• 제목/요약/키워드: VR-Design

검색결과 424건 처리시간 0.026초

가상현실 햅틱 피드백 개체의 증가가 상호작용성과 신체소유감에 미치는 영향 (The Influence of Additional Haptic Feedback on Interactivity and Body Ownership in Virtual Reality)

  • 이상욱;정동훈
    • 한국게임학회 논문지
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    • 제20권5호
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    • pp.31-40
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    • 2020
  • 본 연구는 가상현실에서 햅틱 피드백의 유형을 한 손과 두 손으로 비교하여, 상호작용성과 신체소유감에 미치는 영향을 실험으로 비교 분석했다. 실험은 피험자내로 설계되었으며 참가자는 가상현실에서 공 모양의 오브젝트를 파격하는 과제를 한 손과 두 손 햅틱 피드백을 사용하면서 수행했다. 실험 결과, 참가자들이 두 손 햅틱 피드백을 활용했을 때 더 높은 상호작용감을 보고하는 경향성이 있었으나, 신체소유감에는 두 실험 조건 간에 차이가 없는 것으로 나타났다.

아두이노 제어를 통한 증강현실 도어록 설계 및 구현 (Design and Implementation of Hybrid VR lock system by Arduino Control)

  • 이경무;김진일
    • 융합신호처리학회논문지
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    • 제15권3호
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    • pp.97-103
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    • 2014
  • 근래에 와서 출입문의 물리적 보안장치로써 디지털 도어록의 사용이 보편화되었다. 기존의 자물쇠 방식 보다는 훨씬 편리한 기능이지만 도어록에 전기 충격을 가할 경우 열리는 문제점이 노출되었다. 본 연구에서는 도어록 기기를 안으로 숨기고 증강현실을 이용해 도어록을 사용자의 스마트폰 화면에 띄우게 하여 보안성을 높이는 방법을 제안한다. 아울러 메모노트를 띄우는 기능을 추가하여 가족 간의 의사소통을 원활하게 해주는 기능을 부가하였다. 본 연구 결과는 가상으로 만든 출입문과 아두이노와 와이파이 쉴드 그리고 자물쇠를 제어하기 위한 모터를 사용하여 구현하였으며, 만족할 만한 실험결과를 보였다.

A Study on Fashion Items to Prevent COVID-19 Using Wearable Technology

  • Park, Hye-Sook;Moon, Phil-Joo
    • International Journal of Advanced Culture Technology
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    • 제9권3호
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    • pp.277-282
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    • 2021
  • The generalization of social distancing due to the COVID-19 pandemic has rapidly spread non-face-to-face services, accelerating the speed of non-face-to-face digital conversion technology. The importance of telemedicine, a remote service, has been rekindled in the wearable technology including the medical industry. In a situation where it is not easy for any company to overcome the COVID-19 pandemic, it is a time when collaboration within the industry or between competitors is necessary. In addition to the digital-based online exhibition hall using AR-VR-MR technology, which is a major core technology of the future industry, virtual stores that can receive services such as actual shopping should be actively used. Paradoxically COVID-19 will provide new opportunities to reshape and reconnect the future of the textile and fashion industry. Therefore, the purpose of this study is to investigate the current status of wearable technology products being developed as fashion items for the prevention of COVID-19 and analyze their characteristics. This study results can be used as basic data for future research on the fashion industry and education.

Prediction of compressive strength of GGBS based concrete using RVM

  • Prasanna, P.K.;Ramachandra Murthy, A.;Srinivasu, K.
    • Structural Engineering and Mechanics
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    • 제68권6호
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    • pp.691-700
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    • 2018
  • Ground granulated blast furnace slag (GGBS) is a by product obtained from iron and steel industries, useful in the design and development of high quality cement paste/mortar and concrete. This paper investigates the applicability of relevance vector machine (RVM) based regression model to predict the compressive strength of various GGBS based concrete mixes. Compressive strength data for various GGBS based concrete mixes has been obtained by considering the effect of water binder ratio and steel fibres. RVM is a machine learning technique which employs Bayesian inference to obtain parsimonious solutions for regression and classification. The RVM is an extension of support vector machine which couples probabilistic classification and regression. RVM is established based on a Bayesian formulation of a linear model with an appropriate prior that results in a sparse representation. Compressive strength model has been developed by using MATLAB software for training and prediction. About 70% of the data has been used for development of RVM model and 30% of the data is used for validation. The predicted compressive strength for GGBS based concrete mixes is found to be in very good agreement with those of the corresponding experimental observations.

가상현실을 활용한 공간에서의 뇌파 측정과 스트레스 변화량 분석 - 히틀러 총통관저를 중심으로 - (Measurement of EEG and Analysis of Stress Change in Space Using Virtual Reality - Focus on the Hitler's residence -)

  • 김선욱;강세연;지승열;전한종
    • 대한건축학회논문집:계획계
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    • 제35권8호
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    • pp.73-79
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    • 2019
  • The purpose of this study is to analyze the stress variation according to Hitler's residence using EEG data. Hitler's residence, one of the most monumental buildings, is designed as a grand and overbearing space, giving the visitor a sense of psychological pressure when moving from a high space to low space. Based on the above background, this paper constructs Hitler's residence using virtual reality and measure the changes of the beta waves which are known to be related with stress when the floor level moves from high to low space in Hitler's residence built in virtual space. The results of the experiment are as follows; when moving from high to low space, the subjects' stress was high and at the same time brain waves variation was increased greatly due to changes in space.

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
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    • 제8권4호
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    • pp.25-32
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    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.

가상현실 기반 업무공간 융복합 분야 연구 동향 분석 : 패스파인더 네트워크와 병렬 최근접 이웃 클러스터링 방법론 활용 (Investigation of Trend in Virtual Reality-based Workplace Convergence Research: Using Pathfinder Network and Parallel Neighbor Clustering Methodology)

  • 하재빈;강주영
    • 한국정보시스템학회지:정보시스템연구
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    • 제31권2호
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    • pp.19-43
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    • 2022
  • Purpose Due to the COVID-19 pandemic, many companies are building virtual workplaces based on virtual reality technology. Through this study, we intend to identify the trend of convergence and convergence research between virtual reality technology and work space, and suggest future promising fields based on this. Design/methodology/approach For this purpose, 12,250 bibliographic data of research papers related to Virtual Reality (VR) and Workplace were collected from Scopus from 1982 to 2021. The bibliographic data of the collected papers were analyzed using Text Mining and Pathfinder Network, Parallel Neighbor Clustering, Nearest Neighbor Centrality, and Triangle Betweenness Centrality. Through this, the relationship between keywords by period was identified, and network analysis and visualization work were performed for virtual reality-based workplace research. Findings Through this study, it is expected that the main keyword knowledge structure flow of virtual reality-based workplace convergence research can be identified, and the relationship between keywords can be identified to provide a major measure for designing directions in subsequent studies.

A Retail Strategy for the Prosperity of the Art Market within Online Distribution Channel

  • Soomin, HAN
    • 유통과학연구
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    • 제21권3호
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    • pp.113-121
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    • 2023
  • Purpose: Online distribution channel alludes to the many different digital channels utilized in marketing and distributing goods and services to end users. The present research aims to explore and provide various retail strategy for the success of the art market within online distribution channel. Research design, data and methodology: The current author has conducted and investigate the qualitative textual methodology to take a look at carefully the current and prior literature dataset to achieve the purpose of the present research so that the present author could obtain total 27 relevant prior studies. Results: According to the comprehensive literature investigation, this research has found that there are six kinds of retail strategy for the prosperity of the art market within online distribution channel as follows: (1) Blockchain Technology, (2) Artificial Intelligence (AI), (3) Virtual Reality (VR), (4) Online Market Places, (5) Social Media, and (6) Regulations. Conclusions: The results of this analysis of the relevant literature show that the art market industry needs to adjust to keep up with the quickly shifting landscape of the digital world. In addition, although these technologies can be helpful in addressing difficulties linked to authenticity and transparency, they cannot eliminate the hazards of fraud and misrepresentation.

초음파 촉각 구현을 위한 CPLD를 사용한 Shift Register기반 다채널 초음파 집속 지연 제어 방법에 대한 연구 (A Study on the Shift Register-Based Multi Channel Ultrasonic Focusing Delay Control Method using a CPLD for Ultrasonic Tactile Implementation)

  • 신덕식;박준헌;임영철;최준호
    • 센서학회지
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    • 제31권5호
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    • pp.324-329
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    • 2022
  • This paper proposes a shift-register-based multichannel ultrasonic focusing delay control method using a complex programmable logic device (CPLD) for a high resolution of ultrasonic focusing system. The proposed method can achieve the ultrasonic focusing through the delay control of driving signals of each ultrasonic transducer of an ultrasonic array. The delay of the driving signals of all ultrasonic channels can be controlled by setting the shift register in the CPLD. The experiment verified that the frequency of the clock used for the delay control increased, the error of the focusing point decreased, and the diameter of the focusing point decreased as the length of the shift register in the proposed method. The proposed method used only one CPLD for ultrasonic focusing and did not require to use complex hardware circuits. Therefore, the resources required for the design of an ultrasonic focusing system could be reduced. The proposed method can be applied to the fields of human computer interaction (HCI), virtual reality (VR) and augmented reality (AR).

스마트팩토리 기반 CPPS를 활용한 Digital Twin 플랫폼 개발 (Development of Digital Twin platform using Smart Factory based CPPS)

  • 이현
    • 한국정보통신학회:학술대회논문집
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    • 한국정보통신학회 2021년도 춘계학술대회
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    • pp.305-307
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    • 2021
  • 본 논문에서는 ICT(Information Communication Technology) 기술을 이용하여 스마트팩토리 기반 CPPS(Cyber Pysical Production System)를 활용한 Digital-Twin 플랫폼 개발과 관련된 연구를 제안한다. 본 연구를 통해 개발된 플랫폼은 선행 제조 공정 계획 단계부터 BOP(Bill of Process) 관리 기능을 포함하여 P3R(Product, Process, Plant, Resource)을 연계한 3D Model 시뮬레이션 기능을 수행한다. 또한 생산 공정, 설비, 레이아웃, 생산량 예측이 가능한 Digital Twin 플랫폼을 제안한다. 본 논문을 통해 제안된 플랫폼은 초기 계획 설계 단계에서부터 제조, 생산, 운영 및 유지보수 단계까지의 전체 스마트팩토리 제조 공정을 관리할 수 있는 특징을 제안하였다.

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