• Title/Summary/Keyword: extended reality

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Research on basic practice XR service for disabled handball players (장애인 핸드볼 선수를 위한 기초연습 XR 서비스에 대한 연구)

  • Ju-Seok Kim;Seung-Won You;Byong-Kwon Lee;San-Hwa Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.363-365
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    • 2024
  • 본 논문에서는 제한된 공간에서 효과적인 기초연습이 필요한 장애인 핸드볼 선수들을 대상으로, XR(Extended Reality) 기술을 활용한 특화된 훈련 서비스를 개발하고자 한다. 경기장에 물리적으로 참석할 필요 없이 집이나 사무실에서 편안하게 핸드볼 게임을 경험하고 연습할 기회가 현재 제한되어 있다. 이 연구의 목적은 장애인이 멀티플레이어 환경에서 기초 연습하는 방법 개발에 중점을 두어 이러한 한계를 해결하는 것이다. 이를 통해 선수들은 제한된 실내 환경에서도 가상 현실(VR) 및 증강 현실(AR)을 활용하여 핸드볼 게임을 쉽게 경험하고 연습할 수 있는 가능성을 제공한다.

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A Study on Augmented Reality Interaction Using Leap Motion (Leap Motion을 활용한 증강현실 인터랙션 강화 연구)

  • Jung, Hyun-Il;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.133-138
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    • 2020
  • Interaction is an important component in the sense of immersion in augmented reality. However, the function of interaction in augmented reality contents is very weak. Bringing a lot of real environmental information is one of the ways to develop augmented reality, and interaction will naturally develop. In this paper, Leap Motion was used for natural interaction in augmented reality environment through the hand widely used as an interface tool, and extended more from the limited interaction of conventional display touch methods to create a natural interaction. This development of interaction will contribute to the development of various contents as well as augmented reality later.

The Interface between Wearable Devices and Metaverse: A Study on Soccer Game Character Ability Mapping using Mi Band (웨어러블 디바이스와 메타버스의 접점: 미밴드를 이용한 축구 게임 캐릭터 능력치 매핑 연구)

  • Hyun-Su Kim;Mi-Kyeong Moon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1345-1352
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    • 2023
  • With the development of virtual reality (VR) and blockchain technology, Metaverse is being used in various fields such as games, education, and social networking. At the same time, shipments of wearable devices such as smartwatches are growing every year, becoming more and more integrated into people's daily lives. This study presents a new possibility of reflecting the user's body signals measured through the combination of the two phenomena in the metaverse character. Various biometric information such as the user's heart rate and amount of exercise collected through the smartwatch are reflected on the character in the metaverse, allowing the user's physical condition to be reflected in the virtual world. Through this, Metaverse is expected to provide a new experience that can be called 'extended reality' beyond simple virtual reality, improve user's satisfaction with Metaverse, and suggest a direction for the development of smartwatches.

A Study on XR Technology for Digital Twin of Smart Factory (스마트 공장의 디지털 트윈을 위한 XR기술에 관한 연구)

  • Soek-Hee Lee
    • Journal of Practical Engineering Education
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    • v.16 no.1_spc
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    • pp.1-9
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    • 2024
  • The introduction of smart factory digital twins is a concept that has already been proposed to increase productivity in the manufacturing industry through CPS(Cyber Physics System), and has been applied to specific industrial process stages or partially introduced in stages where simulation is required. However, with the recent development of the 4th Industrial Revolution technology, it is receiving attention again along with XR (Extended Reality) technology. However, because there are not many effective cases, this study analyzed the devices, equipment, and technology of the manufacturing process to build a digital twin applying digital threads and synchronized signals and information to control, remote control, and produce intelligent process automation equipment. A platform capable of analyzing information was proposed and developed. Through this, we designed and built an XR content service platform that can support artificial intelligence and developed it to enable control, remote control, and analysis of production information. A possible platform was proposed and developed. We hope that this study will be helpful in conducting research on many cases, and in the future, expanded research on increasing productivity in each part of the process and production is needed through intelligent models.

Device and Contents development for children applying Mixed Reality Technology - Based on Children's toy 'Smart Car' (혼합현실을 활용한 어린이용 디바이스와 콘텐츠 개발 - 어린이 완구 '스마트카' 개발을 중심으로 -)

  • Kong, Soo-Kyung
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.339-348
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    • 2016
  • While the development of digital media has positive aspects of knowledge enlargement and a new communication channel, it also demonstrates a lot of unexpected defects, such as personal isolation, addiction, obsession or Attention Deficit Hyperactivity. Thus, the author considers it is urgent to develop the contents specifically designed for children in this new digital environment and would like to propose the combined Children's device and contents using the new concept of Mixed Reality. The Mixed Reality that mixes real world and virtual world provides the opportunity that can experience the new concept of play education by using touchable interface of children's real life toy cars together with the virtual world in the smart phones. This Mixed Reality that is extended from sole senses will lead the children to develop the concentration, sense of reality and imagination and also to experience the enlarged play and education concept.

Characteristics of Application of Augmented Reality Technology according to the Digital Transformation in the Fashion Industry (패션 산업의 디지털 전환에 따른 증강현실 기술의 활용특성)

  • Shin, Haekyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.597-603
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    • 2022
  • With the continuation of the pandemic environment, digital transformation is being applied in various fields of the fashion industry. Augmented reality technology is a form of overlapping virtual images on the real world, and as online shopping expands in non-face-to-face environments, the use of augmented reality technology in fashion and beauty fields is affecting consumer satisfaction and sales growth. In this study, the characteristics of augmented reality contents used in the fashion industry following digital transformation were extended to the fields of clothing, accessories, virtual fashion stores, and AR fashion shows to analyze the case characteristics of augmented reality. Augmented reality technology in the fashion industry focuses on promoting clothing and accessory products through SNS or homepage through marketing activities. It is raising positive values such as raising awareness. The range of types of augmented reality used in the future digital fashion environment will continue to expand, and by deriving the usage characteristics of augmented reality technology, it is intended to contribute to presenting a future vision of the fashion industry.

Exploring the Intention to Use of Virtual Reality-Based Cognitive Training System for the Elderly Residing in Community Based on Extended Technology Acceptance Model (확장된 기술수용모델을 활용한 지역사회노인의 가상현실 기반 인지훈련시스템 사용의도 탐색)

  • Choi, Moon-Jong;Choi, Jae-Sung;Choun, Seung-Ho;Ha, Yeongmi;Yang, Seung-Kyoung
    • Journal of Digital Convergence
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    • v.18 no.5
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    • pp.347-356
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    • 2020
  • The purpose of this study was to identify the intention to use of virtual reality-based cognitive training system for the elderly residing in community based on extended technology acceptance model. The data were collected 100 elderly residing in community from January 2 to January 31, 2020. As a result, the influence the intent to use a virtual reality-based cognitive training system for the elderly is social influence, perceived usefulness, perceived enjoyment, age. The explaining 54.4% of the variance, it is considered that technology development these factors will be necessary for elderly in the community to promote the intent to use of virtual reality-based cognitive training systems. This study is meaningful in that it has identified the degree of intent to use and influencing factors of virtual reality devices for the elderly in the community. This study could be used as basic data for the development of technologies for virtual reality-based cognitive training systems in the future.

A Study on Factory Review Using Virtual Reality Model based on P3R Information (P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구)

  • Lee, Ju-Yeon;Choi, Sang-Su;Park, Yang-Ho;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

A Study on the Quality Assurance of Games based on Realistic Devices (실감형 기기 기반 게임의 품질보증에 관한 연구)

  • Ye-Bin Lim;Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.63-66
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    • 2024
  • 최근에 국내외 실감형 콘텐츠 산업의 가파른 성장에 따른 실감콘텐츠산업에 대한 관심이 높아지고 있은 상황에서 VR, AR, XR 시장은 혁신적인 변화를 주도하고 있다. 실감형 기잔의 기기의 게임들은 기존의 게임과는 다른 방식의 품질보증(QA) 접근 방식을 요구한다. 전통적인 2D 게임과 달리 물리적 상호작용과 환경 인식 기능같은 부분이 다르기 때문이다. 본 논문에서는 가상현실, 증강현실, 확장현실 기반의 게임에 대해서 테스트 시 각 기기마다 고려해야 할 사항들에 대한 내용들을 제시하고 해당 사항들에 대해서 효과적인 방안을 제시해본다.

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A Study on Visual Tactility and Spatial Illusion in Virtual Reality Games (가상현실 게임에 나타난 시각적 촉각성과 공간의 환영성)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.19 no.2
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    • pp.229-236
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    • 2018
  • The background fort this study is related to the concept of modern time and space which has been extended from physical space to virtual space in the present times witnessing the advent of the Fourth Industrial Revolution. Based on visual tactility and illusion in virtual reality, we intended to present the possibility of the interactions as realistic as the interactions occurring in reality. Regarding the scope of this study, we analyzed the relationship between illusion in game space and immersion in interactions based on the games used frequently among current virtual reality contents. The results of the study showed that the interactions in virtual reality occurred within the space converging the time and space and that the illusion of digital images had realistic position of reality without original. Research which investigates the interaction in virtual space and media projection method for real space and virtual space will provide useful basis for promoting technological development based on novel methods differentiated from existing image grammar and for identifying the content utilization methods.