• 제목/요약/키워드: Object-VR

Search Result 117, Processing Time 0.023 seconds

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2001.10a
    • /
    • pp.177-180
    • /
    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

  • PDF

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.5 no.6
    • /
    • pp.1110-1115
    • /
    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to embody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

  • PDF

Improved Link System of Schedule and 3D Object for VR-base Construction Project (가상건설기반의 건설공사 일정 및 3D객체 연동시스템의 개선된 구축방안)

  • Kwon, Jung-Hui;Moon, Hyoun-Seok;Park, Seo-Young;Gi, Sang-Bok;Kang, Leen-Seok
    • Proceedings of the Computational Structural Engineering Institute Conference
    • /
    • 2007.04a
    • /
    • pp.289-294
    • /
    • 2007
  • Virtual reality (VR) technology for construction project includes 3D CAD application and 4D CAD system for visualizing construction schedule data. 3D CAD application is more important in the design phase and 4D CAD system is effective tool in the construction phase. This study suggests a methodology to develop VR functions that can be used for project life cycle. The results of this study includes composition algorithms to make VR systems such as bird's eye view system, VR drawings system, VR telepresence system and VR risk management system. Those methodologies can be used for integrated VR system with nD CAD object.

  • PDF

Development of Pre-construction Verification System using AR-based Drawings Object (도면증강 객체기반의 건설공사 사전 시공검증시스템 개발 연구)

  • Kim, Hyeonsung;Kang, Leenseok
    • Land and Housing Review
    • /
    • v.11 no.3
    • /
    • pp.93-101
    • /
    • 2020
  • Recently, as a BIM-based construction simulation system, 4D CAD tools using virtual reality (VR) objects are being applied in construction project. In such a system, since the expression of the object is based on VR image, it has a sense of separation from the real environment, thus limiting the use of field engineers. For this reason, there are increasing cases of applying augmented reality (AR) technology to reduce the sense of separation from the field and express realistic VR objects. This study attempts to develop a methodology and BIM module for the pre-construction verification system using AR technology to increase the practical utility of VR-based BIM objects. To this end, authors develop an AR-based drawing verification function and drawing object-based 4D model augmentation function that can increase the practical utility of 2D drawings, and verify the applicability of the system by performing case analysis. Since VR object-based image has a problem of low realism to field engineers, the linking technology between AR object and 4D model is expected to contribute to the expansion of the use of 4D CADsystem in the construction project.

Synchronization of Moving objects and VR images (매칭 모듈을 이용한 이동 객체와 VR 영상의 동기화)

  • Lee, Hyoun-Sup;You, Eun-Jae;Kim, Jin-deog
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.21 no.7
    • /
    • pp.1435-1440
    • /
    • 2017
  • Recently, VR and AR are emerging as an area of interest in ICT. In virtual reality to feel like a real, many people are looking for them because of its charm. However, the motion of the VR image and the moving object are not synchronized exactly, and a problem of feeling nausea is also occurring. The problem should be solved by the application of Attraction in the VR system. In this paper, we propose a module that minimizes delay time by synchronizing movement of VR image and moving object. The proposed module calculates the moving distance using the direction and the acceleration sensor that the user views through the VR device. The module proposed in this paper will pay attention to the fact that the movement of the attraction moves along a fixed path, so that the accurate travel distance can be calculated.

State of the Art of Virtual Construction System based on 3D Object for Design Phase (설계단계 활용을 위한 3D객체기반 가상건설시스템 개발 현황)

  • Ji, Sang-Bok;Kang, Leen-Seok;Bae, Cheol-Won
    • Proceedings of the Korean Institute Of Construction Engineering and Management
    • /
    • 2008.11a
    • /
    • pp.68-73
    • /
    • 2008
  • Recently, construction management technology based on information technology is being changed from numerical information management to visual information management with virtual reality (VR) method. This study suggests a IDEF0 model for development process of VR system for the planning, design and construction phases of civil engineering project. And the simulation functions by each phase based on VR were developed by using the suggested IDEF0 model. The developed virtual construction system can be used as an effective design review tool by visualization of design information based on 3D object.

  • PDF

Object VR-based Virtual Textile Wearing System Using Textile Texture Mapping (직물 텍스쳐 매핑을 이용한 객체 VR 기반 가상 직물 착용 시스템)

  • Kwak, No-Yoon
    • Journal of Digital Convergence
    • /
    • v.10 no.8
    • /
    • pp.239-247
    • /
    • 2012
  • This paper is related to an Object VR-based virtual textile wearing system carrying out textile texture mapping based on viewpoint vector estimation and intensity difference map. The proposed system is characterized as capable of virtually wearing a new textile pattern selected by the user to the clothing shape section segmented from multi-view 2D images of clothes model for Object VR(Object Virtual Reality), and three-dimensionally viewing its virtual wearing appearance at multi-view points of the object. Regardless of color or intensity of model clothes, the proposed system is possible to virtually change the textile pattern with holding the properties of the selected clothing shape section, and also to quickly and easily simulate, compare, and select multiple textile pattern combinations for individual styles or entire outfits. The proposed system can provide higher practicality and easy-to-use interface, as it makes real-time processing possible in various digital environment, and creates comparatively natural and realistic virtual wearing styles, and also makes semi-automatic processing possible to reduce the manual works.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
    • /
    • v.11 no.4
    • /
    • pp.125-130
    • /
    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

VR Object Reuse based on Form, Function and Behavior (형태, 기능, 행위를 고려한 가상현실 객체 재사용)

  • 김덕남;김정현
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2001.10b
    • /
    • pp.532-534
    • /
    • 2001
  • Code and object reuse is big concern for fast and efficient Virtual Reality (VR) system development. Many VR packages offer reasonably nice abstractions for various functionalities. That is, software reuse at the functional level is well practiced. Many geometry models are rarely used for main \"characters\" but mostly for incidental and decorative objects. This is because the main \"character\" objects usually exhibit certain behavior incompatible with the way the geometric model is organized. Kim has made a clear distinction between form, function and behavior[1]. This naturally lends to a reuse method at the level form, function and behavior.nction and behavior.

  • PDF

YOLO based Optical Music Recognition and Virtual Reality Content Creation Method (YOLO 기반의 광학 음악 인식 기술 및 가상현실 콘텐츠 제작 방법)

  • Oh, Kyeongmin;Hong, Yoseop;Baek, Geonyeong;Chun, Chanjun
    • Smart Media Journal
    • /
    • v.10 no.4
    • /
    • pp.80-90
    • /
    • 2021
  • Using optical music recognition technology based on deep learning, we propose to apply the results derived to VR games. To detect the music objects in the music sheet, the deep learning model used YOLO v5, and Hough transform was employed to detect undetected objects, modifying the size of the staff. It analyzes and uses BPM, maximum number of combos, and musical notes in VR games using output result files, and prevents the backlog of notes through Object Pooling technology for resource management. In this paper, VR games can be produced with music elements derived from optical music recognition technology to expand the utilization of optical music recognition along with providing VR contents.