• Title/Summary/Keyword: 가상 건축

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Impact of personal characteristics on learning performance in virtual reality-based construction safety training - Using machine learning and SHAP - (가상현실 기반 건설안전교육에서 개인특성이 학습성과에 미치는 영향 - 머신러닝과 SHAP을 활용하여 -)

  • Choi, Dajeong;Koo, Choongwan
    • Korean Journal of Construction Engineering and Management
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    • v.24 no.6
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    • pp.3-11
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    • 2023
  • To address the high accident rate in the construction industry, there is a growing interest in implementing virtual reality (VR)-based construction safety training. However, existing training approaches often failed to consider learners' individual characteristics, resulting in inadequate training for some individuals. This study aimed to investigate the impact of personal characteristics on learning performance in VR-based construction safety training using machine learning and SHAP (SHAPley Additional exPlanations). This study revealed that age exerted the greatest influence on learning performance, while work experience had the least impact. Furthermore, age exhibited a negative relationship with learning performance, indicating that the introduction of VR-based construction safety training can be effective for younger individuals. On the other hand, academic degree, qualifications, and work experience exhibited a positive relationship. To enhance learning performance for individuals with lower academic degree, it is necessary to provide content that is easier to understand. The lower qualifications and work experience have minimal impact on learning performance, so it is important to consider other learners' characteristics so as to provide appropriate educational content. This study confirmed that personal characteristics can significantly affect learning performance in VR-based construction safety training, highlighting the potential for leveraging these findings to provide effective safety training for construction workers.

An Evaluation of TOD Effect with the Concept of 'Pedestrian Traffic Ratio' ('보행율' 개념을 이용한 TOD 효과 평가)

  • Lee, Sang-Hyun;Fang, Lin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.763-772
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    • 2019
  • Recently, there is a great expectation for the sustainable effect of TOD and apply it to urban planning and design. However, there are few research on the quantitative evaluation method of the effect. The purpose of this study is to propose a quantitative way to assess the effectiveness of TOD(Transit Oriented Development)'s vehicle traffic reduction in the urban planning phase, based on the land-use plan. Firstly, it proposes a method to convert the information contained in the land-use plan into a network and secondly a method to estimate the travel distance based on the network. In the first phase, the roads in the land-use plan are converted into links and the intersection of the roads into nodes. The area and the height of the zones included in the land-use plan are converted into the weights on adjacent nodes. The second phase assumes the frequency at which travel occurs between nodes on the network is relative to the weights and estimates the travel distance by dividing it into a pedestrian and a vehicle. Then, taking the city without TOD as the object, through comparison present city and alternatively redesigned city to the analysis of TOD effect. In this study, the application of these methods to Bundang as of 1997 and alternatively redesigned Bundang showed that about 39.94 percent of the vehicle traffic reduction effects occurred. Furthermore, the pedestrian traffic ratio of alternatively redesigned Bundang increased to 2.39%.

Investigating on the Necessity of Integrated Project Management System for Effective Facility Management Utilizing Digital Twin Technology (디지털트윈을 활용한 건축물 시설안전대응 통합관리체계 구축 필요성에 관한 연구)

  • Yum, Sang-Guk;Park, Young-Jun
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.42 no.5
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    • pp.711-721
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    • 2022
  • Due to a long-term pandemic of COVID-19 since 2019, our society finally goes into 'un-tact (non-contact) era' in earnest by increasing an importance of non-contacted activities which are able to live without contacts among people. Un-tact era has influenced to generate a huge structural change with digitalization in our daily life as well as industrial society based on digital twin as an essential technology. As a technology representing real world in virtual digital world by integrating various technologies applied to 4th industrial revolution, digital twin leads an innovation in industrial society with diverse industrial processes. But this technique isn't actively used across all industries due to structural limitations and environmental restrictions of digital twin. Especially, the field of construction and facility is necessary to use digital twin because it requires periodic managements of buildings in daily life and is directly connected with casualties in cases of disaster. But issues faced in reality are acting as an obstacle for applying digital twin. Therefore, this study suggests the necessity applying digital twin in facility safety response based on these issues and emphasizes active applications of digital twin by describing the expected effects being created. Furthermore, it connects to create demands of digital twin by overcoming current issues and suggesting high sustainable development.

Augmented Reality Based Tangible Interface For Digital Lighting of CAID System (CAID 시스템의 디지털 라이팅을 위한 증강 현실 기반의 실체적 인터페이스에 관한 연구)

  • Hwang, Jung-Ah;Nam, Tek-Jin
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.119-128
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    • 2007
  • With the development of digital technologies, CAID became an essential part in the industrial design process. Creating photo-realistic images from a virtual scene with 3D models is one of the specialized task for CAID users. This task requires a complex interface of setting the positions and the parameters of camera and lights for optimal rendering results. However, the user interface of existing CAID tools are not simple for designers because the task is mostly accomplished in a parameter setting dialogue window. This research address this interface issues, in particular the issues related to lighting, by developing and evaluating TLS(Tangible Lighting Studio) that uses Augmented Reality and Tangible User Interface. The interface of positioning objects and setting parameters become tangible and distributed in the workspace to support more intuitive rendering task. TLS consists of markers, and physical controller, and a see-through HMD(Head Mounted Display). The user can directly control the lighting parameters in the AR workspace. In the evaluation experiment, TLS provide higher effectiveness, efficiency and user satisfaction compared to existing GUI(Graphic User Interface) method. It is expected that the application of TLS can be expanded to photography education and architecture simulation.

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Hybrid Urbanscapes of PC Bangs and Their Socio-Spatial Effects on Human Bodies (피시방의 혼성적 도시경관과 인간 육체에 대한 사회-공간적 영향)

  • Lee, Hee-Sang
    • Journal of the Korean Geographical Society
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    • v.42 no.5
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    • pp.710-727
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    • 2007
  • This paper suggests an inquiry into the characteristics and implications of urbanscapes produced by Internet cafes, widely called PC Bangs in Korea, and their effects on the motions and boundaries of human bodies as cyborgs which exist in between actual and virtual spaces or between human and machine spaces in PC Bangs. The paper, which is organised into two main sections, first investigates the streetscapes of PC Bangs as electronic architectural spaces and suggests the urban electronic space of PC Bangs in terms of hypertext space. Then, it looks at the effects of PC Bangs on human bodies which exist as human-machine hybrids or cyborgs in PC Bangs. The paradoxical socio-spatial characteristics of PC Bangs as third, liminal or hybrid spaces between actual and virtual spaces or between human and machine spaces can be explained as follows. Firstly, there appear both nomadic and sedentary landscapes in that people in PC Bangs move in virtual spaces on the one hand, and are static in actual spaces on the other hand. Secondly, both open and closed spaces are shaped in that although PC Bangs act as open or public electronic spaces, they involve invisible social boundaries, forming the gendered space of masculinism. Thirdly, the boundaries of the human body are extended and are shrunk at the same time in that while the sensory boundaries of the body in PC Bangs are extended through electronic networks, its social boundaries are shrunk through the imaginary space of solipsism. Thus and finally, PC Bangs can be characterised not only as social spaces entailing embodied and gendered landscapes, but also as non-places involving the cyborg landscapes of human-machine connections.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Automated Bar Placing Model Generation for Augmented Reality Using Recognition of Reinforced Concrete Details (부재 일람표 도면 인식을 활용한 증강현실 배근모델 자동 생성)

  • Park, U-Yeol;An, Sung-Hoon
    • Journal of the Korea Institute of Building Construction
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    • v.20 no.3
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    • pp.289-296
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    • 2020
  • This study suggests a methodology for automatically extracting placing information from 2D reinforced concrete details drawings and generating a 3D reinforcement placing model to develop a mobile augmented reality for bar placing work. To make it easier for users to acquire placing information, it is suggested that users takes pictures of structural drawings using a camera built into a mobile device and extract placing information using vision recognition and the OCR(Optical Character Registration) tool. In addition, an augmented reality app is implemented using the game engine to allow users to automatically generate 3D reinforcement placing model and review the 3D models by superimposing them with real images. Details are described for application to the proposed methodology using the previously developed programming tools, and the results of implementing reinforcement augmented reality models for typical members at construction sites are reviewed. It is expected that the methodology presented as a result of application can be used for learning bar placing work or construction review.

A Study of Flow Characteristics in Meandering River (사행하천에서의 흐름특성 비교에 관한 연구)

  • Son, Ah-Long;Ryu, Jong-Hyun;Han, Kun-Yeun
    • Journal of the Korean Society of Hazard Mitigation
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    • v.11 no.3
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    • pp.191-200
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    • 2011
  • Levee failure cause the huge amount of damage to human and property. Overflow and erosion of levee are primary cause of a break in a levee but the analysis of breach pattern and impact is partially inadequate. The flow characteristics of meandering rivers are very important in field of river hydraulics that should be studied in practical viewpoints relating to river levee. In meandering the secondary flow that rotary direction is changed reciprocally occurs in three dimension is known. In this study flow characteristics of local river are considered and of meandering channels are analyzed using CCHE2D and FLOW3D. The stability and accuracy of models are examined comparing the measuring and analyzed data for the experimental channel and natural river(Namgang). Consequently, the flow characteristics in a meandering river are suggested precisely and it is essential that river levees having meandering river should be analyzed.

A Study on the Cyber-geospace Construction in the Evernet Age (에버넷 시대의 사이버국토 구축방안)

  • 김영표
    • Spatial Information Research
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    • v.11 no.4
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    • pp.371-389
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    • 2003
  • This study aims at defining the concept of a cyber-geospace and proposing how to establish a cyber-geospace fir the entire country in detail. The study defined the cyber-geospace as 'the dynamic second territory of Korea not only to manage the land systematicality and deal with administrative services for the people in aspect of public sector, but also to contain economic activities of corporations and the citizen's everyday lives in aspect of private sector, in a 3D virtual reality made by digitizing various facilities and buildings as well as the entire toterritory including ground, underground and even sea'. In order to establish such a cyber-geospace, the project should be pursued on the national level fir around ten-year period.

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A study on he Alarm Processing System for Cubicle-type Receiving and Distributing Board using Neural network (신경회로망을 이용한 큐비클 수배전반의 경보 처리 시스템 개발 연구 - 공동주택 전력설비 중심 -)

  • 문학룡;류승기;최도혁;홍규장;정찬수
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.12 no.3
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    • pp.124-131
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    • 1998
  • This paper proposed the alarm processing system to improve the efficiency of monitoring method by applying the neural network and troubleshooting knowledge base for IADAPS(Intelligent Alarm Diagnosis And Processing System) method in an receiving and distributing board of Building complex. This IADAPS is abased on the cumulative generalized delta rule of backpropagation in neural network. It was used to infer the minimum alarms among multi-fired alarms, and the inferred alarm can be displayed maintenance information of facility by using a pre-defined troubleshoot knowledge base. For validating the proposed monitoring method, he method of simulation used to the five case of virtual scenario. As comparison results, a proposed method in this paper could be proved the applied possibility of an neural network and utilized in fields of facilities maintenance, if needed, be operated by non-expertise.

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