• Title/Summary/Keyword: video reality

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A Study on Technical Elements for Vision Therapy based on VR HMD (VR HMD에서의 비전 테라피 활용을 위한 기술 요소 연구)

  • Choi, Sangmi;Kim, Jungho;Kwon, Soonchul;Lee, Seunghyun
    • Journal of the Institute of Electronics and Information Engineers
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    • v.53 no.12
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    • pp.161-168
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    • 2016
  • Thanks to mass production and provision of smartphones and the HMD (head mounted display), VR (virtual reality) is now being applied to various areas. The VR HMD is the interface equipment which allows users to have realistic experiences through human sensory organs such as vision and auditory sense. Since the majority of VR equipment is operated by the display for both eyes, 360-degree video content and the depth information, the VR mechanism is closely related to human senses, especially vision. Previous studies have focused on how to minimize negative impact such as motion sickness or visual fatigue. Little attention has been paid on research about the visual treatment. Therefore, the focus of this study is to develop technical elements for utilization of vision therapy with the VR HMD and explore possible areas to apply it. To this end, we analyzed the past case studies and technical elements to identify 16 areas for vision therapy. We also developed the optical parameters for utilization of the VR HMD visual targets. The result of this study is expected to be utilized for development of visual targets for vision therapy based on the VR HMD.

Effect of Virtual Reality Training for the Enclosed Space Entry (밀폐공간진입을 위한 가상현실(VR) 훈련의 효과)

  • Chae, Chong-Ju;Lee, Jin-Woo;Jung, Jin-Ki;Ahn, Young-Joong
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.24 no.2
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    • pp.232-237
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    • 2018
  • According to the MAIIF report, from 1998 to 2009, 101 incidents involving entering enclosed spaces aboard ships resulted in 93 deaths and 96 casualties. IMO has therefore amended the Recommendations for entering Enclosed Spaces Entry and SOLAS 1974 Convention Chapter 3 Regulation 19, which mandates enclosed spaces entry and rescue drill on a regular basis. The training of entering such enclosed spaces should be practical, recognizing all possible risks of entering enclosed spaces aboard ships, while also considering the safety of trainees during the training. Recently, educational contents utilizing virtual reality (VR) have been applied in various fields to improve education and training effects, and these methods have proven to have advantages in actual and repetitive learning without being limited to physical space. In this study, the effectiveness, characteristics and differentiation of training of entering enclosed spaces aboard ships using VR were compared with traditional class room lectures through quantitative evaluation and questionnaires of training participants. Through the evaluation and questionnaire, it was found that participants using VR understood and learned the required training elements better than the control group, all of whom were trained through the normal class room lecture. Moreover, participants reported to display preference for training with the help of VR. As a result of the study, it was confirmed that the learning effects of VR onboard training can be used as an effective training method, especially by using video and other types of simulators.

Towards 3D Modeling of Buildings using Mobile Augmented Reality and Aerial Photographs (모바일 증강 현실 및 항공사진을 이용한 건물의 3차원 모델링)

  • Kim, Se-Hwan;Ventura, Jonathan;Chang, Jae-Sik;Lee, Tae-Hee;Hollerer, Tobias
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.2
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    • pp.84-91
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    • 2009
  • This paper presents an online partial 3D modeling methodology that uses a mobile augmented reality system and aerial photographs, and a tracking methodology that compares the 3D model with a video image. Instead of relying on models which are created in advance, the system generates a 3D model for a real building on the fly by combining frontal and aerial views. A user's initial pose is estimated using an aerial photograph, which is retrieved from a database according to the user's GPS coordinates, and an inertial sensor which measures pitch. We detect edges of the rooftop based on Graph cut, and find edges and a corner of the bottom by minimizing the proposed cost function. To track the user's position and orientation in real-time, feature-based tracking is carried out based on salient points on the edges and the sides of a building the user is keeping in view. We implemented camera pose estimators using both a least squares estimator and an unscented Kalman filter (UKF). We evaluated the speed and accuracy of both approaches, and we demonstrated the usefulness of our computations as important building blocks for an Anywhere Augmentation scenario.

An Intravenous Injection Simulator using Augmented Reality for Veterinary Education (증강현실 기술을 사용한 수의학 교육용 정맥 주사 훈련 시뮬레이터)

  • Lee, Jun;Seo, Anna;Kim, WonJong;Kim, Jee-In;Lee, SeungYeon;Eom, KiDong
    • Journal of the HCI Society of Korea
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    • v.7 no.2
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    • pp.25-34
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    • 2012
  • A veterinary student learns and experiences veterinary processes though experiments and practices using real animals. However, animal protection laws regulate animal experiments and restrict number of the experiments on laboratory animals, veterinary students would have less chances of the experiments and the practices for their veterinary training with real animals. This paper proposes a simulator for veterinary education based on augmented reality (AR). We selected an intravenous injection procedure for the simulation because the injection procedure is the most frequently used procedure during veterinary training and the most difficult stage for beginning veterinary students. The proposed AR simulator provides with a tangible prop, of which shape looks like a leg of a real dog. It also has a injection simulator, which receives user's input and sends force feedbacks to indicate results of the injection simulation. We developed a WorkBench type AR system with an LED display and cameras for visual information processing. Finally, we evaluated its performance through experiments and user studies to check its acceptance level and usability of the proposed system. We compared the proposed system with a traditional video based education and an AR based system using a head mounded display (HMD). The results that the proposed system showed better performances over these systems.

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A study on metaverse construction and use cases for non-face-to-face education (비대면 교육을 위한 메타버스 구축 및 활용 사례에 대한연구)

  • Kim, Joon Ho;Lee, Byoung Sung;Choi, Seong Jhin
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.483-497
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    • 2022
  • Recently, due to COVID-19, non-face-to-face online lectures are being held all over the world. In higher education in the post-corona era, distance learning has become the main teaching and learning method. At this time, Metaverse is being proposed as a new alternative. Metaverse has basic elements such as avatars, 3D space, and activities accompanied by interaction, which can be seen as a difference compared to existing VR (Virtual Reality) contents. This study designed and built an educational metaverse platform that can be applied to actual lectures by reflecting the three elements of the metaverse.In addition, we implemented a cross-device-platform that supports various devices such as HMDs, smartphones, tablets, and PCs by reflecting user requirements through usability tests such as middle school, high school, college students, and parents, so that anyone can easily participate in Metaverse lectures. Currently, the metaverse platform is being developed and serviced in various ways, but there are hardly any services designed for education. Just as services such as Zoom, the existing video conferencing solution, were used for non-face-to-face education, some functions of the currently serviced metaverse are utilized for education and used in the form of a one-time event. The educational metaverse platform developed through this study is expected to be a reference in constructing the metaverse for education in the future.

Study of KINECT based 3D Holographic and Gesture (KINECT 기반 3D 홀로그래픽과 제스처에 대한 연구)

  • Jiang, Zhou;Seo, Laiwon;Roh, Changbae
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.411-417
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    • 2013
  • Two-dimensional image processing method and tools Rigi then developed a report prepared by a variety of video and three-dimensional images are increasing demands for navigation. The hard part to experience in the real world experience in the virtual environment, and has the purpose to take advantage of. This is a system that provides a simple 3D background, but everyday actions that can control the system with the needs of an instinctive interface technology means. The purpose of this study a variety of human behavior using the Kinect device in action close to the three-dimensional technology to develop a new navigation control is Kinect Holography and 3D images using the input data so that you have the linkage is to design the system.

Comparative analysis Gundam contents(Animation and Figure) and elements of a culture theory (건담 컨텐츠(애니메이션 및 건담 피규어)의 문화 성립 요소분석)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.299-304
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    • 2012
  • First broadcasted in 1979's and until today very popular in the Original title video content Mobil Suit GUNDAM, it has difference to existing other two-way race other robot animation. According to director Tomino Yoshiyuki animation Gundam has an elements of drama. It's explain imply all untruth reality contents. The content of Japanese animation, GUNDAM beyond its wide range of industries around the world, further developed and expanded, and further is referred to as GUNDAM culture. Academic culture in terms of the five elements that make up culture (technology, values, social relations, language, and material) around the content analysis of GUNDAM. As a result, the five cultures of each of the elements that conflict with sufficient information and are believed to be worth.

A Study for Virtual Reality 360 Video Production Workflow with HDR Using log Shooting (log 촬영과 HDR을 이용한 실사 360 영상 제작흐름 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.63-73
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    • 2018
  • These days, VR contents are created in three ways: CG based method, game engine based method, and live action shooting method. The most universal method is live action shooting. So far, most live actions are shot with action cams. Therefore, this method is different from professional image production method for movies and TV dramas. This study tries to point out the difference between professional image production method and action cam based shooting method, and proposes an alternative. The proposed method is log shooting based HDR filming and editing. As the result of test shooting and editing, the proposed method was able to obtain more color information than conventional action cam based shooting method and thereby to implement high-definition images which are hard in an action cam.

Development of Scent Display and Its Authoring Tool

  • Kim, Jeong Do;Choi, Ji Hoon;Lim, Seung Ju;Park, Sung Dae;Kim, Jung Ju;Ahn, Chung Hyun
    • ETRI Journal
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    • v.37 no.1
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    • pp.88-96
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    • 2015
  • The purpose of this study is to design an authoring tool and a corresponding device for an olfactory display that can augment the immersion and reality in broadcasting services. The developed authoring tool allows an olfactory display to be properly synchronized with the existing video service by applying the standardized format using ISO/IEC 23005 (MPEG-V) and the corresponding developed scent display device. To propose the proper data format for the olfactory display, we have analyzed both the multimodal combination and the cross-modality related to the olfactory display. From the results of the analysis, we derived a set of olfactory parameters for the olfactory display that are related to emotion. The analyzed parameters related to emotion in an olfactory display are synchronization, scent intensity, scent persistence, and hedonic tone. These parameters should be controlled so that the olfactory display can be in harmony with the existing media to augment emotion. In addition, we developed a scent display device that can generate many kinds of scents and that satisfies design conditions for olfactory parameters that are for use with broadcasting services.

An Empirical Study on User Acceptance of Micro e-Payment Systems : System Features, Transaction Cost, and Provider (소액 전자결제시스템 수용의지에 관한 실증연구 : 시스템 특성, 거래비용과 제공업체를 중심으로)

  • Chung, Suk-Kyun;Ryoo, Chang-Wan;Ku, Tae-Yong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.4
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    • pp.130-137
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    • 2010
  • This paper analyzes the main factors affecting user selection of a small-sum electronic payment system using survey data of 396 users. Several findings emerge. First, users consider three pillars and eight factors in adopting a new system : system features(stability, security, and flexibility), transaction cost(payment commission and settlement period), and financial capability of provider(stability of financial structure, risk management capability, and funding capability). Second, the stability of the financial structure of the system provider is the most important factor to user acceptance of a new e-payment system. Users tend to consider uncertainty risk more seriously than transaction cost. This reflects the reality that electronic payment system service industry has not fully fledged yet. Third, some moderating effects exist according to payment methods and business usages. As for payment methods, speedy settlement cycle for wired/wireless phone payment, system stability for credit card and account transfer payment, and security for advance payment means are crucial factors. As for business usages, the stability of financial structure for online game content, system stability for music and video content, proxy payment commission for e-learning content, flexibility of the payment system for digital adult content, and security for public services are decisive ones.