• Title/Summary/Keyword: Virtual Campus

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A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

Implementation of Metaverse Virtual World using Unity Game Engine (유니티 게임엔진을 활용한 메타버스 가상세계 구현)

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.2
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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Construction of Virtual Campus, a Large-scale Virtual World (버츄얼 캠퍼스 : 대규모 가상 세계의 제작)

  • Seo, HyeWon;Chwa, SooJin;Wohn, KwangYun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.2
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    • pp.15-25
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    • 1997
  • In this paper, we describe the construction process of a large-scale virtual environment and navigation through it. We discuss on the problems found, future directions for improvements, and related research issues. KAIST campus was chosen as a target environment and was constructed as an integrated virtual world by modeling and configurating its terrain, buildings, and other objects. Constructing a large-scale virtual world itself is an important research issue. Moreover, it can be used not only in numerous applications such as campus information system, remote education, digital library, and internet application system but also as a testbed for the realtime computer graphics.

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Virtual Campus Development using 3D GIS (3D GIS를 활용한 가상 캠퍼스 구현)

  • KSong, Sang-Hun;Jeong, Jong-Pil
    • KSCI Review
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    • v.14 no.2
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    • pp.147-152
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    • 2006
  • Data size of moving current GIS great exponentially from 2D to 3D and the processing speed becomes slow thereby and user's real time rendering request is growing. Have problem that time and expense to process data of bulky quantity produce constraint condition of the processing speed. third dimension processing skill, virtual reality processing skill etc. and third dimension GIS about space data of bulk much overmuch to materialize. In this paper DEM data that acquire from satellite or aviation solve these problem embody virtual city in web save topography information that visualization to 3D visualization by VRML, and use modelling tool and acquire 3D campus information for building and road. 3D information acquired this to express texture and natural gifts that have truth stuff more to thing through near texture mapping work 3D imagination illustration of web based embody can.

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Construction of a Campus Facilities Management System Using Three Dimensional GIS (3차원 GIS에 의한 캠퍼스 시설물 관리시스템 구축)

  • Lee, Jin-Duk;Kim, Ki-Ho;Hur, Chan-Hoe
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2010.04a
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    • pp.367-369
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    • 2010
  • The purpose of this study is to develop a campus facility management system, construct 3D graphic data and attribute data of facilities on the Kumoh National Institute of Technology and then verificate the developed system's practicability. Utilized the existing campus facility data from the existing drawings, images, cadastre records and so forth, 3D position data of underground facilities surveyed with a total station and high-resolution aerial photos, 3D realistic models were produced by means of a XD2D software and a XDWORLD Builder Professional software of GIS engines. We intend to embody not only campus guide service in virtual reality space but visualization of 3D virtual campus by providing 2D and 3D data to web space using XDWORLD server soon after. It is expected that the campus facility management system is able to contribute to the integrated management of 3D facility data service, the support of prompt decision-making related to spatial affairs, the work simplification through data holding in common between the members of the staff and so forth.

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A Virtual Machine Remapping Scheme for Reducing Relocation Time on a Cloud Cluster (클라우드 클러스터에서 가상머신 재배치시간을 단축하기 위한 재매핑 기법)

  • Kim, Chang-Hyeon;Kim, Jun-Sang;Jeon, Chang-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.11
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    • pp.1-7
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    • 2014
  • In this paper, we propose a virtual machine(VM) remapping scheme that reduces VM relocation time on a cloud cluster. The proposed scheme finds VMs that should be migrated in sequence from a given VM map, and exchanges destinations of some VMs among them to reduce the VM relocation time. The VMs, the destinations of which will be exchanged, are chosen based on the amount of physical machine's available resources and migration completion time. The exchange of destinations is repeated until the VM relocation time cannot be shortened any further. Through a simulation, we show that the proposed scheme reduces VM relocation time by 42.7% in maximum.

Emotional Expression of the Virtual Influencer "Luo Tianyi(洛天依)" in Digital'

  • Guangtao Song;Albert Young Choi
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.375-385
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    • 2024
  • In the context of contemporary digital media, virtual influencers have become an increasingly important form of socialization and entertainment, in which emotional expression is a key factor in attracting viewers. In this study, we take Luo Tianyi, a Chinese virtual influencer, as an example to explore how emotions are expressed and perceived through facial expressions in different types of videos. Using Paul Ekman's Facial Action Coding System (FACS) and six basic emotion classifications, the study systematically analyzes Luo Tianyi's emotional expressions in three types of videos, namely Music show, Festivals and Brand Cooperation. During the study, Luo Tianyi's facial expressions and emotional expressions were analyzed through rigorous coding and categorization, as well as matching the context of the video content. The results show that Enjoyment is the most frequently expressed emotion by Luo Tianyi, reflecting the centrality of positive emotions in content creation. Meanwhile, the presence of other emotion types reveals the virtual influencer's efforts to create emotionally rich and authentic experiences. The frequency and variety of emotions expressed in different video genres indicate Luo Tianyi's diverse strategies for communicating and connecting with viewers in different contexts. The study provides an empirical basis for understanding and utilizing virtual influencers' emotional expressions, and offers valuable insights for digital media content creators to design emotional expression strategies. Overall, this study is valuable for understanding the complexity of virtual influencer emotional expression and its importance in digital media strategy.

Border Algorithm for Virtual Fence Based on Low Cost GSP (저가형 GPS 기반 가상펜스 시스템 경계영역설정 알고리즘)

  • Na, Daeyoung;Jeon, Heung Seok;Lee, Cheol-won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.368-371
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    • 2017
  • 본 논문에서는 GPS기반 가상펜스 시스템과 가상펜스 알고리즘에 대해서 이야기하고, GPS기반 가상펜스 시스템에서 가축의 이탈을 방지하기 위해 설정하는 영역인 경계영역을 설정하기 위한 알고리즘을 제안한다. 그리고 경계영역을 설정하기 위해 필요한 파라미터를 정의하는 실험을 진행하였으며, 속력이 빨라지면 정확도가 증가하는 GPS의 특성에 의해서 가상펜스 시스템에서 가상펜스 디바이스의 안전지역 이탈시 자극이 발생하는 시간이 빨라짐을 확인할 수 있었다.

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Determinants Affecting Intention to Campus SNS in China

  • Hou, Jie;Fan, Liu;Lee, Sang-Chul;Suh, Yung-Ho
    • Proceedings of the Korean Society for Quality Management Conference
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    • 2009.10a
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    • pp.176-181
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    • 2009
  • Social networking service (SNS), which is based on the "six degree separation" theory, has gained its popularity in recent years. SNS creates a new way for maintaining relationship and sharing information over the virtual space. As a major branch, campus SNS provides a new platform for student to study as well as build and maintain inter-personal relationships. The highly realness of personal information and relatively strong group cohesion of campus SNS has turned it into an inevitable tool in students' daily life. The rapid growth of SNS in campus is creating huge academic and commercial benefits. However, little comprehensive research reveals what are determinant factors in driving students' intention to participate in campus SNS. In this paper, we conceptualize the participation of campus SNS as a social behavior and evaluate the impact made by social factors such as subjective norms and identity, as well as the impact of perceived reality and playfulness through an extended technology acceptance model.

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Elastic solutions for shallow tunnels excavated under non-axisymmetric displacement boundary conditions on a vertical surface

  • Wang, Ling;Zou, Jin-Feng;Yang, Tao;Wang, Feng
    • Geomechanics and Engineering
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    • v.19 no.3
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    • pp.201-215
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    • 2019
  • A new approach of analyzing the displacements and stress of the surrounding rock for shallow tunnels excavated under non-axisymmetric displacement boundary conditions on a vertical surface is investigated in this study. In the proposed approach, by using a virtual image technique, the shear stress of the vertical ground surface is revised to be zero, and elastic solutions of the surrounding rock are obtained before stress revision. To revise the vertical normal stress and shear stress of horizontal ground surface generated by the combined action of the actual and image sinks, the harmonic functions and corresponding stress function solutions were adopted. Based on the Boussinesq's solutions and integral method, the horizontal normal stress of the vertical ground surface is revised to be zero. Based on the linear superposition principle, the final solution of the displacements and stress were proposed by superimposing the solutions obtained by the virtual image technique and the stress revision on the horizontal and vertical ground surfaces. Furthermore, the ground settlements and lateral displacements of the horizontal and vertical ground surfaces are derived by the proposed approach. The proposed approach was well verified by comparing with the numerical method. The discussion based on the proposed approach in the manuscript shows that smaller horizontal ground settlements will be induced by lower tunnel buried depths and smaller limb distances. The proposed approach for the displacement and stress of the surrounding rocks can provide some practical information about the surrounding rock stability analysis of shallow tunnels excavated under non-axisymmetric displacement boundary conditions on a vertical surface.