• Title/Summary/Keyword: Virtual Reality Platform

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Measurement of postural instability before and after experiencing VR system by a force platform (힘판을 이용한 가상현실 체험 전후 신체동요의 측정)

  • 박재희;김영윤;김은남;김현택;고희동
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.11a
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    • pp.110-113
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    • 2002
  • 가상환경시스템은 매우 현실감 있는 정보를 제공할 수 있다는 점에서 산업, 의료, 교육훈련 등에 널리 사용되고 있다. 그러나 아직 많은 가상환경 시스템에서 부정적 요인으로 멀미나 시각피로로 대표되는 cybersickness 증세를 수반하고 있어 그 사용과 확산에 제약이 되고 있다. 한편 cybersickness 의 한 현상으로 볼 수 있는 신체동요도 이에 대한 객관적 지표로서의 가능성이 연구되어지고 있다. 본 연구에서도 가상환경시스템을 피실험자들에게 체험하게 하고 체험 전후의 신체동요으 변화를 측정평가 하였다. 측정 결과 가상환경 체험 후 약간의 신체 동요의 경향이 나타났으나 통계적으로 유의할만한 정도의 차이는 보이지 못했다. 특히 본 연구에서 신체동요의 변인으로 가정했던 Motion의 유무와 Feedback 의 유무에 대한 영향 분석 결과에서도 좌우 방향에 대한 Motion 유무만 차이를 보였을 뿐이었다. 신체동요는 비교적 간단히 객관적으로 cybersickness의 일면을 평가할 수 있는 지표로 후속 연구가 계속 요청되고 있다.

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Off-Line Programming in the Shipbuilding Industry: Open Architecture and Semi-Automatic Approach

  • Lee Ji-Hyoung;Kim Chang-Sei;Hong Keum-Shik
    • International Journal of Control, Automation, and Systems
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    • v.3 no.1
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    • pp.32-42
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    • 2005
  • In this paper, to improve the efficiency of welding and user convenience in the shipbuilding industry, a PC-based off-line programming (OLP) technique and the development of a robot transfer unit are presented. The developed OLP system is capable of not only robot motion simulations but also automatic generations of a series of robot programs. The strength of the developed OLP system lies in its flexibility in handling the changes of the welding robot's target objects. Moreover, for a precise transfer of the robot to a desired location, an auxiliary mobile platform named a robot-origin-transfer-unit (ROTU) was developed. To enhance the cornering capability of the platform in a narrow area, the developed ROTU is equipped with 2 steering wheels and 1 driving wheel. Both the OLP and the ROTU were field­tested and their performances were proven successful.

A study on the expression methods and influence of pataphysics in modern fashion (현대 패션에 적용된 파타피직스의 표현 방식과 영향성에 관한 연구)

  • Junho Kang;Giyoung Kwon
    • The Research Journal of the Costume Culture
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    • v.31 no.3
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    • pp.346-360
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    • 2023
  • The pataphysics implemented by digital technology differs from the form of objects in the real world and is used throughout the cultural industry. This study aims to analyze the expression method of pataphysics as applied to modern fashion and derive its impact on the fashion industry. The research analyzes fashion images, shows, films, displays, and e-commerce, since 2016, when pataphysics began to be used in the fashion domain. Pataphysics, created by Alfred Zaire, appeared as an overlapping phenomenon that reflects physical phenomena in the virtual world. The expression method of pataphysics applied to modern fashion was divided into an augmented reality method based on immersion and interaction, a virtual platform-oriented metaverse, and a virtual model expressing a processed self. The influence of pataphysics applied to modern fashion is as follows. In the field of design, pataphysics affects the development of contemplative designs for innovation and creativity. Second, digital technology can expand the role of fashion at the intersection of art and fashion that takes a novel perspective through pataphysics. Third, e-commerce positively affects efficient production and consumption through virtual and economic models. In conclusion, this study's findings are expected to play a positive role in promoting creativity and innovation by introducing new perspectives and ideas into modern fashion through pataphysics.

A Semi-Automated Labeling-Based Data Collection Platform for Golf Swing Analysis

  • Hyojun Lee;Soyeong Park;Yebon Kim;Daehoon Son;Yohan Ko;Yun-hwan Lee;Yeong-hun Kwon;Jong-bae Kim
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.8
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    • pp.11-21
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    • 2024
  • This study explores the use of virtual reality (VR) technology to identify and label key segments of the golf swing. To address the limitations of existing VR devices, we developed a platform to collect kinematic data from various VR devices using the OpenVR SDK (Software Development Kit) and SteamVR, and developed a semi-automated labeling technique to identify and label temporal changes in kinematic behavior through LSTM (Long Short-Term Memory)-based time series data analysis. The experiment consisted of 80 participants, 20 from each of the following age groups: teenage, young-adult, middle-aged, and elderly, collecting data from five swings each to build a total of 400 kinematic datasets. The proposed technique achieved consistently high accuracy (≥0.94) and F1 Score (≥0.95) across all age groups for the seven main phases of the golf swing. This work aims to lay the groundwork for segmenting exercise data and precisely assessing athletic performance on a segment-by-segment basis, thereby providing personalized feedback to individual users during future education and training.

A Study on Ontology-based POI Representation for Efficient Marker Search. (AR에서 효율적인 마커 검색을 위한 온톨로지 기반의 POI 표현에 대한 연구)

  • Hwang, Chi-Gon;Lee, Hae-Jun;Yoon, Chang-Pyo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.316-317
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    • 2017
  • Augmented reality is a technology that combines the virtual world based on the real world. This technique requires POI data to recognize the marker and identify the marker. POI data can be easily registered and used by anyone, and there is a need to provide a standard for accessing POI data because a large amount of data is accumulated in the existing augmented reality platform. Therefore, in this paper, we propose a category composition method for POI data integration using ontology which is a paradigm of providing relationship and information sharing. It consists of a combination of the POI core of W3C and OWL, which is the expression language of the ontology.

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Production of Digital Fashion Contents based on Augmented Reality Using CLO 3D and Vuforia (CLO 3D와 Vuforia를 활용한 증강현실 기반 디지털 패션 콘텐츠 제작)

  • Kang, Tae-Seok;Lee, Dong-Yeon;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.3
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    • pp.21-29
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    • 2020
  • This study defines the pipeline for digital fashion contents production using CLO 3D, a 3D fashion design software that supports virtual clothing visualization as a cutting-edge simulation technology for fashion, and vuforia, a mobile platform augmented reality (AR) development kit for creating AR applications. The proposed production pipeline is organized in a method to produce a virtual clothing model through CLO 3D software through works of patterns, sewing lines, textures, etc., and AR contents based on computer vision techniques using the functions and properties of vuforia development kits in the Unity engine development environment. In addition, we present application method that can be practically utilized from the perspective of practical users, such as fashion designers and directors, by creating a new type of AR digital fashion contents directly as a flow of the defined production pipeline.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
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    • v.11 no.8
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    • pp.77-87
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    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Enhancing Leadership Skills of Construction Students Through Conversational AI-Based Virtual Platform

  • Rahat HUSSAIN;Akeem PEDRO;Mehrtash SOLTANI;Si Van Tien TRAN;Syed Farhan Alam ZAIDI;Chansik PARK;Doyeop LEE
    • International conference on construction engineering and project management
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    • 2024.07a
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    • pp.1326-1327
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    • 2024
  • The construction industry is renowned for its dynamic and intricate characteristics, which demand proficient leadership skills for successful project management. However, the existing training platforms within this sector often overlook the significance of soft skills in leadership development. These platforms primarily focus on safety, work processes, and technical modules, leaving a noticeable gap in preparing future leaders, especially students in the construction domain, for the complex challenges they will encounter in their professional careers. It is crucial to recognize that effective leadership in construction projects requires not only technical expertise but also the ability to communicate effectively, collaborate with diverse stakeholders, and navigate complex relationships. These soft skills are critical for managing teams, resolving conflicts, and driving successful project outcomes. In addition, the construction sector has been slow in adopting and harnessing the potential of advanced emerging technologies such as virtual reality, artificial intelligence, to enhance the soft skills of future leaders. Therefore, there is a need for a platform where students can practice complex situations and conversations in a safe and repeatable training environment. To address these challenges, this study proposes a pioneering approach by integrating conversational AI techniques using large language models (LLMs) within virtual worlds. Although LLMs like ChatGPT possess extensive knowledge across various domains, their responses may lack relevance in specific contexts. Prompt engineering techniques are utilized to ensure more accurate and effective responses, tailored to the specific requirements of the targeted users. This involves designing and refining the input prompts given to the language model to guide its response generation. By carefully crafting the prompts and providing context-specific instructions, the model can generate responses that are more relevant and aligned with the desired outcomes of the training program. The proposed system offers interactive engagement to students by simulating diverse construction site roles through conversational AI based agents. Students can face realistic challenges that test and enhance their soft skills in a practical context. They can engage in conversations with AI-based avatars representing different construction site roles, such as machine operators, laborers, and site managers. These avatars are equipped with AI capabilities to respond dynamically to user interactions, allowing students to practice their communication and negotiation skills in realistic scenarios. Additionally, the introduction of AI instructors can provide guidance, feedback, and coaching tailored to the individual needs of each student, enhancing the effectiveness of the training program. The AI instructors can provide immediate feedback and guidance, helping students improve their decision-making and problem-solving abilities. The proposed immersive learning environment is expected to significantly enhance leadership competencies of students, such as communication, decision-making and conflict resolution in the practical context. This study highlights the benefits of utilizing conversational AI in educational settings to prepare construction students for real-world leadership roles. By providing hands-on, practical experience in dealing with site-specific challenges, students can develop the necessary skills and confidence to excel in their future roles.

Deconstruction fashion design through an analysis of Korean fashion design - Using 3D virtual clothing - (한국적 패션 디자인 분석을 통한 해체주의 패션 디자인 - 3D 가상착의를 기반으로 -)

  • Han, Minjae;Lee, Younhee
    • The Research Journal of the Costume Culture
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    • v.30 no.1
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    • pp.66-87
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    • 2022
  • This study explores the possibility of creating new experimental hanbok designs by accommodating the latest world fashion trends and the changing needs of consumers, in order to attempt to overcome the limitations of traditional Korean fashion design. To do so, We analyze works by contemporary Korean fashion designers to investigate current developments in Korean fashion design and to identify areas of improvement within hanbok design. The results show that most contemporary hanbok designs repeat stereotypes of traditional hanbok with minor modifications. So there arises a need to create new hanbok designs that are clearly distinct from traditional hanbok but also maintain its core features. To develop such designs, I apply the techniques of deconstruction fashion, which allow making experiments with form, composition, and materials use to realize new aesthetics. The use of CLO 3D fashion design software also proves to be very efficient for developing experimental designs. The study results make meaningful contributions to the development of virtual clothing and 3D fashion for hanbok, particularly as metaBUS, a cloud-based research synthesis platform, is rapidly gaining ground, and reality and virtual reality are increasingly mixed in everyday life. This attempt at 3D design of hanbok is expected to trigger more creative experimentation in hanbok design.

Application Technology and Implementation Method based on VR for Korean Beef Deborning Work (한우 발골 작업을 위한 가상현실 기반의 응용 기술과 구현 방법)

  • Sung-Jun Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.4
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    • pp.71-76
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    • 2024
  • In this paper, we propose a platform for learning deboning technology of Korean beef through vr-based experiential learning. The Korean beef deboning process is not only a food ingredient that has represented Korea for a long time, but also an object with high traditional cultural value. However, due to the hard and dangerous work envrionment of the deboning field, the number of skilled dobiners is gradually decreasing. This study proposes a platform that can train these deboning technicians in virtual reality and covers applied technologies used. In particular, we discussed how processes such as bending, opening, and cutting are implemented during meat cutting, which is a very important part of deboning work. In the experiment, cutting work was performed based on actual meat modeling, and complete cutting was tested.