• Title/Summary/Keyword: Constructed Reality

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Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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Development of VR Monitoring System for Gas Plant (가상현실을 이용한 가스플랜트의 VR Monitoring System 개발)

  • Seo, Myeong-Won;Jo, Gi-Yong
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.25 no.5
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    • pp.788-796
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    • 2001
  • VR(Virtual reality) technologies have given engineers the ability to design, test, and evaluate engineering systems in a virtual environment. The virtual plant is the highlight of the application of the VR technology to plant engineering. Plant design, maintenance, control, management, operation are integrated in the virtual plant. The VR monitoring system including the concept of the virtual plant is developed to replace a current control room that has number of gages and warning lamps in two-dimensional panels which shows the operating status of a plant. The operating status of the plant is displayed in the VR monitoring system through the realistic computer graphics. Sophisticated, realistic and prompt control becomes possible. The VR monitoring system consists of advanced visualization, walk-through simulation and navigation. In the virtual environment, a user can navigate and interact with each component of a plant. In addition, the user can access the information by just clicking interesting component. The VR monitoring system is operated with various modules, such as (1) virtual plant constructed with Graphic Management System (GMS), (2) Touch & Tell System, and (3) Equipment DB System of Part. In order to confirm the usefulness of the VR monitoring system, a pilot gas plant which is currently being used for plant operator training is taken as application. The end of the paper gives an outlook on the future work and a brief conclusion.

A study on the influence of interaction of virtual reality consumption pattern on consumers' purchase intention under the background of VR technology

  • Liu, Xiao-Yin;Liu, Jia-Yu;Liu, Zi-yang
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.5
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    • pp.141-148
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    • 2021
  • The purpose of this study is to explore the interaction of virtual reality consumption pattern under the background of virtual reality, and the influence of such interaction on consumers' purchase intention. In this paper, we selected three independent variables (including content interaction, function interaction and service interaction) and two mediating variables (including perceived quality and perceived value) to explore the relationship between them and consumers' purchase intention, used SPSS24.0 and AMOS24.0, made the analysis of reliability and validity, constructed the structural equation model, and tested the hypotheses. The findings show that: fourteen hypotheses are all true, and the perceived value of virtual reality has a positive influence on consumers' purchase intention. In addition, we find that the perceived value has a mediating effect in this study.

Shrinkage movement analysis of reinforced concrete floors constructed in stages

  • Kwan, A.K.H.;Ng, P.L.
    • Computers and Concrete
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    • v.6 no.2
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    • pp.167-185
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    • 2009
  • Reinforced concrete floors constructed between movement restraints often crack seriously due to shrinkage after completion. One common mitigation measure is to construct the concrete floors in stages to allow part of the shrinkage movement to take place before completion. However, shrinkage movement analysis of concrete floors constructed in stages is quite cumbersome, as the structural configuration changes during construction, thus necessitating reanalysis of the partially completed structure at each stage. Herein, a finite element method for shrinkage movement analysis of concrete floors constructed in stages is developed. It analyses the whole structure, including the completed and uncompleted portions, at all stages. The same mesh is used all the time and therefore re-meshing and location matching are no longer necessary. This is achieved by giving negligibly small stiffness to the uncompleted portions, which in reality do not exist yet. In the analysis, the locked-in strains due to increase in elastic modulus as the concrete hardens and the creep of the hardened concrete are taken into account. Most important of all, this method would enable fully automatic shrinkage movement analysis for the purpose of construction control.

Driving Performance Analysis of the Adaptive Cruise Controlled Vehicle with a Virtual Reality Simulation System

  • Kwon Seong-Jin;Chun Jee-Hoon;Jang Suk;Suh Myung-Won
    • Journal of Mechanical Science and Technology
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    • v.20 no.1
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    • pp.29-41
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    • 2006
  • Nowadays, with the advancement of computers, computer simulation linked with VR (Virtual Reality) technology has become a useful method for designing the automotive driving system. In this paper, the VR simulation system was developed to investigate the driving performances of the ASV (Advanced Safety Vehicle) equipped with an ACC (Adaptive Cruise Control) system. For this purpose, VR environment which generates visual and sound information of the vehicle, road, facilities, and terrain was organized for the realistic driving situation. Mathematical models of vehicle dynamic analysis, which includes the ACC algorithm, have been constructed for computer simulation. The ACC algorithm modulates the throttle and the brake functions of vehicles to regulate their speeds so that the vehicles can keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamics simulation with VR rendering. With the developed VR simulation system, several scenarios are applied to evaluate the adaptive cruise controlled vehicle for various driving situations.

Development of the VR Simulation System for the Dynamic Characteristics of the Adaptive Cruise Controlled Vehicle (ACC 차량의 동특성 해석을 위한 VR 시뮬레이션 시스템 개발)

  • Kwon, Seong-Jin;Jang, Suk;Yoon, Kyoung-Han;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.12 no.4
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    • pp.163-172
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    • 2004
  • Nowadays, to analyze the dynamic characteristics of the automotive driving system, the computer simulation linked up with VR(Virtual Reality) technology is treated as the useful method with the improvement of computing ability. In this paper, the VR simulation system has been developed to investigate the driving characteristics of the ASV(Advanced Safety Vehicle) equipped with an ACC(Adaptive Cruise Control) system. For the purpose, VR environment which generates 3D graphic and sound information of the vehicle, the road, the facilities, and the terrain has been organized for the driving reality. Mathematical models of vehicle dynamic analysis including the ACC model have been constructed for computer simulation. The ACC modulates the throttle and brake functions to regulate the vehicle speed so that vehicles could keep proper spacing. Also, the real-time simulation algorithm synchronizes vehicle dynamic simulation with the graphic rendering. With the developed VR simulation system, simple scenarios are applied to analyze the dynamic characteristics. It is shown that the VR simulation system could be useful to evaluate the adaptive cruise controlled vehicle on various driving conditions.

A Study on the Effect of Control Interface in Plant Virtual Safety Training System (플랜트 가상 안전훈련 시스템에서 조작 인터페이스 영향에 대한 연구)

  • Lee, Jae Yong;Park, Chan-Cook;Yu, Chul Hee
    • Journal of the Korean Institute of Gas
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    • v.21 no.6
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    • pp.46-51
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    • 2017
  • The system was constructed so that safety training of the region city gas governor could be carried out using virtual reality. This system was used to survey the general public and it was found that the operation controller has a great influence on the user in the training system. The same survey question was conducted to construct the safety training system of city gas governor using joystick and oculus touch. The results of these two surveys confirm the importance of the operation controller in the safety training system using virtual reality.

Emotion Classification DNN Model for Virtual Reality based 3D Space (가상현실 기반 3차원 공간에 대한 감정분류 딥러닝 모델)

  • Myung, Jee-Yeon;Jun, Han-Jong
    • Journal of the Architectural Institute of Korea Planning & Design
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    • v.36 no.4
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    • pp.41-49
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    • 2020
  • The purpose of this study was to investigate the use of the Deep Neural Networks(DNN) model to classify user's emotions, in particular Electroencephalography(EEG) toward Virtual-Reality(VR) based 3D design alternatives. Four different types of VR Space were constructed to measure a user's emotion and EEG was measured for each stimulus. In addition to the quantitative evaluation based on EEG data, a questionnaire was conducted to qualitatively check whether there is a difference between VR stimuli. As a result, there is a significant difference between plan types according to the normalized ranking method. Therefore, the value of the subjective questionnaire was used as labeling data and collected EEG data was used for a feature value in the DNN model. Google TensorFlow was used to build and train the model. The accuracy of the developed model was 98.9%, which is higher than in previous studies. This indicates that there is a possibility of VR and Fast Fourier Transform(FFT) processing would affect the accuracy of the model, which means that it is possible to classify a user's emotions toward VR based 3D design alternatives by measuring the EEG with this model.

Analysis of Elementary and Middle School Students' Perceptions of Virtual Reality Interaction Tool (가상현실에서 상호작용 도구에 대한 초·중학생의 인식 분석)

  • Shim, Jaekwoun
    • Journal of Creative Information Culture
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    • v.5 no.1
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    • pp.15-24
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    • 2019
  • Tools and methods for interacting with the virtual environment are essential in order for a student to perform the virtual reality education contents. However, since the developed controller has generally been constructed for adults, it is necessary to study interaction tools considering the purpose of education and the level of students. Therefore, this study analyzed elementary and middle school students' perceptions of HMD and interactive tools, which are currently widely used as an initial research for developing interactive tools. Results show that students' perceptions has increased in post-questionnaire compared to pre-questionnaire, indicating that the universal controller can be used in the education. Implications for the development of interaction tools are discussed based on interviews with students.

Stereo-Vision-Based Human-Computer Interaction with Tactile Stimulation

  • Yong, Ho-Joong;Back, Jong-Won;Jang, Tae-Jeong
    • ETRI Journal
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    • v.29 no.3
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    • pp.305-310
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    • 2007
  • If a virtual object in a virtual environment represented by a stereo vision system could be touched by a user with some tactile feeling on his/her fingertip, the sense of reality would be heightened. To create a visual impression as if the user were directly pointing to a desired point on a virtual object with his/her own finger, we need to align virtual space coordinates and physical space coordinates. Also, if there is no tactile feeling when the user touches a virtual object, the virtual object would seem to be a ghost. Therefore, a haptic interface device is required to give some tactile sensation to the user. We have constructed such a human-computer interaction system in the form of a simple virtual reality game using a stereo vision system, a vibro-tactile device module, and two position/orientation sensors.

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