• Title/Summary/Keyword: 가상현실장비

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Perceptions of the Middle School Gifted-students and Pre-teachers About the Convergence Class Programs Using Realistic Contents (실감형 콘텐츠를 활용한 융합 수업 프로그램에 대한 중학교 영재 학생 및 예비 교사의 인식 조사)

  • Kim, Eun-Ji;Kim, Hyun-Kyung
    • Journal of the Korean Chemical Society
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    • v.66 no.2
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    • pp.96-106
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    • 2022
  • The purpose of this study is to investigate the effect of science-centered convergence class program using realistic contents such as virtual reality and augmented reality on class satisfaction, scientific attitudes and the perception of the gifted students in middle school. After developing the convergence class program including realistic contents using smart devices, we applied it to the gifted students. We analyzed the class satisfaction, scientific attitude and perception of the gifted students through questionnaires. In addition, a survey was conducted on the pre-teachers to investigate and analyze the class satisfaction, scientific attitude of the science class program to students and the perception of science classes using realistic contents. As a result, both students and pre-teachers were positively aware of class satisfaction by science class program using realistic contents. In particular, it was positive in that the class can induce learning motivation and interest. On the other hand, it was pointed out that the low-quality App and lack of infra for smart devices were disadvantages. In addition, pre-teachers lack confidence and information about class using the realistic contents, but they recognize the need of classes using realistic contents for students and education for pre-teachers. Based on this, it obtained suggestions on the preparation of facilities and equipment in schools for future education, development of contents that can be used for convergence class, development of programs and teaching·learning materials using realistic contents, and education for pre-teachers.

Workflow Procedures and Applications in BIM-based Design for Safety (DfS) (BIM 기반 설계안전성검토의 업무 절차와 활용 방안에 관한 연구)

  • Jaewoong Hwang;Heetaek Yoon;Junhyun Bae;Youngkon Park
    • Land and Housing Review
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    • v.15 no.2
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    • pp.125-137
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    • 2024
  • A conventional Design for Safety (DfS), introduced to eliminate potential hazards in the design phase proactively, has encountered persistent challenges, such as perfunctory risk assessments and hazard identifications based on 2D drawings and inefficient workflow processes. This study proposes a BIM-based approach to Design for Safety (DfS) to address the limitations of conventional methods, aiming to enhance efficiency and achieve practical safety management benefits. The proposed workflow process for BIM-based DfS has been refined and validated for on-site applicability through various case studies, including risk assessments during the design phase and field applications for safety management activities during the construction phase. Specifically, the critical process of risk assessment within the DfS methodology has also been transitioned to a BIM-based approach. This BIM-based risk assessment process has been evaluated through case studies, encompassing safety reviews for structural design, construction equipment operation, and construction methodology with sequence in design projects. Additionally, the proposed BIM-based DfS has demonstrated exceptional on-site applicability and efficiency, as validated by the application of a BIM deliverable embedded in DfS information for CDE-based daily activity briefing, VR-based safety training, AR-based mitigation measures inspections, and other safety management activities in the construction phase.

A Study on Virtual Reality Management of 3D Image Information using High-Speed Information Network (초고속 정보통신망을 통한 3차원 영상 정보의 가상현실 관리에 관한 연구)

  • Kim, Jin-Ho;Kim, Jee-In;Chang, Chun-Hyon;Song, Sang-Hoon
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.12
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    • pp.3275-3284
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    • 1998
  • In this paper, we deseribe a Medical Image Information System. Our system stores and manages 5 dimensional medical image data and provides the 3 dimensional medical data via the Internet. The Internet standard VR format. VRML(Virtual Reality Modeling Language) is used to represent the 3I) medical image data. The 3D images are reconstructed from medical image data which are enerated by medical imaging systems such ans CT(Computerized Tomography). MRI(Magnetic Resonance Imaging). PET(Positron Emission Tomograph), SPECT(Single Photon Emission Compated Tomography). We implemented the medical image information system shich rses a surface-based rendering method for the econstruction of 3D images from 2D medical image data. In order to reduce the size of image files to be transfered via the Internet. The system can reduce more than 50% for the triangles which represent the surfaces of the generated 3D medical images. When we compress the 3D image file, the size of the file can be redued more than 80%. The users can promptly retrieve 3D medical image data through the Internet and view the 3D medical images without a graphical acceleration card, because the images are represented in VRML. The image data are generated by various types of medical imaging systems such as CT, MRI, PET, and SPECT. Our system can display those different types of medical images in the 2D and the 3D formats. The patient information and the diagnostic information are also provided by the system. The system can be used to implement the "Tele medicaine" systems.

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A Web-based Microcontroller Remote Laboratory for Sharing Resources (자원공유를 위한 웹기반 마이크로콘트롤러 원격 실험실)

  • Moon, Il-Hyeon;Han, Sae-Ron;Cho, Kwan-Sun;Ahn, Dal;Lim, Jong-Sik;Jeon, Heung-Gu
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.9 no.5
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    • pp.1184-1192
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    • 2008
  • There have been a large number of trials of the experimental education in engineering using virtual laboratories implemented in virtual space, namely on the Web. Although virtual education is regarded as an effective educational means that overcomes the limit of time and space and bring high teaming effects, the problem of lack of reality must be solved. The present study proposed and implemented a real-time remote laboratory as a solution for the problem of lack of reality in virtual education. The remote laboratory provides functions with which learners can perform experiments by remote-controlling circuits and equipment related to experiments and practices on the Web and gets data and image information, so through it learners can make realistic experiments at any time and in any place. The remote laboratory module based on Internet open sources such as JAVA Web start technology, FTP technology and Telnet technology in server-client environment can be implemented at low cost, and is effectively applicable to engineering experiment education in various areas related to real-time hardware control.

Hierarchical Subdivision of Light Distribution Model for Realistic Shadow Generation in Augmented Reality (증강현실에서 사실적인 그림자 생성을 위한 조명 분포 모델의 계층적 분할)

  • Kim, Iksu;Eem, Changkyoung;Hong, Hyunki
    • Journal of Broadcast Engineering
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    • v.21 no.1
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    • pp.24-35
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    • 2016
  • By estimating environment light distribution, we can generate realistic shadow images in AR(augmented reality). When we estimate light distribution without sensing equipment, environment light model, geometry of virtual object, and surface reflection property are needed. Previous study using 3D marker builds surrounding light environment with a geodesic dome model and analyzes shadow images. Because this method employs candidate shadow maps in initial scene setup, however, it is difficult to estimate precise light information. This paper presents a novel light estimation method based on hierarchical light distribution model subdivision. By using an overlapping area ratio of the segmented shadow and candidate shadow map, we can make hierarchical subdivision of light geodesic dome.

A Situational Training System for the food serving in the restaurant based on the Argumented Reality (증강 현실 기반 음식점 서빙 상황훈련 시스템)

  • Jung, Kwang-Il;Kim, Sung-Jin;Kim, Boo-Nyon;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.135-142
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    • 2009
  • Nowadays, many interface devices or training systems for the disabled are being developed and introduced with the recent development in IT technology but only few training systems for the developmental disabled are introduced. In this paper, we present a situation training system based on the argumented reality in order to help the developmental disabled to increase their management level of capability to the certain situation. Our system is specifically based on the food serving in the restaurant. This maker-based system provides trainees to safely experience various different situations and take the training session under any circumstances. The trainees for this program are able to look around with the HMD on, take the training easily by following the voice instruction, and try situational scenario.

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Development of Simulator for Generating BVR Air Combat Engagement Geometry (BVR 공중전 교전 기하 생성을 위한 시뮬레이터 개발)

  • Juho Choi;IL-Chul Moon;Youngho Kim;Taesub Yun
    • Journal of the Korea Society for Simulation
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    • v.33 no.3
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    • pp.51-63
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    • 2024
  • This study aims to develop a simulator for modeling engagements between fighters and missiles in Beyond Visual Range (BVR) air combat scenarios using DEVS (Discrete Event System specification) formalism. The simulator is modeled to implement sustained formation strategies in 1-versus-many situations, and we applied the model to real scenario two case studies. The two case studies assume a virtual missile neutralization equipment. The first case study analyzes the effectiveness of the missile neutralization equipment based on formations. The second case study analyzes the effectiveness of the missile neutralization equipment in relation to the evasion maneuvering tactic of the formation leader fighter. Through these studies, it is demonstrated that the model can realistically simulate scenarios and be beneficial the development of evasion strategies and tactics.

Content Adaptive Technique of Embedding Complementary Patterns for Nonintrusive Projection-based Augmented Reality (비간섭 프로젝션 기반 증강현실을 위한 컨텐츠 적응형 보색 패턴 삽입 기술)

  • Park, Han-Hoon;Lee, Moon-Hyun;Seo, Byung-Kuk;Jin, Yoon-Jong;Park, Jong-Il
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.103-108
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    • 2007
  • 최근 프로젝터의 보편화로 인해 프로젝터를 증강현실의 디스플레이 장치로 활용하는 연구가 활발히 진행되고 있다. 관련 연구들을 흔히 프로젝션 기반 증강현실이라고 부른다. 프로젝션 기반 증강현실을 구현하기 위해서는 스크린의 기하(geometry) 및 컬러(photometry) 정보를 획득하는 과정이 선행되어야 하는데, 이는 프로젝터를 이용하여 정해진 패턴 영상을 투사하고 이를 카메라로 캡쳐한 후, 카메라 영상에 다양한 컴퓨터비전 기술들을 적용함으로써 행해진다. 이러한 스크린 기하 및 컬러 정보 획득 기술은 가시적인(visible) 패턴 영상이 사용자의 몰입감을 저해한다는 단점을 가진다. 특히, 스크린의 기하 및 컬러 정보가 수시로 변하는 환경에서는 가시적인 패턴 영상을 사용하는 기존의 스크린 기하 및 컬러 정보 획득 기술은 유용하지 못하다. 이러한 문제점을 해결하기 위해 일부 패턴 영상을 비가시적(invisible)으로 만드는 기술들이 제안되었다. 본 논문에서는 관련 기술들을 비간섭 프로젝션 기반 증강현실이라고 한다. 특히, 보색 패턴(complementary patterns)을 증강현실 영상에 삽입하는 방법은 부가적인 장비없이 간단한 영상처리만으로 효과적으로 패턴 영상을 비가시적으로 만들어 줄 수 있으며, 최근 가상 스튜디오에 활용하는 방안이 모색되고 있다. 그러나, 삽입된 보색 패턴의 세기와 비가시성 사이는 상반관계(trade-off)를 가지므로, 일반적인 환경에서는 보색 패턴의 비가시성을 보장할 수 없다. 본 논문에서는 이러한 보색 패턴의 비가시성을 극대화하기 위해 컨텐츠 적응형 패턴 삽입 기술을 제안한다. 증강현실 영상의 색감 및 텍스처의 복잡도에 따라 크게 4 가지 경우로 분류하여 부분적으로 다른 채널 및 세기로 보색 패턴을 삽입한다. YIQ 컬러 공간에서 표현된 증강현실 영상을 균일한 크기의 영역으로 나눈 다음, 각 영역에 대해 I 성분이 지배적이면 Q 채널에 패턴을 삽입하고 Q 성분이 지배적이면 I 채널에 패턴을 삽입한다. 한편, 각 영역에 대해 텍스처의 복잡도가 크다면 강한 패턴을, 복잡도가 작으면 약한 패턴을 삽입한다. 여기서, 텍스처의 복잡도는 간단한 미분 필터(derivative filter)를 이용하여 계산된다. 다양한 실험 및 사용자 평가를 통해, 제안된 방법은 기존 방법에 비해 크게 두 가지 상반관계를 가지는 장점을 가짐을 확인하였다. 스크린의 기하 및 컬러 정보를 획득하는 성능 면에서 제안된 방법이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 패턴의 비가시성이 크게 개선된다. 반대로, 제안된 방법의 패턴의 비가시성이 기존의 방법과 유사하도록 채널 및 패턴의 세기를 결정한다면, 기존의 방법에 비해 스크린의 기하 및 컬러 정보를 획득하는 성능이 크게 개선된다.

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FMEA of Electric Power Management System for Digital Twin Technology Development of Electric Propulsion Vessels (전기추진선박 디지털트윈 기술개발을 위한 전력관리시스템 FMEA)

  • Yoon, Kyoungkuk;Kim, Jongsu
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.27 no.7
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    • pp.1098-1105
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    • 2021
  • The International Maritime Organization has steadily strengthened environmental regulations on nitrogen oxides and carbon dioxide emitted from marine vessels. Consequently, the demand for electric propulsion vessels based on eco-friendly elements has increased. To this end, research and development has been steadily conducted for various vessels. In electric propulsion systems, a redundancy configuration is typically adopted to increase reliability and facilitate the onboard arrangement. Furthermore, studies have been actively conducted to ensure the safety of electric propulsion systems through the combination with digital twin technology. A digital twin can be used to predict outcomes in advance by implementing real-world equipment or space in a virtual world like twins, integrating real-world information and data with the virtual world, and performing computer simulations of situations that can occur in a real environment. In this study, we perform failure modes and effects analysis (FMEA) to validate the electric power management system (PMS) redundancy scheme for the digital twin technology development of electric propulsion vessels. Then, we propose the role and algorithm of PMS as a compensation function for preventing primary and secondary damages caused by a single equipment failure of the PMS and preventing additional damages by analyzing the impact on the entire system under real vessel operating conditions based on the redundancy FMEA suggested for the ship classification and certification. We verified the improvement in propulsion conservation through tests.

Estimation of Color Lines from the Specular Object for Immersive Modeling (실감 모델링을 위한 반짝이는 특성을 지닌 물체에서 색상선 추출 방법 연구)

  • Park, Joung-Wook;Yoo, Hyun-Jin;Lee, Kwan-H.
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1283-1288
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    • 2006
  • 실감모델링(Immersive modeling)이란 모델링하는 사람이 물체의 특성을 고려하여 오감을 활용하여 모델링하는 것을 의미한다. 실감모델링을 위한 오감 중에서 시각은 모델링하는 사람에게 가장 영향을 많이 주기 때문에 실제와 같은 색상과 형상을 생성하는 것이 중요하다. 그러나 가상현실을 위한 데이터를 실시간으로 다루기 위해 많은 데이터를 사용할 수 없고 처리 과정이 단순해야 하기 때문에 시각데이터를 획득하는 과정에도 이를 고려해야 한다. 그 중에서 반짝이는 특성을 가진 물체의 색을 정확히 표현하기 위한 방법으로 색상선(color line)을 사용한다. 색상선은 반짝이는 특성의 표면의 색을 이색성반사 모델(dichromatic reflection model)로 간주하면 색 특성을 표현하는 선이 생성되게 된다. 본 연구는 반짝이는 물체로부터 색상선을 추출하기 위한 방법으로 노출 시간이 다른 여러 장의 이미지로부터 색상을 추출하는 방법을 제안한다. 노출 시간이 다른 이미지를 사용함으로써 한 장에 의해 분류하기 어려운 색상도 분류 가능하고 하이라이트가 발생하여 색상이 왜곡된 경우도 본래 색이 어떤 색상인지 추정되기 때문에 정확한 색상 추출이 된다. 본 연구에서는 3차원 측정 장비를 이용하여 3차원 형상과 색상이 동시 추출된 모델을 이용하여 렌더링된 결과와 제안된 방법으로 추출된 색상을 적용하여 렌더링된 결과를 비교할 것이다.

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