• Title/Summary/Keyword: Virtual Reality Space

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A Conceptual Design on Training Simulator of the Special Railway Vehicle for Multiple Tie Tamper (궤도보수 특수철도차량 탬퍼 모의훈련연습기의 개념설계)

  • Ahn, Seung-Ho;Kang, Jeong Hyung;Kim, Chul Su
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.430-436
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    • 2018
  • Special railway vehicles for track maintenance are equipped with a tamping device that adjusts various track trajectories to reduce the vibration of rolling stock and improve ride quality during trains passing over a track. The development of a simulator that can confirm the error of the actual tamping work is important for reducing human error in the linearization of the track misalignment. In this study, to improve the reality and training effect of conventional 2D simulator, 3D simulator modeling was implemented for tamping work of special railway vehicles in virtual space. The problem of buffering during high screen quality of tamping work was solved using the Unwrap UVW mapping technique of a low polygon extracted from high quality polygon modeling. The human error in the training of the tamping work was detected by the principle of circle and square collision when the tamping tyne and the sleeper collided. In addition, vibration of the driving chair was generated at the same time as the collision, and the number of the sleeper strikes is displayed on the simulator exercise screen. Owing to the scattering of railway ballast protruding from the sleepers, which had a serious effect on the safety of the vehicle, the gravel bouncing effect of the tamping unit was applied.

Real-Time Shadow Generation using Image Warping (이미지 와핑을 이용한 실시간 그림자 생성 기법)

  • Kang, Byung-Kwon;Ihm, In-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.29 no.5
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    • pp.245-256
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    • 2002
  • Shadows are important elements in producing a realistic image. Generation of exact shapes and positions of shadows is essential in rendering since it provides users with visual cues on the scene. It is also very important to be able to create soft shadows resulted from area light sources since they increase the visual realism drastically. In spite of their importance. the existing shadow generation algorithms still have some problems in producing realistic shadows in real-time. While image-based rendering techniques can often be effective1y applied to real-time shadow generation, such techniques usually demand so large memory space for storing preprocessed shadow maps. An effective compression method can help in reducing memory requirement, only at the additional decoding costs. In this paper, we propose a new image-barred shadow generation method based on image warping. With this method, it is possible to generate realistic shadows using only small sizes of pre-generated shadow maps, and is easy to extend to soft shadow generation. Our method will be efficiently used for generating realistic scenes in many real-time applications such as 3D games and virtual reality systems.

Interaction Contents for Reconsidering Visually Disabled Parents

  • Hong, Joo-Bong;Lee, Chan-Kyu;Lim, Chan
    • International journal of advanced smart convergence
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    • v.9 no.1
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    • pp.54-62
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    • 2020
  • According to the Ministry of Health and Welfare, "Status of Registered Persons with Disabilities", the number of people with disabilities is 2,494,460 as of 2015. The lowest rates of children with disabilities were intellectual disabilities (23%) and mental disorders (33.3%). The highest rates of screening were blindness (97%), heart failure (94.4%), and hearing impairment (92.7%). 65.2% of visually impaired people who have already had a disability at the time of marriage, and the remaining 34.8% can be thought to be the cause of high incidence of disability after marriage. 'SID (Seed in the Dark)' project was designed to recapture the visually impaired parent's desire for attachment and the space difficulties of the blind who want to be a normal parent to their children through a visual impairment of a father with 7-year-old daughter. Using Gear VR(Virtual Reality), the general public was able to feel the surroundings as if they had no vision and focused on the hearing. Especially, We expressed the sound wave visually and added the hilarious game element which grasps the terrain of the maze by sound wave like a 'blind person who perceives the surroundings by sound' and catches up with daughter. People with disabilities who are far from mental illness often have a form of family with children. The fact that the rate of childbirth is high means that there is relatively little problem in daily life. It is wondered that the rate of blindness among the visually impaired, which accounts for 10% of the total disabled, is the highest at 97%. This is because, in the case of the visually impaired, the obstacle is often caused by aging, accidents, or diseases due to inherited causes rather than the visual disorder. In particular, However, the fact that there is an obstacle in vision that accounts for 83% of the body's sensory organs causes other difficulties in the nursing process of children who are non-disabled. Parents do not know the face of child when their visual impairment is severe. Parents are extremely anxious about worry that they will be lost or abducted if their children are not by their side. And that the child recognizes the disability of his or her parents other than the other parents easily and takes it as a deficiency. Since visually impaired parents are mentally mature parents with non-disabled people, they may want their children not to feel deprived of their disability. The number of people with visual impairments has been increasing since 2001, and people with impairments often become disabled. In addition, there is much research on the problem of nondisabled parents who have children with disabilities, while there is relatively little interest and research on the problem of nondisabled child rearing of parents with disabilities.

A Study on the Arrangement of 360 VR Camera for Music Performance Video (음악 공연 영상의 360 VR 카메라 배치에 관한 연구)

  • Nam, SangHun;Kang, DongHyun;Kwon, JoungHuem
    • Journal of Broadcast Engineering
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    • v.25 no.4
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    • pp.518-527
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    • 2020
  • 360 VR technology is used not only in movies, but also in performing arts such as music, theater, dance, and so on due to the characteristics of immersion and presence. The technology allows the audience can be perceived a feel of participation in a story. This study is conducted an analysis of the techniques of 360 video shooting in order to find the answers of the following questionaries: how to make viewers enhance to a better understanding of a space, how to make the viewer feel comfortable ceding control of the experience, how to generate greater empathy with a 360 video. Thirty cases were analysed 360-degree videos of live performances performed on stage among 360-degree images of music performance content shared on Youtube from 2015 to 2020. The result shows that live performances are performed with the audience, so the stage shape and the layout of the audience seats are preferred to the characteristics of the performance. It was also shown that directing using a 360 VR camera was also greatly affected by the stage and audience placement. The stage is manly classified into three types, and the camera layout and characteristics mainly used are organized according to the number of 360 VR cameras, whether fixed or mobile cameras are used.

Developing a Sensory Ride Film 'Dragon Dungeon Racing' (효율적인 입체 라이드 콘텐츠 제작을 위한 연구)

  • Chae, Eel-Jin;Choi, Chul-Young;Choi, Kyu-Don;Kim, Ki-Hong
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.178-185
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    • 2011
  • The recent development of 3D and its application contents have made it possible for people to experience more various 3D contents such as 3D/4D, VR, 3D ride film, I-max, sensory 3D games at theme parks, large-scale exhibitions, 4D cinemas and Video ride. Among them, Video ride, a motion-based genre, especially is getting more popularity, where viewers are immersed in and get indirect experiences in virtual reality. In this study, the production process of the genre of sensory 3D image getting attention recently and ride film are introduced. In the material selection of 3D images, the space and the setting up which is suitable to the fierce movement of rides are studied and some examples of the realization of creative direction ideas and effective technologies using the functions of Stereo Camera which has been first applied to MAYA 2009 are also illustrated. When experts in this 3D image production create more interesting stories with the cultural diversity and introduce enhanced 3D production techniques for excellent contents, domestic relevant companies will be sufficiently able to compete with their foreign counterparts and further establish their successfully unique and strong domains in the image contents sector.

Effects that Faith Factor of Social Bonds Have on Cyber Bullying Phenomenon (사회유대의 신념요인이 사이버 불링 가해 현상에 미치는 영향)

  • Lee, Young-Sik
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.256-262
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    • 2016
  • A cyber crime has been evolving, as other crimes have. Beyond physical damages such as financial crimes in the cyber world, it has evolved into psychological forms like cyber-bullying. In today's crimes, measures that consider psychological effects of crimes are highly regarded in that fear of crime is considered as well as visible crimes. Accordingly, cyber bullying, which causes psychological damages, needs to be treated very importantly. Because the characteristics of cyber crime is caused by different circumstances from the real world, measures should be taken in different aspects. Rather than physical damages, which can be found in the conventional crimes, cyber crimes cause psychological damages, so the effect that has on inflicting should be specified. Especially, in the environment that virtual reality is ubiquitous through smart phones, it is very difficult to establish measures by considering all the causes of general cyber crimes. Therefore, this study estimated what affects cyber bullying by focusing on personalized faith factor among social bond theory, which can control cyber crimes. As a result, self-controling faith was verified to have a negative effect on cyber bullying, so faith is a very important factor in personalized environment. Thus, it is suggested that the characteristics of cyber space and education of humanism, which can affect individuals' faith should be emphasized.

Analysis of learner's attitude and satisfaction through development and application of metaverse environment STEAM educational program (메타버스 환경의 융합(STEAM) 교육 프로그램 개발과 적용을 통한 학습자 태도 및 만족도 분석)

  • Jeon, Jae Cheon;Jang, Jun Hyeok;Jung, Soon Ki
    • Journal of The Korean Association of Information Education
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    • v.26 no.3
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    • pp.187-195
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    • 2022
  • Recently, with interest in metaverse, attempts are being made to utilize the metaverse platform in various forms. In this paper, we focused on the educational application potential of metaverse, and developed and applied a metaverse STEAM program to provide an effective learning experience to learners in non-face-to-face educational situations. The developed program utilizes Minecraft and ZEPETO, familiar to students, as metaverse learning platforms, and consists of a total of 16 lessons of 5 modules in the form of modules so that alternative classes can take place in the educational field. Through this, the learner's change in STEAM attitude and learning satisfaction were measured, and through the developed STEAM program, the learner's interest, consideration, communication, usefulness, self-concept, self-efficacy, and career choice areas significantly increased. In addition, positive results were confirmed in all areas of the learner satisfaction test related to satisfaction, interest, and overall class. In the future, considering the characteristics of the metaverse, it is necessary to break free from the constraints of time and space to communicate anew, and various learner-centered educational approaches based on a high degree of freedom and immersion should be implemented.

A Bible Didactical Approach to Bibliodrama on the Metaverse Platforms (메타버스 플랫폼을 통한 비블리오드라마 구현에 대한 성서 교수학적 접근)

  • Seo, Mikyoung
    • Journal of Christian Education in Korea
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    • v.69
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    • pp.45-75
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    • 2022
  • The purpose of this study is to explore the implementation of Bibliodrama on the metaverse platforms. In other words, to create interesting and effective Bible education for modern learners, this study took a didactical approach to the implementation of Bibliodrama through the metaverse. The main reason to be enthusiastic about using the metaverse for education is because users, who have been only content consumers, now able to experience and create values. As a Bible didactical approach, Bibliodrama is a an emphatical and communicative learning method in the form of role play. Bibliodrama seeks to interact with the world of the learner and the world of the Bible through improvisational acting, to study the Bible. Through the Bible didactical approach, the meeting of Bibliodrama and the metaverse can have a positive effect on modern learners, in terms of improving learning environment and, above all else, increasing learning interest. In terms of biblical didactics, implementing Bibliodrama in the metaverse has the following advantages. First, it helps to construct a dramatic situation and environment so that the meaning of the biblical text can be proved relevant to today's learners, not something belonging to the past. Second, in the metaverse, the historical space and characters of the Bible can be realized in virtual reality to produce a 'situational play'. Demonstrating freedom, imagination and creativity in the metaverse learners play in Bibliodrama. This way they also become aware of the hidden meaning of the blank pages in the Bible. Third, the metaverse environment is not static but dynamic and interactive; Bibliodrama pursues an interpretation that harmonizes spirit and body. Therefore, through the dynamic activities of discovering the meaning and significance of the Bible, it is possible to form a holistic faith in which spirit and body act as one.

The Study on the Priority of First Person Shooter game Elements using Delphi Methodology (FPS게임 구성요소의 중요도 분석방법에 관한 연구 1 -델파이기법을 이용한 독립요소의 계층설계와 검증을 중심으로-)

  • Bae, Hye-Jin;Kim, Suk-Tae
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.61-72
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    • 2007
  • Having started with "Space War", the first game produced by MIT in the 1960's, the gaming industry expanded rapidly and grew to a large size over a short period of time: the brand new games being launched on the market are found to contain many different elements making up a single content in that it is often called the 'the most comprehensive ultimate fruits' of the design technologies. This also translates into a large increase in the number of things which need to be considered in developing games, complicating the plans on the financial budget, the work force, and the time to be committed. Therefore, an approach for analyzing the elements which make up a game, computing the importance of each of them, and assessing those games to be developed in the future, is the key to a successful development of games. Many decision-making activities are often required under such a planning process. The decision-making task involves many difficulties which are outlined as follows: the multi-factor problem; the uncertainty problem impeding the elements from being "quantified" the complex multi-purpose problem for which the outcome aims confusion among decision-makers and the problem with determining the priority order of multi-stages leading to the decision-making process. In this study we plan to suggest AHP (Analytic Hierarchy Process) so that these problems can be worked out comprehensively, and logical and rational alternative plan can be proposed through the quantification of the "uncertain" data. The analysis was conducted by taking FPS (First Person Shooting) which is currently dominating the gaming industry, as subjects for this study. The most important consideration in conducting AHP analysis is to accurately group the elements of the subjects to be analyzed objectively, and arrange them hierarchically, and to analyze the importance through pair-wise comparison between the elements. The study is composed of 2 parts of analyzing these elements and computing the importance between them, and choosing an alternative plan. Among these this paper is particularly focused on the Delphi technique-based objective element analyzing and hierarchy of the FPS games.

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A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.