• Title/Summary/Keyword: Virtual Space Map

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The Development of Authoring Tool for 3D Virtual Space Based on a Virtual Space Map (가상공간지도 기반의 3차원 가상공간 저작도구의 개발)

  • Jung Il-Hong;Kim Eun-Ji
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.2 s.40
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    • pp.177-186
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    • 2006
  • This paper presents the development of a certain highly efficient authoring tool for constructing realistic 3D virtual space using image-based rendering techniques based on a virtual space map. Unlike conventional techniques such as TIP, for constructing a small 3D virtual space using single image, the authoring tool developed herein produces a wide 3D virtual space using multiple images. This tool is designed for constructing each small 3D virtual space for each input image, and for interconnecting these 3D virtual spaces into a wide 3D virtual space using a virtual space map. The map consists of three elements such as specific room, link point and passageway, and three directions. It contains various information such as the connection structure, the navigation information and so on. Also, the tool contains a user interface that let users construct the wide 3D virtual space easily.

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Construction of Skin Color Map for Resolving Hand Occlusion in AR Environments (증강현실 환경에서 손 가림 해결을 위한 피부 색상 정보 획득)

  • Park, Sang-Jin;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.19 no.2
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    • pp.111-118
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    • 2014
  • In tangible augmented reality (AR) environments, the user interacts with virtual objects by manipulating their physical counterparts, but he or she often encounters awkward situations in which his or her hands are occluded by the augmented virtual objects, which causes great difficulty in figuring out hand positions, and reduces both immersion and ease of interaction. To solve the problem of such hand occlusion, skin color information has been usefully exploited. In this paper, we propose an approach to simple and effective construction of a skin color map which is suitable for hand segmentation and tangible AR interaction. The basic idea used herein is to obtain hand images used in a target AR environment by simple image subtraction and to represent their color information by a convex polygonal map in the YCbCr color space. We experimentally found that the convex polygonal map is more accurate in representing skin color than a conventional rectangular map. After implementing a solution for resolving hand occlusion using the proposed skin color map construction, we showed its usefulness by applying it to virtual design evaluation of digital handheld products in a tangible AR environment.

A Study on Construction of 3D Virtual Space from Digital Map (전자지도를 이용한 3차원 가상공간 구축에 관한 연구)

  • Sung, Won-Suk
    • Journal of the Korean Society of Safety
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    • v.24 no.6
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    • pp.1-6
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    • 2009
  • This study describes a construction procedure of 3D virtual space using the NGIS data and its application to simulation. 3D space topography is modeled by using DEM consisted with triangular regular network. The elevations of nodal points of DEM are calculated through the interpolation with contour line and elevation points from the NGIS. Also, data for 2D roads and their environments, such as trees, lamps, and traffic signals, were extracted from the NGIS and projected on the DEM surfaces to get 3D virtual space. To give a reality to 3D virtual space and accelerate its graphic speed, data were converted into the directX format. It is believed that the virtual space constructed in this work can be applicable to the ubiqutous because DEM data can be converted to the AutoCAD format and ASCII code.

Navigation based on Multi Cylindrical Environment Map

  • Park, Youngsup;Hyekyung Ko;Cheungwoon Cho;Kyunghyun Yoon
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.167.6-167
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    • 2001
  • The cylindrical environment maps of image-based representation methods make high-quality, simple and low-price real-time navigation possible. In this paper, we propose a method to navigate from one viewpoint to the next in the virtual inside space, composed of several cylindrical environment maps. Our system is classified into the two modules. first of all, the panoramic image viewer that employs the rotation and zoom-in/out methods to navigate the virtual inside space, such as the Quicklime VR. The other is smooth real-time navigation using cubic mesh interpolation when the viewpoint moves from one environment map to another in the virtual space.

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Path Planning for Cleaning Robots Using Virtual Map (가상지도를 이용한 청소로봇 경로계획)

  • Kim, Hyung-Il
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.11
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    • pp.31-40
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    • 2009
  • The most common cleaning methods of cleaning robot can be divided into two categories: the random and the boustrophedon method. A cleaning robot using the random method moves straight until it bumps into an obstacle. If it collides with an obstacle, the cleaning robot turns a specific angle and continues moving straight. Therefore, the random method often tends to clean the already clean area repeatedly. In addition, it takes a long time to complete cleaning. A cleaning robot using the boustrophedon method moves straight until it collides with an obstacle. If it meets an obstacle, the cleaning robot moves to the next uncleaned space through turning and moving ahead. when resuming cleaning from the new region, a cleaning robot moves in the direction opposite to the direction of the previous cleaning. Because the boustrophedon method cleans a cleaning space more densely, its performance is excellent in an obstacle-free space or a small space. However, In a space with obstacles or a complex structure, it takes a long time to complete the cleaning work. Cleaning should be systematically approached with a good understanding of the work area. The virtual map-based cleaning robot proposed in this paper cleaned a work space efficiently. The efficiency of the proposed method was measured through simulation.

A Study of Generating Depth map for 3D Space Structure Recovery

  • Ban, Kyeong-Jin;Kim, Jong-Chan;Kim, Eung-Kon;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1855-1862
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    • 2010
  • In virtual reality, there are increasing qualitative development in service technologies for realtime interaction system development, 3- dimensional contents, 3D TV and augment reality services. These services experience difficulties to generate depth value that is essential to recover 3D space to form solidity on existing contents. Hence, research for the generation of effective depth-map using 2D is necessary. This thesis will describe a shortcoming of an existing depth-map generation for the recovery of 3D space using 2D image and will propose an enhanced depth-map generation algorithm that complements a shortcoming of existing algorithms and utilizes the definition of depth direction based on the vanishing point within image.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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A Study on the Design of Smart Tourism Concept Map based on the model of Advance Organizer that attracts Interest for Space Telling in Metaverse (메타버스 내 스페이스텔링을 위한 흥미유발 선행조직자 모델 기반 스마트관광 개념지도 설계)

  • So Jin Kim;Yong Min Ju
    • Smart Media Journal
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    • v.12 no.8
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    • pp.45-59
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    • 2023
  • Users who want to experience the metaverse for tourism are exposed to strategic planning in space for the purpose of cultural content. In addition, users learn integrated cultural content in the process of proceeding according to the virtual environment. and Along with the meaning of time and space, users will experience space-telling. It is important to induce interest from the beginning of the experience to continue the experience. However, obstacles arise in this process. This is because developers should promote connections with new information to users who do not have sufficient prior knowledge and only have keywords of interest. Therefore, efficient design methods to enhance interest should be studied in advance. But so far, there has been no research on how to systematically design prior organizers to induce interest in virtual space. This study is an interest-inducing design method that occurs in the process of developing the meaning of virtual space and storytelling of cultural content, and can be seen as a basic study using conceptual guidance-based prior organizer education and learning techniques. First, virtual space elements and human behavior theories were considered. Subsequently, five representative examples of previous organizers currently used were explored, and redesigned and proposed based on a conceptual map for information access and delivery purposes. Through this research process, it was possible to confirm that spatial attributes and cognitive interest elements were effectively transmitted to meaningful learning leading to storytelling learning and elements of service design design method through conceptual guidance.

Object Recognition and Target Tracking Using Motion Synchronization between Virtual and Real Robots (가상로봇과 실제로봇 사이의 운동 동기화를 통한 물체 인식 및 목표물 추적방안)

  • Ahn, Hyeo Gyeong;Kang, Hyeon Jun;Kim, Jin Beom;Jung, Ji Won;Ok, Seo Won;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.26 no.1
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    • pp.20-29
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    • 2017
  • Motion synchronization between developed real and virtual robots for object recognition and target tracking is introduced. ASUS's XTION PRO Live is implemented as a sensor and configured to recognize walls and obstacles, and perceive objects. In order to create virtual reality, Unity 3D is adopted to be associated with the real robot, and the virtual object is controlled by using an input device. A Bluetooth serial communication module is used for wireless communication between the PC and the real robot. The motion information of a virtual object controlled by the user is sent to the robot. Then, the robot moves in the same way as the virtual object according to the motion information. Through motion synchronization, two scenarios, which map the real space and current object information with virtual objects and space, were demonstrated, yielding good agreement between the two spaces.

Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.