• Title/Summary/Keyword: mixed reality

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Design of Mixed Reality System for Weather forecast (혼합현실 기상가시화 시스템 설계)

  • Lee, Young-Ho;Ahn, Dong-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2010.07a
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    • pp.165-167
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    • 2010
  • 최근 지구 온난화 효과에 의한 기상이변으로 기상정보에 대한 관심이 급증하고 있다. 날씨 예보가 일반인들의 일상생활에 영향을 미칠 뿐만 아니라 산업과 경제 전반에 미치는 영향이 크기 때문이다. 기상분야의 의사결정은 직간접적으로 많은 양의 자료를 필요로 한다. 기상자료로부터 공간에 관련된 지도 자료, 각종 측정 및 계측자료 등이 그것들이다. 따라서 기상분야에서의 의사결정이 앞에 나열한 자료를 처리하고 계산과정을 거쳐 그 결과를 바탕으로 이루어질 때 적절하고 합리적인 의사결정이라고 할 수 있을 것이다. 이러한 의사결정 시스템은 사용자가 직관적이고 종합적으로 의사를 결정할 수 있도록 여러 가지 복잡한 자료를 표출할 수 있어야 한다. 본 논문에서는 의사결정을 위한 기상가시화 시스템의 요구조건을 분석하고 설계를 제안한다.

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A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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Mixed Reality System for Virtual Chemistry Lab

  • Duan, Xiaoyun;Kang, Shin-Jin;Choi, Jong In;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.4
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    • pp.1673-1688
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    • 2020
  • This paper presents a new method for improving teaching aids with the design and development of a chemistry education platform - the Mixed Reality (MR) Chemistry Lab. Our system provides a new educational experience in which students can simulate a chemistry experiment in a virtual lab and interact with objects using Oculus Helmet-Mounted Displays (HMD) and hand controller devices. The proposed system aims to familiarize students with experimental procedures and safety knowledge before conducting actual experiments. Moreover, students will be able to observe microscopic atomic structure models in three dimensions. Our research also includes a five-part, quantitative evaluation system user tests perform using a quantitative questionnaire consisting of five items, including hardware equipment, immersion, education, interaction sense of control, and degree of difficulty. The evaluation results confirm that this system will be helpful to the educational experience of conducting chemistry experiments with scientific evaluation methods, and the proposed system is also expected to have a broad range of applications in many other subjects.

Technology Adoption of InnovViz 2.0 : A Study of Mixed-Reality Visualization and Simulation System for Innovation Strategy with UTAUT Model

  • Savetpanuvong, Phannaphatr;Tanlamai, Uthai;Lursinsap, Chidchanok;Leelaphattarakij, Pairote;Kunarittipol, Wisit;Choochaisri, Supasate
    • Journal of Information Technology Applications and Management
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    • v.18 no.3
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    • pp.1-30
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    • 2011
  • InnovVizwas designed and developed anew as avisualization and simulationtool to present innovation and strategy information. The InnovViz system employs two key types of technology, namely mixed reality (MR) and neural network (NN). An experiment was conducted to examine the usability, acceptance and possible adoption of this new system. Participants comprised 4 experts from 4 top performing entrepreneurial firms and 161 master degree students from 2 leading universities. The study used a modified UTAUT model and a cognition and perception model. The results revealed that when the InnovViz was introduced, the key drivers to adoption are Facilitating Conditions (FC) and Voluntary to Use (VOL). Adequate knowledge and sufficient resources were found to strongly affect FC construct. The expert's rating of a firm's innovation and performance was more congruent with senior students with a technology-background than with a finance and accounting-background. InnovViz was seen as providing complex information with an ease of use and usefulness for showing data and assessment. Among the three types of visuals depicted by InnovViz, experts rated their usefulness in descending order as follows: Cube, Tetrahedron and Saturn. Finally, experts found backward simulation to be slightly more useful for assessment than forward simulation.

A Web-based System for Embedding a Live Actor and Entity using X3DOM (X3DOM 을 이용한 라이브 행동자와 실체를 통합하기 위한 웹 기반 시스템)

  • Chheang, Vuthea;Ryu, Ga-Ae;Jeong, Sangkwon;Lee, Gookhwan;Yoo, Kwan-Hee
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2016.11a
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    • pp.1-3
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    • 2016
  • Mixed and augmented reality (MAR) refers to a spatially coordinated combination of media/information components that represent on the real world and its objects, and on the other those that are virtual, synthetic and computer generated including any combination of aural, visual and touch. The extensible 3D (X3D) is the ISO standard for defining 3D interactive web-based 3D content integrated with multimedia. In this paper, we propose a model to integrate live actor and entity that captured from Microsoft Kinect to be represented in Web-based mixed augmented reality world by using X3DOM by which X3D nodes can be integrated seamlessly into HTML5 DOM content.

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The Effect of User Experience on Perceived Flow and Continuous Intentions to Use the Mixed Reality Technology (혼합현실 기술 사용자 체험이 플로우와 지속사용의도에 미치는 효과)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.45 no.5
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    • pp.907-921
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    • 2021
  • This study aims to predict causal relationships between experience economy, perceived flow, and continuous use intention in the mixed reality (MR) environment. A virtual fitting mirror with two modes (i.e., avatar and self-image) was selected for this study. A total of 200 samples was obtained in two sample frames: virtual fitting users in avatar mode (group 1, n = 119) and self-image mode (group 2, n = 81). The results showed that the experience economy consists of entertainment, education, esthetic, and escapism. The entertainment and esthetic experiences had positive effects on perceived flow, leading to continuous use intentions. For avatar mode, the entertainment and esthetic experiences had positive effects on continuous use intentions through the mediating effect of flow; and the education experience had a positive effect on the continuous intentions to use the MR technology. For self-image mode, the flow mediated the effect of entertainment on continuous use intentions, whereas education and escapism directly affected the intention to use the MR technology. The paper also discusses the theoretical and managerial implications of using MR technologies in fashion retailing.

다중 블럽 마커를 이용한 스테레오 혼합현실 기술의 구현

  • 양기선;민동보;김한성;손광훈
    • Korea Information Processing Society Review
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    • v.11 no.1
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    • pp.51-61
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    • 2004
  • 혼합현실(Mixed reality)은 가상현실(Virtual reality)의 확장개념이다. 가상현실은 가상환경에 사용자가 몰입해 있는 동안 사용자는 그 주위에 실세계를 볼 수 없는 반면, 혼합현실은 실세계와 합성되어 사용자로 하여금 가상 물체와 실세계를 모두 볼 수 있게 한다.(중략)

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The Study of Stable Child English Education Content Using Augmented Reality Solving the Hide of Marker (마커의 가려짐을 해결하여 증강현실을 이용한 안정적 영어 학습 컨텐츠에 대한 연구)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
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    • v.9 no.4
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    • pp.99-102
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    • 2010
  • In this study, the 3- dimensional (3-D) learning contents are suggested using 'Augmented Reality' instead of existing 2-dimensional (2-D) learning methods. At the present, there are some 2-D learning methods using texts, image, pictures, and videos called e-learning. However, these one-way 2-D methods have some disadvantages such as declining learner's immersion and concentration. Thus, the 3-D learning contents using 'Augmented Reality' are suggested to compensate the disadvantages. According to the development of information technology (IT), the augmented reality has many applications to the era of ubiquitous. However, there are some disadvantages when learners use these contents as following; non-augmenting by partially hiding from makers and declining concentration by patterns of the makers. In this study, the beneficial marker which can solve this non-augmenting phenomenon is suggested.

Analysis of the Research on Augmented Reality Using Knowledge Domain Visualization based on Co-Citation Analysis (동시인용분석 기반 지식영역 가시화 기법을 활용한 증강현실 연구 분석)

  • Lee, Jeonghwan;Lee, Jae Yeol
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.5
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    • pp.309-320
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    • 2013
  • Augmented reality (AR) is considered to be an excellent user interface to a 3D information space embedded within physical reality. For this reason, it has been applied to various applications such as design, medical service, interaction, and collaboration. However, there is no formal way of analyzing the research trend and evolution of augmented reality. This paper identifies the research trend and change in augmented reality (AR) via co-citation analysis. The co-citation analysis provides how the AR research has evolved, who are main contributors, and which papers suggest essential and influencing impact. To systematically analyze the cocitation, we have retrieved 1,145 papers from the Web of Science and applied a scientomertric analysis using CiteSpace. Based on the co-citation analysis of authors and documents, it is possible to analyze the evolution of augmented reality, key authors and papers, and breakthroughs. We have also compared the proposed approach with survey papers written by experts so that the result of the co-citation analysis can compromise the qualitative result done by experts, and thus it can provide a different view and insight for visualizing the research on augmented reality.

Adaptive Concurrency Control Approach on Shared Object Manipulation in Mixed Reality

  • Lee, Jun;Park, Sung-Jun
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.11
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    • pp.75-84
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    • 2021
  • In this paper, we propose an adaptive concurrency control scheme to reduce conflicts and working time in the cooperative work in mixed reality. To this ends, we first classified the goals, tasks and ownerships of the cooperative work. Then, the classified relationships are mapped according to their temporal and hierarchical relationships of shared object manipulation in the cooperative work. The proposed system provides adaptive concurrency controls of the shared object according to temporal orders of the sub-goals. With the proposed scheme, a participant is enable to move and rotate a shared object although another already has an ownership of the shared object in a specific order of the sub-goal. Thus, the proposed system provides adaptive and realistic cooperative working environment. We conducted a user study of the proposed scheme. The proposed system could reduce conflicts and working times comparing to conventional approaches.