• Title/Summary/Keyword: VIRTUAL REALITY

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Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

A Participatory Spatial Design Methodology using Virtual Reality (가상현실(VR)을 활용한 참여형 공간설계방법론)

  • Choi, Jae-Yeon;Kim, Eun-Hyung
    • Journal of Cadastre & Land InformatiX
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    • v.46 no.2
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    • pp.253-267
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    • 2016
  • This paper is on a participatory spatial design methodology using Virtual Reality, which can be applied to the overall spatial design process. Participation in the current spatial design has several limitations: one-sided communication process, difficulty of understanding the given information and partial participation in the design process. Virtual Reality can be an ideal visualization tool for Geodesign and PPGIS(Public Participation GIS), which is presented as a highest step at the participation ladder. A participatory methodology is proposed to take advantage of Virtual Reality. In order to support participation through Virtual Reality in spatial design process, theories about the participation are compared to derive the new roles of Virtual Reality and the roles are formulated in the participatory spatial design methodology. By applying the methodology to the design process and implementing each stage through Virtual Reality, the design performance of each step can be verified in the methodology. As a result, design ideas can be effectively understood through Virtual Reality experiences. It is also confirmed that the interactions in Virtual Reality and participation are possible in the entire design process.

Cost Education Effectiveness Analysis of Immersion-type and Simulator-type Virtual Reality Training Systems -Focusing on The ROK Army Virtual Reality Training System- (몰입형과 시뮬레이터형 가상현실 훈련체계 비용 대 교육효과 분석 -육군 가상현실 훈련체계를 중심으로-)

  • Kim, Do-heon;Min, Seung-hee;Kim, Yeek-hyun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.4
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    • pp.345-352
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    • 2021
  • The Republic of Korea Army (ROK Army) is trying to improve the effectiveness of education and training. On the other hand, there are many restrictions in actual training, limiting their practical education and training. Virtual reality technology is being used to overcome these limitations. Virtual reality technology is developing in various types, and the ROK Army needs to introduce a virtual reality training system for cost-effective education. The ROK Army mainly uses high-cost simulator-types that are similar to real equipment. Recently, a low-cost immersive-type virtual reality training system wearing an HMD is also being used. This study analyzed the cost education effectiveness of simulator-type and immersive-type virtual reality training systems in operation at the ROK Army air defense school. First, the research method used AHP to analyze the educational effects. Second, the cost was applied to the production cost of the virtual reality training system to analyze the cost-effectiveness of the education. The immersion-type was 3.4 times higher than the simulator-type in terms of cost effectiveness. These results can be used as basic data for analyzing the cost-effectiveness of a virtual reality training system.

User-based Theories and Practices on Virtual Reality (가상현실에 관한 사용자 관점의 이론과 실제)

  • Chung, Dong-Hun
    • Informatization Policy
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    • v.24 no.1
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    • pp.3-29
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    • 2017
  • The purpose of this research is to understand immersive media such as virtual reality, augmented reality, mixed reality, 360-degree videos etc. from the perspective of user-based approach. 3D videos were once expected as the next-generation industry, but soon it further evolved into UHD and are now followed by immersive media represented by virtual reality. As the virtual reality plays an important role, the current research tries to bring up implications that can be applied to the industrial field along with academic understanding through six theoretical approaches related to virtual reality such as media richness, interactivity, presence, body-ownership, user experience, and visual perception. These six theories were used in immersive media studies such as 3D videos. Media richness and interactivity are the main factors forming positive or negative attitude, presence explains why users are immersed, user experience accounts for total psychological reaction, and visual perception explains how complex the experience of seeing is. Especially, although there is less media research applied, the body-ownership is likely to be not only used in virtual reality research, but immersive media research. The user-based theories related to virtual reality will provide various implications for immersive media researchers as well as hardware and content creators of virtual reality.

Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.2
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    • pp.148-157
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    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

A Study on the Real Time Analysis of Plastic Deformation Process using WWW(World Wide Web) (웹을 이용한 실시간 소성가공의 해석에 관한 연구)

  • 이상돈;최호준;방세윤;임중연;이호용
    • Transactions of Materials Processing
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    • v.12 no.2
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    • pp.110-115
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    • 2003
  • This paper is concerned with the compression test and forming process of flange by using virtual reality and analysis(simulation) program. This virtual manufacturing can be carried out one personal computer without any expensive devices for experiment. The virtual manufacturing composed of three modules such as the imput, calculation and the output modules on internet. Internet user can give the material's property and process parameters to the sever computer at the input module. On the calculation module, a simulator computes the virtual manufacturing process by analysis program and stores the data as a file. The output module is the program in which internet user can confirm virtual manufacturing results by showing tables, graphs, and 3D animation. This programs is designed by an internet language such as HTML, CGI, VRML and JAVA ,while analysis programs use the finite increasing, the virtual manufacturing technique will substitute many real experiments in the future.

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.

A Basic Study to Apply Augemented Reality on Construction Industry (건설업계에 Augmented Reality(증강현실) 적용을 위한 기초 연구)

  • Chang, Byung-Chul;Jun, Young-Joon;Park, Eun-Soo;Lee, Tai-Sik
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.748-752
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    • 2008
  • Through the past decades variable researches on Virtual Reality(VR) has been performed and acceptable by the computer and information technology development. VR has been used usefully also on construction industry It can visualize the construction process and simulates the construction operation considering environment and resources. However, VR has hardness to expressing the real world reality. Therefore, Mixed reality which is the blend of real world and virtual world is being emerged. Specially researches on Augmented Reality is actively performed. This study will focus on Augmented Reality technologies and research trend. Finally, the study will suggest schemes to apply Augmented Reality on Korean Construction Industry.

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A study on design of apartment modelhouse using virtual reality technic. (가상현실기법을 이용한 아파트 모델하우스 디자인활용에 관한 연구)

  • 윤재은;이준규;강신영
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2001.05a
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    • pp.106-111
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    • 2001
  • Model house play an important role in the sale of apartments. However, model house can create social and environmental problems. Virtual reality's (VR) use for the creation of model house has been studied as a possible counter measure to these problems. Existing models don't satisfy consumers' queries. A virtual model house can give the experience of seeing a real home through simulation. Also, a virtual model house can allow a home buyer to change the furniture on display or the color of the walls to reflect the consumer's taste in the construction. The internal present condition system using absorption style virtual reality and open style virtual reality are the indispensable tools that are going to take the place of the current model home. A virtual model house is more profitable than a physical model house because of reduced costs and time savings. In addition, a virtual model house can offer new kinds of information that a physical model home can not. This study's purpose is to discuss the desired direction of the virtual model house in this crucial and dynamic period of development.

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Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.