• Title/Summary/Keyword: extended reality

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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.

Case study of extended reality education and field application of pre-service elementary teachers (예비 초등교사의 확장현실 교육 및 현장 적용 사례 연구)

  • Junghee Jo;Gapju Hong
    • Journal of The Korean Association of Information Education
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    • v.26 no.5
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    • pp.307-315
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    • 2022
  • The purpose of this study was to design a training program for pre-service elementary teachers, incorporating the concepts of extended reality technologies. This program contained the basic skills necessary for them to utilize in their future classrooms. To accomplish this, 12 undergraduate students of various majors enrolled in one of Korea's national universities of education were selected as research subjects. For a total of 6 times over 6 weeks, they participated in a training program learning the basic concepts of virtual, augmented, and mixed reality, as well as creating their own education software to use in simulated classes. To improve the quality of future research efforts, this study found it would be beneficial to: 1) expand the relevant support equipment, 2) provide students with preliminary, background knowledge of text-based programming, 3) introduce short-term, more intensive training, and 4) improve the survey methods for this research.

Trends and Future Directions on Extended Reality based Human Digital Augmentation Technology (확장현실 기반 휴먼 디지털 증강 기술 동향과 발전방향)

  • Shin, Choonsung;Lee, Youngho;Yoon, Hyoseok
    • Journal of Korea Society of Industrial Information Systems
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    • v.25 no.5
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    • pp.59-71
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    • 2020
  • With the advent of the 4th industrial revolution, technologies for improving human ability are being developed. In particular, human augmentation is developing in the form of not only detecting the ability to understand internal and external conditions of humans, but also detects one's deficiencies and enhances their abilities. With the explosive growth and proliferation of extended reality, human augmentation technology has the potential to be utilized in various aspects of our lives. To analyze recent human augmentation technology in forms of digital enhancements, this paper examines the history and concept of human augmentation, which began with the trans-humanism. Furthermore, we identify core characteristics of human augmentation as user state quantification, cognitive ability measurement and analysis. Then we present how these characteristics should be used in extended reality based human digital augmentation for enhancing cognitive abilities. Lastly, we discuss future directions on feasible applications and development direction of digital human augmentation.

Innovation resistance and adoption regarding a virtual reality motion-sensing input device (가상현실 모션센싱 입력장치에 대한 혁신 저항과 수용)

  • Park, Hyun-jung;Choi, Jaewon;Shin, Kyung-shik
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.191-213
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    • 2015
  • With the advancement of virtual reality technology, virtual reality contents and devices are being competitively released. This research deals with an early stage adoption model of a motion-sensing input device which enhances the user experience of these virtual reality contents and devices. In contrast to the previous research on the adoption or resistance of innovative products, this work compares and analyzes the antecedents in MIR(Model of Innovation Resistance) of resistance-perspective as well as those in UTAUT2(Extended Unified Theory of Acceptance and Use of Technology) and IDT(Innovation Diffusion Theory) of adoption-perspective, and suggests a resistance-incorporated adoption model from a new viewpoint. The analysis of questionnaire data indicates the following results: Performance expectancy, effort expectancy, price value, hedonic motivation in UTAUT2 and visibility in IDT have a significant negative influence on innovation resistance. Compatibility in IDT and MIR exerts a positive influence on perceived value. Social influence and hedonic motivation in UTAUT2 positively relates to perceived value. Higher innovation resistance results in lower perceived value, with innovation resistance and perceived value negatively and positively affecting intention to use, respectively.

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.

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 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.

A Study on XR Technology in Korean and Chinese Dinosaur Museums (한중 공룡박물관의 XR 기술 연구)

  • Wen-yi Zhang;Young-ha Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.583-590
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    • 2023
  • In today's rapidly developing technology, the traditional exhibition format of museums can no longer meet social needs. By analyzing the advantages and key technologies of extended reality technologies such as virtual reality, augmented reality, and hybrid reality, the museum XR exhibition interaction scheme is analyzed. Come to Discovery Museum. In this regard, this study first delves into the concept of XR technology, the concept and influencing factors of tourist experience, and the relationship between the application of XR technology and tourist experience through theoretical investigation. On this basis, representative paleontological museums in China and South Korea were selected, and the actual experience of visitors at the exhibition site and the application of XR technology were investigated through examples. Research has shown that the use of augmented reality technology can achieve seamless integration of virtual and real worlds in paleontological museums, extend viewing space, expand cultural heritage connotations, and revitalize cultural heritage. It provides visitors with a deeper interactive experience, enhances immersion and enriches display methods, making this type of museum more attractive. On this basis, XR technology helps museums achieve Digital transformation, and makes them have the advantages of sustainable development.

Design and Implementation of a Smart Glass Application for XR Assisted Training of Core Nursing Skills

  • Kim, Sun Kyung;Yoon, Hyoseok;Shin, Choonsung;Choi, Jongmyung;Lee, Youngho
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.277-280
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    • 2020
  • Extended reality-assisted training offers repeatable learning opportunities at a low cost. This paper proposes a smart glass application for training core nursing skills to nursing students, who often need to memorize and practice training sequences. The proposed smart glass application interactively presents a series of instructions to help students remember and perform two core nursing skills in the correct order. We conducted a usability test on 30 undergraduate nursing students in their third year using the smart glass application. Our initial findings show that many students have positively evaluated the possibility of using smart glasses for training, but have also encountered several challenges with the smart glass application's user interface, which takes time to adapt.

The Effect of Ideal Avatar on Virtual Brand Experience in XR Platform

  • Joo-Eon JEON
    • Journal of Distribution Science
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    • v.21 no.10
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    • pp.109-121
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    • 2023
  • Purpose: This study aims to verify whether avatars that embody different brand concepts offer different experiences to users. Furthermore, this study explores the relationship between user identification with avatars and their actual brand purchase intentions. Research design, data and methodology: The research design employed a between-subjects approach, with two independent variables: brand concept and avatar. The measured dependent variables were brand experience in extended reality (XR) and purchase intention. Additionally, brand attitude served as a control variable. Results: First, in virtual brand spaces with symbolic benefits, ideal avatars were found to elicit higher levels of brand experience than actual avatars. Specifically, participants reported elevated levels of entertainment and relational assembly experiences in symbolic brand spaces. Second, this research reveals that the relationship between users' identification with avatars and their intention to make actual brand purchases is mediated by brand experience in XR. Conclusions: The findings suggest that ideal avatars evoke higher levels of brand experience within symbolic brand spaces, particularly in entertainment, relational connection, and a sense of community. Furthermore, this study establishes the role of brand experience in XR as a mediator between avatar identification and purchase intentions.