• Title/Summary/Keyword: extended reality

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Opportunities and Future Directions of Human-Metaverse Interaction (휴먼-메타버스 인터랙션의 기회와 발전방향)

  • Yoon, Hyoseok;Park, ChangJu;Park, Jung Yeon
    • Smart Media Journal
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    • v.11 no.6
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    • pp.9-17
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    • 2022
  • In the COVID-19 pandemic era, non-contact services were demanded and the use of extended reality and metaverse services increased rapidly in various applications. In this paper, we analyze Gather.town, ifland, Roblox, and ZEPETO metaverse platforms in terms of user interaction, avatar-based interaction, and virtual world authoring. Especially, we distinguish interactions among user input techniques that occur in the real world, avatar representation techniques to represent users in the virtual world, and interaction types that create a virtual world through user participation. Based on this work, we highlight the current trends and needs of human-metaverse interaction and forecast future opportunities and research directions.

Metaverse Tourism: Elements and Consequences on Tourism Experience Journey

  • Dawi Karomati Baroroh;Halim Budi Santoso;Dewanti Anggrahini
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.23-34
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    • 2023
  • Prior research on Extended Reality (XR) has been a starting point for the development of the Metaverse. It is also a concern for researchers in the tourism field since it can enhance the tourist experience. Metaverse Tourism provides a virtual experience of the tourism destination for the users. It is potentially developed and predicted to be the future of tourism, enhancing the tourist experience through communication between humans and avatars and providing a new option for tourists to enjoy leisure activities. Recently, discussion on Metaverse tourism is still emerging, with some open talks from researchers in the intersections between information technology and tourism. This study extends prior studies by proposing six Metaverse tourism elements and categorizing them into core and supporting elements. Then, we analyze the consequences of those elements on the Tourism Experience Journey to enhance each stage with different characteristics. This study can contribute to continuing recent dialogues among scholars on how Metaverse can be applied in the tourism sector by proposing six elements that should be considered in developing and creating Metaverse services.

Design of Immersive Content supporting the Exhibition Viewing using Extended Reality Technology (XR 기술을 활용한 전시관람 지원 실감콘텐츠 설계)

  • TaeWoong Moon;Jeong-hyun Yoo;Hajun Cho;Hee-dong Kim;Seok-hun Kim;Kwanghyuk Im
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.423-424
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    • 2023
  • 본 논문에서 우리의 HMD는 Microsoft의 HoloLens 2와 국내 XR 기업을 비롯한 AR, XR을 이용하여 박물관 관람 지원 콘텐츠를 제시하고자 한다. 증강현실과 더불어 확장 현실의 기술 확장을 보이며 사용자는 박물관이란 공간 내에서 HMD를 착용하고 관람하며 설명 판에 QR코드를 인식하여 인터페이스와 더불어 각 주제에 맞는 애니메이션을 제공하여 시각적으로의 추가적 요소를 제공한다. 또한 사용자가 기존의 일반적이던 박물관 관람에서 XR이란 새로운 기술의 융합을 접목함으로 시각적 흥미를 갖게 하고 지역마다 특수한 역사, 배경에 맞춘 콘텐츠로서 지역을 알려 더 넓게 사회문제의 하나인 인구 저하에 따른 지역소멸에 지역홍보 차원이나 콘텐츠의 제공, 나아가 XR의 상용화까지 기대할 수 있는 콘텐츠를 기대한다.

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A Study on Acceptance of Online Concerts Based on Mobile Augmented Reality: Focusing on the Extended Technology Acceptance Model (모바일 증강현실 기반 온라인 콘서트 수용에 관한 연구: 확장된 기술수용모델을 중심으로)

  • Choi, Bu-Heon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.315-325
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    • 2021
  • This study conducted a questionnaire survey on 280 people who had experience of using mobile augmented reality-based online concerts. Using the SPSS 21.0 and AMOS 21.0 programs, the factors affecting the intention to reuse were investigated through statistical analysis(correlation analysis, path analysis, etc.). The main results are as follows. First of all, Presence and interactivity had a positive effect on flow, perceived ease of use and perceived usefulness. Flow had a positive effect on perceived ease of use and perceived usefulness. Perceived ease of use had a positive effect on perceived usefulness, and perceived usefulness had a direct positive effect on intention to reuse whereas perceived ease of use had an indirect effect on intention to reuse through perceived usefulness. In order to increase the intention to reuse of the mobile augmented reality-based online concert, it is necessary to prepare a plan to increase the level of presence, interactivity, and flow experienced by users. This study identified factors that affect the intention to reuse online concerts based on mobile augmented reality in an untact society. Therefore, it will be meaningful in that it presents the implications necessary to prepare a plan that can be efficiently accepted by consumers for the rapidly growing mobile augmented reality-based online concert.

A Study on the Mutual Coexistence between Virtual Reality Bluetooth Devices and WLAN on the Monte-Carlo (몬테카를로 기반의 가상현실 블루투스 기기와 무선랜 사이의 상호 공존 연구)

  • Yun, Hye-Ju;Yu, Chul-Hee;Kim, Byung-Duk;Jo, Young-Do
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.33-38
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    • 2016
  • As a communications system and using the wireless devices is increased at the world, the interference among devices at 2.4GHz band become issue. New complex content technology as education, concert, broadcast, thema-park are developed between Virtual Reality technology and tradition. That is expect an annual growth rate of more than 14%. Almost Virtual Reality devices use motion sense or a wireless joystick. Therefore it is necessarily to analyze the coexistence between Virtual Reality devices and Wi-Fi in the ISM band. The interference scenario and propagation of the Extended Hata Model was established to analyze the interference from WLAN into Virtual Reality devices. Through simulation results based on Monte-Carlo principle, separation frequency was obtained to protect WLAN interference from Virtual Reality devices.

Realtime Processing for Marker Tracking in Smart-Phone Environment Using Deformable Searching Area (스마트폰 환경하의 실시간 처리를 위한 가변 탐색영역을 이용한 마커 추적 방법)

  • Kim, Se-Hoon;Lim, Sung-Jun;Lee, Min-Ho;Kim, Gye-Yuong;Choi, Hyung-Il
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.542-546
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    • 2009
  • This paper introduces a Mixed-Reality based Software technology in Smart-Phone Environment. The field of Mixed-Reality in mobile environment is relatively young. but Cause to develop Mobile infra and improvement of mobile device, open-platform mobile OS, the request extended This paper suggest the method for Marker Detection and Marker Tracking method. This method is the one of some kind of a base-technology in Mixed Reality. this method is to effect to location and registration. This paper suggest the method in low CPU computing power. Using a deformable searching area, the method improve computing power. and Using a Cam-shift algorithm, we suggest a calibration free method.

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Metaverse Based Virtual Reality Space Consulting Service Platform Research and Development (메타버스 기반의 가상 현실 공간 상담 서비스 플랫폼 연구 및 개발)

  • Kim, Jehyun;Oh, Seok-hee
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.4
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    • pp.130-133
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    • 2021
  • Recently, as the expansion of the metaverse accelerated due to the spread of the non-face-to-face trend after the COVID-19 pandemic, various metaverse platforms using it have appeared. In this study, we propose research and development of a virtual reality spatial psychological counseling service platform utilizing the advantages of metaverse. A counseling service platform was developed through virtual reality hardware including Unity 3D game engine and Head Mounted Display. Counseling participants create and participate in their own avatars, and counseling facilitators respond to the situation and environment of the counseling target in various virtual environments. It was attempted to improve the efficiency of the counseling service by allowing the space and counselor avatar to be selected. Furthermore, various interactions were implemented, and development was carried out so that it could be extended and utilized for social activities such as group counseling and general meetings and presentations. In the future, through additional research and development, we will prove the practical effectiveness of the psychological counseling service platform developed by conducting clinical trials under the support of psychological counseling experts and participation in actual counseling.

Study on the Fashion Trend of Contemporary Men's Wear Since 1990 (1990년대 이후 현대 남성복에 나타난 패션 경향에 관한 연구)

  • Kim, Hye-Jeong
    • Journal of Fashion Business
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    • v.14 no.5
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    • pp.78-92
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    • 2010
  • The culture phenomenon, which the desire of self expression is noticeable and the diversity of gender identity is widely accepted, simply makes a difference in the lifestyle of one human being rather than the dichotomous classification of male and female. Now, the delicate and aesthetic sensitivity classified as the feminine characteristics is no longer the exclusive property of female and this refers to substituting it as a social gender from the concept of biological sex. This phenomenon has influenced on the male culture and is creating various codes according to the cultural gender extended from the gender as a social role. Also, the transition into the western lifestyle has extended the aesthetic emotion to accommodate new codes from the diversification and globalization of lifestyle. The mansumer power, which does not care too much about the money for the emotionally attached items, has enabled various fashion styles. After analyzing the diversified clothing behavior conducted by these people in connection with the social phenomenon, First, this shows the phenomenon of emotional value pursuit that finds pleasure over the clothing as the item of augmented reality is added to the concept of play, in which the real space referred to as garment and virtual space of playing the rock, paper and scissors game meet together within the augmented reality. Second, the convergence concept has enabled the coordination of new style by obscuring the area of design concept and this refers to the changes in design from the development of new items and transformation into double-style details. Third, the divergence that intensively provides specific use/convenience and specialized value shows a change in the fashion market from the phenomenon that admits various gene rations of culture and specifically, takes differently about the recognition of middle-aged males. Fourth, the variety seeking tendency receives attention as the value of future design together with the phenomenon of discriminative value pursuit. In the male fashion, it is linked to the collaboration with the design area and this tells that the fashion with the narcissistic cross-dressing and motto of neutral gender without being sided to male/female is rising.

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.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.6
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    • pp.31-38
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    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.