• Title/Summary/Keyword: reality

Search Result 8,091, Processing Time 0.038 seconds

The Study of Hyper-Reality in Editorial Fashion Photographs - Focused on Vogue Magazine since 2000 - (에디토리얼 패션 사진에 표현된 하이퍼 리얼리티 표현 연구 - 2000년도 이후 Vogue지를 중심으로 -)

  • Yang, Sook-Hi;Yun, Young
    • The Research Journal of the Costume Culture
    • /
    • v.18 no.6
    • /
    • pp.1261-1273
    • /
    • 2010
  • The advent of various arts and remarkable development of mass media since 1980s accelerate fashion photographs' advancement. The expression of fashion through photographs can represent characteristics of ages, societies, cultures, traits of designers and techniques of photographers. In addition, that is the tool which contains economical role as a product and artistic role as photos. Therefore, this study examines hyprt-reality images in editorial fashion photographs. Hyper-reality means the reproduction which represents the reality of life more actually. Hyper-reality through photographs elevates reality of virtual things and creates the confused situation which haunts the boundary between reality and reproduction. This study classifies the hyper-reality in editorial fashion photographs into three groups by their external traits, ideal reality, collapse of reality, and restoration of reality. First, ideal reality is represented as harmony among fashion, characters, and space, causality of fashion with time and circumstances, positive will, and melting with nature. Second, collapse of reality is expressed as in harmony between fashion and situation, violence, fetishism and symbol of death. Third, restoration of reality is shown as recurrence to nature and images of utopia to express dignity of life.

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

  • Chang, Byung-Chul;Jun, Young-Joon;Park, Eun-Soo;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 2008.11a
    • /
    • pp.748-752
    • /
    • 2008
  • Through the past decades variable researches on Virtual Reality(VR) has been performed and acceptable by the computer and information technology development. VR has been used usefully also on construction industry It can visualize the construction process and simulates the construction operation considering environment and resources. However, VR has hardness to expressing the real world reality. Therefore, Mixed reality which is the blend of real world and virtual world is being emerged. Specially researches on Augmented Reality is actively performed. This study will focus on Augmented Reality technologies and research trend. Finally, the study will suggest schemes to apply Augmented Reality on Korean Construction Industry.

  • PDF

Game Transformation from Non-Augmented Reality to Augmented Reality

  • Tan, Chin-Tong;Hwang, Gi-Hyun;Kang, Dae-Ki
    • Journal of information and communication convergence engineering
    • /
    • v.9 no.5
    • /
    • pp.619-623
    • /
    • 2011
  • The evolution of technology has lead gaming playable in augmented reality and more games are developed only for augmented reality. There are mainly no supportive reasons for game designed in non-augmented reality and transforms to augmented reality. Genre of game played in augmented reality is always one of the defined game genres. In this paper, transformation process and effects of mobile games to augmented reality is discussed. Augmented reality game is recommended for mobile devices due to its portability. Modification for mobile games transformation including way of game rendering, game controlling, camera view controlling and game environment design are discussed. User experience is affected after the game transformed to augmented reality because of the differences in game controlling. The presence of game in real world is increased due to the usage of actual view in game playing.

Development of Digilog-type Contents using Augmented Reality

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.126-133
    • /
    • 2019
  • Recently, the development of ICT technology and the spread of smart devices have been applied to various industries using real world and augmented reality technologies. Currently, smartphone photography programs are always using fixed content. Augmented reality technology was used to capture the new concept and real-time situational picture of the young generation. Photographing technology using such augmented reality can cope with various concepts and the position and pose of the user. This paper aims to develop photography contents using augmented reality. In this paper, using augmented reality, combining past photographs with real world, and developing content that can be photographed are reviewed.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.7-18
    • /
    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

A Case Study on Augmented Reality Advertisement using Visual Interface Effect and Spatial Expression (시각인터페이스적용효과 및 공간표현을 활용한 증강현실광고 사례연구)

  • Jin, Zhuo;Jang, Chunggun
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.5
    • /
    • pp.626-637
    • /
    • 2019
  • Due to the rapid development of computer and digital technologies, those technologies were used in advertising. In order to meet the needs of marketing, a virtual space or character using 3D graphic augmented reality technology was developed and applied to advertisement. This study analyzed the characteristics of augmented reality in terms of interface design and spatial expression of augmented reality through case study. Firstly, we wanted to find the relationship between the types of the augmented reality advertisement and interface effects. Secondly, we wanted to find the spatial expression methods. The sample survey case studies based on 42 articles from 2012 to 2018 using Chinese and Korean site sharing augmented reality advertisement. The results of the case studies were divided into two parts. Firstly, the relationship between augmented reality types and interface effects were found basing on the augmented reality index. It means that the augmented reality index can be illustrated by using the augmented reality type. Simultaneously, the augmented reality type can be illustrated using the interface effect. The second part was that the types of display were used as a spatial representation. And the results showed that mobile display and public place display were the most frequently used.

Improved Virtual Reality Systems (개선된 가상현실시스템)

  • Park, Chun-Myoung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2008.05a
    • /
    • pp.552-555
    • /
    • 2008
  • This paper represent a method of constructing the improved virtual reality systems. The proposed method be able to decrease the difference between reality and virtual reality. For the future, the proposed improved virtual reality systems are applied to advanced education, for example U-Learning is mixed with virtual reality based on Ubiquitous computing that is important highly information technology(IT) at $21^{th}$ knowledge based on informational society. Also, we respect to The Control system which is embedded in mixed reality.

  • PDF

A Study on the Possibilites of Architecture in Virtual Reality Using 'ACTIVE WORLDS' (ACTIVE WORLDS'를 이용한 가상현실 건축의 가능성에 대한 연구)

  • 신유진
    • Korean Institute of Interior Design Journal
    • /
    • no.19
    • /
    • pp.20-29
    • /
    • 1999
  • We live now in information society. High-tech communication technique of information came up to our daily life thoroughly. Then, what will happen to change the field of architecture in information society\ulcorner This study realized architecture in virtual reality by choosing technique in virtual reality that was able to alternate architecture in reality. The result of this study: 1. We promoted some shopping malls by making use of 'an active world' that is one of the virtual reality programs. As a result, we could know that we were able to find out goods faster than reality economically and purchase them in virtual reality. 2. There are many fields that we can adapt the architecture in virtual reality beside the shopping malls. For example, they can be a museum, an art gallery, and educational facility, a movie theater, a government and public office, and a recreation facility. 3. The architecture in virtual reality will cause to change our lifestyles and environments and to coexist architecture in reality.

  • PDF

A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
    • /
    • v.12 no.1
    • /
    • pp.85-104
    • /
    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

The Current Status and Development Direction of Mixed Reality Content (혼합현실 콘텐츠의 현황과 발전방향)

  • Kim, Hee-young
    • Cartoon and Animation Studies
    • /
    • s.46
    • /
    • pp.181-206
    • /
    • 2017
  • In the near future, we are expected to live in a Mixed Reality environment where reality and virtuality coexist as today we live using the Internet and smartphones in our daily lives. The relevant content based on the idea of Mixed Reality crystallizing is currently expanding, and it is time for research on it. This study examines the current situation and the development direction of mixed reality contents. Typical mixed reality contents can be classify by wearability. We analyzed HoloLens, a mixed reality wearable device that is worn on a head, which is a example of wearable device. As an example of unwearable device, we also analyzed the Room2Room which is a communication system that combines video with augmented reality-based telepresence avatar. Mixed Reality content will develop in the direction of implementing expanded use of information and more natural realism through the interactive combination of Reality, Virtual Reality, and Augmented Reality. As head-mounted wearable technology develops, Mixed Reality content is expected to become popular by increasing the number of Mixed Reality device users if convenience and price competitiveness are secured. The way of unifying Mixed Reality wearable devices must be established in order to increase convenience, and the environment based on Mixed Reality will be created through diversifying leisure activity content. Telepresence Avatar is expected to develop into Mobile Hologram Avar as Mixed Reality content accessible anywhere and at anytime beyond space limits. Another potential for development of Telepresence Avatar is the combination of Avatar moving on user's thought, Augmented Human technology and Mixed Reality.