• Title/Summary/Keyword: Immersive virtual environment

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Impact of Repeated Virtual Reality Safety training on the Construction Worker Risk Habituation

  • Muhammad UMAIR;JoonOh SEO;Choongwan Koo
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.509-515
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    • 2024
  • Construction is considered one of the most hazardous industries because of fatalities on site due to workers' unsafe behaviour. Occupational Health and Safety Practitioners are providing safety training through modern technologies like immersive and non-immersive Virtual Reality (VR). Workers are repeatedly exposed to construction hazards and thus become accustomed to underlying hazards. Providing simulated accidents in VR safety training aims to minimize worker risk habituation but repeated exposure to accidents can affect risk habituation toward the underlying construction risk. To this end, this study proposes a simulated accident VR safety training environment that exposes workers to repeated construction hazards and simulates a fall accident when workers don't follow the safety procedure. Longitudinal experiments were conducted, and participants' risk perception was measured using questionnaires. The results revealed that simulated accident safety training has potential effects on construction workers. The outcomes of this study lay the foundation for further studies to employ a VR safety training environment that enables workers to experience simulated accidents. This contributes to the development of an improved VR safety training design, taking into account the appropriate interval at which it should be provided. Such an approach can help workers become more sensitized to construction risks.

Explosion Casting: An Efficient Selection Method for Overlapped Virtual Objects in Immersive Virtual Environments (몰입 가상현실 환경에서 겹쳐진 가상객체들의 효율적인 선택을 위한 펼침 시각화를 통한 객체 선택 방법)

  • Oh, JuYoung;Lee, Jun
    • The Journal of the Korea Contents Association
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    • v.18 no.3
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    • pp.11-18
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    • 2018
  • To interact with a virtual object in immersive virtual environment, the target object should be selected quickly and accurately. Conventional 3D ray casting method using a direction of user's hand or head allows the user to select an object quickly. However, accuracy problem occurs when selecting an object using conventional methods among occlusion of objects. In this paper, we propose a region of interest based selection method that enables to select an object among occlusion of objects using a combination of gaze tracking and hand gesture recognition. When a user looks at a group of occlusion of objects, the proposed method recognizes user's gaze input, and then region of interest is set by gaze input. If the user wants to select an object among them, the user gives an activation hand gesture. Then, the proposed system relocates and visualizes all objects on a virtual active window. The user can select an object by a selecting hand gesture. Our experiment verified that the user can select an object correctly and accurately.

Impact of the Fidelity of Interactive Devices on the Sense of Presence During IVR-based Construction Safety Training

  • Luo, Yanfang;Seo, JoonOh;Abbas, Ali;Ahn, Seungjun
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.137-145
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    • 2020
  • Providing safety training to construction workers is essential to reduce safety accidents at the construction site. With the prosperity of visualization technologies, Immersive Virtual Reality (IVR) has been adopted for construction safety training by providing interactive learning experiences in a virtual environment. Previous research efforts on IVR-based training have found that the level of fidelity of interaction between real and virtual worlds is one of the important factors contributing to the sense of presence that would affect training performance. Various interactive devices that link activities between real and virtual worlds have been applied in IVR-based training, ranging from existing computer input devices (e.g., keyboard, mouse, joystick, etc.) to specially designed devices such as high-end VR simulators. However, the need for high-fidelity interactive devices may hinder the applicability of IVR-based training as they would be more expensive than IVR headsets. In this regard, this study aims to understand the impact of the level of fidelity of interactive devices in the sense of presence in a virtual environment and the training performance during IVR-based forklift safety training. We conducted a comparative study by recruiting sixty participants, splitting them into two groups, and then providing different interactive devices such as a keyboard for a low fidelity group and a steering wheel and pedals for a high-fidelity group. The results showed that there was no significant difference between the two groups in terms of the sense of presence and task performance. These results indicate that the use of low-fidelity interactive devices would be acceptable for IVR-based safety training as safety training focuses on delivering safety knowledge, and thus would be different from skill transferring training that may need more realistic interaction between real and virtual worlds.

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A Study on the Comparison of the Virtual Reality Development Environment in Unity and Unreal Engine 4 (유니티와 언리얼 엔진 4 에서의 가상현실 개발환경에 관한 비교연구)

  • Yunsik, Cho;Jinmo, Kim
    • Journal of the Korea Computer Graphics Society
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    • v.28 no.5
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    • pp.1-11
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    • 2022
  • Game engines have the advantage of enabling efficient content production, such as reducing development time, with minimal visual quality guarantees and support for multi-platforms. Recently, game engines have provided various functions that can easily, quickly, and effectively produce immersive content using virtual reality (VR) HMD. Therefore, this study conducts a comparative study on the development environment in VR content production using Oculus Quest 2 HMD, focusing on Unity and Unreal game engines, which are widely used in the content production industry, including games. First, we compare the basic setup process of building a development environment using Oculus Quest 2 HMD and a dedicated controller based on a VR template project that includes the minimum functions and settings provided by each engine. Next, we present a simple experience environment that can interact in a virtual environment and compare the development environment to use a dedicated controller and the process of building a development environment that directly utilizes hands through the hand tracking function provided by Oculus Quest 2. Through this process, we will understand the basic process of building a VR development environment, and at the same time, we will check the characteristics and differences of the engine and use it as a research that can be applied to various immersive content production.

3D Graphics Visualization and Context Information Service for a Virtual Tourist System

  • Nguyen, Congdu;Le, Minh Tuan;Yoon, Dae-Il;Kim, Hae-Kwang
    • Journal of Ubiquitous Convergence Technology
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    • v.1 no.1
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    • pp.47-52
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    • 2007
  • In this paper, we present a virtual tourist system with realtime 3D visualization and the assistance of context information service. Our system enables a visitor to take a discovering tour on a virtual environment from a remote client by following navigator or by self-navigating. During the tour, the system provides immersive 3D graphics contents while supporting relevant information to the visitors corresponding to their positions in the virtual environment. When the visitors interact with interested objects, the context information service will also support introduction information for presenting about the objects. The introduction information based on text format is represented by a comfortable way-audio conversion to visitors in different languages depended on their preferences using TTS(Text-To-Speak) tool.

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Virtual Reality Framework for Realistic Underwater Environment Perception of Immersive Agents (몰입형 에이전트의 사실적인 수중환경 인지를 위한 가상현실 프레임워크)

  • Seong-Hoon Hong;Jong-Hyun Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2024.01a
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    • pp.391-393
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    • 2024
  • 본 논문에서는 수중에 존재하는 몰입형 에이전트의 움직임을 사실적으로 표현하고 수중 오브젝트들과의 상호작용에서 나타나는 외력을 시각적으로 표현할 수 있는 프레임워크를 제안한다. Unity3D와 HTC Vive를 이용해 사용자의 움직임을 추적하고 수중 물리적 요소인 부력, 저항력, 매그너스 효과를 몰입형 에이전트에 적용시켜 사용자로 하여금 수중에 작용하는 외력을 사실적으로 인지할 수 있게 한다.

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Panoramic Image Generation for the Virtual Environment (가상환경을 위한 파노라마 생성에 관한 연구)

  • Kim, Tae-Eun
    • Journal of Digital Contents Society
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    • v.8 no.3
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    • pp.365-370
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    • 2007
  • This paper proposes a new algorithm that generates a panorama image for reconstruction of image-based virtual environment. Proposed algorithm can generate panorama image from input images using the projective transform based on the feature model and a fully immersive image-based virtual environment according to the user's view point by the sphere mapping. Especially, proposed algorithm supports robust methods of camera rotation and is applied to various images to estimate ist performance.

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Designing a Framework of Multimodal Contents Creation and Playback System for Immersive Textbook (실감형 교과서를 위한 멀티모달 콘텐츠 저작 및 재생 프레임워크 설계)

  • Kim, Seok-Yeol;Park, Jin-Ah
    • The Journal of the Korea Contents Association
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    • v.10 no.8
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    • pp.1-10
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    • 2010
  • For virtual education, the multimodal learning environment with haptic feedback, termed 'immersive textbook', is necessary to enhance the learning effectiveness. However, the learning contents for immersive textbook are not widely available due to the constraints in creation and playback environments. To address this problem, we propose a framework for producing and displaying the multimodal contents for immersive textbook. Our framework provides an XML-based meta-language to produce the multimodal learning contents in the form of intuitive script. Thus it can help the user, without any prior knowledge of multimodal interactions, produce his or her own learning contents. The contents are then interpreted by script engine and delivered to the user by visual and haptic rendering loops. Also we implemented a prototype based on the aforementioned proposals and performed user evaluation to verify the validity of our framework.

A Study on Factory Review Using Virtual Reality Model based on P3R Information (P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구)

  • Lee, Ju-Yeon;Choi, Sang-Su;Park, Yang-Ho;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.5
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

Intelligent Control Framework for Non Player Characters of Immersive Networked Virtual Environment (실감형 Networked Virtual Environment의 사실성 증진를 위한 Non Player Character의 지능적 제어 프레임워크)

  • Jun, Kyung-Koo;Sung, Mee-Young;Lee, Sang-Rak
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1168-1174
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    • 2006
  • 본 논문에서는 실감형 Networked Virtual Environment (NVE)의 사실성 증진을 위한 Non Player Character (NPC)의 지능적 제어 프레임워크를 제안한다. 이 프레임워크는 반응의 다양성, 실시간성 그리고 NPC의 능동성면에서 기존 게임에서 사용되는 NPC 구현 기법과 차이가 있다. 기존 NPC 제어구조의 경우, 휴먼 사용자의 행동에 따른 NPC의 반응이 일정 스크립트나 규칙에 따르기 때문에 정형적이며, 또한 NPC의 반응시간에 대한 실시간성을 고려하지 않고 있다. 또한 NPC는 휴먼 사용자의 액션에 반응하는 종속적이고 수동적인 역할만을 담당한다. 제안하는 프레임워크에서는 NPC는 각자의 취향을 가지고 있어 다양한 반응과 행동양식을 보일 수 있으며, NPC의 행동 결정 시간에 어느 정도 실시간성을 부여할 수 있으며, 또한 NPC의 역할이 수동적 형태에서 벗어나 능동적으로 계획하여 행동을 실행할 수 있다. 프레임워크의 구현을 위해 SWI-Prolog의 Rule based 추론엔진과 유전자 알고리즘을 사용하였다.

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