• Title/Summary/Keyword: Immersive Visualization

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Development of a Converter for Visualizing SEDRIS (SEDRIS 합성 환경 데이터 가시화를 위한 변환기 개발)

  • Kang, Yuna;Kim, Hyungki;Han, Soonhung;Kim, Man Kyu
    • Korean Journal of Computational Design and Engineering
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    • v.18 no.3
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    • pp.189-199
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    • 2013
  • The need for reusing synthetic environment data that are employed in the field of modeling and simulation has recently been rising. SEDRIS (Synthetic Environment Data Representation & Interchange Specification) is a standard to exchange synthetic environment data, and is the specification utilized in various military simulations of the Pentagon for representing and exchanging 3D data. SEDRIS represents environmental areas based on a data model; it can represent wind speed, wind directions, weather changes, the information of buildings, as well as terrain data. In some situations, however, the synthetic environment data stored in SEDRIS format should be converted to various visualization formats. First, because SEDRIS is a form of a super-set, it is necessary to verify whether large scale SEDRIS files are stored successfully through visualization. Second, the synthetic environment data should be visualized in some visualization programs for the simulation results to provide an immersive and realistic sense. In this study, we have developed converters for converting SEDRIS data to various visualization formats and visualized the converted results.

Augmented Visualization of Modeling & Simulation Analysis Results (모델링 & 시뮬레이션 해석 결과 증강가시화)

  • Kim, Minseok;Seo, Dong Woo;Lee, Jae Yeol;Kim, Jae Sung
    • Korean Journal of Computational Design and Engineering
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    • v.22 no.2
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    • pp.202-214
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    • 2017
  • The augmented visualization of analysis results can play an import role as a post-processing tool for the modeling & simulation (M&S) technology. In particular, it is essential to develop such an M&S tool which can run on various multi-devices. This paper presents an augmented reality (AR) approach to visualizing and interacting with M&S post-processing results through mobile devices. The proposed approach imports M&S data, extracts analysis information, and converts the extracted information into the one used for AR-based visualization. Finally, the result can be displayed on the mobile device through an AR marker tracking and a shader-based realistic rendering. In particular, the proposed method can superimpose AR-based realistic scenes onto physical objects such as 3D printing-based physical prototypes in a seamless manner, which can provide more immersive visualization and natural interaction of M&S results than conventional VR or AR-based approaches. A user study has been performed to analyze the qualitative usability. Implementation results will also be given to show the advantage and effectiveness of the proposed approach.

Collaborative Visualization of Warfare Simulation using a Commercial Game Engine (상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화)

  • Kim, Hyungki;Kim, Junghoon;Kang, Yuna;Shin, Suchul;Kim, Imkyu;Han, Soonhung
    • Journal of the Korea Society for Simulation
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    • v.22 no.4
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    • pp.57-66
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    • 2013
  • The needs for reusable 3D visualization tool has been being raised in various industries. Especially in the defense modeling and simulation (M&S) domain, there are abundant researches about reusable and interoperable visualization system, since it has a critical role to the efficient decision making by offering diverse validation and analyzing processes. To facilitate the effectiveness, states-of-the-arts M&S systems are applying VR (Virtual Reality) or AR (Augmented Reality) technologies. To reduce the work burden authors design a collaborative visualization environment based on a commercial game engine Unity3D. We define the requirements of the warfare simulation by analyzing pros and cons of existing tools and engines such as SIMDIS or Vega, and apply functionalities of the commercial game engine to satisfy the requirements. A prototype has been implemented as the collaborative visualization environment of iCAVE at KAIST, which is a facility for immersive virtual environment. The facility is intraoperative with smart devices.

An Augmented Reality Authoring for Spatiotemporal Table Information (시-공간 도표정보의 증강현실 기반 저작기법)

  • Lee, Seok-Jun;Jung, Soon-Ki
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.636-642
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    • 2007
  • 산업 전반에 적용되는 과학, 공학 분야에는 그 목적에 따라 다양한 형태의 정보가 발생한다. 정보는 이용하는 목적에 따란 가공하는 형식과 표현하는 방식이 달라지며, 정보에 직접적으로 접근하는 사용자에게 어떻게 효과적으로 전달할 것인가 하는 문제는 정보 관리 분야에서 매우 중요한 이슈가 되고 있다. 정보를 사용자에게 보다 명확하게 전달하고, 관리하기 위해서는 원천 데이터를 가공하여 가시화(visualization)하는 과정을 거친다. 정보가시화는 원천데이터를 데이터모델로 정리한 후, 가시화구조(visual structure)로 재정의 한다. 실질적인 가시적 결과는 가시화 구조의 데이터들을 정보모델(information model)상에 반영할 때 이루어진다. 본 논문에서는 건물내부에서 진행되는 행사에 대한 시간-공간적인 정보를 정리한 도표 메타포(table metaphor)를 초기 데이터 모델로 사용하여 가시화 하는 과정을 수행한다. 정보 가시화 과정과 저작 과정은 증강현실(augmented reality) 환경에서 이루어진다. 행사가 진행되는 장소의 건물 구조도(map)상에서 각 장소에서 발생하는 정보들을 재배열하고 정리함으로써, 저작자로 하여금 정보 그 자체에 대한 이해뿐만이 아니라, 해당 정보에 대한 공간적인 이해도 함께 가능하게 한다. 이 같은 몰입형(immersive) 저작시스템은 정보에 대한 공간적인 분배가 필요한 저작에서는 매우 유용하며, 저작하는 환경 자체가 가시화의 결과물이 되므로 정보 저작에 대한 가시적 이해를 최대화 시킬 수 있다.

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Real-time Simulation Technique for Visual-Haptic Interaction between SPH-based Fluid Media and Soluble Solids (SPH 기반의 유체 및 용해성 강체에 대한 시각-촉각 융합 상호작용 시뮬레이션)

  • Kim, Seokyeol;Park, Jinah
    • Journal of the Korean Society of Visualization
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    • v.15 no.1
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    • pp.32-40
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    • 2017
  • Interaction between fluid and a rigid object is frequently observed in everyday life. However, it is difficult to simulate their interaction as the medium and the object have different representations. One of the challenging issues arises especially in handling deformation of the object visually as well as rendering haptic feedback. In this paper, we propose a real-time simulation technique for multimodal interaction between particle-based fluids and soluble solids. We have developed the dissolution behavior model of solids, which is discretized based on the idea of smoothed particle hydrodynamics, and the changes in physical properties accompanying dissolution is immediately reflected to the object. The user is allowed to intervene in the simulation environment anytime by manipulating the solid object, where both visual and haptic feedback are delivered to the user on the fly. For immersive visualization, we also adopt the screen space fluid rendering technique which can balance realism and performance.

Visualization of AMR Volume Data for Development of Extended Reality Realistic Content (확장현실 실감 콘텐츠 개발을 위한 AMR 볼륨 데이터 변환)

  • Jongyong Kim;JongHoon Song;Gyuhyun Hwang;Seung-Hyun Yoon;Sanghun Park
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.105-115
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    • 2023
  • In this paper, we describe the process and method of converting tens of TB of time-varying AMR (adaptive mesh refinement) volume data generated as a result of numerical model simulation into optimized data that can be used for various XR devices. AMR volume data is a useful data format for complex modeling and simulation, and it can efficiently express materials such as star clusters and gases that exist in the very wide outer space used in this study. we analyzes the metadata of AMR data, samples it at low resolution, optimizes information in important areas, and converts it into a data set that can be used even on relatively low performance XR devices. Finally, we introduces how the optimized data was utilized and visualized through the development of immersive XR content using the data set.

IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.661-666
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    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

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A narrative review on immersive virtual reality in enhancing high school students' mathematics competence: From TPACK perspective

  • Idowu David Awoyemi;Feliza Marie S. Mercado;Jewoong Moon
    • The Mathematical Education
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    • v.63 no.2
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    • pp.295-318
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    • 2024
  • This narrative review explores the transformative potential of immersive virtual reality (IVR) in enhancing high school students' mathematics competence, viewed through the lens of the technological, pedagogical, and content knowledge (TPACK) framework. This review comprehensively illustrates how IVR technologies have not only fostered a deeper understanding and engagement with mathematical concepts but have also enhanced the practical application of these skills. Through the careful examination of seminal papers, this study carefully explores the integration of IVR in high school mathematics education. It highlights significant contributions of IVR in improving students' computational proficiency, problem-solving skills, and spatial visualization abilities. These enhancements are crucial for developing a robust mathematical understanding and aptitude, positioning students for success in an increasingly technology-driven educational landscape. This review emphasizes the pivotal role of teachers in facilitating IVR-based learning experiences. It points to the necessity for comprehensive teacher training and professional development to fully harness the educational potential of IVR technologies. Equipping educators with the right tools and knowledge is essential for maximizing the effectiveness of this innovative teaching approach. The findings also indicate that while IVR holds promising prospects for enriching mathematics education, more research is needed to elaborate on instructional integration approaches that effectively overcome existing barriers. This includes technological limitations, access issues, and the need for curriculum adjustments to accommodate new teaching methods. In conclusion, this review calls for continued exploration into the effective use of IVR in educational settings, aiming to inform future practices and contribute to the evolving landscape of educational technology. The potential of IVR to transform educational experiences offers a compelling avenue for research and application in the field of mathematics education.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.

Immersive Visualization of Casting Solidification by Mapping Geometric Model to Reconstructed Model of Numerical Simulation Result (주물 응고 수치해석 복원모델의 설계모델 매핑을 통한 몰입형 가시화)

  • Park, Ji-Young;Suh, Ji-Hyun;Kim, Sung-Hee;Rhee, Seon-Min;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.15A no.3
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    • pp.141-149
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    • 2008
  • In this research we present a novel method which combines and visualizes the design model and the FDM-based simulation result of solidification. Moreover we employ VR displays and visualize stereoscopic images to provide an effective analysis environment. First we reconstruct the solidification simulation result to a rectangular mesh model using a conventional simulation software. Then each point color of the reconstructed model represents a temperature value of its position. Next we map the two models by finding the nearest point of the reconstructed model for each point of the design model and then assign the point color of the design model as that of the reconstructed model. Before this mapping we apply mesh subdivision because the design model is composed of minimum number of points and that makes the point distribution of the design model not uniform compared with the reconstructed model. In this process the original shape is preserved in the manner that points are added to the mesh edge which length is longer than a predefined threshold value. The implemented system visualizes the solidification simulation data on the design model, which allows the user to understand the object geometry precisely. The immersive and realistic working environment constructed with use of VR display can support the user to discover the defect occurrence faster and more effectively.