• Title/Summary/Keyword: 가상 건축

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Intelligent Evaluation Algorithm for Identifying Hazards in Public Restrooms Using Virtual Reality and Sensor Data (가상현실과 센서데이터를 활용하는 공중화장실 위험요소 지능형 평가 알고리즘)

  • Shin-Sook Yoon;Jeong-Hwa Song
    • The Journal of the Korea institute of electronic communication sciences
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    • v.19 no.2
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    • pp.473-482
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    • 2024
  • This study utilized virtual reality to construct a simulated public restroom environment to identify potential hazards. The objective was to discern actual risks in real-world public restrooms through this virtual setup. During the virtual restroom experience, data from the built-in 3-axis accelerometer and gyroscope sensors of testor's smart phones were collected. Analysis of this data helped in identifying spatio temporal factors impacting the users. The determination of these factors as risk elements was based on an evaluation algorithm grounded in data analysis.

Virtual Reality Software for Review and Use of Structural Analysis Model of Hanok (한옥의 구조해석 모델 검토 및 활용을 위한 가상현실 소프트웨어)

  • Jonghyun Jung;Yeong-Min Kim
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.5
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    • pp.347-354
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    • 2023
  • In this study, virtual reality software was developed to support the generation of an analysis model of a Hanok and to increase the use of the completed analysis model. The structural analysis model of the Hanok was generated using midas Gen, a general-purpose structural analysis software. After converting it into a text-based input file, the developed software stores the data necessary for the examination of the analysis model. Then, in the developed virtual reality software, the three-dimensional analysis model of the Hanok can be visualized in various ways and the related data can be shown by selecting a specific member. Through this process, errors in the analysis model can be identified and corrected to build a complete analysis model. The developed software was applied to three Hanok cases to verify its applicability and effectiveness. The software is expected to be used in other fields besides the structural field.

A Study on the Use of BIM-based VR for Smart Safety Technology Simulation (스마트 안전기술 시뮬레이션을 위한 BIM기반 VR 활용방안 연구)

  • Lee, Hye-Jin;Jung, Sang-Ok
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.11a
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    • pp.259-260
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    • 2023
  • This study aims to build VR using BIM at our actual site, simulate it in a realistic background, and simulate new safety-related technologies being developed by our company rather than safety education contents to review optimal use plans for each field type so that the new technology can be effectively applied in the field.

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The Evaluation of VR Applicable Work in Building Design Phase using IPA (IPA를 활용한 건축 설계단계 VR 적용가능업무 평가)

  • Lee, Dongyoun;Seo, Myoung Bae
    • Smart Media Journal
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    • v.9 no.4
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    • pp.152-161
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    • 2020
  • In the construction, VR(Virtual Reality) is simply used by users to implement and experience 3D modeling in virtual reality, such as safety, practical education, and promotion. The VR related research includes content development and visualization simulation such as disaster safety evacuation simulation and design education contents. Research on developing suitable VR and presenting directionality is insufficient, which is required in practice. Therefore, in this study, prior to the development of VR suitable for the construction, quantitative evaluation, and analysis based on the judgment of experts are performed. However, the research was conducted on the design stages, which are believed to have high needs and application effects of VR during the lifecycle of construction. There are nine tasks that can be applied to VR in the design stage, and these tasks were evaluated and analyzed using IPA(Importance Performance Analysis) by surveying the level of expectations, importance, and performance. As a result, it was evaluated and analyzed that VR and content development was necessary for the review of member interference and collaboration work for decision making among related stakeholders. The results of this study are expected to be used as basic data for the development of VR to be applied in the design stage to the future.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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Realistic Interaction Technology for Virtual Reality (실감형 가상현실 상호작용 기술동향)

  • Kim, Y.W.;Jo, D.S.;Kim, Y.H.;Kim, H.M.;Kim, K.H.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.62-72
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    • 2012
  • IT 기술과 콘텐츠 기술이 융합된 가상현실 기술은 최근 산업, 의료, 엔터테인먼트, 교육, 문화 체험, 국방, 건축 등 적용이 널리 증가되고 있다. 본고에서는 실감형 가상현실 상호작용 기술의 동향과 활용 사례를 통하여, 핵심기술 요소와 시장 활용성 및 향후 응용 분야를 제시한다. 특히, Physical User Interface(PUI) 센서, depth 센서(혹은 RGB-D 센서) 등 3D 인터페이스를 통해 사용자의 위치 추적 및 사용자의 의도를 실시간으로 분석하고, 주변 환경에 대한 그래픽적인 표현 및 시각화에 의해 콘텐츠와 그래픽적인 표현 및 시각화에 의해 콘텐츠와 자연스럽게 상호작용하는 기법에 관한 동향을 중심으로 소개한다.

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3D Street Design System using Compound Interface (복합 인터페이스를 활용한 3차원 거리경관 디자인 시스템)

  • 이은우;남양희
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.04c
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    • pp.609-611
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    • 2003
  • 현재 건축 설계 분야에 사용되고 있는 시스템들은 대부분 데스크탑을 기반으로 하고 있고 설계시에 건축물을 입면, 측면, 평면 등으로 분리하는 인터페이스를 제공하고 있다. 그렇기 때문에 현재 설계되고 있는 건축물이 실제 거리에 적용되었을 때의 느낌을 제대로 파악하기 어렵다. 이에 대해, 실재감을 중시한 가상현실을 통한 건축 응용들이 있었으나 3차원에서의 상호작용이 쉽지 않기 때문에 가능한 상호작용이 제한되는 경향이 있었다. 이러한 한계를 극복하기 위해 본 논문에서는 실감 있는 3차원 입체 경관을 보여주면서, 설계에 필요한 상호작용의 특성에 따라 2차원과 3차원의 인터페이스 미디어를 복합 활용하는 이른바 복합 인터페이스를 활용한 거리경관 디자인 시스템을 제시한다. 이 시스템을 사용함으로써 사용자들은 실재감 있는 경관을 몰입형 벽면 디스플레이를 통해 확인하면서 모바일 기기를 활용한 복합 인터페이스를 통해 설계할 수 있게 된다.

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An analytical Study on the Smoke Behavior using BRI 2002 in Japan (일본의 BRI2002를 활용한 건물의 연기성상에 대한 해석적 연구)

  • Kim, Dong-Eun;Seo, Dong-Goo;Hong, Hae-Ri;Kwon, Young-Jin
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2010.10a
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    • pp.287-290
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    • 2010
  • 최근 건축물은 초고층화 대형화 지하심층화 등으로 변모하고, 더나아가 복합화가 진행되고 있다. 이러한 건축물은 화재 발생 시 기존의 건축물보다 큰 인재로서 다가오며, 특히 연기로 인한 피해가 주를 이루고 있다. 하지만 국내의 경우 연기의 피해에 따른 피난용량설정 및 계획 등에 관한 연구가 미흡한 실정이다. 따라서 본 연구는 기존 개발된 일본의 연기 거동 해석모델인 BRI2002의 메커니즘를 이용하여, 가상의 건축물에서의 Case Study를 통한 연기거동을 분석함으로서 향후 연기거동에 대한 연구의 방향성 및 기초적인 자료를 구축하는데 그 목적이 있다.

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A Study on the Interaction Factors in Implementing Virtual Reality to Solve Safety Problems in Public Toilets (공중화장실의 안전문제 해결 위한 가상현실 구현 시 상호작용 요소 연구)

  • Shin-Sook, Yoon;Jeong-Hwa, Song
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.6
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    • pp.1167-1174
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    • 2022
  • In this study, it was considered that not only the physical form should be electronically copied in virtual reality modeling for real problem solving, but also the interrelationship between the object and the user to be simulated. To this end, a plan was proposed to add user-space interaction elements that occur in real space to virtual reality application. This study is set in virtual reality modeling to solve safety problems in public toilets, and there should be a reasonable principle to add interaction elements with users to virtual reality modeling, and the basic environmental design strategy for crime prevention was used. As a result, it was shown that it was reasonable to derive interaction elements according to certain principles, such as the basic strategy for environmental design for crime prevention.

A Study on the Seismic Damage Estimation in the Model District of Seoul City (서울시 모델 구역 지진피해 추정 연구)

  • Yoon, Eui-Taek;Ryu, Hyeuk;Kang, Tae-Seob;Kim, Jae-Kwan;Baag, Chang-Eob
    • Journal of the Earthquake Engineering Society of Korea
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    • v.9 no.6 s.46
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    • pp.41-52
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    • 2005
  • The seismic damage assessment due io the postulated earthquake was attempted for the buildings in the model district of Seoul City. The model district was selected to represent the typical structural and residential characteristics of Seoul City. The buildings in the model district were classified into 11 structural types. For each structural type, the capacity and fragility curves were constructed with parameters presented in HAZUS. The ground motions due to the postulated earthquakes were artificially generated and ground response analyses were done for three kinds of soil profiles classified with respect to the depth of surface soil layer. The probability of damage state of each structural type was calculated using capacity spectrum method and fragility curve. Finally, the calculated results were translated into GIS database and mapped to evaluate the seismic damage in the model district.