• Title/Summary/Keyword: VR Simulator

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An Evaluation of the Virtual Refraction Education (가상 굴절검사 교육에 대한 평가)

  • Yu, Dong-Sik;Son, Jeong-Sik;Chu, Byoung-Sun
    • Journal of Korean Ophthalmic Optics Society
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    • v.13 no.2
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    • pp.43-50
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    • 2008
  • Purpose: The purpose of this study is to evaluate the effect of a VR (Virtual Refractor), which is a simulator for a PR (Practical Refraction), as an educational tool. Methods: Twenty four third year students enrolled in the department of visual optics volunteered for VR education. Each student attended a VR training course and practiced with the VR by themselves. One month later, each student tested three virtual subjects on the VR and one real subject on the PR and were given a performance score for each refraction. And the scores for the virtual and practical refractions were compared. In addition, a self-report questionnaire based on a five point Likert-scale was designed, consisting of domains such as spontaneous participation, contribution for the refraction, confirmity of the VR and PR, and necessity of the VR. Results: The Spearman's correlation coefficient between the testing score of the practical and virtual refractions indicated a significantly correlation (R=0.71, p<0.001). In the questionnaire, the mean score of the domains was 3.67${\pm}$0.96 and it indicated that students expressed that using the VR was beneficial. The correlation value among these domains was a high significant level, 0.91~0.68 (p<0.001). Conclusions: Although the VR required certain improvements in its concentration and systematic approaches for practical situations, it showed a high correlation between the VR and the PR and represented a positive evaluation in the PR.

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Development of the SVPG(Sungkyunkwan Univ. Virtual Proving Ground) : System Configuration and Application of the Virtual Proving Ground (가상주행시험장(SVPG) 개발: 가상주행시험장의 시스템 구성 및 운영)

  • 서명원;구태윤;권성진;신영수;조기용;박대유
    • Transactions of the Korean Society of Automotive Engineers
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    • v.10 no.1
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    • pp.195-202
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    • 2002
  • By using modeling and simulation. today's design engineers are simultaneously reducing time to market and decreasing the cost of development, while increasing the quality and reliability of their products. A driving simulator is the best example of this method and allows virtual designs of control systems, electronic systems, mechanical systems and hydraulic system of a vehicle to be evaluated before costly prototyping. The objective of this Paper is to develop the virtual Proving: ground using a driving simulator and to show its capabilities of an automotive system development tool. For this purpose, including a real-time vehicle dynamics analysis system, the PC-based driving simulator and the virtual proving ground are developed by using VR(Virtual Reality) techniques. Also ABS HIL(Hardware-In-the-Loop ) simulation is performed successfully.

VR 기법을 적용한 자동차 HMI Usability Test simulator 설계에 관한 연구

  • Yoo, Seung-Dong;Jung, Yoon;Park, Beom
    • Proceedings of the ESK Conference
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    • 1997.04a
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    • pp.26-30
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    • 1997
  • 현대 사회는 사용자의 Needs가 중요시 되는 사회이다. 따라서 모든 생산 활동은 사용자의 욕구와 감성에 부합하는 제품의 생산에 초점이 맞춰져 있다. 특히, 자동차 분야에서는 사용자의 욕구와 인간 공학적인 측면을 얼마나 잘 반영하는 차를 만들어 내는가가 점차 중요한 요소로서 부각되어지고 있다. 하지만 이들에 대한 Usability test를 위해 실제 Prototyping을 하는데는 많은 액수의 비용이 들게 된다. 본 논문에서는 이러한 비용적 측면과 재사용성 측면을 고려하여, 사용자의 감성에 부합하는 자동차를 만들기 위해 필요한 Usability test를 위해 Virtual reality 기법을 적용한 Simulator(VISVEC : Virtual Simulator for Vehicle Cockpit)를 설계하였다. 그 중, 본 Simulator 상에서 Instrument panel을 중심으로 HMD를 이용한 display시 보다 정확한 Interaction을 위해 Virtual Environment 내에서 보다 빠른 Display 화면 갱신과 사용자의 Object 인지에 영향을 끼치는 Level of detail의 설계에 관해 연구하였다.

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Analysis of the Effect of Yellow Carpet Installation according to Driving Behavior with Eye Tracking Data (가상주행실험 기반 운전자 시각행태에 따른 옐로카펫 설치 효과 분석)

  • Sungkab Joo;Dohoon Kim;Hyemin Mun;Homin Choi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.22 no.5
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    • pp.43-52
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    • 2023
  • Traffic accidents among children have been decreasing after the installation of yellow carpets. However, the explanatory power of the causal relationship between yellow carpet installation and traffic accidents is still insufficient. The yellow carpet effect was analyzed in greater depth using virtual reality (VR) simulation experiments in various situation that could not be evaluated in existing actual vehicle research studies due to difficulties or risks in implementation. A target site where an actual yellow carpet was installed was selected and, implemented into a virtual environment. Subjects were made to, were gaze measurement equipment and ride the simulator. The visual/driving behavior before and after yellow carpet installation was compared, and a t-test analysis was performed for statistical verification. All the results were found to be statistically significant.

Motion and Image Matching Algorithms and Implementation for Motion Synchronization in a Vehicle Driving Simulator (차량 운전 시뮬레이터에서 모션과 영상의 동기화를 위한 알고리즘 및 구현 방안)

  • Kim, Hun-Se;Kim, Dae-Seop;Kim, Dong Hwan
    • The Journal of Korea Robotics Society
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    • v.12 no.2
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    • pp.184-193
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    • 2017
  • This work shows how to create an algorithm and implementation for motion and image matching between a vehicle simulator and Unity 3D based virtual object. The motion information of the virtual vehicle is transmitted to the real simulator via a RS232 communication protocol, and the motion is controlled based on the inverse kinematics solution of the platform adopting rotary-type six actuators driving system. Wash-out filters to implement the effective motion of the motion platform are adopted, and thereby reduce the dizziness and increase the realistic sense of motion. Furthermore, the simulator system is successfully designed aiming to reducing size and cost with adaptation of rotary-type six actuators, real driving environment via VR (Virtual Reality), and control schemes which employ a synchronization between 6 motors and 3rd order motion profiles. By providing relatively big sense of motion particularly in impact and straight motions mainly causing simulator sickness, dizziness is remarkably reduced, thereby enhancing the sense of realistic motion.

Development of a Driving Simulator for Telematics Human-Machine Interface Studies (텔레매틱스 HMI 연구를 위한 드라이빙 시뮬레이터의 개발)

  • Koo, Tae-Yun;Kim, Bae-Young;Shin, Hee-Jong;Son, Young-Tak;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.4
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    • pp.16-23
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    • 2009
  • Driving simulators are useful tools not only to test the components of future cars but also to evaluate the telematics service and HMI (Human-Machine Interface). However driving simulators cannot be implemented to test and evaluate the telematics service system because the GPS (Global Positioning System) which contains basic functional support for the telematics module do not work in the VR (virtual reality) environment. This paper presents a method to implement telematics service to a driving simulator by developing the GPS simulator which is able to emulate GPS satellite signals consist of NMEA-0183 protocol and RS232C communication standards. It is expected that the driving simulator with the GPS simulator can be used to study HMI and human-factor evaluations of the commercial telematics system to realize the HiLES (Human-in-the-Loop Evaluation System).

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

A Study on Validation of Omnidirectional VR Treadmill by Comparison of Spatial Orientation Skills (공간지향 능력 비교를 통한 전방향 VR 트레드밀의 유효성 검증 연구)

  • Park, Hyunchul;Oh, Taeho;Kim, Inhi
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.21 no.5
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    • pp.15-27
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    • 2022
  • An omnidirectional VR treadmill is a highly-immersive walking simulator that allows identical body movements, such as walking, running, and sitting. However, the operation difficulty of an omnidirectional VR treadmill may cause data reliability problems. Therefore, this study aims to verify the effectiveness of a VR treadmill by comparing the ability to orient in the real and virtual worlds spatially. For this purpose, a rotating and searching path experiment was conducted with participants. This experiment showed that there was no statistically significant difference in the ability of the participants to orient in the real and virtual worlds spatially. In addition, the omnidirectional VR treadmill requires an adaptation time for the users due to the difficulty in the treadmill operation. However, there was no significant difference in the difficulty felt by the participants according to the adaptation time. Hence, these findings supported the possibility of collecting realistic walking data without safety concerns through an omnidirectional VR treadmill. Furthermore, this treadmill could be used in future research to solve problems directly related to pedestrian safety, such as the interaction between vehicles and pedestrians.

A VR-Trainer for Forklift Operation Safety Skills

  • Ahn, Seungjun;Wyllie, Mitchell J.;Lee, Gun;Billinghurst, Mark
    • International conference on construction engineering and project management
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    • 2020.12a
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    • pp.122-128
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    • 2020
  • This research investigates how a Virtual Reality (VR)-based simulation could be used to train safe operation skills for forklift operators. Forklift operation is categorized as high-risk work by many occupational health and safety regulators and authorities due to high injury and fatality rates involved with forklifts. Therefore, many safety guidelines have been developed for forklift operators. Typically, forklift operation safety training is delivered based on instructional texts or videos, which have limitations in influencing people's safety behavior. Against this background, we propose a VR-based forklift simulator that can enable safe operation skills training through a feedback system. The training program consists of several modules to teach how to perform the basic tasks of forklift operation, such as driving, loading and unloading, following the safety guidelines. The system provides instantaneous instructions and feedback regarding safe operation. This training system is based on the model of "learning-by-doing". The user can repeat the training modules as many times as necessary before being able to perform the given task without violating any safety guidelines. The last training module tests the user's acquisition of all safety skills required. The user feedback from several demonstration sessions showed the potential usefulness of the proposed training system.

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A Data Driven Motion Generation for Driving Simulators Using Motion Texture (모션 텍스처를 이용한 차량 시뮬레이터의 통합)

  • Cha, Moo-Hyun;Han, Soon-Hung
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.31 no.7 s.262
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    • pp.747-755
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    • 2007
  • To improve the reality of motion simulator, the method of data-driven motion generation has been introduced to simply record and replay the motion of real vehicles. We can achieve high quality of reality from real samples, but it has no interactions between users and simulations. However, in character animation, user controllable motions are generated by the database made up of motion capture signals and appropriate control algorithms. In this study, as a tool for the interactive data-driven driving simulator, we proposed a new motion generation method. We sample the motion data from a real vehicle, transform the data into the appropriate data structure(motion block), and store a series of them into a database. While simulation, our system searches and synthesizes optimal motion blocks from database and generates motion stream reflecting current simulation conditions and parameterized user demands. We demonstrate the value of the proposed method through experiments with the integrated motion platform system.