• 제목/요약/키워드: VR-Design

검색결과 425건 처리시간 0.022초

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

  • 강현;이건;손욱호
    • 한국HCI학회논문지
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    • 제2권2호
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    • pp.45-51
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    • 2007
  • 공장 내 생산설비 배치나 건물 내 인테리어 디자인에서, 생산성 및 전체 디자인을 손상하지 않고 장비들을 신규 도입 혹은 재배치하는 것은 고비용의 작업이다. 이러한 실제 물체들을 가상공간에서 배치 시뮬레이션 하기 위한 방법으로 본 논문에서는 혼합현실 기반의 인터페이스를 제안한다. 제안된 인터페이스는 공장 내 생산설비 배치를 위한 시뮬레이션 알고리즘이 적용되었다. 제안된 인터페이스의 하드웨어는 이동식의 PC 플랫폼위에 사용자 입력을 위한 터치스크린과 비디오카메라가 장착되어 영상을 실시간적으로 보여주는 디스플레이(video see-through display) 를 사용한다. 가상물체와 실제물체가 정교히 합성된 혼합 현실 영상에서 터치 입력을 통해 가상 물체들을 회전 및 이동을 통해 재배치한다. 구현된 인터페이스를 통해, 우리는 제안된 인터페이스가 공간 배치 응용 분야에서 유용성이 있음을 확인하였다.

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Visual Discomfort and Visual Fatigue: Comparing Head-Mounted Display and Smartphones

  • Han, Jungmin;Bae, Seon Hee;Suk, Hyeon-Jeong
    • 대한인간공학회지
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    • 제36권4호
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    • pp.293-303
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    • 2017
  • Objective: This study aims to evaluate visual discomfort and visual fatigue caused by watching HMD and smartphones by conducting both subjective and objective measure. Background: With the rapid development of mobile Head-Mounted Display (HMD), the problem of visual discomfort and visual fatigue caused by watching Virtual Reality (VR) contents became a crucial concern for consumers and manufacturers, especially given that the casing of mobile HMD keeps the phone at a specified distance from the lenses that is close to the eyes. Method: Two smartphones were chosen for a preliminary study: LG G5 and Galaxy S7. As for a main study, iPhone 6S and Galaxy S7 were used. After being exposed to the selected clips, participants were asked to answer Simulator Sickness Questionnaire (SSQ) and went through optometric tests that measure tear break-up time, spherical equivalent, and contrast sensitivity. Results: The subjective assessments indicate that HMD causes more visual discomfort compared to watching a smartphone. Furthermore, the experimental result confirms that watching a HMD causes more eye dryness compared to smartphones. Conclusion: The result of the study compared visual discomfort and visual fatigue of two different displays, HMD and smartphone, and confirmed that watching HMD causes more visual discomfort and visual fatigue. Application: Ultimately, this study could help manufacturers understand the strengths and weaknesses of different display forms, providing guidance for an effective application of HMD.

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

  • 김헌세;김대섭;김동환
    • 로봇학회논문지
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    • 제12권2호
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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.

가상현실(VR) 시뮬레이션 전용관 공간설계에 관한 연구 (A Study on the Space Design of the Virtual Reality Simulation Exclusive Space)

  • 임종엽;유태관
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.115-121
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    • 2002
  • This study is based on the Virtual Reality Space what grow rapidly compared with other space type. We make a certain definite possibilities by the functional, material, scientific and conceptual space comparison approved with existing visual space about the function of sound and visual system & the application of the mechanical system. Symbol and Expression Media are showing characteristics more than a tool in Modern times being changed from materialistic world to immaterial one. Especially, Augmented Reality, which is the new technology showing human beings real world and virtual world simultaneously recently and being exceeded to existent many limits, is going ahead. Simulation space is the technology one which can be applied to various fields such as culture, industry and education etc., and it helps human beings to overcome their limitations. The gains from this study are the specified and detailed yardsticks and cases of Simulation(space) facilities classified as a specific space. Therefore, the space mainly consists of the parts on size, equipment, and material etc. judging from technical point of view. Architectural Space, especially, should be considered very importantly in the middle of the transition from image realization to experience. The comprehension on various contents together with mechanical facilities will be requested to the connection applied to physical space expression, and that is what we have to study continuously afterward.

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

  • 윤재은;이준규;강신영
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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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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Wearable Robot Arm의 제작 및 제어 (Design and Control of a Wearable Robot)

  • 정연구;김윤경;김경환;박종오
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2001년도 춘계학술대회논문집B
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    • pp.277-282
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    • 2001
  • As human-friendly robot techniques improve, the concept of the wearability of robotic arms becomes important. A master arm that detects human arm motion and provides virtual forces to the operator is an embodied concept of a wearable robotic arm. In this study, we design a 7 DOF wearable robotic arm with high joint torques. An operator wearing this robotic arm can move around freely because this robotic arm was designed to have its fixed point at the shoulder part of the operator. The proposed robotic arm uses parallel mechanisms at the shoulder part and the wrist part on the model of the human muscular structure of an upper limb. To reduce the computational load in solving the forward kinematics and to prevent singularity motions of the parallel mechanism, yawing motion of the parallel mechanisms was separated using a slip ling mechanism. The total weight of the proposed robotic arm is about 4 kg. An experimental result of force tracking test for the pneumatic control system and an application example for VR robot are described to show the validity of the robot.

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IEEE 802.11 ax optimization design study in XR (eXtended Reality) training room

  • Chae, Yeon Keun;Chae, Myungsin
    • International Journal of Advanced Culture Technology
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    • 제10권1호
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    • pp.253-264
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    • 2022
  • In the era of the pandemic, the importance of a wireless LAN environment has become increasingly important, especially as the era of smart working and non-face-to-face education has become a universal and daily routine. Smartphones, tablets, laptops, PCs, smart watches, and wearable devices, collective referred to as wireless terminals, can be accessed anytime and anywhere through the internet, allowing for consistent and constant access to offices, factories, warehouses, shopping malls, railways, hotels, hospitals, schools, logistics centers, airports, exhibition halls, etc. This sort of access is currently being used in roads, parks, traditional markets, and ports. Since the release of the IEEE 802.11 Legacy Standard in 1997, Wi-Fi technology has been continuously supplemented and revised, and the standard has been continuously developed. In the era of smart working, the importance of efficient wireless deployment and scientific design has become more important. The importance of wireless in the smart factory, in the metaverse era, in the era of pursuing work and life that transcend time and space by using AR, VR, MR, and XR, it is more urgent to solve the shadow area of Wi-Fi. Through this study, we intend to verify the wireless failure problem of the xr training center and suggest improvement measures.

가상 피팅 서비스 사용의도에 영향을 미치는 요인 연구 - UTAUT2를 중심으로 - (Understanding factors influencing usage intention of virtual fitting services - An application of the UTAUT2 model -)

  • 정세리;정제라;신은정
    • 복식문화연구
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    • 제31권4호
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    • pp.489-503
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    • 2023
  • This study utilized the unified theory of acceptance and use of technology 2 (UTAUT2) to examine usage intentions associated with virtual fitting services. Six independent variables were examined: performance expectancy, effort expectancy, social influence, facilitating conditions, hedonic motivation, and habit. The study collected responses from 445 participants who had utilized virtual fitting services. Regarding factors related to usage intentions associated with these services, performance expectancy and social influence were found to significantly influence the usage intentions associated with photo-based virtual fitting services. Furthermore, performance expectancy, social influence, and habit significantly influenced the usage intention of avatar-based virtual fitting services. This suggests that higher levels of performance expectancy and social influence positively impact the usage intentions associated with both types of virtual fitting services, while habit influences only avatar-based virtual fitting services. Moreover, the findings confirm that effort expectancy, facilitating conditions, and hedonic motivation from UTAUT2 do not significantly influence usage intentions associated with virtual fitting services. By analyzing factors influencing potential customers' virtual fitting service usage intentions, this study can suggest effective strategies to increase usage intentions for companies providing virtual fitting services. Additionally, these findings can be utilized in the formulation of virtual fitting service marketing strategies.

환경디자인에 적용될 가상현실(VR) 시스템의 구축 방법에 대한 연구 (A Study on Building a Virtual Reality System with Environmental Design)

  • 김지영
    • 디지털콘텐츠학회 논문지
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    • 제5권1호
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    • pp.12-21
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    • 2004
  • 현대사회는 정보화 사회로 모든 사람들이 빠르고 정확한 정보를 필요로 하고 있으며 이러한 정보를 신속히 받아들여 생활에 활용하기를 원한다. 또한 현실의 한정된 공간과 시간에 구애받지 않고 보다 자유로이 상상의 세계를 현실과 같이 경험하고자 한다. 디자인은 '무'에서 '유'를 만들어내는 창조적인 행위로써 '가상'(Virtual)적인 의미를 내포하고 있다. 따라서 디자인은 상상 속에 존재하는 형태나 이미지를 실제로 재현하기 위한 '가상의 현실화'(Reality of Virtuality)작업이라 말할 수 있다. 디자인 분야는 과거로부터 현재까지 컴퓨터 응용 방법들이 많이 활용되었다. 컴퓨터의 발전과 함께 디자인 과정 또한 시간적으로나 방법적으로 간편화되었고 또한 효율적으로 발전하였는데 이러한 의미에서 컴퓨터는 디자인에 지대한 영향을 미치는 하드웨어임에는 틀림이 없다. 이번 연구는 환경디자인(Environmental Design)에 적용되고 있는 컴퓨터 활용 방법에 대해 알아보고 단순한 활용에서 적극적이고 체계적인 방법으로의 모색을 통해 현실감(Presence)을 극대화하여 이를 설계에 적극적으로 도입하는 방안에 대하여 연구하고자 한다. 현재 연구가 활발히 진행되고 있는 가상현실 시스템(Virtual Reality System)을 환경디자인(Environmental Design)분야에 폭 넓게 활용하여 수준 높은 설계를 제공하고 모의실험을 통한 현실감의 극대화를 도출하고자 하며 앞으로 가상현실 시스템(Virtual Reality System)과 같은 다양한 컴퓨터 시뮬레이션 기법들이 환경디자인에 적극적으로 도입될 전망이다.

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상업용 게임 엔진을 활용한 전투 시뮬레이션 결과의 협업 가시화 (Collaborative Visualization of Warfare Simulation using a Commercial Game Engine)

  • 김형기;김정훈;강윤아;신수철;김임규;한순흥
    • 한국시뮬레이션학회논문지
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    • 제22권4호
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    • pp.57-66
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    • 2013
  • 재사용 가능한 3차원 가시화 도구의 개발에 대한 요구는 다양한 분야에서 제기되어 왔다. 특히 국방 모델링 및 시뮬레이션 분야에서는 시뮬레이션 결과의 다각적인 검증 및 분석을 통한 효율적인 의사결정을 수행하기 위해 이러한 요구사항에 맞는 시스템들이 개발되어 왔다. 또한 최근에는 이러한 효과를 극대화하기 위하여 VR 및 AR 기술을 적극적으로 활용하는 사례가 늘어나는 추세이다. 본 연구에서는 상업용 게임 엔진을 통한 전투 시뮬레이션 결과의 협업 가시화 도구의 설계 방안에 대해 소개한다. 이를 위해 SIMDIS나 Vega Prime과 같은 기존 도구 및 엔진의 장/단점 분석을 통해 본 연구에서 목표로 하는 협업 가시화 환경의 요구사항을 정의하였고, 이를 만족하는 시스템 개발을 위해 상업용 게임 엔진을 어떻게 활용하며, 어떤 이점을 갖는지를 제시한다. 구현된 프로토타입 시스템은 KAIST의 몰입형 가상현실 시설인 iCAVE, 그리고 스마트 디바이스들과 연동하여 협업 가시화 환경을 제공한다.