• Title/Summary/Keyword: 체감형 시뮬레이터

Search Result 15, Processing Time 0.022 seconds

Development of Universal Sports Simulator Fusing 5 Senses (범용 오감 융합형 스포츠 시뮬레이터의 개발)

  • Lee, Young-Dae;Lee, Won-Sik;Kang, Jeong-Jin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.1 no.1
    • /
    • pp.73-77
    • /
    • 2015
  • Existing sports simulators on the market focus on the motion of platform or reality expression using basic visual contents, and are limited to entertainment products. Therefore, the stimulus on 5 senses is not good enough to be applied on high virtual reality. Moreover, there are not enough professional contents to be applied to an educational sports simulator. In this paper, we developed a sport platform by separating the multi axis based common platform module and the sports application module. We designed the common platform which has 4 degrees of freedom such as surge, sway, heave and yaw motion. This platform has the purpose of stabilizing motion and minimizing interference. The changeable sport module which is attached to the common module has 2 degrees of freedom such as roll and pitch, so that it can be applied to the various fields of 2 degrees of freedom virtual reality sports such as horse riding and yacht.

A Development of VR-based Emergency Training System for Safe Plant Operation (가상현실기반 플랜트 체감형 안전 훈련 시스템 개발 연구)

  • Cha, Moo-Hyun;Huh, Young-Choel;Mun, Du-Hwan;Lee, Kyung-Chang
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2015.04a
    • /
    • pp.1038-1040
    • /
    • 2015
  • 플랜트와 같은 대형 기계설비의 운영 시 발생하는 사고 피해를 최소화하고 조속한 정상화를 위해서는, 운영자 또는 초기 대응자가 예상치 못한 사고에 대처할 수 있는 능력을 향상시키기 위한 현장 운영자에 대한 훈련 기술이 필요하다. 이러한 훈련 과정은 실제 플랜트 현장에서 수행하기가 현실적으로 어렵기 때문에, 시뮬레이션 기술을 사용한 모의 훈련 및 평가기술이 필요하다. 본 연구에서는 이러한 가상현실 안전훈련 시뮬레이터의 설계 및 개발과정과, 체감형 훈련을 가능케하는 휴먼 인터페이스의 적용 및 통합 과정에 대해 소개한다.

Marine Contents Use and Service Plans for the Educational Purpose (교육용 해양 콘텐츠 활용 및 서비스 방안)

  • Youn, Jae-Hong;Choi, Hyo-Seung;Jeong, Seung-Moon
    • The Journal of the Korea Contents Association
    • /
    • v.12 no.3
    • /
    • pp.480-486
    • /
    • 2012
  • There has been an increasing interest in new industry and demand creations by the convergence and integration between IT and infrastructure and BT, NT, and CT and the convergence of IT and spread of cloud computing have changed the IT service environment. Even in the educational field, the convergence and integration of contents with various IT have rapidly emerged and learning equipments for the educational purpose have expanded to the mobile media platform from PCs so that learning without limitations to time, place and equipment has become possible. Contents necessary for the smart education are under way by research development utilizing cyber reality and simulation, and 3D technologies. The purpose of this study is to propose marine contents use and service plans for the educational purpose in order to produce various types of contents for the marine life and environment, to improve the school achievement by stimulating interest and to provide individually customized learning.

A Study on XR Handball Sports for Individuals with Developmental Disabilities

  • Byong-Kwon Lee;Sang-Hwa Lee
    • Journal of the Korea Society of Computer and Information
    • /
    • v.29 no.6
    • /
    • pp.31-38
    • /
    • 2024
  • This study proposes a novel approach to enhancing the social inclusion and participation of individuals with developmental disabilities. Utilizing cutting-edge virtual reality (VR) technology, we designed and developed a metaverse simulator that enables individuals with developmental disabilities to safely and conveniently experience indoor handicapped handball sports. This simulator provides an environment where individuals with disabilities can experience and practice handball matches. For the modeling and animation of handball players, we employed advanced modeling and motion capture technologies to accurately replicate the movements required in handball matches. Additionally, we ported various training programs, including basic drills, penalty throws, and target games, onto XR (Extended Reality) devices. Through this research, we have explored the development of immersive assistive tools that enable individuals with developmental disabilities to more easily participate in activities that may be challenging in real-life scenarios. This is anticipated to broaden the scope of social participation for individuals with developmental disabilities and enhance their overall quality of life.

Comparisons of Pflugbogen's Biomechanical Characteristics to Develop Interactive Ski Simulator (체감형 스키 시뮬레이터 개발을 위한 플루크보겐 동작의 운동역학적 비교)

  • Koo, Do-Hoon;Lee, Min-Hyeon;Kweon, Hyo-Sun;Hyun, Bo-Ram;Eun, Seon-Deok
    • Korean Journal of Applied Biomechanics
    • /
    • v.24 no.3
    • /
    • pp.189-199
    • /
    • 2014
  • The purpose of this study was to compare pflugbogen's biomechanical characteristics between on the ski simulator and snowed ski slope to develop interactive ski simulator. Nine ski instructors(sex: male, age: $29.6{\pm}5.4yrs$, height: $176.0{\pm}5.6cm$, body mass: $76.0{\pm}14.0kg$) belong to Korean Ski Instructors Association participated in this research. 24 Infrared cameras for snowed ski slope experiment and 13 infrared camera for ski simulator experiment were installed near by path of pflugbogen. The participants did pflugbogen on the snowed ski slope and the ski simulator both. During the experiment, the participants weared motion capture suit with infrared reflective makers on it, and plantar pressure sensors in ski boots, so that ski motion and plantar pressure data were collected together. Displacement of COG(center of gravity) movements, trunk flexion/extension angle, adduction/abduction angle, and plantar pressure data were significantly different between on the simulator and ski slope. However, percentage of time of COG movement in the phases during medial/lateral and anterior/posterior movement were not significantly different. Findings indicate that the difference between two groups occurred because the ski simulator's drive mechanism is different from ski motion on the slope. In order to develop the ski simulator more interactively for pflugbogen, the ski simulator's drive mechanism need to be reflected 3D motion data of pflugbogen on the slope that were purposed in this research.