• Title/Summary/Keyword: 메타 게임

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Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

Implementation of Joystick for Flight Simulator using WiFi Communication

  • Myeong-Chul Park;Sung-Ho Lee;Cha-Hun Park
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.8
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    • pp.111-118
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    • 2023
  • In this paper, we propose a WiFi-based joystick with an acceleration sensor and a vibration sensor that can be used in flight simulators and VR fields. The flight simulator is a technology belonging to the ICT and SW application field and provides a simulation environment that reproduces the aircraft environment. Existing flight simulator control devices are fixed to a specific device and the user's activity area is limited. In this paper, a 3D space manipulation device was implemented for the user's free use of space. In addition, the proposed control device is designed as a WiFi communication board and display that displays information and performs 3-axis sensing for accurate and sophisticated control compared to existing VR equipment controllers. And the applicability was confirmed by implementing a Unity-based virtual environment. As a result of the implementation device verification, it was confirmed that the control device operates normally through the communication interface, It was confirmed that the sensing values in the game and the sensing values measured on the implemented board matched each other. The results of this study can be used for VR and various metaverse related contents in addition to flight simulators.

Contracture for GRM of Biological Resources Information of based DADI (DADI 기반의 생물다양성정보에 대한 GRM 구축)

  • 이계준;박형선;안부영;양진호
    • Proceedings of the Korea Society for Industrial Systems Conference
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    • 2002.11a
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    • pp.479-484
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    • 2002
  • In this paper consisted of three steps for the research The first, The Database of Biological Resource Information are constructing for species Information and Content Information of based XML. The second, The item of defined from the analysts and must be considered for national GSD(Global Species Database), Supply and Contracture of Input System of based Component for the Efficient Local Information Database. The third Information Service and Interoperability are using the GRM(Global Road Map) of based DADI. These are able to accomplish to Contracture for Database and Service structure of Biological Resources Information.

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Spray Modeling: An Augmented Reality Based Tangible 3D Modeling Interface (스프레이 모델링: 증강현실 기반의 실체적인 3차원 모델링 인터페이스 제안)

  • Jung, Hee-Kyoung;Nam, Tek-Jin
    • Archives of design research
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    • v.18 no.4 s.62
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    • pp.119-128
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    • 2005
  • This paper presents an intuitive 3D modeling interlace based on a field study and prototype development. The process and tools of modeling were observed in workshops of professional design model making, day modeling, wood caning and glass crafting. The Spray Modeling interlace was developed from the observational analysis of the field study. It is a 3D modeling interface which combines particle spraying and day modeling in Virtual or Augmented Reality space. Virtual volume particles are sprayed on frames in Augmented Reality space as day modeling. It adopts a real air spay gun as a tangible interface device which provides coherent sound and air-force feedback. The prototype development and a user study showed that the interface supports new patterns of form development and expression. Control interfaces and requirements of auxiliary devices were found to be improved. This study examines the potential of the new interlace for designers working in 3D virtual and augmented reality. The new spraying interface is also expected to be used as an alternative interface in 3D computer workspace, games, education software and media art.

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A study on the Graft-copolymerization of Itaconic acid onto chitosan extracted crab shells waste and its pollutants removal abilities (게 껍질 폐기물로부터 추출한 Chitosan에 Itaconic acid의 그라프트 공중합과 오염물질의 제거 능력)

  • Han, Sang-Mun;Yun, Chong-Soo;Kim, Yong-Beom
    • Journal of the Korea Organic Resources Recycling Association
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    • v.7 no.2
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    • pp.83-92
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    • 1999
  • Chitosan was prepared from chitin which was abstracted from wasted crab shells. Then itaconic acid was graft-copolymerized onto chitosan using ceric ammonium nitrate as a reaction initiator. To investigate the optimal grafting conditions, the influences of several factors on the grafting were studied, i. e., the concentrations of CAN and itaconic acid, the reaction temperature and time. And to find out its flocculation ability. the flocculation test was carried out with a metal plating factory waste water. The state of graft-copolymer was identified through IR spectra analysis. The optimal grafting conditions and flocculation results were shown to be : concentration of ceric ammonium nitrate is $3.5{\times}10^3M$, reaction temperature is $40^{\circ}C$ and reaction time is 4hrs with 0.25M of the monomer(itaconic acid). Though flocculation tests using chitosan, grafted chitosan and cation, CODcr. metal ions removal rates were measured. The order of superiority is Itaconic acid grafted chitosan>Chitosan>Cationic polymer.

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A Study on the Current Status and Improvement Methods for Records Management in Local Broadcasting Stations (지역방송국 기록관리 현황과 개선 방안)

  • Kim, Eunchong;Kim, Soojung
    • Journal of the Korean Society for information Management
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    • v.34 no.4
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    • pp.293-320
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    • 2017
  • This study aims to analyze the current status of records management in local broadcasting stations. To that end, it conducted interviews with personnels in charge of keeping records in KBS in J province, MBC in J province, and 2 local commercial broadcasting stations as well as KBS headquarter. The findings show that the local broadcasting stations keep digital files of born-digital broadcast records in a server in a relatively systematic way. However, they never digitalized their analog records and do not even know the exact volume of total records they own. In addition, they have significant difficulties in preserving and utilizing broadcast records because of outdated preservation facilities and information retrieval systems. Based on the findings, this study suggests ways to improve current broadcast record management such as preparation of record management guidelines, construction of an inventory for owned records, digitalization initiative, and provision of metadata education for PDs, etc.

Driving Characteristic of The Thin Type Ultrasonic Motor using Microcontroller (Microcontroller를 이용한 박형 초음파모터의 구동특성)

  • Jeong, Seong-Su;Jun, Ho-Ik;Chong, Hyon-Ho;Park, Tae-Gone
    • Proceedings of the Korean Institute of Electrical and Electronic Material Engineers Conference
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    • 2008.11a
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    • pp.201-201
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    • 2008
  • 박형초음파모터의 구조는 그림 1(a) 와 같이 크로스형태의 앓은 스테이터에 윗면과 아랫면에 각각 8 개의 압전세라믹이 부착된 형태이다. 압전세라믹의 분극방향은 로터와 접촉하는 스테이터의 A, B, C, D 네 개의 타점에서 순차적인 타원변위가 생성되도록 결정된다. 유한요소해석프로그램인 ATILA 5.2.4를 사용하여 최적설계를 한 결과 폭 3[mm], 길이 18[mm], 두께 1.8[mm], Brass 재질, Mid surface clamp 조건에서 입력전압 18[Vrms] 일 때 0.3[${\mu}m$]의 변위를 보였다. 최적설계된 모델을 제작하였고, 정확한 실험결과를 얻기 위해서 푸쉬풀게이지, x-y스테이지, rpm 메타, 토크게이지를 이용하여 실험테이블을 구성하였다. 그림 1(b) 는 마이크로컨트롤러를 이용한 구동 드라이버를 보여준다. 한 주기에서 1/4분주의 순차적인 네 개의 구형파를 생성하고, 이를 push-pull회로를 동하여 90도의 위상차가 나는 정현파를 생성하여 초음파 모터의 구동전원으로 사용한다. 엔코더와 AD 컨버터를 이용하여 정속도 운전을 위한 피드백 제어가 된다. 제안된 구동드라이버를 이용하여 측정한 결과, 구동 주파수 88.6[kHz], 입력전압 [40Vrms], preload 0.2 [N]에서 130 [rmp] 의 속도와 25 [gfcm] 의 토크특성을 보였다. 압력전압을 증가시킬수록 속도는 선형적인 증가를 보였고, 토크는 이와 반대로 감소하는 특성을 보였다. 피드백 제어회로가 없는 경우에는 preload 변화에 따른 극심한 속도 변화를 보였고, 피드백 제어를 하였을 경우에는 0.2~0.4[N]의 범위에서 정속도 운전이 가능함을 확인하였다. 기존의 주파수발생기와 파워 엠프를 이용한 구동장비와의 특성비교에서도 큰 차이를 보이지 않았으며, 장시간의 운전에도 안정적인 구동이 가능함을 확인하였다.

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Draft Design of DataLake Framework based on Abyss Storage Cluster (Abyss Storage Cluster 기반의 DataLake Framework의 설계)

  • Cha, ByungRae;Park, Sun;Shin, Byeong-Chun;Kim, JongWon
    • Smart Media Journal
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    • v.7 no.1
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    • pp.9-15
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    • 2018
  • As an organization or organization grows in size, many different types of data are being generated in different systems. There is a need for a way to improve efficiency by processing data smarter in different systems. Just like DataLake, we are creating a single domain model that accurately describes the data and can represent the most important data for the entire business. In order to realize the benefits of a DataLake, it is import to know how a DataLake may be expected to work and what components architecturally may help to build a fully functional DataLake. DataLake components have a life cycle according to the data flow. And while th data flows into a DataLake from the point of acquisition, its meta-data is captured and managed along with data traceability, data lineage, and security aspects based on data sensitivity across its life cycle. According to this reason, we have designed the DataLake Framework based on Abyss Storage Cluster.

Reduced Raytracing Approach for Handling Sound Map with Multiple Sound Sources, Wind Advection and Temperature

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.9
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    • pp.55-62
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    • 2023
  • In this paper, we present a method that utilizes geometry-based sound generation techniques to efficiently handle multiple sound sources, wind turbulence, and temperature-dependent interactions. Recently, a method based on reduced raytracing has been proposed to update the sound position and efficiently calculate sound propagation and diffraction without recursive reflection/refraction of many rays, but this approach only considers the propagation characteristics of sound and does not consider the interaction of multiple sound sources, wind currents, and temperature. These limitations make it difficult to create sound scenes in a variety of virtual environments because they only generate static sounds. In this paper, we propose a method for efficiently constructing a sound map in a situation where multiple sounds are placed, and a method for efficiently controlling the movement of an agent through it. In addition, we propose a method for controlling sound propagation by considering wind currents and temperature. The method proposed in this paper can be utilized in various fields such as metaverse environment design and crowd simulation, as well as games that can improve content immersion based on sound.

Development of An Intelligent G-Learning Virtual Learning Platform Based on Real Video (실 화상 기반의 지능형 G-러닝 가상 학습 플랫폼 개발)

  • Jae-Yeon Park;Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.2
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    • pp.79-86
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    • 2024
  • In this paper, we propose a virtual learning platform based on various interactions that occur during real class activities, rather than the existing content delivery-oriented learning metaverse platform. In this study, we provide a learning environment that combines AI and a virtual environment to solve problems by talking to real-time AI. Also, we applied G-learning techinques to improve class immersion. The Virtual Edu platform developed through this study provides an effective learning experience combining self-directed learning, simulation of interest through games, and PBL teaching method. And we propose a new educational method that improves student participation learning effectiveness. Experiment, we test performance on learninng activity based on real-time video classroom. As a result, it was found that the class progressing stably.