• Title/Summary/Keyword: Virtual Design

Search Result 2,964, Processing Time 0.03 seconds

Research on The Educational Courseware Based on VR Content

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.3
    • /
    • pp.502-509
    • /
    • 2022
  • With the development of media technology, virtual reality (VR) technology is widely used in education, medical care, aerospace, entertainment and other fields. Among them, application in teaching courseware is a relatively new topic. Compared with traditional coursewares, virtual games visualized and extruded abstract teaching contents. Thus it strengthened teaching effects and expanded dimensions of learning. We hypothesized that virtual coursewares could increase users'sense of presence and enhance their focus. In this study, virtual courseswares were compared with traditional coursewares. At the same time, its feasibility and advantages of application were analyzed through literature researching, practical researching and statistical analysis from questionnaires. Furthermore, we designed a teaching system for VR coursewares and explored its performance in multidimensional and contextual teaching situations. It was found that Virtual coursewares have changed the boring traditional teaching methods. The teaching content was displayed in the form of three-dimensional images, videos and sounds through VR equipment, which effectively improved teaching efficiency. In addition, the feasibility of virtual courseware was demonstrated through factor analysis in questionnaires. Compared with traditional teaching courseware, VR coursewares can attract students' attention and improve learning efficiency. It provides a good example and is valuable for the research of virtual realities in education.

Fit and Pressure Analysis of Cycling Short Sleeve Tops Using a 3D Virtual Garment System

  • Park, Hyunjeong;Do, Wolhee
    • Fashion & Textile Research Journal
    • /
    • v.23 no.2
    • /
    • pp.237-246
    • /
    • 2021
  • This study aims to analyze short sleeve cycling tops from three brands for a change in garment fit and pressure depending on the static and cycling postures. To this end, it used a 3D virtual garment system to virtualize the garments. Further, a cross-section of the 3D virtual garment data was obtained, and the space length was measured in the design-X program to prove the objectivity of the 3D virtual garment. The results indicated that three brands had a large space length at the front than the back because of the bent posture in cycling. Therefore, appropriate ease was required for the waist and abdomen. Although there were various cutting lines of the bodice panel by brand, the design of the cutting lines should consider the changes in the surface to reflect the bent posture in cycling. The results of this experiment confirmed that the wrinkles present in the 3D virtual garment were reflected in the cross-section and that the space length was small in the high-stress area, as shown in red. Therefore, it was proven the stress of the 3D virtual garment could be used for 3D virtual garment evaluation.

A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
    • /
    • v.15 no.1
    • /
    • pp.163-170
    • /
    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

  • PDF

Immersive Virtual Custom-made Model House (몰입감 있는 맞춤형 가상 모델하우스)

  • Hwang, Sun-Uk;Kim, Yeong-Mi;Seo, Yong-Won;Ko, Kwang-Hee;Ryu, Je-Ha;Lee, Kwan-Heng;Lee, Yong-Gu
    • Korean Journal of Computational Design and Engineering
    • /
    • v.13 no.1
    • /
    • pp.8-17
    • /
    • 2008
  • Putting a high value on individual preferences is a modern trend that more and more companies are considering for their product design and development and the apartment design is not an exception. Most apartments today are built using similar design with no room for customization. People in general want their tastes to be reflected in the design of their apartment. However, delivering what customers like to the construction company may not be an easy task in practice. For this reason, an intuitive and effective medium between the company and customers for effective communication is needed to ameliorate such a difficulty and in response to this necessity, we developed a test platform for the virtual model house which provides a user with the customization of the apartment using haptic interactions. In our virtual environment, a user can explore an apartment and change the interior based on their taste and feel through intuitive haptic interactions.

Virtual Constructions Design using 3ds Max (3ds Max를 이용한 가상 건축물 설계)

  • Han, Jung-Soo;Kim, Gui-Jung
    • Journal of Digital Convergence
    • /
    • v.11 no.4
    • /
    • pp.273-278
    • /
    • 2013
  • This paper simulated the virtual constructions design that helps make constructions design effectively done by assembling materials as components and patterns using studs in steel house method. We also propose the virtual constructions design technology which makes change of constructing easy and reduces the cost effectively through a simulation of construction design like design, analysis, change information, and assembly in the construction field. It especially is possible for designers and users to change internal and external of a construction easily by using patterns.

Comparative Analysis of Visual Presentation and User Acceptability of Virtual/Augmented Reality Application for Architectural Design Review (설계검토를 위한 가상현실·증강현실 기술의 활용 효과 비교 분석)

  • Lee, Jin-Gang;Choi, Min-Ji;Lim, Yun-Ji;Seo, Joon-Oh
    • Journal of KIBIM
    • /
    • v.9 no.4
    • /
    • pp.1-9
    • /
    • 2019
  • Visualized information platforms through building information modeling (BIM) such as virtual reality (VR) and augmented reality (AR) improves the efficiency of architectural information exchange. Despite that, less effort has been directed to evaluate the effectiveness of different BIM visualization platforms for architectural design review. This study fills these gaps and compares three BIM visualization tools for reviewing diverse architectural review factors and technology acceptance degree. Three main BIM visualization tools, which are desktop-based, virtual reality-based and augmented reality-based, were employed and different architectural review factors and user's technology acceptance degree was measured. As a result, VR and AR environment showed better visual presentation than desktop environment during design review. In terms of the technology acceptance level, VR and AR environments have received higher ratings compared to desktop environments. The detailed findings provide guidelines for participants and researchers involved in design review process to selectively adopt VR and AR system to various architectural design review components.

Conceptual Synthesis of Design Alternatives for Mechanism Design: A Case-Based Approach (메커니즘 설계 대안의 개념적 합성: 사례 기반 접근 방법)

  • 한영현;이건우
    • Korean Journal of Computational Design and Engineering
    • /
    • v.4 no.3
    • /
    • pp.224-237
    • /
    • 1999
  • This paper proposes a case-based approach to the conceptual design of mechanism, especially of the generation of design alternatives in function generation and motion transmission tasks. The aim of this work is to generate and provide various design alternatives by utilizing the previous design concepts underling in the existing design cases. The approach is based on the basic idea that the whole design concepts or sub-concepts extracted from different design cases can be merged to generate a variety of new design alternatives. The notion of virtual function generator is introduced to conceptualize and represent all possible underlying design concepts in the prior design cases. The virtual function generators are extracted in advance from the existing mechanism and serve as new conceptual building blocks for the synthesis of mechanism. Various design alternatives are generated basically by merging tow virtual function generators that partially match the specified function. By utilizing the design concepts that have been effectively used in the previous design cases. he proposed approach could efficiently produce more feasible design concepts than from-scratch ones. The approach proposed in this paper is illustrated with a design example.

  • PDF

A Qualitative Study on 3D Designer Jobs in Fashion Vendors (의류수출업체의 3D 디자이너 직무에 대한 질적 연구)

  • Choi, Younglim
    • Fashion & Textile Research Journal
    • /
    • v.23 no.4
    • /
    • pp.504-514
    • /
    • 2021
  • This study attempted to extract and structure the job skills required for 3D designers, which have been recently introduced to the fashion industry. The study aimed to materialize and objectify the 3D designer's job, using a focus group interview for the survey. The 3D designer has the TD task of making 3D virtual samples using the pattern files developed in Pattern CAD. Graphic design and fabric digitization are also major tasks for the 3D designer. CLO is mainly used for 3D virtual sample production, and PixPlant, Substance, Photoshop, Cinema 4D, Daz studio, and 3ds MAX are used for image and avatar editing. As per the job skills required for 3D design work, basic knowledge about patterns and sewing, skill in 3D virtual clothing technology, ability to use various software, and English skills were considered important, in that order. In particular, the need for knowledge about patterns and sewing became more important than the skill in 3D virtual clothing technology itself. To train 3D designers, it was found that not only 3D virtual clothing software, but also education on patterns and clothing construction, CAD developer's curriculum certification system, and 3D designer qualification management were required. In addition, 3D designers are recognized as an essential job in fashion vendors, and the demand for domestic brands is increasing. The biggest limitation of the 3D virtual clothing system is the perfection of the digital fabric. Also, technical improvement is needed.

An Algorithm for Virtual Topology Design in WDM optical Networks under Physical constraints. (파장분할다중화방식 전광통신망에서 물리적 제약을 고려한 가상망 설계 알고리즘)

  • 유지연;김상완;서승우;장문종;우희곤
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.25 no.3A
    • /
    • pp.443-450
    • /
    • 2000
  • Although designing a virtual topology for all-optical WDM wide-area networks has been extensively studied and several algorithms have been proposed, these algorithms assumed error-free communication between two nodes. However, noises from optical amplifiers and optical cross-connects can degraded the signal, resulting in a nonzero bit-error rate. In this paper, we investigate the effect of physical limitations on the virtual topology design. We show that for side-area all-optical networks where transmission distance is fairly long, virtual topology design algorithm that can determine the locations of opto-electronic(OE) and electro-optic(EO) conversions to set up a connection request with a high BER in a multihop manner.

  • PDF

Research on Ontology-based Task Adaptability Improvement for Digital Human Model (온톨로지 기반 디지털 휴먼모델의 작업 적응성 제고 방안 연구)

  • Kang, Su-Ho;Sohn, My-E
    • Korean Journal of Computational Design and Engineering
    • /
    • v.17 no.2
    • /
    • pp.79-90
    • /
    • 2012
  • In digital virtual manufacturing simulation, Digital Human widely used to optimal workplace design, enhancing worker safety in the workplace, and improving product quality. However, the case of ergonomics simulation solutions to support digital human modeling, Optimal DHM (Digital Human Model) data needed to develop and perform DHM will collect information related to the production process. So simulation developer has burden of collecting information. In this study, to overcome the limitations of existing solutions, we proposed the ADAGIO(Automated Digital humAn model development for General assembly usIng Ontology) framework. The ADAGIO framework was developed for DHM ontology to support optimal deployment of digital virtual environment and in order to ensure consistency of simulation components that are required for simulation modeling was made of a library.