• Title/Summary/Keyword: VR-based simulation

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Development of Smart Factory-Based Technology Education Platform Linking CPPS and VR (CPPS 및 VR을 연계한 스마트팩토리 기반 기술 교육 플랫폼 개발)

  • Lee, Hyun
    • Journal of Practical Engineering Education
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    • v.13 no.3
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    • pp.483-490
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    • 2021
  • In this paper, we proposed the development of a smart factory intergrated technology education platform using smart factory based CPPS (Cyber Physical Production System) and VR (Vitrual Reality) technology and educational methods using the platform. A platform has been developed to learn how to integrate 3D digital twin and BOP (Bill of Process)-based manufacturing processes. In addition, Digital Twin established a smart factory-based integrated education platform by linking mechanical systems, digital twins, and virtual reality through the OPC-UA server. Based on this platform, the smart factory integration platform is proposed to have individual elements of the smart factory integration platform through BOP-based digital twin simulation, OPC-UA integration, MES system, SCADA system, and VR interworking.

The VR based running performance visualization of the magnetic levitation train (가상현실 기반 자기부상열차 주행성능 가시화)

  • Cha, Moo-Hyun;Lee, Han-Min;Han, Hyung-Suk
    • Proceedings of the KSR Conference
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    • 2006.11a
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    • pp.135-144
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    • 2006
  • To investigate various running performances of the magnetic levitation train systematically, the performance evaluation system based on Modeling & Simulation(M&S) technology is demanded essentially When the VR(virtual reality) techniques are involved, we can not only evaluate the M&S results more effectively and realistically, but also make optimum engineering decision. At the viewpoint of visualization of core engineering data like the train's running performance, there are no many cases of study which provide optimum decision information with the maximized reality and immersion environments through computer user interactions. In this study, the running performance simulation system which provides the VR based 3-dimensional visual information from the M&S results is being developed.

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A Basic Research on the VR Application in Naval Architecture and Ocean Eng. and Ship Navigation VR (국내외 선박/해양 분야 VR 현황과 Ship Navigation VR에 관한 기초 연구)

  • Lee, Jae-Hwan;Park, Byung-Jae
    • Proceedings of the Korea Committee for Ocean Resources and Engineering Conference
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    • 2003.10a
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    • pp.272-276
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    • 2003
  • In this paper, current application of VR in naval architecture and ocean eng. Design is surveyed and VR process is implemented in ship navigation system. So far, very sophisticated VR applications have announced but not published yet. The reason not published may be that the application is for the navy ship of which the information could not be opened to the public. Also there is another area implementing Simulation Based Design, i..e., visualization of the integration process from initial design to the manufacturing. Herein, the tendency of VR in this area is surveyed, so the international application of VR is introduced. Trough the analysis the most appropriate applicability of VR in this area can be distinguished. And to show the application, ship navigation VR is programmed using OpenGL graphics software.

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Research Trends in Medical Simulation Education Based on Virtual Reality (VR) and Augmented Reality (AR) (가상현실 (VR) 및 증강현실 (AR) 기반 의료 시뮬레이션 교육에 관한 연구 동향)

  • Sung Hyun Kyung;Shin Na Min
    • The Journal of Pediatrics of Korean Medicine
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    • v.38 no.1
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    • pp.78-87
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    • 2024
  • Purpose To develop an educational program using virtual reality (VR) and augmented reality (AR) in oriental medicine education, this study investigated the status of programs currently being used mainly in the fields of medicine, nursing, and dentistry, and was the basis for developing an oriental medicine education program. We plan to use this for future research purposes. Methods To investigate medical simulation education using VR and AR technologies, 72 studies were searched using the ProQuest Central Database (period 1.1.2000 to 10.10.2023.) Of these, 22 were selected for analysis. Results Among the selected studies, the educational fields of the program were 59% (13 studies) in medicine, 32% (7 studies) in nursing, 9% (2 studies) in dentistry, 73% (16 studies) were VR in terms of applied technology, and 27% (6 studies) in AR. Conclusions Recently, research on VRand AR has increased in the medical field. As patient rights and medical environments change, clinical practice education programs using new technologies are needed, in addition to traditional face-to-face practice. Related research is expected to be active in the field of Oriental medicine in the future.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

A Comparison Analysis of Usability Evaluation for Simulation Learning based on Web 3D and Virtual Reality (웹 3D와 가상현실 시뮬레이션 학습의 사용성 평가 비교분석)

  • So, Yo-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.10
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    • pp.719-729
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    • 2016
  • This study is analyzed by comparing the evaluation of usability and study achievement for simulation learning based on Web 3D and VR and it is aimed to verify the characteristics of the virtual reality through a difference in studying effect between each learning method. Therefore, this study is analyzed by comparing the evaluation of usability and study achievement for the CSI Forensics Lab simulation content that has been developed in two learning methods for scientific experiments of DNA analysis with the 75 university students of Life Science as a population(Web 3D=37, VR=38). The results of the study, in usability of user task action, exploratory and navigation, Web 3D simulation learning was positive in a significant difference, but in usability of satisfaction, VR simulation learning was positive in a significant difference. In study achievement, Web 3D simulation learning was slightly higher but did not confirm the significant differences between both of learning.

From Technology to Content: Research on the Development of VR Flow Experience

  • Sang, YuanZi;Kim, KiHong;Pan, Yang
    • International journal of advanced smart convergence
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    • v.11 no.3
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    • pp.93-101
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    • 2022
  • Immersion is a features of VR technology, and the most important condition for evaluating VR experience. With the improvement of VR technology, including the presentation accuracy of VR content, the degree of interaction is diversified, the user's immersion in VR equipment should not only be improved technically, but researched from the user's perception level. The paper defines two important factors, immersion and presence, in a participant's experience with a VR device. Although the current technology can already simulate the real environment information visually and audibly, the content of the VR environment is not enough for us to achieve a completely real experience. Based on the Flow theory of Csikszentmihalyi and the sensory immersion achieved by current technology, this paper proposes the key factors of how to achieve conscious immersion for users in VR media. We prove that immersion is an indicator of the true degree of sensory simulation of VR equipment and is the basis for the realization of flow experience. What really makes the participant feel a perfect experience is the content provided by the VR environment and gave participants a sense of presence, it is not limited to video or games. On the premise of the Multi-Sensory, Immersion, Interactivity and Imagination experience achieved by using virtual reality technology, combined with the content creation of flow theory, the interactive immersion achieved by users is an important method to realize the awareness immersion of VR equipment.

Traffic Generation and Animation for Road Information System

  • Chung, Haeyeun;Choi, Kwangjin;Cho, Eunsang;Choi, Byungwon;Park, Sanghyun;Ko, Hyongseok
    • Proceedings of the Korea Society for Simulation Conference
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    • 1997.04a
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    • pp.86-89
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    • 1997
  • This paper presents an algorithm for visualizing the traffic condition. The load of each road is updated using the incoming data collected by the devices placed at specific road crossings and junctions. The data includes the road occupancy, average speed, and vehicle types. They are analyzed to produce the 3D animation sequence of the traffic in real-time. This visualization maximizes the value of the collected data by aiding the end-users to grasp the current road situation intuitively. The traffic of a particular lane are based on the actual number of vehicles of that type passed during the last 5 minutes. This system was used in the Ministry of Construction and Public Transportation to visualize the Korean roads during the holidays around the lunar new year of 1997.

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Development of Pre-construction Verification System using AR-based Drawings Object (도면증강 객체기반의 건설공사 사전 시공검증시스템 개발 연구)

  • Kim, Hyeonsung;Kang, Leenseok
    • Land and Housing Review
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    • v.11 no.3
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    • pp.93-101
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    • 2020
  • Recently, as a BIM-based construction simulation system, 4D CAD tools using virtual reality (VR) objects are being applied in construction project. In such a system, since the expression of the object is based on VR image, it has a sense of separation from the real environment, thus limiting the use of field engineers. For this reason, there are increasing cases of applying augmented reality (AR) technology to reduce the sense of separation from the field and express realistic VR objects. This study attempts to develop a methodology and BIM module for the pre-construction verification system using AR technology to increase the practical utility of VR-based BIM objects. To this end, authors develop an AR-based drawing verification function and drawing object-based 4D model augmentation function that can increase the practical utility of 2D drawings, and verify the applicability of the system by performing case analysis. Since VR object-based image has a problem of low realism to field engineers, the linking technology between AR object and 4D model is expected to contribute to the expansion of the use of 4D CADsystem in the construction project.

Modified Seam Finding Algorithm based on Saliency Map to Generate 360 VR Image (360 VR 영상 제작을 위한 Saliency Map 기반 Seam Finding 알고리즘)

  • Han, Hyeon-Deok;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.24 no.6
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    • pp.1096-1112
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    • 2019
  • The cameras generating 360 VR image are too expensive to be used publically. To overcome this problem, we propose a way to use smart phones instead of VR camera, where more than 100 pictures are taken by smart phone and are stitched into a 360 VR image. In this scenario, when moving objects are in some of the pictures, the stitched 360 VR image has various degradations, for example, ghost effect and mis-aligning. In this paper, we proposed an algorithm to modify the seam finding algorithms, where the saliency map in ROI is generated to check whether the pixel belongs to visually salient objects or not. Various simulation results show that the proposed algorithm is effective to increase the quality of the generated 360 VR image.