• Title/Summary/Keyword: XR content

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VR Smart Factory Training Content Production for XR Content UI/UX Evaluation (XR 콘텐츠 UI/UX 평가를 위한 VR 스마트 팩토리 교육훈련 콘텐츠 제작)

  • Lee, YoungWoo;Leem, EekSu;LEE, Su Min;Kim, Hyun Sik;Kang, Mingoo;Lee, Chang-kyo;Seo, Jeongwook
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.259-261
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    • 2021
  • In this paper, VR smart factory XR content tailored to process execution scenarios was produced to reflect the characteristics of XR content, which is highly dependent on HDM, unlike general-purpose content software for UX/UI design and usability evaluation of digital twin-based XR content in manufacturing. HMD equipment called Qculus Quest2 was used to perform the process execution task scenario for XR content, and content production was made through Unity Engine and SteamVR Plugin.

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Digital Rights Management and Rights Language (디지털 저작권관리와 Rights Language)

  • 박정희;성평식;이기동
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.2
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    • pp.7-13
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    • 2003
  • The Internet presents a unique platform for disseminating digital content such as music, video, games, software, text, business and proprietary corporate information. It promises ubiquitous access, while at the same time fundamentally challenging the traditional rules of ownership and distribution of content. In such environment, safe protection and proper delivery of digital content would be a crucial requirement toward a new e-business model. Research on the Digital Rights Management (DRM) focuses on filling this functional vacancy of the market transition by providing a more viable business model based. XrML(eXtensible Rights Markup Language) provides a universal tool for specification of rights, fees, and issuing conditions(licenses) associated with the use and protection of digital content. ContentGuard has developed XrML to unify the Digital Rights Management(DRM) specifications and encourage interoperability. It seems that all working groups of DRM agree to use XrMl for their right description language.

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Proposal of Variable Scenario-based XR Education and Training Content to Improve Manufacturing Industry Work Ability (제조산업 업무 능력 향상을 위한 가변적 시나리오 기반 XR 교육훈련 콘텐츠 제안)

  • Gil, Young-Ik;Park, Jong-Hwa;Lim, Hyeon-Kyu;Kim, Jae-Hee;Jeon, Ji-Hye
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.627-628
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    • 2021
  • 본 논문은 제조 산업 현장에서의 업무 능력 향상을 위한 XR 교육훈련 콘텐츠의 가변적 시나리오를 제안한다. 가변적 시나리오를 적용한 XR 교육훈련 콘텐츠는 교육훈련 관리자가 자유롭게 시나리오를 가감할 수 있어 동일한 콘텐츠 내에서 다양한 시나리오로 콘텐츠를 구성할 수 있는 특징을 가진다. 이는 기존 하나의 시나리오로 반복되는 교육훈련의 한계를 해결할 수 있으며, 현장에서 발생할 수 있는 돌발적 상황 및 변화되는 업무 프로세스를 효과적으로 진행할 수 있을 것이다.

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Design of XR content authoring tool considering elderly healthcare users (고령자인 헬스케어 사용자를 고려한 XR 콘텐츠 저작도구 설계)

  • Sunghee Lee;Jeonghoon Lee;Taehong Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.735-736
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    • 2023
  • 높은 몰입감과 실재감을 제공하는 XR 기술이 고령자들의 인지능력, 주의력, 시각적 기억력에 긍정적인 영향을 주는 것으로 나타나며 노인의 건강과 삶의 질을 향상시키기 위한 기술로 많은 관심을 받고 있다. 본 연구는 인지기능 향상을 위한 XR 융합훈련프로그램에 사용될 콘텐츠 저작 시 젊은이와 노령층의 디지털 격차, 선호도의 차이, 노화에 따른 신체·인지능력의 저하 등 고려해야 할 이슈를 소개하고, 문제를 해소할 수 있는 XR 콘텐츠 저작도구를 제안한다.

Research on Utilizing Volumetric Studio for XR Content Production (XR 콘텐츠 제작을 위한 볼류메트릭 스튜디오 활용 연구)

  • Sukchang Lee;Won Ho Choi
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.849-857
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    • 2023
  • Volumetric Studio is catalyzing the expansion of the XR content market. Consequently, there is a rising demand for in-depth research on volumetric capture technology. This research delves into the methodology and outcomes of capturing dancers' movements in the form of 3D video images. Furthermore, this research examines the practical applications of volumetric capture technology by assessing the infrastructure and operational workflow of the studio specializing in this domain, aiming to derive significant findings. Notably, this research highlights constraints associated with video image distortion and extended rendering durations within Volumetric Studio system.

Developing an XR based Hyper-realistic Counter-Terrorism, Education, Training, and Evaluation System (확장현실(XR) 기반 초실감 대테러 교육훈련체계 구축 방안 연구)

  • Shin, Kyuyong;Lee, Sehwan
    • Convergence Security Journal
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    • v.20 no.5
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    • pp.65-74
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    • 2020
  • Recently, with the rapid development of eXtended Reality(XR) technology, the development and use of education and training systems using XR technology is increasing significantly. In particular, in areas that involve great risks and high costs such as military training and counter-terrorism training, the use of XR based simulators is preferred because they can improve training performance, reduce training costs, and minimize the risk of safety issues that may occur in actual training, by creating a training environment similar to actual training. In this paper, we propose a plan to build and evaluate an XR based hyper-realistic counter-terrorism education, training, and evaluation system to improve the ROK police's ability to respond to terrorist situations using the 5G and AR based Integrated Command and Control Platform previously developed by the Korea Military Academy. The proposed system is designed to improve counter-terrorism capabilities with virtual training for individual and team units based on hyper-realistic content and training scenarios. Futhermore, it can also be used as a on-site command and control post in connection with a simulation training site and an actual operation site.

Brain Correlates of Emotion for XR Auditory Content (XR 음향 콘텐츠 활용을 위한 감성-뇌연결성 분석 연구)

  • Park, Sangin;Kim, Jonghwa;Park, Soon Yong;Mun, Sungchul
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.738-750
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    • 2022
  • In this study, we reviewed and discussed whether auditory stimuli with short length can evoke emotion-related neurological responses. The findings implicate that if personalized sound tracks are provided to XR users based on machine learning or probability network models, user experiences in XR environment can be enhanced. We also investigated that the arousal-relaxed factor evoked by short auditory sound can make distinct patterns in functional connectivity characterized from background EEG signals. We found that coherence in the right hemisphere increases in sound-evoked arousal state, and vice versa in relaxed state. Our findings can be practically utilized in developing XR sound bio-feedback system which can provide preference sound to users for highly immersive XR experiences.

XrML을 이용한 디지털 저작권 관리구현

  • Park, Jeong-Hui;Lee, Gi-Dong
    • 한국디지털정책학회:학술대회논문집
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    • 2005.11a
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    • pp.523-530
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    • 2005
  • 전자상거래(e-commerce)의 발달은 과거의 전통적인 상거래를 IT기술을 이용한, 새로운 시장구조를 제공하고 있다. 특히 인터넷을 통한 소프트웨어, 게임, 동영상 등 디지털 컨텐츠(digital contents)에 대한 상거래가 크게 증가하고 있어, 이러한 디지털 컨텐츠의 유통에 신뢰를 제공할 수 있는 시스템, 즉 디지털 저작권관리(digital rights management system), 또는 디지털 지적 저작권관리(digital intellectual property system)에 대한 유통 비즈니스 모델이 필요하다. XrML은 권리(rights)를 명시하는 언어로써 본 연구는 XrML을 이용하여 저작권관리에 필요한 권리구조를 구현한 시스템(prototype)을 표현했다. 벤츠와 그에 따른 서비스들을 사용할 수 있는 권리와 조건들을 명시해준다. XrML은 현재 디지털 저작권관리(Digital Rights Management: DIPR)에 가장 많이 쓰이고 있는 Rights Language이다. XrML은 ContentGuard가 개발한 DIPR 서술 언어로 전 세계 산업계 표준으로 추진하기 위하여 파트너 회사 확대, 기능 확장, 무료 / 공개 형식으로 보급을 추진중이다.

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Visualization of AMR Volume Data for Development of Extended Reality Realistic Content (확장현실 실감 콘텐츠 개발을 위한 AMR 볼륨 데이터 변환)

  • Jongyong Kim;JongHoon Song;Gyuhyun Hwang;Seung-Hyun Yoon;Sanghun Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.105-115
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    • 2023
  • In this paper, we describe the process and method of converting tens of TB of time-varying AMR (adaptive mesh refinement) volume data generated as a result of numerical model simulation into optimized data that can be used for various XR devices. AMR volume data is a useful data format for complex modeling and simulation, and it can efficiently express materials such as star clusters and gases that exist in the very wide outer space used in this study. we analyzes the metadata of AMR data, samples it at low resolution, optimizes information in important areas, and converts it into a data set that can be used even on relatively low performance XR devices. Finally, we introduces how the optimized data was utilized and visualized through the development of immersive XR content using the data set.

Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.