• Title/Summary/Keyword: Dynamic immersion

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Implementation of Developement System of Education Contents Utilizing 3D VR (3D VR 기반의 교육 콘텐츠 개발 시스템 구현)

  • Bae, Sungsill;Lee, Jeongmin;Ahn, Sungsoo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.1
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    • pp.97-106
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    • 2016
  • 3D virual reality technique develop rapidly such as parts of education, health, national defense, etc. This paper implements an education contents utilizing 3D virtual reality based on HMD. In this paper, contents make up Changdeokgung Palace using to 3Dmax and Unity program, it shows on implemented Helmet Mounted Display. HMD obtain dynamic image from the target source of smart phone. Also, contents consist of service senerio through divided palace position and King's a day's journey especially. Above all, this paper indicate improving performance according to reduced cybersickness and immersion enlargement. And memory capacity reduced by various technique such that file type, compressed file, minimized resource. Proposed technique can obtain dynamic 3D image by HMD implementation at real time basis so that it is possible to use simultaneously multi-source. From the various and practical experiment, it is confirm that proposed 3D VR education system is useful for experience of virtual reality practically.

A Study on Unreal Engine Lumen Lighting System for Visual Storytelling in Games

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.75-80
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    • 2024
  • Research on the visual narrative impact of Unreal Engine's Lumen lighting system in games aims to delve into how Lumen's lighting technology plays a crucial role in game design and gameplay experience, thereby enhancing the visual storytelling of games. Lumen, Unreal Engine's dynamic global illumination solution, calculates lighting and shadows in real-time during gameplay, creating a more realistic and immersive environment. Analysis indicates that Lumen technology not only provides visually realistic and dynamic lighting effects but also significantly enriches the expressiveness and immersion of the game narrative through its changes in light and shadow.

PIII&D (Plasma immersion ion implantation & deposition) 기술을 이용하여 제조된 NbN 박막이 인공관절용 UHMWPE 소재의 마모에 미치는 영향 평가

  • Park, Won-Ung;Kim, Eun-Gyeom;Mun, Seon-U;Kim, Gyeong-Hun;Im, Sang-Ho;Han, Seung-Hui
    • Proceedings of the Korean Vacuum Society Conference
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    • 2012.08a
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    • pp.228-228
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    • 2012
  • 인공관절은 노인성 질환이나 자가 면역질환, 신체적인 외상 등으로 인하여 발생하는 관절의 손상 부위를 대체하기 위하여 고안된 관절의 인공 대용물이다. 인공 관절 중 인공 고관절의 경우 관절 운동을 하는 라이너(Liner)와 헤드(Head) 부분이 마모에 관여하여 인공관절의 수명에 영향을 미치게 되는데, 헤드 소재로서는 Co-Cr-Mo 합금이, 라이너 소재로서는 고분자 소재인 UHMWPE (Ultra High Molecular Weight Polyethylene)가 주로 사용되고 있다. 이러한 MOP (Metal-On-Polymer) 구조의 인공관절의 경우, 충격흡수의 장점이 있는 반면, 관절 운동시 발생하는 UHMWPE의 wear debris에 의한 골용해로 인하여 관절이 느슨해지는 문제점이 발생하여 재시술을 필요로 하게 된다. 또한 메탈 헤드의 마모로 인한 금속이온의 용출은 세포 독성의 문제를 야기하여 인공관절의 수명을 낮추는 또 하나의 요인이 되고 있다. 이러한 문제점들을 해결 하기 위하여, 본 연구에서는 PIII&D (Plasma Immersion Ion Implantation & Deposition)공정을 이용하여 Co-Cr-Mo 합금 소재 위에 niobium nitride (NbN) 박막을 증착하여 상대재인 UHMWPE의 마모를 줄이고자 하는 연구를 진행하였다. 마모량의 감소를 위하여, 박막을 증착하기 전에 Co-Cr-Mo 합금 위에 질소를 이온주입 하는 pre-ion implantation 공정을 도입하였으며, Co-Cr-Mo 합금과 NbN박막 사이의 접착력을 증가시키기 위하여 박막의 증착 초기에 이온주입과 증착을 동시에 수행하는 dynamic ion mixing공정을 수행하였다. 실험 결과 pre-ion implantation 공정을 도입한 경우 현재 상용화 되어있는 Co-Cr-Mo 합금에 비하여 마모량을 2배 이상 감소시키는 것을 확인 할 수 있었으며, dynamic ion mixing 공정을 도입한 경우 장시간의 마모 시험에서도 UHMWPE의 마모량을 2배 가까이 줄일 수 있었다.

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The effect of anti-stripping on asphalt mixtures depending on the types of anti-stripping agents (박리방지제에 따른 아스팔트 혼합물의 박리방지 특성 연구)

  • Kim, Won Jae;Tran Van, Phuc;Do Thanh, Chung;Park, Chang Kyu;Lee, Hyun Jong
    • International Journal of Highway Engineering
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    • v.19 no.2
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    • pp.127-135
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    • 2017
  • PURPOSES: The objective of this study is to evaluate the effect of anti-stripping on asphalt mixtures constituting anti-stripping agents. METHODS : Based on the literature review, asphalt mixture added with anti-stripping agents was prepared, and these asphalt mixtures were evaluated for anti-stripping properties for each anti-stripping agent through various lab tests, namely, tensile strength ratio (TSR), dynamic immersion test, uniaxial compression test, and indirect tensile strength test (IDT). The liquid anti-stripping agents used in the lab test were premixed with each asphalt binder (PG 64-22, PG 76-22) before being mixed with the aggregate. RESULTS :The result of the TSR test revealed that the effect of anti-stripping was highest when hydrated lime and liquid anti-stripping agent W were added. The correlation coefficient $R^2$ between the TSR result and cohesion ratio is 0.99, which indicates that the sensitivity of the TSR to moisture damage is reliable from the mechanical point of view. The covering ratio of the asphalt binder to the liquid anti-stripping agent W was determined to be higher than that to the other liquid anti-stripping agents. CONCLUSIONS :It is considered that the improved moisture resistance of asphalt mixture as a result of the use of anti-stripping agents can reduce the incidence of various pavement damages such as portholes caused by stripping, and the performance life of the asphalt road pavement can be prolonged.

인공관절의 수명 향상을 위해 PIII&D (Plasma Immersion Ion Implantation & Deposition) 기술로 제조된 인공관절용 NbN 박막의 마모 특성 평가

  • Park, Won-Ung;Jeon, Jun-Hong;Mun, Seon-U;Choe, Jin-Yeong;Im, Sang-Ho;Han, Seung-Hui
    • Proceedings of the Korean Vacuum Society Conference
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    • 2011.08a
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    • pp.189-189
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    • 2011
  • 인공관절은 노인성 질환이나 자가 면역질환, 신체적인 외상 등으로 인하여 발생하는 관절의 손상 부위를 대체하기 위해 고안된 관절의 인공 대용물이다. 인공 관절 중 인공 고관절의 경우 관절 운동을 하는 라이너(Liner)와 헤드(Head) 부분이 인공관절의 수명을 결정하게 되는데, 헤드 부분에 메탈소재와 라이너 부분에 고분자 소재를 사용하는 MOP (metal on polymer) 구조의 인공관절은 충격흡수의 장점이 있는 반면 wear debris에 의한 골용해로 인하여 관절이 느슨해지는 문제점이 발생하여 재 시술의 주요 원인이 되고 있다. 또한 메탈 헤드의 마모로 인한 금속이온의 용출은 세포 독성의 문제를 야기하여 인공관절의 수명을 낮추는 또 하나의 요인이 되고 있다. 따라서 인공관절의 수명을 늘리기 위해 DLC, ZrO, TiN 등의 높은 경도 값을 갖는 박막을 금속 헤드 위에 증착하여 상대재인 인공관절용 고분자 소재의 마모량을 줄이고자 하는 연구가 활발하게 진행 되고 있다. 본 연구에서는 PIII&D (Plasma Immersion Ion Implantation & Deposition)공정을 이용하여 Co-Cr-Mo 합금 소재 niobium nitride (NbN) 박막을 증착하여 상대제인 UHMWPE (ultra high molecular polyethylene)의 마모를 줄이고자 하는 연구를 진행하였다. 마모량을 감소시키기 위하여, 박막 증착전에 질소를 이온주입하는 pre-ion implantation 공정을 도입하였으며, 또한 Co-Cr 합금과 NbN박막 사이의 접착력을 증가시키기 위하여 박막의 증착 초기에 이온주입과 증착을 동시에 수행하는 dynamic ion mixing공정을 수행하였다. NbN 박막의 특성을 평가하기 위해 XRD, XPS, AFM 등의 분석을 수행하였으며, 상대재인 초고분자량 폴리에틸렌의 마모량을 측정하기 위해 Pin-on-disk tester를 이용하여 마모 실험을 진행하였다. 마모 실험 결과, pre-ion implantation 공정을 도입한 경우 현재 상용화 되어있는 Co-Cr 합금에 비하여 마모량을 2배 이상 감소시키는 것을 확인 할 수 있었으며, dynamic ion mixing 공정을 도입한 경우 장시간의 마모 시험에 대한 마모 특성이 향상 되는 것을 확인 할 수 있었다.

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Design of Action Game Using Three-Dimensional Map and Interactions between In-Game Objects

  • Kim, Jin-Woong;Hur, Jee-Sic;Lee, Hyeong-Geun;Kwak, Ho-Young;Kim, Soo Kyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.12
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    • pp.85-92
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    • 2022
  • In this study, we aim to design an action game that increases the user experience. In order to increase the immersion of the game, the characteristics of the game used by the user were analyzed, and the systemic and visual characteristics of the game were designed with reference to each characteristic. The proposed method uses Unity 3D to implement an interaction system between objects in the game and is designed in a way that allows users to immerse themselves in the game. To induce immersion through the visual elements of the game, 2D objects and players are placed in a 3D space, and a 2D dynamic light shader is added. It is composed of inter-combat rules and monster behavior pattern collision detection and event detection. The proposed method contained the user experience with the implementation thesis, and showed the game's possibility of leading the user's affordance.

Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Neuro-fuzzy based prediction of the durability of self-consolidating concrete to various sodium sulfate exposure regimes

  • Bassuoni, M.T.;Nehdi, M.L.
    • Computers and Concrete
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    • v.5 no.6
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    • pp.573-597
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    • 2008
  • Among artificial intelligence-based computational techniques, adaptive neuro-fuzzy inference systems (ANFIS) are particularly suitable for modelling complex systems with known input-output data sets. Such systems can be efficient in modelling non-linear, complex and ambiguous behaviour of cement-based materials undergoing single, dual or multiple damage factors of different forms (chemical, physical and structural). Due to the well-known complexity of sulfate attack on cement-based materials, the current work investigates the use of ANFIS to model the behaviour of a wide range of self-consolidating concrete (SCC) mixture designs under various high-concentration sodium sulfate exposure regimes including full immersion, wetting-drying, partial immersion, freezing-thawing, and cyclic cold-hot conditions with or without sustained flexural loading. Three ANFIS models have been developed to predict the expansion, reduction in elastic dynamic modulus, and starting time of failure of the tested SCC specimens under the various high-concentration sodium sulfate exposure regimes. A fuzzy inference system was also developed to predict the level of aggression of environmental conditions associated with very severe sodium sulfate attack based on temperature, relative humidity and degree of wetting-drying. The results show that predictions of the ANFIS and fuzzy inference systems were rational and accurate, with errors not exceeding 5%. Sensitivity analyses showed that the trends of results given by the models had good agreement with actual experimental results and with thermal, mineralogical and micro-analytical studies.

A study of deterioration of reinforced concrete beams under various forms of simulated acid rain attack in the laboratory

  • Fan, Yingfang;Hu, Zhiqiang;Luan, Haiyang;Wang, Dawei;Chen, An
    • Structural Engineering and Mechanics
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    • v.52 no.1
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    • pp.35-49
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    • 2014
  • This paper studies the behaviour of deteriorated reinforced concrete (RC) beams attacked by various forms of simulated acid rain. An artificial rainfall simulator was firstly designed and evaluated. Eleven RC beams ($120mm{\times}200mm{\times}1800mm$) were then constructed in the laboratory. Among them, one was acting as a reference beam and the others were subjected to three accelerated corrosion methods, including immersion, wetting-drying, and artificial rainfall methods, to simulate the attack of real acid rain. Acid solutions with pH levels of 1.5 and 2.5 were considered. Next, ultrasonic, scanning electron microscopy (SEM), dynamic, and three-point bending tests were performed to investigate the mechanical properties of concrete and flexural behaviour of the RC beams. It can be concluded that the designed artificial simulator can be effectively used to simulate the real acid rainfall. Both the immersion and wetting-drying methods magnify the effects of the real acid rainfall on the RC beams.

Durability of Carbon/Epoxy Composites for Train Carbody under Salt Water Environment (염수환경에 노출된 철도차량용 탄소섬유/에폭시 복합재의 내구성 평가)

  • Hwang, Young-Eun;Yoon, Sung-Ho;Kim, Jung-Suk;Han, Seong-Ho
    • Proceedings of the KSR Conference
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    • 2007.11a
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    • pp.852-858
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    • 2007
  • The durability of carbon/epoxy composites under salt water environment was investigated through salt water spray tester. Salt water environment was obtained through salt spray and salt immersion. 5% NaCl solution was used for salt water as natural salt water. Mechanical test was performed to obtain tensile properties, flexural properties, and shear properties of carbon/epoxy composite over 12 months under salt water environment. Dynamic mechanical analyzer was used to investigate thermal analysis properties such storage modulus, loss modulus, and tan ${\delta}$. Also FT/IR test was conducted to investigate a change in chemical structure. According to the results, mechanical properties were found to be slowly degraded as a function of exposure times. Regarding to thermal analysis properties, storage modulus was insensitive to exposure times, but loss modulus was shown to be slightly decreased. Although the shape and location of peak in FT/IR were not much changed, the intensity of peak in FT/IR was affected on exposure times. We also found that salt water immersion was more severe to the durability of carbon/epoxy composite rather than salt water spray.

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