• 제목/요약/키워드: real world VR

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메타버스의 건설시공 적용 방향성에 대한 연구 (A study on the Direction of Application of Metaverse in the Construction Industry)

  • 최원준;허석재;나승욱;김치경
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2022년도 봄 학술논문 발표대회
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    • pp.231-232
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    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

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실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구 (A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World)

  • 김철현
    • 방송공학회논문지
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    • 제21권5호
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    • pp.714-725
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    • 2016
  • 최근 VR 콘텐츠의 등장과 함께 다양한 촬영 장치를 이용한 실사기반 VR 360° 영상제작이 주목을 받고 있다. 기존 VR 콘텐츠 제작은 많은 작업이 필요해 연구소 수준에서만 가능했으나 최근 카메라의 소형화로 VR 실사 촬영이 콘텐츠 제작자들에게 보편화되고 있다. 본 논문은 이런 상황에서 현재 VR콘텐츠 제작에 주로 사용되는 액션캠 중심으로 다양한 콘텐츠 제작장비를 비교 연구하고 문제점을 제시하고 있다. 문제점 해결을 위해 시네마급 카메라를 사용해 VR 촬영을 시도했으며 결과 양질의 VR 콘텐츠 제작을 위해서는 액션캠보다 시네마급 카메라 사용과 표준렌즈 기반 콘텐츠가 만들어질 수 있도록 기술적 연구가 필요함을 알 수 있다.

클라우드 VR 기반 다중 사용자 메타버스 콘텐츠를 위한 엣지 컴퓨팅 서버 배치 기법 (Edge Computing Server Deployment Technique for Cloud VR-based Multi-User Metaverse Content)

  • 김원석
    • 한국멀티미디어학회논문지
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    • 제24권8호
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    • pp.1090-1100
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    • 2021
  • Recently, as indoor activities increase due to the spread of infectious diseases, the metaverse is attracting attention. Metaverse refers to content in which the virtual world and the real world are closely related, and its representative platform technology is VR(Virtual Reality). However, since VR hardware is difficult to access in terms of cost, the concept of streaming-based cloud VR has emerged. This study proposes a server configuration and deployment method in an edge network when metaverse content involving multiple users operates based on cloud VR. The proposed algorithm deploys the edge server in consideration of the network and computing resources and client location for cloud VR, which requires a high level of computing resources while at the same time is very sensitive to latency. Based on simulation, it is confirmed that the proposed algorithm can effectively reduce the total network traffic load regardless of the number of applications or the number of users through comparison with the existing deployment method.

Use of Immersive Virtual Technology in Consumer Retailing and Its Effects to Consumer

  • LEE, Won-Jun
    • 유통과학연구
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    • 제18권2호
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    • pp.5-15
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    • 2020
  • Purpose : Today's retailers are integrating new VR technology into their new marketing strategies. Thus, this research aims to understand the role of virtual experiences in the circumstance of sales channels. Research design, data and methodology : Our model hypothesizes that five key factors determine the consumer experience of VR in the virtual retailing context: smartness, vividness, interactivity, playfulness, escape. Information access and flow are mediating variables that connect key drivers and VR satisfaction. Information access and flow then give influence to satisfaction towards VR. Satisfaction serves as a mediator that determines changes in consumer's dual intention: intention to revisit VR and intention to visit the real site. Results : According to the test results, every path except the relationship between information access and satisfaction of VR is accepted as expected at the significance level of 0.05. Conclusions : This research emphasizes the potential importance of VR and continue VR marketing research as an advent research area. Through the dual-path model, this study found that the primary function of VR is information access and flow experience. This result shows that most VR users value emotional benefits rather than rational benefits provided by VR. Finally, the satisfaction of VR can stimulate both the intention to use the VR and the intention to visit real mall.

Virtual Reality Interface for Realistic Communication Services

  • Cho, Y.J.;Park, H.J.;Yang, Hyun-S.
    • 한국방송∙미디어공학회:학술대회논문집
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    • 한국방송공학회 1997년도 Proceedings International Workshop on New Video Media Technology
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    • pp.89-94
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    • 1997
  • In this paper, we present a VR-based interface method which provides users more natural, realistic, and interactive communication and collaboration tool. Since most services in the communication systems matches with the services in the real world, the best understanding would be achieved when the communication services are represented in accordance with the services in the real world. However, conventional text-based interface and 2D GUI cannot provide such reality to the users. In this paper, we discuss VR-based interface to overcome such difficulty and introduce one instance of communication system using the VR-based realistic, what we call Virtual Village, which we are currently developing. This application might be applied to education in virtual space, desktop conferencing system, and entertainment such as MUD or the games in the distributed environment, etc.

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건설업계에 Augmented Reality(증강현실) 적용을 위한 기초 연구 (A Basic Study to Apply Augemented Reality on Construction Industry)

  • 장병철;전영준;박은수;이태식
    • 한국건설관리학회:학술대회논문집
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    • 한국건설관리학회 2008년도 정기학술발표대회 논문집
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    • pp.748-752
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    • 2008
  • 지난 수십 년 동안 컴퓨터와 정보기술의 발달로 가상현실 (Virtual Reality) 을 이용한 시스템이 활발히 연구되었다. 가상현실은 건설관리 영역에서도 이용되는데 건설공정을 시각화 할 수 있으며 건설 환경 및 자원을 고려한 시뮬레이션을 통해 프로젝트 및 건설관리에 많은 도움을 준다. 그러나 가상현실은 모든 것을 컴퓨터 그래픽으로 표현함으로 실재세계와 같은 현실감을 표현하는 데에는 어려움이 있다. 따라서 현실세계와 가상의 세계를 혼합하여 표현하는 Mixed Reality 가 대두되고 있으며 이 중에서도 현실세계에 무게를 둔 증강현실 (Augmented Reality) 에 대한 연구가 활발히 이루어지고 있다. 본 연구를 통해 국내 건설업계에 Augmented Reality를 소개하고자 하였으며 해외 연구사례 및 동향을 분석하여 국내 건설업에 Augmented Reality를 적용할 수 있는 방안을 모색하였다. 마지막으로 제안된 방안의 실현을 위한 지속적인 연구가 요구되는데 이를 위해 향후 연구 전략을 수립하였다.

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큐브 파노라마 가상현실 공간 구현 (The Generation of Cube Panorama Virtual Reality Environment)

  • 이종찬;김응곤
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2001년도 추계종합학술대회
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    • pp.177-180
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    • 2001
  • 가상현실 기술은 공간상의 VR을 구현하기 위한 Panorama 기술과 사물의 VR을 구현하기 위한 Object 기술 두 부분으로 나누어진다. 현재까지의 기술 중 Object VR에 대하여서는 관찰자가 Object를 상, 하, 좌, 우로 회전시키면서 확대, 축소 가능한 상태로 볼 수 있는 입체적인 접근 방법을 제공하지만, Panorama VR의 표현에 있어서는 제작 방식의 제한된 상황으로 상하의 표현이 왜곡되거나 표현되지 못하는 단점을 보이고 있는 실정이다. 따라서 본 연구에서는 Panorama의 기본적 개념과 Panorama VR 제작과정을 통하여 상하 표현이 되지 못하는 단점을 파악하고, 상하의 표현을 근본적으로 가능하게 하는 큐브타입의 새로운 데이터 형식을 제안하여 Panorama VR 공간을 구성하도록 한다.

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Virtual Reality-Based Library User Education Program Development

  • Lim, Seong-Kwan
    • Journal of Information Science Theory and Practice
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    • 제9권4호
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    • pp.63-74
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    • 2021
  • Virtual Reality (VR) is one of the core components of the fourth industrial revolution as a technology that makes the virtual world feel as if it is real. VR is being used in various fields such as entertainment, advertisement, education, medical care, training, sports, and tourism, as well as providing contents for such things as games and videos. Libraries are already looking for ways to utilize VR from various angles, such as operating experiential programs. The purpose of this thesis is to develop and propose a VR-based library user education program. In order to achieve the purpose of the study, we analyzed previous studies from a theoretical perspective to find a way to construct a user education program, and also to derive possible implications based on examples of countries such as the United States and Korea that are already introducing and applying VR technology to library services. Therefore, the user education program proposed in this study can be used as a basic building block when many libraries want to develop VR-based programs in the future.

큐브 파노라마 가상현실 공간 구현 (The Generation of Cube Panorama Virtual Reality Environment)

  • 이종찬;김응곤
    • 한국정보통신학회논문지
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    • 제5권6호
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    • pp.1110-1115
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    • 2001
  • 한 Object 기술 두 부분으로 나누어진다. 현재까지의 기술 중 Object VR에 대하여서는 관찰자가 Object를 상, 하, 좌, 우로 회전시키면서 확대, 축소 가능한 상태로 될 수 있는 입체적인 접근 방법을 제공하지만, Panorama VR의 표현에 있어서는 제작 방식의 제한된 상황으로 상하의 표현이 왜곡되거나 표현되지 못하는 난점을 보이고 있는 실정이다. 따라서 된 연구에서는 Panorama의 기본적 개념과 Panorama VR 제작과정을 통하여 상하 표현이 되지 못하는 단점을 파악하고, 상하의 표현을 근본적으로 가능하게 하는 큐브타입의 새로운 데이터 형식을 제안하여 Panorama VR 공간을 구성하도록 한다.

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전산수치해석 기반 화재훈련 VR 시뮬레이터의 개발 (A Development of Fire Training Simulator Based on Computational Fluid Dynamics Simulation)

  • 차무현;이재경;박성환;최병일
    • 한국CDE학회논문집
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    • 제14권4호
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    • pp.271-280
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    • 2009
  • An experience based training system concerning various fire situations which may result many casualties has been required to make rapid decision and improve the responsiveness. Recently, the necessity of virtual reality (VR) based training system which can replace a dangerous full-scale fire training and be easily adopted to the training or evaluation process is increasing. This study constructed tile virtual environment according to pre-defined scenarios, utilized the FDS(Fire Dynamics Simulator), three dimensional computational fire analysis program, to derive numerically simulated data on the propagation of fire. Finally, by visualizing the realistic fire and smoke behavior through virtual reality technique and implementing real-time interaction, we developed a VR-based fire training simulator. Also, in order to ensure the sense for tile real of a virtual world and reaI-time performance at the same time, we proposed appropriate data processing and space search algorithms, demonstrate d the value of proposed method through experiments.