• Title/Summary/Keyword: 가상공간 시뮬레이션

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Simulating tentacle Creature with External Magnetism for Animatronics (외부 자력을 이용한 촉수 생명체 애니매트로닉스 시뮬레이션)

  • Ye Yeong Kim;Do Hee Kim;Ju Ran Kim;Na Hyun Oh;Myung Geol Choi
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.5
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    • pp.1-9
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    • 2023
  • The control technology of animatronics is an interesting topic explored in various fields, including engineering, medicine, and art, with ongoing research efforts. The conventional method for controlling the movement of animatronics is to use electric motors installed inside the body. However, this method is difficult to apply when expressing a narrow space inside the body. In this study, a method of using external forces instead of installing mechanical devices inside the body was proposed to control the movement of a thin and long tentacle organism. Specifically, in this study, the joint body of animatronics was made of magnetic metal material so that it could be affected by the force of an externally installed electromagnet. The strength of the electromagnet was controlled by a PID controller to enable real-time control of the position of the animatronics body. In addition, the magnet was made to rotate, and the speed of rotation was changed to create various movements. Through virtual environment simulations, our experiments demonstrate the superiority of the proposed method, showcasing real-time control by users and the creation of animations in various styles.

A Study on the Interactive Narrative - Focusing on the analysis of VR animation <Wolves in the Walls> (인터랙티브 내러티브에 관한 연구 - VR 애니메이션 <Wolves in the Walls>의 분석을 중심으로)

  • Zhuang Sheng
    • Trans-
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    • v.15
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    • pp.25-56
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    • 2023
  • VR is a dynamic image simulation technology with very high information density. Among them, spatial depth, temporality, and realism bring an unprecedented sense of immersion to the experience. However, due to its high information density, the information contained in it is very easy to be manipulated, creating an illusion of objectivity. Users need guidance to help them interpret the high density of dynamic image information. Just like setting up navigation interfaces and interactivity in games, interactivity in virtual reality is a way to interpret virtual content. At present, domestic research on VR content is mainly focused on technology exploration and visual aesthetic experience. However, there is still a lack of research on interactive storytelling design, which is an important part of VR content creation. In order to explore a better interactive storytelling model in virtual reality content, this paper analyzes the interactive storytelling features of the VR animated version of <Wolves in the walls> through the methods of literature review and case study. We find that the following rules can be followed when creating VR content: 1. the VR environment should fully utilize the advantages of free movement for users, and users should not be viewed as mere observers. The user's sense of presence should be fully considered when designing interaction modules. Break down the "fourth wall" to encourage audience interaction in the virtual reality environment, and make the hot media of VR "cool". 2.Provide developer-driven narrative in the early stages of the work so that users are not confused about the ambiguous world situation when they first enter a virtual environment with a high degree of freedom. 1.Unlike some games that guide users through text, you can guide them through a more natural interactive approach that adds natural dialog between the user and story characters (NPC). Also, since gaze guidance is an important part of story progression, you should set up spatial scene user gaze guidance elements within it. For example, you can provide eye-following cues, motion cues, language cues, and more. By analyzing the interactive storytelling features and innovations of the VR animation <Wolves in the walls>, I hope to summarize the main elements of interactive storytelling from its content. Based on this, I hope to explore how to better showcase interactive storytelling in virtual reality content and provide thoughts on future VR content creation.

A study on the design and applicability of stereoscopic sign for improving the visibility of traffic sign in double-deck tunnel (복층터널 교통표지판 시인성 향상을 위한 입체표지판 설계 및 적용 가능성에 대한 연구)

  • Park, Sang-Heon;Hwang, Ju-Hwan;Han, Sang-Ju;An, Sung-Joo;Kim, Hoon-Jae
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.20 no.6
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    • pp.899-915
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    • 2018
  • In this study, in order to construct an eco-friendly advanced road transportation network, the multi-layer tunnel, which is a small-sized car road, is designed to have a height of less than 60 cm. However, the shape of the tunnel is low and the height of the traffic sign is small. In order to solve these problems, traffic sign characters were designed in three dimensions, and the possibility of applying the design of the three - dimensional sign that can obtain greater visibility than the existing signs at the same distance and the possibility verification through virtual simulation were performed. The three-dimensional sign is horizontally installed on the ceiling of the multi-layer tunnel. To be seen vertically, it is enlarged by a certain ratio by the perspective, and the width and height are enlarged. Respectively. In addition, 3D simulation was performed to verify the visibility of the stereoscopic signs when the driver ran through the stereoscopic sign design specifications. As a result of the design and experimental study, it was confirmed that the stereoscopic sign could be designed through the theoretical formula and that it could provide the driver with a larger traffic sign character because there is no limitation of the facility limit compared to the existing vertical traffic sign. Also, we confirmed that it can be implemented in the side wall by using the stereoscopic sign design principle installed on the ceiling part. It was confirmed that the design of the stereoscopic sign can be designed to be smaller as the distance that the driver visually recognizes the sperm is shorter, the height of the protrusion vertically at the lower part of the stereoscopic sign becomes higher. As a result of 3D simulation running experiment based on the design information of the stereoscopic sign, it was confirmed that the stereoscopic sign is visually the same as the vertical sign at the planned distance. Although the detailed research and institutional improvement of stereoscopic signs have not been made in Korea and abroad, it is evolved into a core technology of new road traffic facilities through various studies through the possibility of designing and applying stereoscopic signs developed through this study Expect.

Necessity to incorporate XR-based Training Contents Focused on Cable pulling using Winches in the Shipbuilding (윈치를 활용한 케이블 포설을 중심으로 고찰한 XR 기반 훈련 콘텐츠 도입의 필요성)

  • JongMin Lee;JongSeong Kim
    • Journal of Korea Society of Industrial Information Systems
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    • v.28 no.6
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    • pp.53-62
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    • 2023
  • This paper has suggested the necessity of introducing training contents using XR(Extended reality) technology as a way to lower the high rate of nursing accidents among unskilled technical personnel in domestic shipbuilding industry, focusing on cable pulling using winch. The occurrence rate of nursing accidents in the domestic shipbuilding industry was almost double(197.4%) (2017~2020) when compared with other manufacturing industries. In particular, it is worth noting that more than 31.8% of nursing accidents in the shipbuilding industry occurred among workers whose job experience is no more than 6 months. Most of new workers are seen to have hard time due to several factors such as lack of work information, inexperience, and unfamiliarity with the working environments. This indicates that it is essential to incorporate more effective training method that could help new workers become familiar with technical skills as well as working environments in a short period of time. Currently, education/training at the domestic shipyard is biased toward technical skills such as welding, painting, machine installation, and electrical installation. Contrary, even more important training required to get new workers used to the working environment has remained at a superficial level such as explaining ship building processes using 2D drawings. This may be the reason why it is inevitable to repeat similar training at OJT (On-the-Job Training) even at the leading domestic companies. Domestic shipbuilding industries have been attracting a lot of new workers thanks to recent economic recovery, which is very likely to increase the occurrence of disasters. In this paper, the introduction of training using XR technology was proposed, and as a specific example, the process of pulling cables using winches on ships was implemented as XR-based training content by using Unity. Using the developed content, it demonstrated that new workers can experience the actual work process in advance through simulation in a virtual space, thereby becoming more effective training content that can help new workers become familiar with the work environment.

Using VGIS Application for environmently friendly road building (환경 친화적인 도로건설에 대한 VGIS기법 적용)

  • Oh Ilo-Oh;Choi Hyun;Kang In-Joon
    • Proceedings of the Korean Association of Geographic Inforamtion Studies Conference
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    • 2006.05a
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    • pp.127-131
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    • 2006
  • 본 연구는 VGIS(Virtual Geographic Information System)을 이용, 환경친화적인 도로건설을 위해 실제 좌표를 사용하므로 3차원 도로의 선형과 구조물을 설계하였다. 그리고 시공 중에 발생 할 수 있는 민원문제 및 설계변경 시 효율적인 의사결정 할 수 있도록 하였다. 대상지역은 전라남도 장흥군의 최대 역점사업인 관광을 테마로 한 정남진 가는 길을 컨셉으로 한 '가고 싶은 길', '보고싶은 다리', '기억하고픈 터널'을 주제로 설계하였으며 명실공히 남도의 새로운 관광명소가 될 자연관광도로가 될 것으로 기대된다. 기존의 3차원 설계에서는 평면적인 선형과 구조물의 형상을 이해하는데 상당한 시간이 소요되었지만, 구조물을 3차원으로 설계함으로써, 비전문가라도 구조물을 쉽게 파악할 수 있었다. 그리고 3차원 설계는 기존 구조물과 신설될 구조물 사이에 공사 중 발생할 수 있는 환경 및 민원문제를 사전에 파악할 수 있었다. 또한, 실제와 같이 구현된 도로와 구조물의 시뮬레이션을 통하여 기존의 각종 의사 결정에 있어 보다 시각적 효과를 증진시켜 효율적인 의사결정을 가능하게 하였다. 본 연구에서는 실제 평면 설계에 쓰이는 좌표 값을 3차원설계에 적용하였다. 도로 노선 및 경관분석에 많은 도움이 될 것으로 보이며 VGIS를 이용하므로 도시계획, 식물, 토양, 수로 또는 도로형태, 홍수계획 등 많은 일들이 평가에 사용된다. 여기서는 구조물 3차원 설계에 관한 기초적인 연구를 시행하였으며, 3차원설계를 통해 의사결정 시 효율적인 판단을 할 수 있었고, 환경 친화적 시공 및 설계에 대한 연구가 이루어 져야 될 것으로 판단된다.상의 "일반원칙의 통용"을 계약성립(Formation of Contract)의 과정별로 정리하였다.의 가치, 생활의 편익 등을 증대한다는 믿음 때문이다. 한편 현실은 여러 가지 역기능이 함께 나타나고 있다. '네티즌 윤리강령'까지 선포했지만, 진정한 네티즌 윤리는 강령을 선포했다고 저절로 확립되는 것이 아니다. 네티즌 각자의 실천의지가 있어야 한다. 인류가 새로운 이상향이라고 추구하는 가상사회는 윤리적인 사고와 행동으로 질서를 유지하지 못하면 인류의 밝은 미래는 보장할 길이 없다. 21세기 정보화 사회, 인터넷 사회를 맞이한 우리는 이 세상을 참으로 살기 좋은 세상으로 만들어야 할 고귀한 책무를 안고 있다. 아무리 험한 길, 어려운 과제라 할지라도 그 목표를 잃어서는 안 되며, 그 해답을 얻는 노력을 결코 게을리 해서는 안 된다.기여한 것으로 평가되고 있다. 이들 프로그램은 특히 보조금을 통해 어선의 제3국 영구이전과 낡고 비효율적인 어선의 신조를 가속화시킨 것으로 보고되고 있다.받고 그 의견에 대한 결과를 게시하여 학생들이 제공되기 원하는 식단을 급식 시 제공하여 학생들이 식단선택에 동참할 수 있는 기회를 주는 것이 바람직하겠다. 또한 영양사는 학급의 반대표와의 정기적인 모임을 가짐으로서 학생들의 불만사항 및 개선 요구사항에대해 서로 의견을 교환하여 설문지조사가 아닌 직접적인 대화를 하여 문제점을 파악하고자 하는 적극적인 자세가 필요하겠다. 특히 아침식사의 결식 빈도가 높았고 이는 급식성과에 부정적인 영향을 줄 뿐 아니라 학교에서 제공하는 음식의 섭취정도에도 영향을 주고 있으므로 학생들에게 학부모와 전담교사 및 학교영양사는 학생들에게 이상적

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Study on the structure of the articulation jack and skin plate of the sharp curve section shield TBM in numerical analysis (수치해석을 통한 급곡선 구간 Shield TBM의 중절잭 및 스킨플레이트 구조에 관한 연구)

  • Kang, Sin-Hyun;Kim, Dong-Ho;Kim, Hun-Tae;Song, Seung-Woo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.19 no.3
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    • pp.421-435
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    • 2017
  • Recently, due to the saturation of ground structures and the overpopulation of pipeline facilities requires to development of underground structures as an alternative to ground structures. Thus, mechanized tunnel construction of the shield TBM method has been increasing in order to prevent vibration and noise problems in construction of the NATM tunnel for the urban infrastructure construction. Tunnel construction plan for the tunnel line should be formed in a sharp curve to avoid building foundation and underground structures and it is inevitable to develop a shield TBM technology that suits the sharp curve tunnel construction. Therefore, this study is about the structural stability technology of the articulation jack, shield jack and skin plate for the shield TBM thrust in case of the mechanized tunnel construction that is a straight and sharp curve line. The construction case study and shield TBM operation principle are examined and analyzed by the theoretical approach. The torque of the cutter head, the thrust of the articulation jack and the shield jack, the amount of over cutting for curve is important respectively in shield TBM construction of straight and sharp curve line. In addition, it is very important to secure the stability of the skin plate structure to ensure the safety of the inside worker. This study examines the general structure and construction of the equipment, experimental simulation was carried out through numerical analysis to examine the main factors and structural stability of the skin plate structure. The structural stability of the skin plate was evaluated and optimizes the shape by comparing the loads of the articulation jack by selecting the virtual soil to be applied in a straight and sharp curve line construction. Since the present structure and operation method of the shield TBM type in domestic constructions are very similar, this study will help to develop the localized shield TBM technology for the new equipment and the vulnerability and stability review.

Exhibition Hall Lighting Design that Fulfill High CRI Based on Natural Light Characteristics - Focusing on CRI Ra, R9, R12 (자연광 특성 기반 고연색성 실현 전시관 조명 설계 - CRI Ra, R9, R12를 중심으로)

  • Ji-Young Lee;Seung-Teak Oh;Jae-Hyun Lim
    • Journal of Internet Computing and Services
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    • v.25 no.4
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    • pp.65-72
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    • 2024
  • To faithfully represent the intention of the work in the exhibition space, lighting that provides high color reproduction like natural light is required. Thus, many lighting technologies have been introduced to improve CRI, but most of them only evaluated the general color rendering index (CRI Ra), which considers eight pastel colors. Natural light provides excellent color rendering performance for all colors, including red and blue, expressed by color rendering index of R9 and R12, but most artificial lighting has the problem that color rendering performance such as R9 and R12 is significantly lower than that of natural light. Recently, lighting technology that provides CRI at the level of natural light is required to realistically express the colors of works including primary colors but related research is very insufficient. Therefore this paper proposes exhibition hall lighting that fulfills CRI with a focus on CRI Ra, R9, and R12 based on the characteristics of natural light. First reinforcement wavelength bands for improving R9 and R12 are selected through analysis of the actual measurement SPD of natural and artificial lighting. Afterward virtual SPDs with a peak wavelength within the reinforcement wavelength band are created and then SPD combination conditions that satisfy CRI Ra≥95, R9, and R12≥90 are derived through combination simulation with a commercial LED light source. Through this, after specifying two types of light sources with 405,630nm peak wavelength that had the greatest impact on the improvement of R9 and R12, the exhibition hall lighting applied with two W/C White LEDs is designed and a control Index DB of the lighting is constructed. Afterward experiments with the proposed method showed that it was possible to achieve high CRI at the level of natural light with average CRI Ra 96.5, R9 96.2, and R12 94.0 under the conditions of illuminance (300-1,000 Lux) and color temperature (3,000-5,000K).

End to End Model and Delay Performance for V2X in 5G (5G에서 V2X를 위한 End to End 모델 및 지연 성능 평가)

  • Bae, Kyoung Yul;Lee, Hong Woo
    • Journal of Intelligence and Information Systems
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    • v.22 no.1
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    • pp.107-118
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    • 2016
  • The advent of 5G mobile communications, which is expected in 2020, will provide many services such as Internet of Things (IoT) and vehicle-to-infra/vehicle/nomadic (V2X) communication. There are many requirements to realizing these services: reduced latency, high data rate and reliability, and real-time service. In particular, a high level of reliability and delay sensitivity with an increased data rate are very important for M2M, IoT, and Factory 4.0. Around the world, 5G standardization organizations have considered these services and grouped them to finally derive the technical requirements and service scenarios. The first scenario is broadcast services that use a high data rate for multiple cases of sporting events or emergencies. The second scenario is as support for e-Health, car reliability, etc.; the third scenario is related to VR games with delay sensitivity and real-time techniques. Recently, these groups have been forming agreements on the requirements for such scenarios and the target level. Various techniques are being studied to satisfy such requirements and are being discussed in the context of software-defined networking (SDN) as the next-generation network architecture. SDN is being used to standardize ONF and basically refers to a structure that separates signals for the control plane from the packets for the data plane. One of the best examples for low latency and high reliability is an intelligent traffic system (ITS) using V2X. Because a car passes a small cell of the 5G network very rapidly, the messages to be delivered in the event of an emergency have to be transported in a very short time. This is a typical example requiring high delay sensitivity. 5G has to support a high reliability and delay sensitivity requirements for V2X in the field of traffic control. For these reasons, V2X is a major application of critical delay. V2X (vehicle-to-infra/vehicle/nomadic) represents all types of communication methods applicable to road and vehicles. It refers to a connected or networked vehicle. V2X can be divided into three kinds of communications. First is the communication between a vehicle and infrastructure (vehicle-to-infrastructure; V2I). Second is the communication between a vehicle and another vehicle (vehicle-to-vehicle; V2V). Third is the communication between a vehicle and mobile equipment (vehicle-to-nomadic devices; V2N). This will be added in the future in various fields. Because the SDN structure is under consideration as the next-generation network architecture, the SDN architecture is significant. However, the centralized architecture of SDN can be considered as an unfavorable structure for delay-sensitive services because a centralized architecture is needed to communicate with many nodes and provide processing power. Therefore, in the case of emergency V2X communications, delay-related control functions require a tree supporting structure. For such a scenario, the architecture of the network processing the vehicle information is a major variable affecting delay. Because it is difficult to meet the desired level of delay sensitivity with a typical fully centralized SDN structure, research on the optimal size of an SDN for processing information is needed. This study examined the SDN architecture considering the V2X emergency delay requirements of a 5G network in the worst-case scenario and performed a system-level simulation on the speed of the car, radius, and cell tier to derive a range of cells for information transfer in SDN network. In the simulation, because 5G provides a sufficiently high data rate, the information for neighboring vehicle support to the car was assumed to be without errors. Furthermore, the 5G small cell was assumed to have a cell radius of 50-100 m, and the maximum speed of the vehicle was considered to be 30-200 km/h in order to examine the network architecture to minimize the delay.