Tektronix TIF 2026
This page was machine-translated and may differ from the original. View original

Virtual Reality and Augmented Reality Technologies: Where Have They Come and Where Are They Being Applied?

Google 우선 소스Published2016.04.20 06:41
Korea Industrial Technology Association, Seminar on 'Technology Development Trends and Application Cases by Field of Virtual Reality/Augmented Reality'
To be held at the Association Conference Center on April 29… Business information by industry, content, etc.


#Scene 1. Middle school student A is touring Bulguksa Temple in Gyeongju during history class. He looks at Seokgatap Pagoda and examines Dabotap Pagoda. The historical information he hears from the friendly guide's voice sinks right into his mind. However, for some reason, A can clearly see the internal structure of the pagodas. He could see the materials and structures of the pagodas at a glance. In fact, A did not actually visit Bulguksa Temple. A VR device worn like glasses guided him as if he had actually been there. A had a vivid experience, seeing and touching the historical knowledge he had learned only from textbooks, just as if he had visited the temple in real life.

#Scene 2. Mr. B was walking down the street when he came across a brightly blooming azalea. As he composed the shot with his finger, a photo was taken and uploaded to his wearable device. Checking the photo is also not difficult. He simply needs to project the device's display screen onto the floor of a coffee shop table. Editing the photo is as simple as moving his fingers in mid-air. Now, he no longer envies Tom Cruise from the movie *Minority Report*.

The examples above are not of the distant future. They are things that can be realized right now using Virtual Reality (VR) and Augmented Reality (AR). VR can be applied to all fields requiring immersion, such as realistic games, movies, and military training experiences, while AR can be applied to real life, such as education, travel, and shopping, by using smartphones or AR glasses.

VR refers to a virtual space created by a computer that allows users to experience a real-life situation through a VR device, whereas AR overlays virtual reality onto the real world; it is a concept where reality and the virtual are fused, rather than a completely virtual world like VR. You can understand VR as entering a graphic world, whereas AR is the concept of overlaying graphics onto the real world.

▲ Oculus Rift introduction scene.

According to market research firms, the VR/AR market is worth approximately $150 billion and is expected to grow at an average annual rate of 100% over the next five years. With the VR market size predicted to grow to a total of $6.7 billion in 2016, approximately 70 million VR headsets are projected to be sold by 2017.

Accordingly, the Korea Institute of Industrial Technology (www.kitanet.or.kr) is organizing a seminar on the upcoming 29th titled '2016 Technology Development Trends and Application Cases by Sector in Virtual Reality (VR) and Augmented Reality (AR)' to examine the present and future of the VR/AR industry.

Researcher Jae-in Hwang from the Korea Institute of Science and Technology will introduce VR/AR technology development trends, core technologies, application fields, and future strategies through his presentation on 'VR/AR Technology Development Trends and Application Cases,' while Professor Hyung-seok Kim from Konkuk University will present on 'VR/AR Interaction Technology Development Trends and Application Cases,' covering concepts of VR interaction for experience sharing and the application of technologies for multi-modal VR interaction.

Professor Ryu Je-ha of the Gwangju Institute of Science and Technology will introduce haptic technology trends and application examples in virtual and augmented reality during his presentation on "Technology Development Trends and Application Cases by Field for Virtual Training Systems Using Haptic Technology." CEO Jeong Deok-young of ClickT Co., Ltd. will present on virtual reality content.

In his presentation on "Successful Virtual Reality (VR) Game Technology Development Trends and Application Cases," Choi Jeong-hwan, Vice President of Skonec Entertainment, discusses the reasons for developing VR games now, recent development trends, and methods for successful VR game development. Lee Dong-gil, Center Director at the Korea Institute of Photonics Technology, introduces various wearable smart devices through his presentation on "Technology Development Trends and Application Cases of Wearable Smart Glasses for Virtual Reality (VR) Implementation."

In addition, Professor Jae-Hyung Park of Inha University, who will be presenting on 3D displays for Virtual Reality (VR) and Augmented Reality (AR), will introduce the general requirements for VR/AR displays, fatigue caused by the mismatch between convergence and accommodation, and solutions to resolve this mismatch using 3D display technology. The medical field is also an area that cannot be overlooked.
In the session <Virtual Reality (VR) Technology Development Trends and Application Cases in the Medical Field> presented by Professor Moon Young-rae of Chosun University, current 3D virtual reality technology and standardization trends in the medical sector will be discussed.

Seminar registration is being accepted at the Korea Institute of Industrial Technology (http://www.kitanet.or.kr).
본 기사에 대한 정정·반론·추후보도 청구는 보도 청구 안내를, 그간 게재된 보도문은 정정·반론보도 모아보기를 참고해 주세요.
명세환 기자
명세환 기자