Recognition and ID Identification for NFT Reports in Metaverse-based Field_study Trip (메타버스기반 체험학습 NFT보고서의 위치인식과 ID식별 설계)

  • Mingoo Kang
    • Smart Media Journal
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    • v.12 no.9
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    • pp.38-44
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    • 2023
  • In this paper, a blockchain-based platform of NFT(Non-Fungible Token) reports was proposed to ensure the reliable performance contents of field study trip. It is possible to identify and manage the personal multi biomeric authentication user ID of activity records for students in a mobile IP-based metaverse with the linkage of extended reality(XR). At this time, many quests and incentives of platform are provided to induce students to experience smart and fun field studying facilities by linking real trip experiences and virtual extended_reality studies in the metaverse interworking.

A Comparison of the Cognitive Effect of Three-dimensional Images on a Computer Monitor and a Mixed Reality Device (컴퓨터 모니터와 혼합현실기기의 3차원 이미지 인지 효과 비교 연구)

  • Choi, Sung-Jin;Liu, Shu-Jun
    • Journal of KIBIM
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    • v.13 no.4
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    • pp.45-53
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    • 2023
  • The educational benefits and potential of XR as a new medium are well recognized. However, there are still limitations in understanding the specific effects of XR compared to the more widely utilized representation of images on computer monitors. This study therefore aims to demonstrate the differences in effectiveness between the two technologies and to draw implications from a cognitive comparison of three-dimensional objects represented on a flat surface and virtually. The study was conducted a quantitative research method with an experiment involving two independent groups, and the results were tested using regression analysis. The results showed that for low-level, two-dimensional objects, the computer monitor method may be more effective, but above a certain level of complexity, the effectiveness of learning through the monitor tends to decrease rapidly. On the other hand, the group that used extended reality technology showed relatively high comprehension compared to the monitor group even as the complexity increased, and in particular, unlike the monitor group's rapidly decreasing comprehension level, the extended reality technology group showed a trend of decreasing comprehension with the level of complexity, suggesting the potential for compatibility and predictability in the use of technology.

Generative AI Technology Trends and Development Prospects for Digital Asset Creation (디지털 에셋 창작을 위한 생성형 AI 기술 동향 및 발전 전망)

  • K.S. Lee;S.W. Lee;M.S. Yoon;J.J. Yu;A.R. Oh;I.M. Choi;D.W. Kim
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.33-42
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    • 2024
  • With the recent rapid development of artificial intelligence (AI) technology, its use is gradually expanding to include creative areas and building new content using generative AI solutions, reaching beyond existing data analysis and reasoning applications. Content creation using generative AI faces challenges owing to technical limitations and other aspects such as copyright compliance. Nevertheless, generative AI may increase the productivity of experts and overcome barriers to creative work by allowing users to easily express their ideas as digital content. Thus, various types of applications will continue to emerge. As images and videos can be created using text input on a prompt, generative AI allows to create and edit digital assets quickly. We present trends in generative AI technology for images, videos, three-dimensional (3D) assets and scenes, digital humans, interactive content, and interfaces. In addition, the prospects for future technological development in this field are discussed.

A Study on the Utilization of Virtual Educational Training Contents

  • Jihan Kim;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.3
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    • pp.158-163
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    • 2024
  • Virtual world technology is driving major advances in education, entertainment, and professional training. Metaverse and extended reality (XR) technologies maximize immersion to enhance learning, provide global learning environments, and expose students to situations that are difficult to experience in real life. Career exploration is an important developmental task in adolescence, and virtual training maximizes learning by providing life-like experiences with imagery training. Virtual training overcomes spatial, financial, performance, and situational constraints and is effective in a variety of fields, including military and disaster training. It provides customized learning for various users such as youth, job seekers, and people with disabilities, deepening their understanding of professional activities and improving their problem-solving skills. It also improves the quality of learning through repetitive learning and contributes to the improvement of teamwork and communication skills, and helps to solve financial problems by using unlimited internal resources and space in virtual space, and enables people with disabilities to perform in various professions. This paper investigated the value of virtual training as a comprehensive educational tool through an economical and efficient learning experience.

Development of Gastric Retentive Bi-layered Tablet using Floating Drug Delivery System (부유 기술을 이용한 위체류 이중정의 개발)

  • Park, Jun-Bom
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.11
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    • pp.7549-7554
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    • 2015
  • The aim of this study was to develop gastric retentive bi-layered tablet using floating drug delivery technique. Metformin was selected as a model drug due to its narrow absorption window as well as very highly water solubility. These properties of metformin led to be difficult controlling the drug release. The bi-layered tablet was prepared with bi-layered compression machine to minimize interference between floating part and controlling part. The tablet weight, appearance and hardness were evaluated after compression process. The times of 'time to floating' and 'Floating duration' were tested for floating ability and drug release study was also carried out to understand drug release behavior. Furthermore, the drug release of bi-layered tablet was compared with marketed metformin tablet with sustained release pattern (Glucopharge XR$^{(R)}$).The floating ability and drug release behaviors were well controlled by changing amounts of $NaHCO_3$ (floating substance) and hydroxypropyl methylcellulose (HPMC; release control material). Bi-layered tablet had 13s of time to float, over 10h of floating duration and very similar drug release behavior compared with Glucopharge XR$^{(R)}$($f_2$: 89.6). Consequently, the bi-layered tablet with floating ability was successfully prepared and these properties can maximize the efficacy of metformin.

Bioequivalence of Efexor® XR capsule to Venfaxine® OR tablet (Venlafaxine 75 mg) (이팩사® XR서방캅셀(벤라팍신, 75 mg)에 대한 벤팍신®OR서방정의 생물학적동등성)

  • Aryal, Dipendra Kumar;Oh, Soo-Yeon;Cho, Jong-Tae;Kim, Hyung-Gun;Kim, Yoon-Gyoon
    • Journal of Pharmaceutical Investigation
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    • v.37 no.6
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    • pp.397-402
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    • 2007
  • To evaluate the bioequivalence of two venlafaxine formulations, a standard 2-way randomized cross-over study was conducted in twenty-four healthy male Korean volunteers. A single oral dose of 75 mg of test formulation Venfaxine $OR^{(R)}$ (tablet) or reference formulation Efexor $XR^{(R)}$ (capsule) was administered with one-week washout period. Plasma concentrations of venlafaxine were assayed for over a period of 72 hours with a well validated method using liquid chromatography coupled to tandem mass spectrometry (LC-MS-MS). The $mean{\pm}S.D$. of maximum concentration $(C_{max})$ and elimination half-life $(t_{1/2})$ were $64.7{\pm}28.5$ ng/mL, $9.2{\pm}3.0$ h, and $67.2{\pm}30.2$ ng/mL, $9.9{\pm}3.5$ h for test and reference formulations, respectively. Time to reach maximum concentration $(T_{max})$ expressed in median value (range), for the test and the reference, were 10 h (6-14) and 8h (4-12), respectively. Similarly, area under the plasma concentration-time curve, from time zero to last sampling time $(AUC_t)$ and from time zero to time infinity $(AUC_{inf})$, for test and reference formulations were $1185{\pm}755$, $1326{\pm}896$ and $1124{\pm}737$, $1185{\pm}755$ $ng{\cdot}h/mL$, respectively. The parametric 90% confidence intervals on the mean of the differences between the two formulations (test-reference) of the log transformed values of $AUC_t$, and $C_{max}$ were 0.9630 to 1.1383 and 0.8650 to 1.0446, respectively. The overall results indicate that the two formulations are bioequivalent and can be prescribe interchangeably.

A Study on Classification Model Development of Industry-Efificiency XR Technology and case Analysis (XR 기술 활용 산업-효용성 분류체계 개발 및 응용 사례 분석)

  • SeungMo Yun;ChoonSeong Leem;SeungHyun Ban
    • Journal of Service Research and Studies
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    • v.12 no.4
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    • pp.50-71
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    • 2022
  • After the declaration of the Covid-19 pandemic impacted most of the industries resulting economic fallout. Firms sought for solutions of governments regulations to prevent spread of infectious diseases. This led to demand rise of digital layer and spectrums of virtual reality. Replacing the reality in to virtual and interactions with the digital contents by augmented reality, the consequences were decrement of human-to-human contact. Concerns of Covid-19 and public interests of digital solutions has led to significant amounts of research and developments of Virtual/Augment Reality resulted to driven up new terms of extended reality. However, the uses in industries and the characteristics of the extended reality are currently not defined. In this paper the goal is to define and classify the uses and characteristics of extended reality based on previous researches suggested by research institute. By developing a new classification models of extended realities core technology, uses of industries and utility to analyze trends of extended reality. Two separate classification models of uses of industries and utility will be used as a tool by creating a linkage matrix. The x-axis is divided by utiliy classification model of extended reality. The y-axis are divided into classification model of uses in industries. This matrix will be used as a tool to present a guideline for industry-utility development where extended reality can be served as a service