• Title/Summary/Keyword: XR 콘텐츠

Search Result 45, Processing Time 0.028 seconds

A DRM Scheme for Multi-CMSs Interoperability Based on Integrated Metadata (다중 CMS 상호운영을 위한 통합메타데이터기반의 DRM기법)

  • Li, Yong-Zhen;Cho, Young-Bok;Sun, Ning;Lee, Sang-Ho
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.33 no.9C
    • /
    • pp.676-682
    • /
    • 2008
  • With the coming of information times, digital contents are widely applied in various fields of the society. Along with this, scholars provided many techniques and research approaches related to digital contents management and copyright protection. But till now, most proposed techniques and approaches are based on single system. The independency and separation among management systems causes the problems such as application across systems are limited, and resources sharing can't be available, etc. In this paper, for the application cross systems and contents sharing, we propose the cross-systems DRM approach based on unified metadata. This approach can be applied for the incorporation of multiple congeneric or heterogeneous CMSs, in the same time, solve the copyright problem cross digital content systems.

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
    • /
    • v.12 no.9
    • /
    • pp.38-44
    • /
    • 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 Study on Production and Experience of Immersive Contents based on Mixed Reality and Virtual Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실과 가상현실 기반의 몰입형 콘텐츠 제작 및 경험에 관한 연구)

  • Jongseon Kim;Sumin Kong;Moonsu Jang;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
    • /
    • v.30 no.3
    • /
    • pp.71-79
    • /
    • 2024
  • This study organizes an immersive content production pipeline using Meta Quest Pro as an asymmetric virtual environment where mixed reality(MR) and virtual reality(VR) users participate and interact together. Based on this, we compare and analyze the differences in presence and experience provided by the user's experience environment. The proposed production process is to build an integrated development environment using Meta XR All-in-One SDK based on the Unity 3D engine. This includes a real space analysis method using the Room Model function for organic and accurate interaction between MR users in the real world and VR users based on virtual scenes at fixed coordinates. Based on this, this study produces immersive table tennis content where MR and VR users participate together. Finally, we conduct survey experiments to compare and analyze the effects of differences in platform and participation methods on presence and experience using the produced content. As a result, this study confirmed that all users can feel a satisfactory presence and experience within an experience environment where real and virtual correspond.

Extended Reality Training System Designing for People with MCI (Extended Reality 기반 고령자 대상 인지·운동 기능 훈련 콘텐츠 설계 제안)

  • Kim, Taehong;Kim, Joong Il;Seo, Jeong-Woo;Do, Jun-Hyeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.12-14
    • /
    • 2022
  • One of the most negative social changes of the last decade is population aging which leads to 19 times more patients with Mild Cognitive Disorder(MCI). It is well established that MCI is the most important state that can prevent dementia with early diagnosis and intervention. However, the social security system for patients with dementia is not working properly due to the coronavirus pandemic and the limited human power. This article proposes design principles for dementia training programs of extended reality devices. and The findings in this study provide a guide for considering the cognitive and physical and social functions of patients.

  • PDF

Analysis of Edu-Tech Trends Using Virtual and Augmented Reality (가상·증강현실을 활용한 에듀테크 동향 분석)

  • Hwang, Eui-Chul
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2021.01a
    • /
    • pp.115-116
    • /
    • 2021
  • 5세대(5G) 이동통신망의 보급과 코로나19 여파로 비대면 시대가 열리면서 가상 증강현실(VR·AR)을 기반으로 한 '실감(XR·Extended Reality)경제가 본격화 되었다. 가상증강현실의 적용분야로는 게임·영화 등 엔터테인먼트, 제조업, 쇼핑 및 전자상거래, 병원·의료기기, 고객서비스, 지식서비스교육 분야 등이 있다. 본 논문은 VR·AR&교육콘텐츠를 키워드로 최근 3년(2018.1.1.~2020.12.31.)간 중앙지, 경제지 등 54개 언론사 기사를 빅카인즈와 데이터랩을 이용하여 관계도 분석, 월간 키워드 트렌드, 연관어 분석을 하였다. 'VR, AR, 에듀테크'를 키워드로 뉴스 검색결과 63,959건 중 '에듀테크' 검색결과 2018년 632건, 2019년 1043건, 2020년 2389건으로 해마다 급 상승하였다. '(AR+VR)AND 교육콘텐츠'에 대한 검색 결과 연관성(키워드 빈도수)이 높은 키워드로는 증강현실(120), 가상현실(116), 인공지능(114), 에듀테크(100), 코로나19(66), 실감형(65), 아이들(61), VR·AR(56), ICT(35), 빅데이터(25) 순으로 가상·증강현실 기술 발전, 코로나19의 장기화, 교육의 효율성으로 에듀테크 분야의 활용도가 급격히 증가함을 확인할 수 있었다.

  • PDF

Web Services-Adaptable Privacy-Aware Digital Rights Management Architecture (웹서비스 환경에서의 프라이버시를 보호하는 디지털 저작권 관리 아키텍쳐)

  • Song, You-Jin;Lee, Dong-Hyeok
    • The Journal of Society for e-Business Studies
    • /
    • v.10 no.4
    • /
    • pp.53-81
    • /
    • 2005
  • Current DRM system has limitation in protection of user's privacy Therefore, many troubles are expected in service providing if it comes into the ubiquitous times of context-aware environment. HKUST Proposed a watermark-based web service DRM system. However, the relevant study does not consider ubiquitous environment and cannot provide service that considered a context. And privacy protection of a user is impossible. On the other hand, Netherlands Phillips laboratory indicated a privacy problem of a DRM system and they proposed an alternative method about this. However, in relevant study, a Sniffing/Replay attack is possible if communicated authentication information are exposed between a user and device. We designed web services adaptable privacy-aware DRM architecture which supplements these disadvantages. Our architecture can secure user authentication mechanism for sniffing/Replay attack and keep anonymity and protect privacy Therefore , we can implement the privacy-aware considered web service DRM system in Context-Aware environment.

  • PDF

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
    • /
    • v.11 no.9
    • /
    • pp.81-93
    • /
    • 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.

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
    • /
    • v.30 no.3
    • /
    • pp.133-140
    • /
    • 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.

3D FEATURE POINT ESTIMATION BASED ON A SINGLE MOBILE DEVICE (단일 모바일 디바이스를 이용한 3차원 특징점 추출 방법)

  • Kim, Jin-Kyum;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.124-125
    • /
    • 2021
  • 최근 증강현실(AR), 가상현실(VR), 혼합현실(XR) 분야가 각광받고 있으며, 3차원 공간과 사물을 인식하여 다양한 콘텐츠 서비스를 제공하는 기술이 개발되고 있다[1]. 3차원 공간과 사물을 인식하기 위해 가장 널리 사용되는 방법은 RGB 카메라를 이용하는 것이다[2]. RGB 카메라를 이용하여 촬영한 영상을 분석한 후 분석된 결과를 이용하여 카메라와 환경의 관계를 추정한다. 시차는 사용자가 촬영한 복수의 이미지에서 특징점의 차이를 이용하여 계산된다. 실험적으로 구한 깊이에 대해 계산된 디스패리티에 시차 정보와 스케일링 정보를 더하여 3차원 특징점을 생성한다. 제안하는 알고리즘은 단일 모바일 디바이스에서 획득한 영상을 사용한다. 특징점 매칭을 기반으로한 디스패리티 추정과 시차조정 3D 특징점 생성이다. 실제 깊이 값과 비교했을 때, 생성된 3차원 특징점은 실측값의 10% 이내의 오차가 있음을 실험적으로 증명하였다. 따라서 제안하는 방법을 이용하여 유효한 3차원 특징점을 생성할 수 있다.

  • PDF

A study for conceptual limitations and development of metaverse (메타버스(Metaverse)의 개념적 한계와 발전을 위한 연구)

  • Kim, Yong-Kyu
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.591-593
    • /
    • 2022
  • 메타버스는 1992년 스노크래시(Snow Crash)라는 소설에 의해 그 개념이 소개되었다. 그 이후 여러 발전 과정을 거쳐 개념이 정리되었지만, 메타버스가 본격적으로 이슈화된 것은 코로나19 팬더믹으로 인해 사람들의 생활 패턴이 오프라인에서 온라인으로 급격하게 변화하면서 부터이다. 현재 세계적인 대기업들도 메타버스에 대한 많은 투자를 하고 있으며, 수많은 메타버스 플랫폼이 출시되고 있다. 하지만, 처음에는 분명 매력적으로만 보였던 메타버스에 대해 대중들에게 점차 의문을 표하고 있다.. 메타버스의 어떠한 부분이 이러한 인식 변화를 가져왔는지 연구/분석하며, 메타버스의 개념적 한계를 극복하기 위한 방향성을 제시하고자 한다.

  • PDF