• Title/Summary/Keyword: 가상공간 시뮬레이션

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Development of Virtual Reality Multi Screen Simulation System based on BIM (BIM 기반의 가상현실 다면투사 시뮬레이션 시스템 구축)

  • Seo, Myoung-Bae;Park, Hyung-Jin
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.30 no.3
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    • pp.231-238
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    • 2017
  • Using 3D based BIM(Building Information Modeling) enables a variety of construction simulations. The is no case to simulate BIM demonstration experiment on deeply immersed virtual reality environment in korea. This paper develops a multi screen based simulation system to enable 3D based immersed environment to diverse decision making and virtual construction simulation. In a developed simulation laboratory, we can carry out BIM drawing review, disaster evacuation simulation, constructability review on wild land and design urban planning using haptic device on 3-side space with 4K resolution . Also, It can review large amount of drawings without data conversion because of compatibility with BIM software.

Development of Layer Object Simulation System for Construction Project based on Virtual Reality (가상현실기반 건설공사의 레이어 객체 시뮬레이션 시스템 구축 연구)

  • Kang, Leen-Seok;Ji, Sang-Bok;Kim, Seol-Gi;Moon, Jin-Seok
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2007.11a
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    • pp.957-960
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    • 2007
  • The construction information used in the design and construction phases are being gradually changed by 3D objects based on virtual reality (VR). This study developed an algorithm and computerized system to visualize layer object simulation that can be used in the pre-design phase. Layer object simulation enables designer to review expecting problems, which can reappear in real construction site, by building construction structures in a VR system. This function can be used as an important tool of virtual construction system.

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Design of Smart House Simulator based on intuitive GUI (직관적인 GUI 기반의 스마트 하우스 시뮬레이터 설계)

  • Lee, Won-Sik;Cho, Seong-Jae;Cho, Kyung-Eun;Um, Ky-Hyun
    • Proceedings of the Korea Multimedia Society Conference
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    • 2012.05a
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    • pp.382-384
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    • 2012
  • 본 논문에서 제안하는 UbiSim은 행동 인식 연구 전용의 스마트 하우스 시뮬레이터이다. 본 연구에서는 스마트 하우스를 가상공간에 구성하고, 사람의 행동에 대하여 발생하는 센서들의 데이터를 시뮬레이션하기 위한 센서 작동 알고리즘을 제안한다. 본 연구의 시뮬레이터는 스마트 하우스를 손쉽게 구성하기 위해 마우스 조작을 기본으로 하는 직관적인 GUI를 기반으로 설계되었다. 또한, 3D 공간의 시뮬레이션을 위해 충돌체를 사용한 가벼운 연산의 센서들을 제공하도록 설계되었다. 시뮬레이션을 진행하는 과정은 모두 실시간으로 가시화되어 시뮬레이션 실행 중 작동하는 센서들을 사용자가 직관적으로 확인할 수 있게 설계하였다.

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A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

  • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.45-51
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    • 2007
  • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

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A Cell Loading Algorithm for Realtime Navigation in the Web-Based Virtual Space (웹기반 가상공간에서 실시간 네비게이션을 위한 셀 로딩 알고리즘)

  • Lee, Ki-Dong;Ha, Ju-Han
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.337-344
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    • 2004
  • Most of the virtual space constructed sufficiently realistic need a lot of memory space to navigate smoothly. And this kind of virtual space also requires real-time responsibility for the navigation as well as realism. In the off-line virtual system, real-time responsibility can be resolved by using large scale if secondary memory. In the web-based online virtual system, on the other hand, real-time responsibility is highly related to the latency time of network data communication. This induces the necessity of the algorithm for fast data loading. In this paper, we propose and verify the validity of the two methodology for cell leading algorithm. According to the results of computer simulation, the algorithm using hexagonal type cell promotes the real-time responsibility over 30% than that of the rectangular type.

3차원 그래픽 시뮬레이션 기술을 이용한 원자력 발전소 폐기물 처리 작업 중 동선에 따른 방사선 피폭 변화

  • 박원만;김윤혁;김경수;황주호
    • Proceedings of the Korean Radioactive Waste Society Conference
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    • 2004.06a
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    • pp.427-429
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    • 2004
  • 본 연구에서는 국내 방사선 작업 종사자의 연간 피폭량 중 상당부분(30%)를 차지하는 원자력 발전소 작업 종사자의 방사선 피폭량을 3차원 그래픽 시뮬레이션 기술 및 Java 프로그래밍과 수치해석 방법을 이용하여, 보다 안전한 작업 계획 수립에 필요한 작업 동선에 따른 방사선 피폭변화에 대하여 연구하였다. 원자력 발전소의 방사성 폐기물 처리 시설에 대해 3차원 그래픽으로 모델링 작업을 수행하고, 가상공간에서 선원과 작업자와의 거리 및 시간에 따른 방사선 피폭량을 수치 해석적으로 계산하였다. 선원의 종류에 따른 특정감마선($\tau$상수)을 입력하여 가상 작업 시뮬레이션 동안의 피폭선량을 평가하였으며, 시간에 따른 가상 작업자의 위치와 이동거리, 방사선 피폭량 등의 결과데이터 파일을 이용하여 작업 결과를 분석하였다.

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Development of a Virtual Reality-Based Physics Experiment Training Simulator Centered on Motion of Projectile (포물선 운동을 중심으로 한 가상현실 기반 물리 실험 교육 시뮬레이터 개발)

  • Kim, Yeon Jeong;Yun, Sei Hee;Shin, Byoung-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.1
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    • pp.19-28
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    • 2021
  • Recently, in the field of education, various attempts have been made to apply virtual reality technology to an educational field and use it as an educational medium. Accordingly, in the science subject area, it is necessary to simulate science experiments that can make various and active experiments out of various limitations such as space and situation by using virtual reality environment construction technology. In this study, after selecting a physics course from a science subject, an experimental simulation using a parabolic motion formula, one of physical phenomena, is implemented in a virtual space, and then used in actual physics education based on the learning standards of the STEAM theory. Prove this is possible. Through this, it was confirmed that a specific educational model using virtual reality space can be designed, and it shows that education can be conducted with more effective educational methods in various subjects of education through the combination of traditional educational model and modern technology. Regarding the results of the research, it suggests the possibility of future research plans and practical use in the educational field.

A Study on the Validity of the Prediction of Binaural Parameters by 5 Channel Microphone System (5채널 마이크로폰 시스템을 활용한 공간감 지표 예측의 타당성에 관한 연구)

  • Jang Jae-Hee;Oh Yang-Ki;Jeong Dae-Up;Jeong Hyok
    • The Journal of the Acoustical Society of Korea
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    • v.24 no.2
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    • pp.103-110
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    • 2005
  • Providing adequate amount of spatial impression for spaciousness) has been known to be one of the most important design considerations for the good acoustics of rooms for music. and the measurement, of room acoustics using parameters. such as LEF and IACC, forms an essential part of such evaluation. However. it is unavoidable to use different transducers (figure of eight microphones. head and torso) for the measurement of each parameter and it tends to make the measurement procedure complicated. The Present work tried to provide a simpler way to measure these binaural room acoustic parameters including monaural ones with a single measurement system using both spatial information collected through a 5-channel microphone and a trained neural network. A computer simulation program, CATT-Acoustic V7.2. which allowed us to obtain exactly the same spatial information as a 5-channel microphone was used. since it requires quite a large amount of data for practical training of a neural network. Since each reflection has different energy. delay and direction, energy should be integrated properly. the concept of ray tracing method was applied inversely in this work. Also applying weightings according to the delay times was considered in this work. Finally, predicted results were compared with the measured data md their correlations were analyzed and discussed.

From TMJ to 3D Digital Smile Design with Virtual Patient Dataset for diagnosis and treatment planning (가상환자 데이터세트를 기반으로 악관절과 심미를 고려한 진단 및 치료계획 수립)

  • Lee, Soo Young;Kang, Dong Huy;Lee, Doyun;Kim, Heechul
    • Journal of the Korean Academy of Esthetic Dentistry
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    • v.30 no.2
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    • pp.71-90
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    • 2021
  • The virtual patient dataset is a collection of diagnostic data from various sources acquired from a single patient into a coordinate system of three-dimensional visualization. Virtual patient dataset makes it possible to establish a treatment plan, simulate various treatment procedures, and create a treatment planning delivery device. Clinicians can design and simulate a patient's smile on the virtual patient dataset and select the optimal result from the diagnostic process. The selected treatment plan can be delivered identically to the patient using manufacturing techniques such as 3D printing, milling, and injection molding. The delivery of this treatment plan can be linked to the final prosthesis through mockup confirmation through provisional restoration fabrication and delivery in the patient's mouth. In this way, if the diagnostic data superimposition and processing accuracy during the manufacturing process are guaranteed, 3D digital smile design simulated in 3D visualization can be accurately delivered to the real patient. As a clinical application method of the virtual patient dataset, we suggest a decision-making method that can exclude occlusal adjustment treatment from the treatment plan through the digital occlusal pressure analysis. A comparative analysis of whole-body scans before and after temporomandibular joint treatment was suggested for adolescent idiopathic scoliosis patients with temporomandibular joint disease. Occlusal plane and smile aesthetic analysis based on the virtual patient dataset was presented when treating patients with complete dentures.

A Interactive Virtual Reality for 3D Avatar Community Representation (3D 아바타 커뮤니티 표현을 위한 인터렉티브 가상현실)

  • Won, Yong-Tae;Lee, Malrey;Kwa, Hoon-Sung
    • Journal of Advanced Navigation Technology
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    • v.11 no.1
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    • pp.99-104
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    • 2007
  • On-line avatar community service requires natural representation of communication, emotional expression, and popular dances and various kinds of services. The space should be dynamic, and the interaction between the motions of avatars and the space is required. The avatars with their national, interesting, and various motions should be implemented togetherwith interaction with virtual spaces, in order to have competition in developing 3D avatars. It is expected for 3D avatars to be broadly applied for 3D shopping malls for e-commerce, cyber model houses, 3 D simulations, and 3D virtual reality game. Therefore, for one line 3D avatar community services, we try to provide the scheme for making interactive virtual spaces, together with 3D avatar animations.

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