• Title/Summary/Keyword: 몰입형 가상환경

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Developing VR-based Sailor Training Platform Authoring Tool (가상현실 기반 선원 훈련 플랫폼 저작도구 개발)

  • Jung, Jinki;Lee, Hyeopwoo
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2016.05a
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    • pp.181-185
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    • 2016
  • In this paper we propose a VR-based Sailor Training Platform Authoring Tool which efficiently trains sailors in immersive ways. Proposed authoring tool consists of virtual environment reconstruction that imports real ship indoor environment into virtual environment and script editing which is able to implement various scenarios in emergency based on just drag-and-drop interface. The aim of importing real ship environment and supporting various VR devices is to enhance immersiveness and training so that trainees can deal with serious emergency events. Also the usefulness of the interface enables to reduce the cost of making training materials. Throughout scenario editing interface, the proposed authoring tool supports the editing of multi-user scenario and setting individual task for the evaluation.

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Responsive Digital Heritage Experience with Haptic Deformation (햅틱 변형을 이용한 반응형 디지털 문화 체험)

  • Lee, Beom-Chan;Park, Jeung-Chul;Kim, Jong-Phil;Lee, Kwan-H.;Ryu, Je-Ha
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.210-218
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    • 2006
  • 본 논문은 광주과학기술원(GIST)에서 개발하고 있는 전남지역 '운주사'의 천불천탑 설화를 근간으로 한 반응형 가상 문화 체험 시스템(Responsive Multimedia System for virtual storytelling)의 햅틱 변형 상호작용에 관한 것이다. 기존의 디지털 문화재 체험 시스템은 사실적인 체험을 제공하기 위해 시각 및 청각 기술 개발에 많은 연구 및 노력이 이루어져왔다. 그러나 최근 인간의 인지 체계의 중요 요소인 촉감 상호작용의 중요성이 증대 됨에 따라, 본 논문에서는 가상 문화재 체험을 위한 햅틱 변형 알고리즘 및 상호작용 시스템을 개발하여 가상 불상을 만져보고 그 표면을 변형시키게 함으로써 몰입감을 증대하고 재미를 주는 시스템을 제공하였다. 아울러 체험의 몰입감 증대를 위해 본 시스템은 시/청각과 더불어 청각 효과를 가미하여 체험 시 발생되는 주변 환경의 소리(새, 물, 바람소리)를 제공하고, 기존의 문화체험 시스템과의 차별성을 위해 3 차원 입력장치를 이용하여 체험자가 직접 가상 불상을 변형시키면서 체험자 고유의 작품을 만들어낼 수 있는 상호작용을 제공한다. 따라서 제안된 햅틱 변형 상호작용 시스템은 체험자의 능동적 참여 및 흥미 유발을 통하여 문화 유산에 대한 교육적 효과 및 관심 증대에 기여할 수 있을 것이라 여겨진다.

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A Frame work for Visualization and Exploration of Scientific Data in Virtual Environments (ParaView-VR: 가상현실(VR) 환경에서의 과학 데이터 가시화를 위한 프레임워크)

  • Youngju Hur;Bokhee Keum;Geebum Koo;Joongyoun Lee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.185-188
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    • 2008
  • 과학 데이터는 대부분 과학 시뮬레이션의 결과로 얻게 되며, 사람이 직관적으로 이해하기 어려운 숫자의 나열인 경우가 많다. 이런 수치 데이터를 가시화하면 보다 쉽게 이해해서 분석할 수 있는 형태가 갖춰지게 되며, 가시화 환경을 VR 환경으로 옮기면 사용자와 상호작용하면서 사용자가 원하는 형태로 데이터를 가시화하는 것이 가능할 뿐만 아니라 몰입형 환경 덕분에 데이터에 대한 이해도도 높일 수 있다. 그러나 VR 환경의 시스템적 한계와 다양한 가시화 알고리즘에 대한 필요성 때문에 VR 환경에서 과학 데이터를 가시화하는 데는 한계가 있다. 본 논문에서는 VR 환경에서 과학데이터를 가시화하는 프레임워크를 제안한다. 이 프레임워크는 VTK에 기반을 둔 애플리케이션인 ParaView를 활용함으로써 과학데이터를 가시화하는 알고리즘을 제공하며, VTK와 CAVELib을 기반으로 하는 VtkCave를 활용해서 시스템에 맞는 VR 인터페이스를 제공한다. 향후에는 이 프레임워크에 보다 다양한 인터페이스와 가시화 기법을 더해서 풍부한 서비스를 제공할 수 있도록 할 예정이다.

Development of contents based on virtual environment of basic physics education (기초 물리 교육목적의 가상환경 기반 콘텐츠 개발 및 활용)

  • Jaeyoon Lee;Tackhee Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.149-158
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    • 2023
  • HMD, which is applied with the latest technology, minimizes motion sickness with high-resolution displays and fast motion recognition, and can accurately track location and motion. This can provide an environment where you can immerse yourself in a virtual three-dimensional space, and virtual reality contents such as disaster simulators and high-risk equipment learning spaces are developing using these characteristics. These advantages are also applicable in the field of basic science education. In particular, expanding the concepts of electric and magnetic fields in physics described by existing two-dimensional data into three-dimensional spaces and visualizing them in real time can greatly help improve learning understanding. In this paper, realistic physical education environments and contents based on three-dimensional virtual reality are developed and the developed learning contents are experienced by actual learning subjects to prove their effectiveness. A total of 46 middle school and college students were taught and experienced in real time the electric and magnetic fields expressed in three dimensions in a virtual reality environment. As a result of the survey, more than 85% of positive responses were obtained, and positive results were obtained that three-dimensional virtual space-based physical learning could be effectively applied.

An Object Selection Method through Adaptive Casting in Immersive Virtual Reality (몰입 가상현실 환경에서 적응형 캐스팅을 통한 객체 선택 방법)

  • Lee, JunSong;Lee, Jun
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.666-673
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    • 2019
  • In the immersive virtual reality environment, we can select and manipulate various virtual objects. in order to select a virtual object, we generally use Ray-casting method that fires a virtual line in user's view and selects an object when the line and the object match, or Cone-casting method that is widely used to select multiple objects at the same time. However, since the virtual objects used in CAD are composed of small and complex objects in detail, when selecting an object in the user's view by existing methods, there occurs a ambiguity problem that needs additional realignment operation even though an object is selected as a group. in this paper, even if a virtual object is composed of several small virtual objects, it calculates the spatial and logical relationship among objects and expands or shrinks desired objects, so that the user can quickly and accurately select a desired object. in order to evaluate the proposed method, performance comparison were performed using Our and Ray-Casting and Cone-Casting methods. Experimental results show that the proposed method has the fastest speed and the highest accuracy when selecting the desired objects.

Design of game interface based on 3-Axis accelerometer for physical Interactive game (체감형 게임을 위한 3축 가속도 센서 기반 게임 인터페이스 개발)

  • Kim, Sung-Ho;Chae, Bu-Kyung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.19 no.4
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    • pp.538-544
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    • 2009
  • As the world game marcket has been recording weak growth, the development of new gane concept is required to attract the gamer's attention from those who were fed up with the previous game paradigm. Recently, the game which can recognize the player's motions and provide new interaction between the game and user is more popular than ever before. In the games with somesthesia based on Virtual Reality, the sense of the reality is considered the most important factor for drawing immersion from the gamers. In this work, a new type of 3-axis accelerometer based interactive game interface which can effectively recognize the gamer' motion is suggested. Furthermore, various experiments are carried out to verify the effectiveness of the proposed scheme.

The Effects of Education for Body Changes through Food Intake in Immersive Virtual Environments (몰입형 가상 환경 기반 음식물 섭취에 따른 신체 변화 교육 효과 분석)

  • Shin, Kwang-Seong;Ryu, Ji Hyun;Cho, Chungyeon;Jo, Dongsik
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1964-1967
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    • 2021
  • Recently, to improve the effectiveness of education to learn from textbooks, immersive 3D environments such as virtual reality(VR) has been widely used for education. In this paper, in order to intuitively present education about content scenarios on changes in the human body according to food intake, we consist an immersive virtual reality environment to express the same life-size organs. The participants in our educational system showed higher results in all items compared to the existing textbook-based education such as immersion, understanding, and quality of education program. Also it was found the importance of interactivity to increase the effectiveness of immersive class.

Webized Tangible Space (웹-기반 Tangible Space)

  • Ko, Heedong;Seo, Daeil;Yoo, Byounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.23 no.3
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    • pp.77-85
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    • 2017
  • Tangible Space is a new emerging interaction space with mobile AR/VR computing and ubiquitous computing environment with IoT. Tangible Space spans from a physical environment augmented with virtual entities to immersive virtual environments mirroring the physical environment. Interacting with Tangible Space is logged just like interacting with the Web. By webizing Tangible Space, we can gain persistence as a by-product so that human life experience in the physical environment can be logged and shared just like the information being created and shared in the current Web. The result is a powerful future direction of the web from a World Wide Web of Information to World Wide Web of Life experiences.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Color and Brightness Calibration Convergence Technology for 5D Virtual Reality Attractions (5D 가상현실 어트랙션을 위한 색상 및 밝기 보정 융합 기술)

  • Han, Jung-Soo
    • Journal of the Korea Convergence Society
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    • v.7 no.1
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    • pp.25-30
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    • 2016
  • Virtual reality items are increased take-all type of markets like Universal, such as the United States as a leader in the virtual reality technology. Multi-user have to get direct experiences with the whole body like visual, tactile, hearing, sense of movement, and it must be developed new forms of content platform to enjoy immerse deeply into the content. Visitors are not to enjoy the content passively but rather to enjoy the content actively. So it like that should develope content to maximize the immersion. It need the development of new forms of mixed 5D virtual reality Attraction content with all of factors like $360^{\circ}$ circle vision, stereoscopic images, interaction, simulator, and the environmental effect. We proposes how to make the color and brightness calibration technology for this purpose.