• 제목/요약/키워드: mixed reality

검색결과 269건 처리시간 0.032초

혼합현실 환경에서 레가시 데이터를 활용하는 가상 공정배치 시뮬레이션 시스템 (The Virtual Factory Layout Simulation System using Legacy Data within Mixed Reality Environment)

  • 이종환;신수철;한순흥
    • 정보처리학회논문지A
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    • 제16A권6호
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    • pp.427-436
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    • 2009
  • 디지털 가상 제조는, 생산 시스템의 요소를 컴퓨터상에서 모델링 하여 디지털 모델을 구성한 뒤, 3차원 CAD, 시뮬레이션 등의 관련 기술을 이용하여, 신속하고 효율적인 제품 개발과 생산 프로세스를 사전에 검증하여 지원하는 기술이다. 여기에 혼합현실 기술을 응용하면, 모든 개체 가 그래픽 객체들로만 표현된 순수한 가상환경 기반의 디지털 가상 제조 기술을 보완하여 좀 더 현실감이 있는 환경을 제공할 수 있으며, 동시 에 필요한 일부만 그래픽 객체로 표현하므로 모델링에 필요한 시간과 비용을 절감할 수 있다. 본 논문은 이러한 혼합현실 기술을 디지털 가상 제조 과정 중 가상 공정설비 배치 기술에 이용하면서, 현장에 이미 구축되어 있는 레가시(legacy) 데이터를 이용하는 방안을 제안한다. 이를 위 하여 혼합현실 기반 공정설비 배치 시스템에 적합한 현장의 레가시 데이터의 취득 방법과 가공 방법이 개발되었으며, 가공된 데이터를 기반으 로 시뮬레이션이 가능한 혼합현실 기반 디스플레이 시스템을 구축하였다. 개발된 혼합현실 기반 가상 공정설비 배치 시스템은, 실제 설비를 배 치하기 전에, 현장에서 그 위치와 적용성을 미리 검증함으로써, 설비 배치와 관련된 오류를 줄일 수 있다.

Mixed Reality 기술을 이용한 수지침 학습 및 시술지원 시스템 (Hand Acupuncture Supporting System using Mixed Reality Scheme)

  • 김기호;유황빈
    • 한국정보처리학회논문지
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    • 제7권5호
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    • pp.1351-1360
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    • 2000
  • The hand acupuncture, called Sujichim, is mostly conducted at home. Many people try to learn and apply the Sujichim treatment to the health care of their family. This paper proposes a mixed reality scheme for the hand acupuncture supporting system. Using our system, a novice can easily perform the acupuncture by himself to improve his body condition. Our system has two major phases: learning phase and operation phase. In learning phase, we extract the finger joint lines from the real world image, where the lines are very important for finding the acupuncture spots on a hand. In operation mode, user can easily make Sujichim treatment by the knowledge provided by the computer. According to the experiments, our system is proved to be very effective and easy to use.

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혼합현실에서 텍스트 콘텐츠 표시에 대한 휴먼팩터 평가 (Evaluation of Human Factors on Text Content Displayed in Mixed Reality)

  • 김대연
    • 한국멀티미디어학회논문지
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    • 제25권9호
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    • pp.1316-1327
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    • 2022
  • In this study, the effect of text content on users in mixed reality was investigated and subjective evaluation was performed using a statistical approach. The position and size of the text were defined as independent variables, and eye comfort and visibility were analyzed as dependent variables. Twenty participants viewed the content for 96 seconds and then performed a related survey rating task. As a result of two-way ANOVA, the interaction between text position and size and the main effect on text size were not statistically significant. The main effect on text position was found to be statistically significant, and as a result of the analysis, the bottom middle was preferred for both eye comfort and visibility.

Systematic Review of Extended Reality Digital Therapy for Enhancing Mental Health Among South Korean Adolescents and Young Adults

  • Serim Lee;Jiyoung Yoon;Yeonjee Cho;JongSerl Chun
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • 제34권4호
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    • pp.204-214
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    • 2023
  • Digital therapy using extended reality (XR) holds great promise for addressing the mental health needs of adolescents and young adults. This study addresses a notable research gap in South Korea by systematically reviewing XR-based digital therapy for the mental health of South Korean adolescents and young adults. We analyzed 26 studies encompassing various aspects, including study type, publication date, research field, research methodology, data sources, program types, program content, sample characteristics, target population, assessment tools, and program effectiveness. Notably, 46.15% of the studies employed an experimental design, whereas over 53% utilized non-experimental approaches. Experimental studies lacked a genuine design, standardized questionnaires, and control variables. Similarly, non-experimental studies failed to report specific literature selection criteria. Consequently, future studies should adopt rigorous methodologies to enhance reliability and validity. Moreover, over 85% of the 26 studies focused solely on virtual reality and did not incorporate augmented or mixed reality. This study identifies the limitations of the previous research. These findings emphasize the need for structured investigations to advance the development of XR-based digital therapy to promote mental health in adolescents and young adults in South Korea.

가상현실 기반 실전적 정밀사격훈련 구현 연구 (A study on the actual precision shooting training based on virtual reality)

  • 이병학;김종환;신규용;김동욱;이원우;김남혁
    • 융합보안논문지
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    • 제18권4호
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    • pp.62-71
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    • 2018
  • 4차 산업혁명 시대에 가상현실 기술의 급속한 성장은 국방 분야에서도 ICT 융합과 더불어 군사훈련체계의 과학화를 가속 시키고 있다. 최근 육군에서는 사격장 소음문제에 따른 민원증가, 사격장 안전사고 예방, 그리고 훈련비용 절감과 같은 민감한 사안을 해결하기 위해 모의 사격훈련 시뮬레이터 연구개발이 활발하게 진행되고 있다. 본 논문에서는 기존의 사격훈련시뮬레이터의 기술적 한계점을 살펴보고 이를 극복하기 위해 훈련자 중심의 공간 동기화 기법과 미소각 근사 수정질점탄도모델을 제안한다. 자체 개발한 정밀사격 시뮬레이터 MARS(medium range assault rifle shooting simulator)에 조성된 혼합현실(mixed reality) 환경에서 반응조끼(haptic vest)를 착용한 훈련자는 가상적군과 양방향 교전간 실시간 피격을 경험할 뿐만 아니라 실제 탄도궤도가 적용된 정밀사격훈련을 수행하게 되어 훈련 결과에 따른 신뢰 높은 훈련평가를 받을 수 있게 되었다.

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혼합현실 기반 중증외상 처치 시뮬레이션 교육 요구 조사: 군병원 간호사 대상 포커스 그룹 인터뷰 적용 (Educational needs of severe trauma treatment simulation based on mixed reality: Applying focus group interviews to military hospital nurses)

  • 장선미;황신우;정유미;정은영
    • 한국간호교육학회지
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    • 제27권4호
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    • pp.423-435
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    • 2021
  • Purpose: The purpose of this study is to identify the educational needs of a severe trauma treatment simulation program based on mixed reality which combines element of both virtual reality and augmented reality. Methods: Focus group interviews were conducted with ten military hospital nurses on February 4 and 5, 2021. The collected data were analyzed using a qualitative content analysis. As a framework for data analysis, the educational needs were clustered into the following four categories: teaching contents, teaching methods, teaching evaluation, and teaching environment. Results: The educational needs for each category that emerged were as follows: three subcategories including "realistic education reflecting actual clinical practice" and "motivating education" for teaching contents; five subcategories including "team-based education," "repeated education that acts as embodied learning," and "stepwise education" for teaching methods; six subcategories including "debriefing through video conferences," "team evaluation and evaluator in charge of the team," "combination of knowledge and practice evaluation" for teaching evaluation; six subcategories including "securing safety," "similar settings to real clinical environments," "securing of convenience and accessibility for learners," and "operating as continuing education" for teaching environment. Conclusion: The findings of this study can provide a guide for the development and operation of a severe trauma treatment simulation program based on mixed reality. Moreover, it suggests that research to identify the educational needs of various learners should be conducted.

A Study on Virtual Studio Application using Microsoft Hololens

  • Lee, Jaehyun;Kim, Seunghyeon;Kim, Lyounghui;Kang, Jinwook;Lee, Seunghyun;Kwon, Soonchul
    • International journal of advanced smart convergence
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    • 제6권4호
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    • pp.80-87
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    • 2017
  • Mixed Reality (MR) shows a composite image of a virtual object in the real world. It has been applied to various fields by the introduction of head mounted display (HMD) such as Microsoft's Hololens [1-3]. The virtual studio in broadcasting combines the contents created by computer graphics with the actual set to reproduce the 3D image screen. This requires physical space such as a set of chroma keys. It also requires professional knowledge and manpower and costly equipment to post-process the graphics and information for long periods of time. Therefore, in this paper, we aim to study the implementation of virtual studio based on Mixed Reality using Microsoft Hololens. Through the implementation of 'Holo-studio' application, realistic and virtual objects of broadcasting camera viewpoint were acquired at the same time. Using Microsoft's spectator view library, the frame rate is degraded in objects with high polygons (100,000 polygons). The proposed method maintains 60 fps image transmission in high polygon objects. The results of this paper show the possibility of using virtual studio at low cost which does not need separate physical space.

Implementation of AR Remote Rendering Techniques for Real-time Volumetric 3D Video

  • Lee, Daehyeon;Lee, Munyong;Lee, Sang-ha;Lee, Jaehyun;Kwon, Soonchul
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권2호
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    • pp.90-97
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    • 2020
  • Recently, with the growth of mixed reality industrial infrastructure, relevant convergence research has been proposed. For real-time mixed reality services such as remote video conferencing, the research on real-time acquisition-process-transfer methods is required. This paper aims to implement an AR remote rendering method of volumetric 3D video data. We have proposed and implemented two modules; one, the parsing module of the volumetric 3D video to a game engine, and two, the server rendering module. The result of the experiment showed that the volumetric 3D video sequence data of about 15 MB was compressed by 6-7%. The remote module was streamed at 27 fps at a 1200 by 1200 resolution. The results of this paper are expected to be applied to an AR cloud service.

혼합현실 기술 연구개발 동향 및 전망 (Survey on Mixed Reality R&D)

  • 이상국
    • 한국컴퓨터그래픽스학회논문지
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    • 제13권2호
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    • pp.1-15
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    • 2007
  • 본 논문에서는 혼합현실 기술과 관련된 국내 외의 최근 연구개발 동향과 사례들을 살펴보고, 사용된 기술내용과 기술적 한계 극복을 위한 발전 방향을 논한다. 혼합현실 기술은 실 세계와 가상 세계를 실시간으로 혼합하여 사용자에게 제공함으로써 정보 사용의 효율성과 효과성을 극대화하는 기술이며, 이는 향후 IT 기술 전분야의 발전과 변화에 많은 영향을 줄 '주목해야 할 기술'이다. 혼합현실 기술이 사용자들에게 쉽게 받아들여지고, 보다 적극적으로 널리 활용되기 위해서는 HMD(Head Mount Display), 트래킹 시스템, 실시간 랜더링 및 정합 등 기술적 한계의 극복과 혼합현실에 특화된 사용자 상호작용 기술 개발 및 응용 서비스 창출 그리고 사회적인 용인 한계의 극복 등이 요구된다.

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