• Title/Summary/Keyword: Immersive virtual environment

Search Result 125, Processing Time 0.031 seconds

Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
    • /
    • v.4 no.3
    • /
    • pp.11-20
    • /
    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

  • PDF

The educational needs of virtual reality simulation training for novice nurses' adaptation to clinical practice: A mixed methods study (신규간호사의 임상실무 적응을 위한 가상현실 시뮬레이션 교육 요구도 조사: 혼합연구 적용)

  • Lee, Mikyoung;Eom, Jeong Hee;Kim, Jinyoung
    • The Journal of Korean Academic Society of Nursing Education
    • /
    • v.29 no.4
    • /
    • pp.339-351
    • /
    • 2023
  • Purpose: The purpose of this study is to identify the educational needs of virtual reality simulations that can be applied to novice nurses during the waiting period before starting work in a hospital. Methods: A convergent mixed methods was used. The survey data were collected from 230 novice nurses, and a focus group interview was conducted with 6 new nurses. The data were collected from November 2022 to January 2023. Descriptive statistics, a frequency analysis, independent t-test, and an Importance-Performance Analysis were performed using SPSS 24.0. Results: Appropriate topics for virtual reality simulation education were indicated to be medications and intravenous injections, which are high priority topics in quantitative and qualitative research. The novice nurses wanted group activity training three to four times a week for two weeks before beginning work in a hospital. They also wanted an immersive virtual reality system based on a real hospital environment. Conclusion: Based on the above results, this study provides basic data for the development of a virtual reality simulation education that can improve the adaptation of novice nurses to clinical practice. A strategy was suggested to utilize the waiting time before beginning work in a hospital as educational time.

An Analysis on the Human Cognition of Weight in the Virtual Environment Including the Force Input (근력을 포함한 가상환경하에서 사용자가 느끼는 무게감에 관한 분석)

  • Kim, Pil-Joo;Nam, Ki-Seon;Sim, Song-Yong;Moon, Gyu;Song, Chang-Geun
    • Science of Emotion and Sensibility
    • /
    • v.5 no.1
    • /
    • pp.1-7
    • /
    • 2002
  • This paper studies on the human cognition of object's weight in virtual environment. We design the force input device which consists of a 3D mouse and a simple spring. It provides users with force feedback. The user can measure the weight of an object by the grasping force to move or lift it up in the virtual environment. Three kinds of experiments are performed. The first one is performed to analyze the relationships between the object's weight and its volume. The second one is to find the relationships between the object's weight and the its texture and finally the third one is to find the relationships between the object's weight and the force used to move an object. We conclude from the analysis of the experiment that object's volume or texture are not the critical factor for user to realize its weight. But the grasping force is critical and meaningful in realizing its weight so that the virtual environment with force cue provides users with more immersive environments. And, also the force input device is effective enough for user to feel the weight of the object.

  • PDF

Input Device for Immersive Virtual Education (몰입형 가상교육을 위한 입력장치)

  • Jeong, GooCheol;Im, SungMin;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
    • /
    • v.5 no.1
    • /
    • pp.34-39
    • /
    • 2013
  • This paper suggests an input device that allows a user not only to naturally interact with education contents in virtual environment but also to sense haptic feedback according to his/her interaction. The proposed system measures a user's motion and then creates haptic feedback based on the measured position. To create haptic information in response to a user's interaction with educational contents in virtual environment, we develop a motion input device which consists of a motion controller, a haptic actuator, a wireless communication module, and a motion sensor. To measure a user's motion input, an accelerometer is used as the motion sensor. The experiment shows that the proposed system creates continuous haptic sensation without any jerky motion or vibration.

  • PDF

Camera Tracking using Triangulation for Semi-Immersive Virtual Environment (반몰입 가상환경을 위한 삼각측랑법 기반 카메라 트래킹)

  • 김효선;김명희
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.04b
    • /
    • pp.586-588
    • /
    • 2002
  • 본 논문에서는 반몰입 가상현실 장비인 프로젝션 월(projection wall)가 가상 워크벤치(virtual workbench) 시스템에 적응 가능한 카메라 트래킹 방법 을 제안한다. 제안하는 방법은 측량학에서 거리를 측정하기 위해 사용되어지는 삼각측량법(triangulation)이다. 이 방법은 스테레오 영상을 얻기 위해 사용되는 두 대의 카메라의 기종이 상이할 경우에도 적용이 가능하다는 장점이 있다. 또한, 넓은 트래킹 영역을 확보할 수 있기 때문에 프로젝션 월과 같은 수직형 스크린에 용할 경우 더욱 적합하다. 그리고, 본 논문에서는 신시간 드래킹 글 수행하기 위하여 변화 벡터(shift vector) 기반 위치 추정 방법을 도입하여 검색 시간을 단축시켰으며, 사용자 헤드 드래킹를 수행하기 위해 적외선 비컨을 서텨 글래스(shutter glass)에 부착하여 사용하였다.

  • PDF

Audio Marker Detection of the implementation for Effective Augmented Reality (효과적인 증강현실 구현을 위한 오디오 마커 검출)

  • Jeon, Soo-Jin;Kim, Young-Seop
    • Journal of the Semiconductor & Display Technology
    • /
    • v.10 no.2
    • /
    • pp.121-124
    • /
    • 2011
  • Augmented Reality integrates virtual objects onto a real world so that it extends the human's sensibility of real-world. an Augmented Reality technology combines real and virtual object in a real environment, and runs interactive in real time, and is regarded as an emerging technology in a large part of the future of information technology. So the benefits for the various businesses are estimated to be very high. In this paper, combine ARToolkit with OpenAL we can provide audio to users. These proposed methodologies will contribute to a better immersive realization of the conventional Augmented Reality system.

Technologies of Intelligent Edge Computing and Networking (지능형 에지 컴퓨팅 및 네트워킹 기술)

  • Hong, S.W.;Lee, C.S.;Kim, S.C.;Kang, K.S.;Moon, S.;Shim, J.C.;Hong, S.B.;Ryu, H.Y.
    • Electronics and Telecommunications Trends
    • /
    • v.34 no.1
    • /
    • pp.23-35
    • /
    • 2019
  • In the upcoming post-app era, real-time, intelligent and immersive services such as autonomous vehicles, virtual secretaries, virtual reality, and augmented reality are expected to dominate. However, there is a growing demand for new networking and computing infrastructure capabilities because existing physical connection-oriented networks and centralized cloud-based service environments have inherent limitations to effectively accommodate these services. To this end, research on intelligent edge network computing technology is underway to analyze the contextual situation of human and things and to configure the service environment on the network edge so that the application services can be performed optimally. In this article, we describe the technology issues for edge network intelligence and introduce related research trends.

The New Design of Brain Measurement System for Immersive Virtual Reality (가상현실에서의 뇌파측정을 위한 디자인 고찰 및 제안)

  • Kim, Gyoung Mo;Jeon, Joonhyun
    • Journal of the HCI Society of Korea
    • /
    • v.12 no.4
    • /
    • pp.75-80
    • /
    • 2017
  • With the technological development, benefits of Virtual Reality (VR) has become a key of medium in communication research. In addition, explaining human minds with physiological data has become more popular since more accurate and detailed data can be expressed. However, reading brain signals in a virtual environment setting with psychophysiological measures (e.g. EEG and fNIRS) has remained a difficulty for researchers due to a technical constraint. Since a combination of cables for brain measures attached to a head cap obstruct wearing a Head-Mounted Display (HMD) over the cap, measuring brain activities with multiple channels on several areas of the brain is inappropriate in the VR setting. Therefore, we have developed a new brain measurement cap that includes probe connectors and brackets enabling a direct connection to the HMD. We highly expect this method would contribute to cognitive psychology research measuring brain signals with new technology.

Immersive Virtual Custom-made Model House (몰입감 있는 맞춤형 가상 모델하우스)

  • Hwang, Sun-Uk;Kim, Yeong-Mi;Seo, Yong-Won;Ko, Kwang-Hee;Ryu, Je-Ha;Lee, Kwan-Heng;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.1
    • /
    • pp.8-17
    • /
    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.

A Probe into The Modernity of Chinese Oil Painting

  • Huang Yihan
    • International Journal of Advanced Culture Technology
    • /
    • v.12 no.3
    • /
    • pp.199-205
    • /
    • 2024
  • Background: The integration of new media technologies marks a significant evolution in public art. Shifting from traditional forms to a digital and virtual environment diversifies artistic expression and transforms how art interacts with the public, fostering a more inclusive and engaging public sphere. Methods: Using a qualitative research design, this study explores the impacts and roles of new media public art within virtual spaces. Through a series of in-depth case studies, it examines how virtualization technologies enhance interactivity, immersion, and public accessibility of art, thus revolutionizing its engagement and reception. Results: Findings reveal that spatial virtualization significantly enriches the interactive potential and diversity of public art. It facilitates novel forms of artistic expression and immersive experiences, promoting deeper levels of audience engagement and participation. Challenges such as technological accessibility and the necessity for interdisciplinary collaboration are also identified. Conclusions: We advocate for a strategic and deliberate integration of virtual technologies in public art projects, emphasizing the need for a comprehensive approach that considers the perspectives of artists, patrons, and the public. We believe that addressing the digital era's challenges and opportunities can enable new media public art to leverage virtualization effectively, fostering a dynamic and participatory art landscape.