• Title/Summary/Keyword: VR-Design

Search Result 424, Processing Time 0.027 seconds

A Study on Landmarks and Wayfinding in fire Emergency Spaces using Virtual Reality (가상현실을 이용한 화재공간에서 길찾기와 랜드마크에 관한 연구)

  • 정진우
    • Korean Institute of Interior Design Journal
    • /
    • no.37
    • /
    • pp.119-128
    • /
    • 2003
  • The goal of this study was to understand human behavior in reference to wayfinding during emergency situations. In an emergency situation, it is recommended that evacuees follow instructions about an available exit rather than finding their way on their own. Wayfinding studies suggest that landmarks affect entire route communication. Landmark analysis for this study Identified describability, e.g., name and simplicity of landmark features. A virtual reality (VR) simulation test was conducted to examine the effect of landmarks on wayfinding. The independent variables were landmarks, smoke. Results suggest that the describability of landmarks is a positive Influence to route communication. Findings from this study, however, Indicates that smoke condition did not significantly affect participants' wayfinding.

A Development of Extreme Escape Game using Virtual Reality (가상현실을 이용한 도망치기 게임 개발)

  • Kang, Myung Whan;Lee, Jai Kun;Lee, Han Gul;Kim, Han;Kang, Min Shik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.557-558
    • /
    • 2014
  • ICT 기술발전으로 웨어러블 디바이스(wearable device)와 증강현실(augmented reality: AR) 및 가상현실(virtual reality: VR)등은 차세대 게임 산업에 새로운 재미와 가치를 부여할 기술로 주목받고 있다. 특히 가상현실 기술은 컴퓨터 시뮬레이션으로 창출된 3차원 가상공간으로 사용자가 현실 세계에서는 직접 경험하지 못하는 상황을 간접 체험할 수 있어 실재감과 몰입감을 경험하게 한다. 게임에서의 몰입과 실재감은 게임이용과 만족도에 큰 영향을 미치는 것으로 연구되고 있다. 따라서 본 논문에서는 가상현실을 이용하여 유저와 상호작용하고, 사용자에게 현실과 유사한 긴장감을 줄 수 있는 극한 도망 게임을 개발하였다.

  • PDF

Design of Reality object and Virtual object control System using EEG (뇌파를 이용한 현실과 가상 오브젝트 제어시스템 설계)

  • Shim, Jae-Youn;Min, Jun-Sik
    • Journal of Korea Game Society
    • /
    • v.21 no.1
    • /
    • pp.91-98
    • /
    • 2021
  • In this paper, we propose the system that simultaneously controls objects in virtual reality and objects in real environments using brain waves. We propose a system that measures brain waves to grasp the user's concentration and quantifies them to raise or lower virtual and real objects. We implemented a web-based virtual reality system and an embedded system based on a raspberry pi for test of design. It was confirmed that the control of virtual and real objects is possible using BCI. The result was that it was possible to develop various contents using this.

Design of focal length of Moire lens according to lens phase pattern (렌즈의 위상 패턴에 따른 무아레렌즈의 초점거리 설계)

  • Park, Sungwoong;Kim, Youngrok;Min, Sung-wook
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • fall
    • /
    • pp.144-145
    • /
    • 2021
  • Variable range of focal length of Moiré lens is designed to change the phase pattern, which is varifocal lens system using two thin layers with Moiré pattern and suitable to applied to AR/VR system because of the relatively simple structure, large aperture size, and wide variable range. We analyze the change of focal length region according to the phase pattern and verify the design to make the prototype patterns using DOE.

  • PDF

The Usefulness of Product Display of Online Store by the Product Type of Usage Situation - Focusing on the moderate effect of the product portability - (사용상황별 제품유형에 따른 온라인 점포 제품디스플레이의 유용성 - 제품 휴대성의 조절효과를 중심으로 -)

  • Lee, Dong-Il;Choi, Seung-Hoon
    • Journal of Distribution Research
    • /
    • v.16 no.2
    • /
    • pp.1-24
    • /
    • 2011
  • 1. Introduction: Contrast to the offline purchasing environment, online store cannot offer the sense of touch or direct visual information of its product to the consumers. So the builder of the online shopping mall should provide more concrete and detailed product information(Kim 2008), and Alba (1997) also predicted that the quality of the offered information is determined by the post-purchase consumer satisfaction. In practice, many fashion and apparel online shopping malls offer the picture information with the product on the real person model to enhance the usefulness of product information. On the other virtual product experience has been suggested to the ways of overcoming the online consumers' limited perceptual capability (Jiang & Benbasat 2005). However, the adoption and the facilitation of the virtual reality tools requires high investment and technical specialty compared to the text/picture product information offerings (Shaffer 2006). This could make the entry barrier to the online shopping to the small retailers and sometimes it could be demanding high level of consumers' perceptual efforts. So the expensive technological solution could affects negatively to the consumer decision making processes. Nevertheless, most of the previous research on the online product information provision suggests the VR be the more effective tools. 2. Research Model and Hypothesis: Presented in

    , research model suggests VR effect could be moderated by the product types by the usage situations. Product types could be defined as the portable product and installed product, and the information offering type as still picture of the product, picture of the product with the real-person model and VR. 3. Methods and Results: 3.1. Experimental design and measured variables We designed the 2(product types) X 3(product information types) experimental setting and measured dependent variables such as information usefulness, attitude toward the shopping mall, overall product quality, purchase intention and the revisiting intention. In the case of information usefulness and attitude toward the shopping mall were measured by multi-item scale. As a result of reliability test, Cronbach's Alpha value of each variable shows more than 0.6. Thus, we ensured that the internal consistency of items. 3.2. Manipulation check The main concern of this study is to verify the moderate effect by the product type of usage situation. indicates that our experimental manipulation of the moderate effect of the product type was successful. 3.3. Results As
    indicates, there was a significant main effect on the only one dependent variable(attitude toward the shopping mall) by the information types. As predicted, VR has highest mean value compared to other information types. Thus, H1 was partially supported. However, main effect by the product types was not found. To evaluate H2 and H3, a two-way ANOVA was conducted. As
    indicates, there exist the interaction effects on the three dependent variables(information usefulness, overall product quality and purchase intention) by the information types and the product types. As predicted, picture of the product with the real-person model has highest mean among the information types in the case of portable product. On the other hand, VR has highest mean among the information types in the case of installed product. Thus, H2 and H3 was supported. 4. Implications: The present study found the moderate effect by the product type of usage situation. Based on the findings the following managerial implications are asserted. First, it was found that information types are affect only the attitude toward the shopping mall. The meaning of this finding is that VR effects are not enough to understand the product itself. Therefore, we must consider when and how to use this VR tools. Second, it was found that there exist the interaction effects on the information usefulness, overall product quality and purchase intention. This finding suggests that consideration of usage situation helps consumer's understanding of product and promotes their purchase intention. In conclusion, not only product attributes but also product usage situations must be fully considered by the online retailers when they want to meet the needs of consumers.

  • PDF
  • Study of Autonomous DRT(Demand Responsive Transit) UX Design Feature: Focusing on the Elderly (자율주행 DRT(수요응답형 교통) UX 디자인 특성 연구: 고령자를 중심으로)

    • Choi, Kyu-Han
      • The Journal of the Korea Contents Association
      • /
      • v.21 no.12
      • /
      • pp.705-712
      • /
      • 2021
    • The purpose of this study is to propose the features of autonomous DRT UX design based on level 5 autonomous vehicle applicable in 2027. As the scope of the study, the system focused on the interaction between the elderly and the in/outside of the vehicle, and the level 5 autonomous vehicle was the subject of the study. As of 2021, the targets for application were set from 60s to 90s. This study is different from previous studies in that it is a study on the features of autonomous DRT UX design that derives practical insights through direct communication with the elderly. As a research method, autonomous vehicle and DRT were theoretically considered through literature research, and based on this, cases of autonomous vehicle and DRT were analyzed. As a case study, generalization was conducted through interviews with the elderly, test-drive of autonomous vehicle, video production, survey, and VR test-drive of autonomous vehicle for the elderly. Ten features of autonomous DRT UX design were derived through focus group interview(FGI), and the derived features were classified into reservation, get on, input, driving, emergency, and get off. Through this study, I hope that it will contribute to improving mobility of the elderly and further accelerate the practical use of autonomous DRT.

    A Study on the Development of a Cantilever & Swing-Type Fast Tool Servo with Rotational Moment Hinge Design (회전모멘트 힌지 설계에 따른 캔틸레버형 횡방향 구동 Fast Tool Servo 연구 개발에 관한 고찰)

    • Lee, Seung Jun;Jeong, Jae Ho
      • Journal of the Korean Society of Manufacturing Process Engineers
      • /
      • v.19 no.8
      • /
      • pp.43-49
      • /
      • 2020
    • The growth of the AR/VR market due to the advent of the 4th Industrial Revolution begins with the development of the display industry. The development of OLED and flexible displays is further accelerated by the development of R2R technology. Micro-processing technology using a fast tool servo (FTS), the core technology in R2R processes, is making technological progress in increasingly diverse ways. This paper proposes a method to develop an FTS for horizontal driving and presents this method through experiments and analyses. To develop a swing-type FTS based on a seesaw motion, a rotational moment hinge structure was designed for each type, and research was conducted to determine an effective design method. A cantilever-based swing-type FTS was developed in two variations: one with single-side hinges and another with dual-side hinges. The parameters in the design of the swing-type FTS are rotational moment, natural frequency, and material selection. In conclusion, an FTS with a single-side hinge demonstrates the high performance required for micro processing.

    A Study of Structural Analysis Simulation for Squat Exercise Foot Plate (스쿼트운동장치의 풋플레이트 구조해석에 관한 연구)

    • Jung, Byung-Geun;Kim, Ji-won;Jeong, Byeong-Ho
      • Journal of the Korea Convergence Society
      • /
      • v.8 no.9
      • /
      • pp.365-372
      • /
      • 2017
    • Squat exercise is one of the important free weight exercises that can safely and effectively expect the athletic performance by establishing the rationale. Therefore, it is necessary to study the side effects caused by incorrect exercise, scientific countermeasures and to develop a exercise estimation model. It is effective and accurate to use a variety of assistive devices to calibrate athletic posture. The issues of the structural analysis for designing a foot plate for squat exercise is to model the behavior by the dynamic behavior. It should be consider that the center of gravity of each segmented body is different when the maximum load is applied. It is applied to complete system design through simulation method with kinematic dynamic, ground reaction force and load analysis for the free weight exercise equipment, VR device, and safety foot plate. In this paper, the authors propose the design method for the vertical load distribution applied in the design of the foot plate used for the squat exercise mechanism, and based on these results, design make the more safe and reliable free weight exercise equipment system.

    A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

    • 김연정
      • Archives of design research
      • /
      • v.17 no.3
      • /
      • pp.255-262
      • /
      • 2004
    • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

    • PDF

    A Mixed Reality Based Interface for Planing Layouts (공간 배치를 위한 혼합현실 기반의 인터페이스)

    • Kang, Hyun;Lee, Gun A.;Son, Wook-Ho
      • Journal of the HCI Society of Korea
      • /
      • v.2 no.2
      • /
      • pp.45-51
      • /
      • 2007
    • Space planning is one of the popular applications of VR technology including interior design, architecture design, and factory layout. In order to provide easier methods to accommodate physical objects into virtual space planning task, we suggest applying mixed reality (MR) interface. We describe our hardware and software of our MR system designed according to requirements of the application domain. In brief, our system hardware consists of a video see-through display with a touch screen interface, mounted on a mobile platform, and we use screen space 3D manipulations to arrange virtual objects within the MR scene. Investigating the interface with our prototype implementation, we are convinced that our system will help users to design spaces in more easy and effective way.

    • PDF

    (34141) Korea Institute of Science and Technology Information, 245, Daehak-ro, Yuseong-gu, Daejeon
    Copyright (C) KISTI. All Rights Reserved.