• Title/Summary/Keyword: XR

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Development of Multifunctional Natural Sunscreen (BHC-S) Having Sunscreening and Anti-wrinkle (주름개선 자외선 차단효과를 갖는 다기능성 천연 자외선 차단제(BHC-S) 개발)

  • Kim, Chul;Jeong, Sae Byeol;Im, Gyeong Hyeon;Gang, Myeong Hwan;An, Jun Hyuk;Kim, Jin Hee;Lee, Ho
    • Journal of the Society of Cosmetic Scientists of Korea
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    • v.43 no.4
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    • pp.321-327
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    • 2017
  • This study was carried out to develop a stable plant-derived natural sunscreen (BHC-S) that replaces the artificially synthesized organic sunscreen agents. The natural sunscreen (BHC-S), which is composed of peanut extract, Centella asiatica extract, and Ecklonia stolonifera extract, has the same level of ultraviolet shielding effect as PARSOL MCX-XR (OMC), which is a synthetic sunscreen. and has safety against skin. MultiFunctional effect such as and anti-wrinkle improvement. Thus, it can be used as raw material for natural cosmetics for ultraviolet ray blocking, and anti-aging.

Complete In Vitro Conversion of n-Xylose to Xylitol by Coupling Xylose Reductase and Formate Dehydrogenase

  • Jang, Sung-Hwan;Kang, Heui-Yun;Kim, Geun-Joong;Seo, Jin-Ho;Ryu, Yeon-Woo
    • Journal of Microbiology and Biotechnology
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    • v.13 no.4
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    • pp.501-508
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    • 2003
  • Artificial coupling of one enzyme with another can provide an efficient means for the production of industrially important chemicals. Xylose reductase has been recently discovered to be useful in the reductive production of xylitol. However, a limitation of its in vitro or in vivo use is the regeneration of the cofactor NAD(P)H in the enzyme activity. In the present study, an efficient process for the production of xylitol from D-xylose was established by coupling two enzymes. A NADH-dependent xylose reductase (XR) from Pichia stipitis catalyzed the reduction of xylose with a stoichiometric consumption of NADH, and the resulting cofactor $NAD^+$ was continuously re-reduced by formate dehydrogenase (FDH) for regeneration. Using simple kinetic analyses as tools for process optimization, suitable conditions for the performance and yield of the coupled reaction were established. The optimal reaction temperature and pH were determined to be about $30^{\circ}C$ and 7.0, respectively. Formate, as a substrate of FDH, affected the yield and cofactor regeneration, and was, therefore, adjusted to a concentration of 20 mM. When the total activity of FDH was about 1.8-fold higher than that of XR, the performance was better than that by any other activity ratios. As expected, there were no distinct differences in the conversion yields of reactions, when supplied with the oxidized form $NAD^+$ instead of the reduced form NADH, as a starting cofactor for regeneration. Under these conditions, a complete conversion (>99%) could be readily obtained from a small-scale batch reaction.

Development of Evaluation Scheme for Usability of AR/VR Contents (AR/VR 콘텐츠의 사용성 평가 체계 개발)

  • Han, Sumin;Jeong, Hanil;Lee, Hoijun;Lee, Jaeyoung
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.236-249
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    • 2021
  • Due to the spread of AR/VR headset, AR/VR contents market gains huge interests. However, various obstacles such as discomfort that restricts usability and absence of standard to evaluate usability block the growth of AR/VR contents industry. To overcome these problems, this study tries to develop an evaluation scheme for the usability of R/VR contents and a prototype system. The proposed evaluation system divides usability related items into safety and convenience items and performs evaluation by item through automatic and experience evaluation by system and experts/experience teams according to characteristics, and comprehensively evaluates the usability of AR/VR content. In this study, a detailed process fo usability evaluation and the prototype system are developed to verify the evaluation scheme. Developed scheme is expected to help the AR/VR content industry overcome the usability issues, and develop high-quality AR/VR content.

A Study on the Metaverse: Focused on the Application of News Big Data Service and Case Study (메타버스에 관한 연구: 뉴스 빅데이터 서비스 활용과 사례 연구를 중심으로)

  • Kim, Chang-Sik;Lee, Yunhee;Ahn, Hyunchul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.17 no.2
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    • pp.85-101
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    • 2021
  • This study aims to gain insight through understanding the Metaverse, which has recently become a hot topic. The study utilizes the methods of case study and News Bigdata Analysis Services. The Metaverse can be defined as a world with no separation between the virtual and real worlds. Currently, the Metaverse is dominated mainly by the MZ generation, but just like smartphones have quickly entered our lives, the Metaverse will soon, too, become a part of our lives. To follow up on this change, all companies, including global companies, are going after the Metaverse. Today, the Metaverse is successfully being used in all types of fields, including gaming, performing arts, business, etc., and its essential technologies include VR/AR/MR/XR and AI. This study intends to help understand the Metaverse through a case analysis of Zepeto, which has 200 million users worldwide. On Zepeto, users can decorate their own avatars, hang out with friends, go to art galleries and performances, and create and sell items. Of these users, 90% are from outside of South Korea, and 80% are teenagers. With most of the users being underage, many legal and social problems also follow. Nevertheless, who will be the first to conquer the new world of the Metaverse will continue to be a big issue. This study also analyzes domestic news articles about the Metaverse by utilizing the BigKinds system. Starting in 1996, the number of articles about the Metaverse each year remains single digit, until in 2020 when the number sharply rises to 86 news. As of June 2021, there are 1,663 articles on the Metaverse. This study suggests that the Metaverse should now be carefully examined and closely followed.

Discussion on the Concept of Terminology in the Introduction of Virtual Studio (가상스튜디오 도입기의 용어 개념에 관한 논의)

  • Nah, So-Mi
    • Journal of Convergence for Information Technology
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    • v.12 no.1
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    • pp.91-98
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    • 2022
  • Currently, new terms are overflowing with the development of technology from VR, AR, XR to Metaverse. Every time a term is generated in this way, society considers it a new technology and tends to use it enthusiastically, but there is confusion in correctly understanding and utilizing the category of the term. He would like to discuss the virtual studio that played an important role in the development of broadcasting CG (Computer Graphics) technology in the 1990s, and talk about the introduction of new terms in the past and how to use them. Therefore, this paper examines the gap between chaos and upright each time a term is generated based on the time when the virtual studio is introduced, and analyzes the utilization of new technology from the past through the introduction machine manufacturing case. By examining the past technological development processes expressed by remediation, this paper argues that the current situation is not a new technology but an expression of a new term, that is, a phenomenon that appears during the gradual development of technology. It is something to do.

Proposal of a Hand Motion and Control Method Matching System for Interaction Optimized for Mixed Reality Control - Focusing on Meta Interface and Augmented Behavior (혼합현실 컨트롤에 최적화된 인터랙션을 위한 손 동작과 컨트롤 방식 Matching체계의 제안 - Augmented Behavior와 Meta Interface를 중심으로)

  • Lee, SaYa;Lee, EunJong
    • Smart Media Journal
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    • v.11 no.9
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    • pp.81-93
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    • 2022
  • In an era where non-face-to-face meetings become common, eXtended Reality(XR) is rapidly developing and filling areas that are not satisfied in online meetings based on existing photos/video method. In particular, general users are also able to easily access and use HMD-type mixed reality devices. However, the basic operations applied in HMD-type in Mixed Reality(MR) with hands as the main input tool do not have a standardized system, and each manufacturer operates in a separate response to each other's hand movements. Therefore, this study considered that a systematic hand motion matching system considering the usability and efficiency of operations performed in mixed reality was necessary, and conducted a study to clarify this. First, the basic operation performed in the MR environment and its attributes were investigated, and at the same time, the structure of the hand and the attributes of the possible hand movements were identified. Based on the identified properties, it is intended to present a system that can intuitively and efficiently match basic operation properties in the MR environment with subtle operation properties according to the structure/context of the hand.

Analysis of 3D Reconstruction Accuracy by ToF-Stereo Fusion (ToF와 스테레오 융합을 이용한 3차원 복원 데이터 정밀도 분석 기법)

  • Jung, Sukwoo;Lee, Youn-Sung;Lee, KyungTaek
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.466-468
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    • 2022
  • 3D reconstruction is important issue in many applications such as Augmented Reality (AR), eXtended Reality (XR), and Metaverse. For 3D reconstruction, depth map can be acquired by stereo camera and time-of-flight (ToF) sensor. We used both sensors complementarily to improve the accuracy of 3D information of the data. First, we applied general multi-camera calibration technique which uses both color and depth information. Next, the depth map of the two sensors are fused by 3D registration and reprojection approach. The fused data is compared with the ground truth data which is reconstructed using RTC360 sensor. We used Geomagic Wrap to analysis the average RMSE of the two data. The proposed procedure was implemented and tested with real-world data.

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Location-based Space-Time Interlinked Extended Reality using HMD (HMD를 이용한 위치 기반 시공간 연동 확장현실)

  • Ahyeon Park;Sangjoon Bae;Mijin Kim;Woohyun Lee;Dongho Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.133-140
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    • 2024
  • Extended Reality (XR) is an immersive technology that combines the real and virtual worlds and is being actively researched across various industries. This study proposes a method for utilizing the Meta Quest 3, a head-mounted display (HMD) that provides mixed reality, outdoors for the first time by leveraging the GPS information from a smartphone. Augmented virtual objects are positioned using location information and the orientation. Additionally, by using the features of the Meta Quest 3, virtual objects are made to appear alongside the real world, allowing users to interact with virtual objects through hand gestures. This study aims to link present and past spaces by using location information and photographs on the HMD, providing a novel experience of freely traversing time and space.

A study on developing a real-time collaborative mold design platform based on Multi-XR(eXtended Reality) (다중 확장현실 기반 실시간 금형 협업설계 플랫폼 개발에 관한 연구)

  • Yong-Dae Kim;Young-Gyun Jung;Byung-Gi Pyo;Jeong-Won Lee;Sung-Hee Lee
    • Design & Manufacturing
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    • v.18 no.3
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    • pp.44-53
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    • 2024
  • A injection mold usually requires 30 to 50 revisions, and as the number of revisions increases, the burden of increased costs, schedule delays, and decreased reliability increases, reducing the competitiveness of companies. In addition, these costs become a more serious problem when the customer is far away, which is an obstacle to the export of domestic mold companies with excellent technology. The objective of this study is to develop an augmented reality platform that will facilitate the sharing of realistic 3D virtual objects in real time and enable mold designers to collaborate using a range of tools in remote locations and virtual environments. The platform collaboration solution enables simultaneous participation and synchronization of design collaboration with four types of devices (PC, mobile, VR, and MR). The efficiency and precision of the high-speed injection molding analysis module were validated through rigorous testing, demonstrating a processing speed that ranges from 500 to 3,000 times faster than that of the conventional numerical analysis method, with a relative error of less than 15% and a service performance of more than 80 fps. The user-friendly and intuitive UI/UX was configured and the usability was verified through scenario verification.

IMPLEMENTATION OF STRUCTURAL DIAGRAM FOR INTELLECTUAL PROPERTY MANAGEMENT AND PROTECTION(IPMP)

  • Park, Jung-Hee;Lee, Ki-Dong;Lee, Sang-Jae
    • 한국디지털정책학회:학술대회논문집
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    • 2004.11a
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    • pp.435-448
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    • 2004
  • While Internet promises ubiquitous access, it also creates a fundamental challenge to the traditional ownership toward digital assets traded in e-commerce market. Sharing digital information freely through shared networks leads to many untapped business opportunities, but uncontrolled digital asset transaction undermines many electronic business models. Thus, in this Internet age, proper protection and safe delivery of Intellectual Property (IP) and its representation as digital assets would be a crucial ingredient of building trust in upcoming e-business environment. In this paper, we give a general structural diagram of Intellectual Property Management and Protection (IPMP) and implement an IPMP prototype based on the RSA encryption algorithm and XrML (eXtensible rights Markup Language) WORK tags to show how proper protection and safe delivery of the intellectual property is achieved. This study concludes that IPMP mechanism may contribute significantly to the volume and quality of e-commerce market.

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