• Title/Summary/Keyword: CAVE 시스템

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A Study on the Ubiquitous Cave Systems (유비쿼터스 동굴시스템에 관한 연구)

  • Oh, Jong-Woo
    • Journal of the Speleological Society of Korea
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    • no.90
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    • pp.35-56
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    • 2009
  • The purpose of this paper is to analyze the implementation of the karst infrastructure systems for the u-cave. IT based u-cave represents spatial information derived fields, such as geographical distribution of the cave boundaries, physical configuration of the cave locations and formation characteristics of the karst history. These three aspects relate to karst infrastructure systems, cave monitoring center and spatial database implementation. In terms of the IT based u-cave infrastructure implementation systems, the u-cave depends on IT contents and spatial features. uIT contents are strongly related to IT839 strategy due to the national agenda is "u-Korea". Cave should contribute to u-cave construction through the spatial analyses methods including USN, RFID, LiDAR, ELD, and GIS technologies. For these methods various cave functions will guide to u-cave's distribution, location, and characteristics of karst. The infrastructure consists of landforms and speleothem facilities, underground related facilities, environmental protection systems, and cave planning. These six units of the cave infrastructures have spatial databases that consist of spatial configuration, such as 4-D in order to draw the spatial distribution of the limestone and lava caves. IT based u-cave system infrastructure implementation should deal with IT convergence to generate fusion affects.

Teaching Molecular Geometry with Immersion (몰입형 분자구조 교육 시스템)

  • Jeon, Seok-Hee;Kim, Joung-Hyun Gerard
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.32-37
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    • 2007
  • 기존의 CAVE 를 이용한 분자구조 visualization 혹은 교육 시스템에서는 CAVE 시스템의 특징을 반영하지 않은 desktop 방식의 상호작용(interaction) 방법과 조망(viewing) 방법을 제공했다. 이러한 기존의 방법들은 CAVE 시스템의 장점을 충분히 이용하지 못한 것이다. 우리는 사용자에게 CAVE 시스템의 장점을 잘 살릴 수 있는 일인칭 시점의 조망을 제공하는 분자구조 교육 시스템을 개발함으로써 사용자에게 좀더 교육적으로나 경험적으로 효과가 큰 분자구조 교육 시스템을 제안한다. 또한 간단한 실험을 통해서 우리가 제안한 시스템의 효과를 알아보았다.

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Development of a CAVE type Virtual Reality System for 3-D Spatial Data Visualization (3차원 공간 자료 시각화를 위한 CAVE 형 가상현실 시스템 구축)

  • Lee, Kwan-Woo;Lee, Doo-Sung
    • Geophysics and Geophysical Exploration
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    • v.7 no.2
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    • pp.117-120
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    • 2004
  • Immersive virtual reality provides an effective way of visualizing and analyzing various spatial data, such as wireline logs, three-dimensional seismic, and interpreted geologic boundaries, and etc. Although it is a valuable tool for oil and gas exploration, its usage has been limited to a specific area because of its high development costs. This paper describes the development of an immersive virtual reality system, known as CAVE (Cave Automatic Virtual Environment) that maximizes immersiveness with reasonable prices by using general purpose PC and projectors.

Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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Design of CAVE (다면 가상현실 환경의 구축 및 설계)

  • 김종국;박문호;문종덕;박홍관;고희동;송재복
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.11a
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    • pp.30-35
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    • 2001
  • CAVE 시스템은 다수의 프로젝션 장비들을 사용하여, 물리적으로 사용자를 둘러싼 각 면에 영상을 투사하여 사용자에게 현실감을 제공하는 통합환경이다. 본 논문은 CAVE 시스템을 실제 구축하여 보고, 시스템을 구축하는데 있어 문제가 되는 각 면에서의 영상의 초기 설정의 보정 문제, 다수의 영상이 사용자의 시점에서 왜곡되지 않고 현실화되도록 하는 알고리즘과, 사용자의 시점을 찾기 위한 위치 추적 장비의 정확성 문제와 시점에 대한 보정 문제, 사용자가 가상 공간을 운용할수 있도록 하는 장비들의 사용 환경 설계 문제 등을 해결하는 방법에 대하여 연구하였다. 또한, 본 논문은 CAVE 시스템 안에서 각 장비들이 전체적으로 조율 되어 운용되는 방법을 제시한다.

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The efficacy of biofeedback in reducing cybersickness in virtual navigation (생체신호 피드백을 적용한 가상주행 환경에서 사이버 멀미 감소 효과)

  • 김영윤;정찬용;김은남;윤정민;서동오;고희동;김현택
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.90-94
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    • 2002
  • 이전연구에서 가상현실에 몰입하는 동안 넓은 시야 (Field of view: 150$^{\circ}$)와 빠른 운행속도 (70 km/sec)가 사이버멀미를 심화시킨다는 결과를 얻었다: 피험자의 90%가 좁은 시야 (50$^{\circ}$)와 느린 운행속도 (30 km/sec)에서 사이버멀미 증상이 적었다. 본 실험에서는 피험자가 생리적인 동요를 경험할 때마다 바이오피드백 방법을 사용해서 사이버멀미 감소 가상환경 (cybersickness alleviating virtual environment, CAVE)을 제시한 후, 그 효과를 관찰하였다. 피부전도도, 말초체온, 말초혈류량, 심박률, 눈 깜박임, 뇌전위의 변수들을 입력으로 하는 인공신경망으로 구성된 실시간 멀미 탐지 시스템과 CAVE-제시 피드백 시스템을 구축하였다. 이 시스템은 생리적 측정치들이 사이버멀미의 출현을 신호할 때마다 피드백 출력으로 좁은 화면과 감소된 운행속도를 일시적으로 제공했다. 36명의 피험자를 대상으로 SSQ (simulator sickness questionnaires)와 자기보고를 이용하여 사이버멀미의 빈도와 심각도를 조사하였다. 모든 피험자는 한달 간격으로 CAVE 조건과 non-CAVE 조건에서 두 번 가상현실을 경험하였다. 사이버멀미의 빈도와 심각도는 non-CAVE 조건보다 CAVE 조건에서 유의미하게 감소하였다. 즉, 전기생리학적 특징들에 기반한 인공신경망에 의해 제공된 좁은 시야와 느린 운행의 가상환경은 사이버멀미 증상들을 의미있게 감소시켰다. 이러한 결과들은 생체신호 피드백 시스템을 이용하여 인간 친화적 가상환경을 구축할 수 있는 가능성을 보인 것이다.

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Implementation of User Interface Using a Haptic Arm Master in CAVE (CAVE에서의 햅틱 암마스터를 이용한 사용자 환경의 구축)

  • 김종국;차삼곤;김진욱;송재복;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.41-46
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    • 2002
  • 가상환경 기술이 발전하면서 보다 현실감 있는 가상환경을 구현할 수 있으나, 이를 사용하는 사용자 환경에 대한 연구는 아직 미흡하다. 본 연구에서는 사용자에게 전 시야를 제공해 줄 수 있는 CAVE 시스템을 구축하였으며, 보다 현실감 있는 조작을 위하여 사용자에게 힘의 정보를 전달하여 줄 수 있는 햅틱 암마스터를 채택하였다. CAVE와 햅틱 암마스터를 사용하여 가상물체를 보면서 접촉하거나 조작할 수 있는 가상환경을 구축하였다.

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A Study on the Management System of Show Cave for Sustainable Tourism (지속가능한 관광을 위한 동굴관광자원의 관리체계에 대한 연구)

  • Hong, Choong-Real;Kim, Won-Jin
    • Journal of the Speleological Society of Korea
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    • no.64
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    • pp.27-36
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    • 2004
  • Caves have the values of learning sites and tourism resources. But show caves are at risk of being ravaged, destroyed, and Polluted. The Purpose of this study is to analyse the management condition and the problems of the show caves, and to suggest the alternative improvement for the cave management. The research of the Cultual Properties Administration revealed many Problems including the management system, safety diagnosis, the demand for comprehensive academic research and so on. An analyzing of the questionnaire about cave manager demanded to reform working conditions, tourist education, an amendment of the Cultural Properties Protection Act, expert education for cave manager. In conclusion, It is necessary that construct the mutual cooperation system of an administrative organization, cave manager and tourist, and the Cave Management information System to manage database of cave environment.

Evaluation of Cave-in Possibility of a Shallow Depth Rock Tunnel by Rock Engineering Systems and Uumerical Analyses (암반공학시스템과 수치해석을 이용한 저심도 암반터널에서의 붕락 발생 가능성 평가)

  • Kim, Man-Kwang;Yoo, Young-Il;Song, Jae-Joon
    • Tunnel and Underground Space
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    • v.19 no.3
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    • pp.236-247
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    • 2009
  • Overpopulation has significantly increased the use of underground spaces in urban areas, and led to the developments of shallow-depth underground space. Due to unexpected rock fall, however, it is very necessary to understand and categorize the rock mass behaviors prior to the tunnel excavation, by which unnecessary casualties and economic loss could be prevented. In case of cave-in, special attention should be drawn since it occurs faster and greater in magnitude compared to rock fall and plastic deformation. Types of cave-in behavior are explained and categorized using seven parameters - Uniaxial Compressive Strength (UCS), Rock Quality Designation (RQD), joint surface condition, in-situ stress condition, ground water condition, earthquake & ground vibration, tunnel span. This study eventually introduces a new index called Cave-in Behavior Index (CBI) which explains the behavior of cave-in under given in-situ conditions expressed by the seven parameters. In order to assess the mutual interactions of the seven parameters and to evaluate the weighting factors for all the interactions, survey data of the experts' opinions and Rock Engineering Systems (RES) were used due to lack of field observations. CBI was applied to the tunnel site of Seoul Metro Line No. 9. UDEC analyses on 288 cases were done and occurrences of cave-in in every simulation were examined. Analyses on the results of 288 cases of simulations revealed that the average CBI for the cases when cave-in for different patterns of tunnel support was estimated by a logistic regression analysis.

The Efficacy of Biofeedback in Reducing Cybersickness in Virtual Navigation (생체신호 피드백을 적용한 가상 주행환경에서 사이버멀미 감소 효과)

  • 김영윤;김은남;정찬용;고희동;김현택
    • Science of Emotion and Sensibility
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    • v.5 no.2
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    • pp.29-34
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    • 2002
  • Our previous studies investigated that narrow field of view (FOV : 50˚) and slow navigation speed decreased the frequency of occurrence and severity of cybersickness during immersion in the virtual reality (VR). It would cause a significant reduction of cybersickness if it were provided cybersickness alleviating virtual environment (CAVE) using biofeedback method whenever subject underwent physiological agitation. For verifying the hypothesis, we constructed a real-time cybersickness detection and feedback system with artificial neural network whose inputs are electrophysiological parameters of blood pulse volume, skin conductance, eye blink, skin temperature, heart period, and EEG. The system temporary provided narrow FOV and decreased speed of navigation as feedback outputs whenever physiological measures signal the occurrence of cybersickness. We examined the frequency and severity of cybersickness from simulator sickness questionnaires and self-report in 36 subjects. All subjects experienced VR two times in CAVE and non-CAVE condition at one-month intervals. The frequency and severity of cybersickness were significantly reduced in CAVE than non-CAVE condition. Virtual environment of narrow FOV and slow navigation provided by electrophysiological features based artificial neural network caused a significant reduction of cybersickness symptoms. These results showed that efficiency of a cybersickness detection system we developed was relatively high and subjects expressed more comfortable in the virtual navigation environment.

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