• Title/Summary/Keyword: mixed reality

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Analyses of RFID system architecture based on Mobile agent scheme (모바일 에이전트 기법을 이용한 RFID 시스템 구조의 분석)

  • Kim, Jung-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.797-800
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    • 2009
  • RFID enabled credit cards are becoming increasingly popular as contactless credit cards. We envision a future where RFID credit cards will be used for online shopping. RFID system has tremendous potential to render electronic payments more secure than normal credit cards. The word RFID enabled credit cards may bring in mixed passion, enthusiasm and perhaps even rage! This is partly paranoia and partly reality. The reality is that an intruder can read RFID cards without the user even noticing it. This brings in a zone of discomfort and leads to paranoia. Certain interactivity should exist to bring back this comfort to the user. This paper tries to make an effort in that direction. In this paper we propose mobile phone based architecture for secured electronic payments using RFID credit cards.

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A Pulley-Type VR Interface that Efficiently Conveys a Sense of Weight to the User in a Virtual Environment (가상환경에서 무게감을 효율적으로 사용자에게 전달하는 도르래 방식의 VR 인터페이스)

  • Seong-A Park;YeRin Moon;Soyeon Park;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.381-384
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    • 2023
  • 본 논문에서는 마이크로소프트의 홀로렌즈를 이용한 손 위치 추적 및 모션 인식과 아두이노를 통해 상황에 맞는 무게감을 사용자에게 전달할 수 있는 VR 인터페이스를 제안한다. 홀로렌즈는 혼합현실을 체험할 수 있지만 홀로렌즈를 이용해 가상의 물체를 잡았을 때 현실과의 물리적인 상호작용이 없기 때문에 현실감이 떨어져 몰입을 저하하는 원인이 된다. 본 논문에서는 혼합현실에서 사용자의 몰입을 개선하기 위해 아두이노를 이용하여 사용자에게 무게감을 효율적으로 전달하여 현실과 같은 몰입을 줄 수 있는 도르래 방식의 VR 인터페이스를 제안한다.

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The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Nursing Students and Clinical Nurses' Awareness of Virtual Reality(VR) Simulation and Educational Needs of VR-based Team Communication and Teamwork Skills for Patient Safety: A Mixed Method Study (간호대학생과 병원간호사의 가상현실기반 환자안전을 위한 팀 의사소통과 팀워크 기술에 대한 교육요구의 차이: 혼합연구설계)

  • Hur, Hea Kung;Jung, Ji Soo
    • The Journal of the Korea Contents Association
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    • v.22 no.1
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    • pp.629-645
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    • 2022
  • The purpose of this study is to investigate the educational needs of virtual reality(VR)-based communication and teamwork skills for patient safety intended for nursing students and nurses. For this study, mixed method design was used with surveyed data collected 60 nursing students and 123 nurses. And fourteen nurses was conducted focus group interview. SPSS/WIN 25.0 and inductive content analysis for focus group interviews were utilized for data analysis. The results indicated that the awareness of VR and educational needs of team communication, and teamwork skills were above average, and nursing students required higher educational needs than nurses. Teamwork knowledge was moderate, and there was no significant difference between the two groups. Regarding nurse's communication in hospital, 4 themes of contributing factors and 2 themes of result factors that cause communication difficulties among nurses were derived from the qualitative data. Therefore, it is necessary to develop a virtual reality-based simulation program reflecting the educational needs of nursing students and nurses in order to improve team communication and teamwork skills for patient safety required for nursing students and nurses.

Interface Application of a Virtual Assistant Agent in an Immersive Virtual Environment (몰입형 가상환경에서 가상 보조 에이전트의 인터페이스 응용)

  • Giri Na;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.1
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    • pp.1-10
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    • 2024
  • In immersive virtual environments including mixed reality (MR) and virtual reality (VR), avatars or agents, which are virtual humans, are being studied and applied in various ways as factors that increase users' social presence. Recently, studies are being conducted to apply generative AI as an agent to improve user learning effects or suggest a collaborative environment in an immersive virtual environment. This study proposes a novel method for interface application of a virtual assistant agent (VAA) using OpenAI's ChatGPT in an immersive virtual environment including VR and MR. The proposed method consists of an information agent that responds to user queries and a control agent that controls virtual objects and environments according to user needs. We set up a development environment that integrates the Unity 3D engine, OpenAI, and packages and development tools for user participation in MR and VR. Additionally, we set up a workflow that leads from voice input to the creation of a question query to an answer query, or a control request query to a control script. Based on this, MR and VR experience environments were produced, and experiments to confirm the performance of VAA were divided into response time of information agent and accuracy of control agent. It was confirmed that the interface application of the proposed VAA can increase efficiency in simple and repetitive tasks along with user-friendly features. We present a novel direction for the interface application of an immersive virtual environment through the proposed VAA and clarify the discovered problems and limitations so far.

Estimating Parameters of Field Lifetime Data Distribution Using the Failure Reporting Probability (고장 보고율을 이용한 현장 수명자료 분포의 모수추정)

  • Kim, Young Bok;Lie, Chang Hoon
    • Journal of Korean Institute of Industrial Engineers
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    • v.33 no.1
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    • pp.52-60
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    • 2007
  • Estimating parameters of the lifetime distribution is investigated when field failure data are not completelyreported. To take into account the reality and the accuracy of the estimates in such a case, the failure reportingprobability is incorporated in estimating parameters, Firstly, method of maximum likelihood estimate (MLE) isused to estimate parameters of the lifetime distribution when failure reporting probability is known, Secondly,Expectation and Maximization (EM) algorithm is used to estimate the failure reporting probability and parame-ters of the lifetime distribution simultaneously when failure reporting probability is unknown. For both cases,procedures of estimation are illustrated for single Weibull distribution and mixed Weibull distribution. Simula-tion results show that MLE obtained by the proposed method is more accurate than the conventional MLE.

고장 보고율을 이용한 현장 수명자료 분포의 모수추정

  • Park, Tae-Ung;Kim, Yeong-Bok;Lee, Chang-Hun
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.05a
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    • pp.678-685
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    • 2005
  • Estimating parameters of the lifetime distribution is investigated when field failure data are not completely reported. To take into account the reality and the accuracy of the estimates in such a case, the failure reporting probability is incorporated in estimating parameters. Firstly, method of maximum likelihood estimate(MLE) is used to estimate parameters of the lifetime distribution when failure reporting probability is known. Secondly, Expectation and Maximization(EM) algorithm is used to estimate the failure reporting probability and parameters of the lifetime distribution simultaneously when failure reporting probability is unknown. For both case, procedures of estimation are illustrated for single Weibull distribution and mixed Weibull distribution. Simulation results show that MLE obtained by the proposed method is more accurate than the conventional MLE.

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Mobile Mixed Reality Technology (모바일 혼합현실 기술)

  • Kim, Gi-Hong;Kim, Hong-Gi;Jeong, Hyeok;Kim, Jong-Seong;Son, Uk-Ho
    • Electronics and Telecommunications Trends
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    • v.22 no.4 s.106
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    • pp.96-108
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    • 2007
  • 혼합현실 기술을 휴대가 용이한 모바일 기기상에서 효과적으로 구현하기 위해서는 기기에 부착된 카메라의 위치를 인식하는 기술을 시작으로 입력된 실세계 공간에 가상의 디지털 정보를 정합하고 표현하는 기술, 사용자가 표현된 혼합현실 환경과 현실감있게 상호작용하는 기술, 그리고 다양한 응용분야에 맞게 혼합현실 콘텐츠를 저작하는 기술에 이르기까지 여러 가지 세부 기술들이 요구된다. 본 논문에서는 언급한 세부 기술들에 대한 개요와 국내외적으로 진행되고 있는 관련 기술들의 동향을 구체적인 사례를 통해 소개한다.

Multiview real-feeling mixed-reality system using epipolar geometry (등극선 기하를 이용한 다시점 실감 혼합현실 시스템)

  • 김장헌;김장현
    • Proceedings of the Korea Multimedia Society Conference
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    • 2002.11b
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    • pp.442-445
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    • 2002
  • 기존 증강현실과 같은 합성 추적기법에서, 시점을 확장시켜 깊이감을 얻을 수 있는 다시점 영상기술을 적용하였을 경우 특징추출 및 대응의 연산량은 급격히 증가하며, 넓어진 FOV(field-of-view)는 대응을 어렵게 하여 특징의 흔들림을 초래하고 광원과 가려진 영역의 영향을 증대시켜 시점간의 추적을 어렵게 한다. 이에 본 논문은 등극선 기하조건을 고려한 다시점 실감 영상 합성 추적 기법을 제안한다.

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가상현실 콘텐츠 및 기술 동향

  • Im, Yang-Mi
    • Information and Communications Magazine
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    • v.33 no.12
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    • pp.49-55
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    • 2016
  • 최근 국내에서 가상현실 시장을 확보하기 위해 국가 및 대기업들이 적극적인 노력을 하고 있다. 이는 가상현실 시장의 확대가 전세계적으로 급속하게 커져가고 있기 때문이다. 대부분의 콘텐츠들은 가상현실 콘텐츠로 전환 될 것을 예측하고 있으며, 이에 발 맞춰 국외 대기업들은 서로 가지고 있는 가상현실 기술제휴를 통해 새로운 기술들을 개발하고 매년 출시하고 있다. 이러한 VR, AR, MR (virtual, augmented, mixed Reality) 기술 및 콘텐츠 제작 기술의 보유는 앞으로의 중요한 핵심 경제를 주도할 원동력이 될 것이다. 따라서 국내에서도 최적화된 콘텐츠와 사용자의 경험 제공을 위해 소프트웨어 플랫폼 개발과 소프트웨어 탑재를 위한 하드웨어 개발에 적극적인 노력이 필요한 때이다. 이에 본고에서는 국내외 가상현실 기술 기반의 콘텐츠 동향에 대해 다룬다.