• Title/Summary/Keyword: 가상건축

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Priority Analysis for Development of Virtual Reality Contents to Improve Building Construction Education (건축시공 교육 개선을 위한 가상현실 컨텐츠 개발 우선순위 도출)

  • Kang, Seo-Kyoung;Kang, Goune;Cho, Hunhee;Kang, Kyung-In;Kang, Minshik
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2015.11a
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    • pp.93-94
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    • 2015
  • Building construction education requires training and experience. While there have been many means of education, virtual reality (VR) can be applied as a complement for building construction education. Considering the characteristics of building construction education, interactive content based on VR technology is expected to raise the effectiveness of traditional education. This research conducted a survey to examine the applicability of VR technology to building construction education and provided basic information by prioritizing work types for educational content.

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Analysis and Visualization on Aging Effects for Dan-Cheong Pigments (단청안료의 열화 현상 분석 및 가시화 방안)

  • Shin, D.K.;Kim, J.W.;Ahn, E.Y.
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.312-313
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    • 2012
  • 단청의 열화현상에 대한 연구는 주로 건축재로서의 내구성 향상에 초점을 두고 연구가 진행되고 있으나 본 연구는 가상유적지 재현을 위해 가상 건축물의 사실감을 높이기 위한 방안으로서 열화현상을 분석하고 가시화 하는데 초점을 두었다. 이를 위해 먼저, 전통건축에 나타나는 단청의 열화과정을 인간이 인지하는 색채감의 변화에 초점을 두고 연구를 진행한다. 우리나라 단청에서 사용된 안료를 살펴보고 문화재관리청에서 선정한 무기안료와 유기안료를 중심으로 내후성 시험을 통해 안료의 열화현상을 분석한다. 단청의 열화를 크게 색변과 박리 현상으로 나누어 촉진내후성시험기를 통해 얻어진 결과를 토대로 목조 전통건축의 열화현상을 분석한다.

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Emotional Responses toward 3D Space based on Virtual Reality - Focus on EEG Response to Single-Person Housing with Different Plan Configuration - (가상현실 기반 3차원 공간에 대한 감정적 반응 - 다른 평면 구성을 가진 1인 주거에 대한 뇌파 반응을 중심으로 -)

  • Myung, Jee-Yeon;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.12
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    • pp.55-64
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    • 2019
  • The purpose of this study was to analyze the affection of plan configuration on human emotion using Virtual Reality. A total of four different plan configuration was selected according to the prior study and built using Virtual Reality. The EEG was measured and then calculated using FFT to measure human emotion in different plan configurations. The measurements were shown to lead there was a significant statistical difference in four types of brainwaves between the plan types(p<0.05). This indicates that there is a possibility of plan configuration may exacerbate psychological disorder among single-person household and suggests that it is possible to counteract those stress among single-person household by changing the plan configuration in the earlier designing stage.

Measurement of EEG and Analysis of Stress Change in Space Using Virtual Reality - Focus on the Hitler's residence - (가상현실을 활용한 공간에서의 뇌파 측정과 스트레스 변화량 분석 - 히틀러 총통관저를 중심으로 -)

  • Kim, Sun-Uk;Kang, Se-Yeon;Ji, Seung-Yeul;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.35 no.8
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    • pp.73-79
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    • 2019
  • The purpose of this study is to analyze the stress variation according to Hitler's residence using EEG data. Hitler's residence, one of the most monumental buildings, is designed as a grand and overbearing space, giving the visitor a sense of psychological pressure when moving from a high space to low space. Based on the above background, this paper constructs Hitler's residence using virtual reality and measure the changes of the beta waves which are known to be related with stress when the floor level moves from high to low space in Hitler's residence built in virtual space. The results of the experiment are as follows; when moving from high to low space, the subjects' stress was high and at the same time brain waves variation was increased greatly due to changes in space.

A Basic Study on the Development of Autonomous Behavioral Agent based on Ontology Used in Virtual Space (가상공간에서 활용되는 온톨로지 기반 지능형 자율주행 에이전트 개발에 관한 기초 연구)

  • Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.777-784
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    • 2017
  • In the architectural space, the user's behavior is the most important factor in evaluating the quality of architecture. Normally, the evaluation of user behavioral performance was carried out after a building was completed. Recently, interest in and efforts at pre-simulation based on information technology are accelerating. However, since existing user simulation technology is concerned mainly with simply escaping from a large space, it is impossible to simulate the behavior of multiple users in an architectural space. The present study strives to develop a human-figured intelligent agent for advanced user simulation based on ontology. The main purpose of the study is to employ the intelligent behaviors of a NPC(Non-player Character) to infer the ontology of both spatial and user information. In this paper, we intend to integrate ontology inference technology into the virtual space. And also, this study suggest the ontology visualization technology which illustrate the ontology-based information and their change in the spatial information.

A Basic Study on Utilization of Building Information for n Internet of Things (IoT) Simulation System Development (사물인터넷 시뮬레이션 시스템 개발을 위한 건물정보의 활용에 관한 기초연구)

  • Yu, Jeong-Hyun;Lee, Yun-Gil
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.8 no.1
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    • pp.867-874
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    • 2018
  • This study aims to develop a sort of expert system to simulate Internet of Things (IoT) service in architectural design alternatives and enhance the simulation performance using building information. The proposed protype system, named iotBIM, visualizes human behaviors and IoT services in a virtual place that is automatically generated from among design alternatives. We use commercial building information modeling (BIM) authoring tool for the development of iotBIM. The decision to develop iotBIM on the BIM platform was made because BIM tools already generate precise 3D models of design alternatives; iotBIM is plugged into the BIM tool as a simulation module. In the midst of the design process, architectural designers can activate iotBIM to investigate and establish IoT services that accord visually with design alternatives. The purpose of this study is to provide a theoretical and technological basis for the ultimate goal of this study.

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
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    • no.19
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    • pp.20-29
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    • 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.

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Development of The Emotional Virtual Web Site Using A Color Image Scale (Color Image Scale을 이용한 VR 감성 Web Site 구축)

  • 이창민;김유창;박시현
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.444-448
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    • 2001
  • 제품의 설계를 담당하는 사람과 제품을 구입하려는 소비자의 감성이 반영되어 형상화된 제품을 미리 알아 볼 수 있고 이에 대한 평가 및 수정을 가능하게 하는 디자인 시스템이 있다면 제품을 개발하고 생산하는 비용을 감소시킬 수 있을 것이며 또한 소비자의 만족도를 극대화 할 수 있다는 것이다. 본 연구에서는 이러한 구매욕구를 충족하기 위하여 다양한 색깔의 건축내장재인 ARTPAN, new ARTPAN, CONER MOLDING 등을 생산하는 회사의 생산품에 대하여 인간이 가지는 감성에 의하여 해당 모델을 선택하며 또한 이를 실제 건축물에서 가상시공을 하여 만족된 제품을 생산공장에 직접 주문 할 수 있는 Web 시스템을 구축하였다. 즉 본 시스템 내에서는 User의 색채 감성에 의해 반응하는 상호 구성요소를 가지며, 상호 feedback이 가능하다. 또한 User Stereoscopic vision을 구비한 가상세계를 구현하고 마지막으로 User는 3D 가상세계 내를 항해할 수 있다.

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an Architecture Modeling Method for Virtual Heritage of SABI Castle (백제 사비성 가상유적지 제작을 위한 모델링 방안)

  • Ahn, E.Y.;Gwak, No-Yun
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.316-317
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    • 2012
  • 문화 유적에 대한 관심은 외부환경으로부터 이를 보존하려는 수동적인 노력과 함께 문화 유적에 대한 시대상황을 보다 잘 이해할 수 있도록, 역사적 정보제공을 위한 기술적 노력이 필요하다. 더욱이 이미 사라져 문헌에만 남아 있는 이야기나 역사적 가설을 그 때의 시대적 상황에 맞게 재구성하여 사실감 있는 정보를 전달하는 기술이 필요하다. 이러한 맥락에서 본 연구는 옛 백제의 마지막 도읍지인 사비성을 3차원으로 복원하여 가상공간을 재현하고 인터렉티브 전시 콘텐츠를 개발하는 것을 궁극의 목표한다. 먼저, 고증을 통해 그 시대의 건축양식을 이해하고 가상공간 구성에 필요한 건물을 모델링한다. 사실적 표현을 통해서 사용자의 임장감을 높이면서도 사용자와의 상호작용을 통해 시대적 상황이나 역사적 정보를 제공하는 것은 물론, 다양한 콘텐츠로의 활용가능성을 고려하여 전통건축을 3차원으로 복원한다.

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A Study on Display Technique of Sketch Annotation in 3D Virtual Space for Collaboration (3D 가상공간에서 의사표현을 위한 Sketch Annotation 제시기법에 관한 연구)

  • Sin, Eun-Joo;Choy, Yoon-Chul;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.12 no.10
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    • pp.1466-1477
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    • 2009
  • With development of 3D virtual space technology, diverse studies on 3D virtual space are being conducted because virtual space is being recognized as an appropriate technology for the field of urban and architectural design. However, while the process of urban and architectural design is done based on collaboration of various interested parties, there is lack of studies that support such collaboration. Communication within the virtual space must be provided for 3D virtual space to support collaboration, and a quick and direct technique of expressing one's intentions is required. sketch technique is effective. Ambiguous lines of sketch are extremely effective in that the range of thoughts in the idea stage can be broadened. However, such traditional sketch technique alone is difficult to support collaboration in 3D virtual space. That is because diverse shapes of 3D space require input of sketch. Accordingly in this study, sketch annotation that can effectively deliver intentions in 3D space was studied. Annotation technique using sketch-box was examined.

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