• Title/Summary/Keyword: VR-Design

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A Study on the Acquisition of Multi-Viewpoint Image for the Analysis of form and Space and its Effectiveness (형태 및 공간분석을 위한 다시점(多視點) 이미지 획득 및 유효성에 관한 연구)

  • Lee, Hyok-Jun;Lee, Jong-Suk
    • Korean Institute of Interior Design Journal
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    • no.34
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    • pp.149-156
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    • 2002
  • This study intends to acquire objective models for basic quantitative analysis of pattern and space through image-recognition technique, and verify the effectiveness of such acquired models. Many experiments showed that the recognized result can be varied depending on the different viewpoints and the analysis based on the single-viewpoint images does not provide objectivity. The experiment using multi-viewpoint image models, which was attempted as an alternative for the disadvantages, showed the recognition similar to that of the actual model. Especially, images generated at laboratory using miniature model may be useful in comparing and understanding plural number of patterns. The models that have been acquired using such images may be hard to use in acquiring images for analyzing actual building patterns or indoor space, although they may be useful in pattern analysis using miniature model. The disadvantage, however, can be supplemented with panorama VR and C. G. simulation technique. Steady researches are required on the application of visual information to the image recognition principle and the model for quantitative analysis of pattern and space in addition to the research on the construction of the model that can be used in comparing and analyzing not only form and space but also miniature models.

A Study on the Survey Method of the Residents′ Housing Needs Using Interactive Media - Focused on the Difference Analysis of Answer Disposition by Media - (인터랙티브 미디어를 이용한 거주자 요구 조사방법에 관한 연구 1 - 매체별 응답성향 차이분석을 중심으로 -)

  • 김석태;오찬옥;박수빈;양세화
    • Korean Institute of Interior Design Journal
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    • v.13 no.5
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    • pp.114-124
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    • 2004
  • Most previous studies, in general, related to housing needs have analyzed the data from self-administered survey or interview using questionnaire or simple 2D floor plan. This study was Intended to suggest how to increase the reliability and effectiveness of such survey methods in examining the residents' housing needs. In order to accomplish the purpose, the two kinds of surveys using Web based VR media and typical questionnaire were peformed. The same questions were used for these two surveys, and they included the furniture characteristics, use of each room, adjustment of room size, preferences for interior colors, preferred furniture in living room, space layout of floor plan, housing life style, and preference for housing characteristics. The answer differences between these two were analyzed. The subjects were 402 housewives who lived in apartment houses in Haeundae, Busan. Finding were as follows: first, the media method was more likely to be effective than typical questionnaire survey in explaining housing needs for the adjustment of room size in housing unit plan. Second, the media method was more realistic and reliable than the other in comprehending the needs for the interior colors. Last, the VR media tended to be more effective than the other in understanding the space layout of floor plan. This research sheds light on the utilization of visual instrument for the analysis of needs related to space use.

A Study on the Housing Preference Research Method by Web-based VR (Web 기반 가상현실 기법을 응용한 주거선호도 조사방법에 관한 연구 - 아파트 주거를 중심으로)

  • 이병찬;김용성
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.114-115
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    • 2000
  • IMF 한파와 더불어 건설 시장 역시 침체되어 있는 되도 불구하고 사회 및 문화의 변화속도는 빨라지고 있으며 소비자들의 주택 선호도 역시 다양해지고 있다. 과거 정부주도의 주택 확대정책에 따른 획일화된 아파트의 양적 팽창은 이러한 빠른 변화와 다양화에 적응할 수 없는게 현실이며 또한 많은 문제점을 남기게 되었다. (중략)

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A Study on General Tendency of Architecture in Cyberspace (사이버 건축의 일반적 경향에 관한 연구)

  • 김지훈;김용성
    • Proceedings of the Korea Society of Design Studies Conference
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    • 2000.11a
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    • pp.54-55
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    • 2000
  • 근대 사회의 보편적인 건축의 언어를 창출하려던 모더니즘의 신화가 무너지고 난 후에, 새로운 보편적 건축양식을 찾아보려는 노력은 현재까지 계속되어오고 있으나 현대건축에서 공유할 수 있는 보편적 건축어휘는 부재한 상황이다. 현대의 건축가들은 각자의 건축적 언어체계를 만들어내려는 노력과 더불어 여러 방면의 건축적 실험을 통해 새로운 건축의 규범을 정의하려는 노력에도 경주하고 있다. (중략)

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Collaboration Design Review Using Realistic Virtual Prototype (실감형 가상 시작품을 이용한 협업 디자인 품평)

  • Choi, Sang-Su;Jo, Hyun-Jei;Noh, Sang-Do
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.3
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    • pp.150-158
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    • 2009
  • In these days, the importance of design becomes increasing and the design aspect that customers decide to purchase products such as television, mobile phone is more important than functional one. And the progress of virtual reality technology enables us to feel the reality from the virtual prototype as the real one. In this paper, we introduce the collaboration design review system consist of MEMPHIS, CORE. We can create a realistic virtual prototype more fastly, conveniently and efficiently using MEMPHIS and carry out the design review through collaboration using CORE. As a result of this study, it would be possible that decision making can be done effectively at early stage of the design process.

A study on the effect of virtual reality operations on cyber motion sickness (가상현실(VR)에서 조작행위가 사이버멀미에 미치는 영향)

  • Ko, Yun-Seo;Han, Jung-Wan
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.451-457
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    • 2020
  • In this study, the degree of motion sickness displayed according to actions in virtual reality is measured based on the SSQ tool, a measuring tool, and factors and symptoms affecting cyber motion sickness are investigated through comparative analysis. In the first experiment, the operation method experiment, the simple operation method is measured to be highly affected by the Nausea factor. As symptoms of this, nausea, burp and headache symptoms were developed. In the second experiment, the larger the body rotation radius, the higher the motion sickness was measured, and the greater the influence of Nausea factors. Symptoms of this were the symptoms of burping, headaches, and a full head. In the third experiment, the physical mobility experiment, motion sickness was measured highly in the non-action controller. It was measured to be greatly affected by the Nausea factor. Symptoms of this include fever, headache, and a full head. Through this study, we found that the more fixed and simple the body is operated in virtual reality, the more sensitive the user is to motion sickness, and the larger the radius of rotation, the more sensitive it is to motion sickness. This study is meaningful in identifying factors and symptoms that affect motion sickness and VR manipulation, and is expected to be used by developers in the future to recognize the degree and symptoms of motion sickness of users and to develop content.

Exterior Design of Electric Vehicle Using Web Based Human Sensibility Assessment (Web 기반의 감성평가를 활용한 전기자동차 익스테리어 디자인)

  • Jang, Phil-Sik;Choi, Chool-Heon
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.4
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    • pp.63-69
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    • 2006
  • Consumer satisfaction and feelings with form play an essential role in determining the success of a product. However, contemporary industrial design processes typically employ designer driven, intuitive methods for generating and evaluating form concepts. This paper describes the implementation process of web based design support system that helps assess customer's feelings or sensibilities of forms created in each stages of design process. The present web based approach provides designers with fast and various feedbacks about their design in each stage by using assessment with object VR and web 3D as well as ordinary 2D images. Practical application for exterior design of electric vehicle was illustrated and the further refinement of the design support system was discussed.

A Study on the Development of Digital Space Design Process Using User′s Motion Data (사용자 모션데이터를 활용한 디지털 공간디자인 프로세스 개발에 관한 연구)

  • 안신욱;박혜경
    • Korean Institute of Interior Design Journal
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    • v.13 no.3
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    • pp.187-196
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    • 2004
  • The purpose of this study is to develope'a digital space design process using user's motion data' through a theoretical and experimental study. In the progress of developing a developing of design process, this study was concentrated on searching a digital method applying user's interactive reflections. As introducing a concept of space form being generated by user's experiences, we proposed'a digital design process using user's motion data'. In the experimental stage, user's motion data were extracted and transferred as digital information by user behavior analysis, optical motion capture system, immersive VR system, 3D softwares com computer programming. As the result of this study, another useful digital design process was embodied by building up a digital form-transforming method using 3D softwares providing internal algorithm. This study would be meaningful in terms of attempting a creative and interactive digital space design method, avoiding dehumanization of existing ones through the theoretical study and the experimental approach.

The Effect of Perceived Organizational Supports, Perceived Supervisory Supports and Perceived Peer Supports on Innovative Behavior: Focused on the Job Embeddedness of Automotive Industry Research Institute Using VR Technology

  • Dai, Hao;Zhang, Hao
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.10
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    • pp.139-147
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    • 2019
  • In this paper, we propose to explore ways to create internal motivation to enhance the job disposition of Korean and Chinese employees. In order to achieve this goal, we would like to select parameters that may trigger an increasing number of internal motivations for interest in recent years: perceived organisational support, perceived provider support, and perceived peer support, and to explore the impact on job embeddedness. I would like to find out the effect of job embodiedness on involved beauty. The process also seeks to verify that China and South Korea are different. To verify the research theory of this research, we will use a questionnaire to researchers of automotive companies using VR technology in Gyeonggi-do, Korea and Hadong-seong, China, and conducted a survey. A total of 200 pairs of questionnaires were distributed to the study subjects, 195 of which were retrieved, 191 of which eliminated unfaithful responses were used for the final analysis. The collected data were used for frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, correlation analysis, structural equation analysis. The results of this study, identified through empirical analysis, can be summarized as follows: First, Perceived Organizational Support, Perceived Supervisor Support will have a positive impact on Job Embeddedness. Second, Job Embeddedness will have a positive influence on the Innovative Beehivior. Third, Perceived Organizational Support, Perceived Supervisor Support will have a partial positive effect on Innovative Behavior. Fourth, the formation process and influence of Job Embeddedness of corporate employees in Korea and China are partly different, the report showed.

Micro-LED Mass Transfer using a Vacuum Chuck (진공 척을 이용한 마이크로 LED 대량 전사 공정 개발)

  • Kim, Injoo;Kim, Yonghwa;Cho, Younghak;Kim, Sungdong
    • Journal of the Microelectronics and Packaging Society
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    • v.29 no.2
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    • pp.121-127
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    • 2022
  • Micro-LED is a light-emitting diode smaller than 100 ㎛ in size. It attracts much attention due to its superior performance, such as resolution, brightness, etc., and is considered for various applications like flexible display and VR/AR. Micro-LED display requires a mass transfer process to move micro-LED chips from a LED wafer to a target substrate. In this study, we proposed a vacuum chuck method as a mass transfer technique. The vacuum chuck was fabricated with MEMS technology and PDMS micro-mold process. The spin-coating approach using a dam structure successfully controlled the PDMS mold's thickness. The vacuum test using solder balls instead of micro-LED confirmed the vacuum chuck method as a mass transfer technique.