• Title/Summary/Keyword: Virtual Wall

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Research on the Correlation Between the Alienation Effect and Immersion of Breaking the Fourth Wall in Games

  • Qi Yi;Jeanhun Chung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.328-333
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    • 2023
  • Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.

In-camera VFX implementation study using short-throw projector (focused on low-cost solution)

  • Li, Penghui;Kim, Ki-Hong;Lee, David-Junesok
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.10-16
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    • 2022
  • As an important part of virtual production, In-camera VFX is the process of shooting actual objects and virtual three-dimensional backgrounds in real-time through computer graphics technology and display technology, and obtaining the final film. In the In-camera VFX process, there are currently only two types of medium used to undertake background imaging, LED wall and chroma key screen. Among them, the In-camera VFX based on LED wall realizes background imaging through LED display technology. Although the imaging quality is guaranteed, the high cost of LED wall increases the cost of virtual production. The In-camera VFX based on chroma key screen, the background imaging is realized by real-time keying technology. Although the price is low, due to the limitation of real-time keying technology and lighting conditions, the usability of the final picture is not high. The short-throw projection technology can compress the projection distance to within 1 meter and get a relatively large picture, which solves the problem of traditional projection technology that must leaving a certain space between screen and the projector, and its price is relatively cheap compared to the LED wall. Therefore, in the In-camera VFX process, short-throw projection technology can be tried to project backgrounds. This paper will analyze the principle of short-throw projection technology and the existing In-camera VFX solutions, and through the comparison experiments, propose a low-cost solution that uses short-throw projectors to project virtual backgrounds and realize the In-camera VFX process.

Virtual Bronchoscopy for Diagnosis of Tracheo-Bronchial Disease (기관지질환 진단을 위한 가상내시경)

  • Kim, Do-Yeon;Park, Jong-Won
    • The KIPS Transactions:PartB
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    • v.10B no.5
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    • pp.509-514
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    • 2003
  • The virtual bronchoscopy was implemented using chest CT images to visualize inside of tracheo-bronchial wall. The optical endoscopy procedures are invasive, uncomfortable for patients and sedation or anesthesia may be required. Also, they have serious side effects such as perforation, infection and hemorrhage. In order to determine the navigation path, we segmented the tracheo-bronchial wall from the chest CT image. We used the coordinates as a navigation path for virtual camera that were calculated from medial axis transformation. We used the perspective projection and marching cube algorithm to render the surface from volumetric CT image data. The tracheobronchial disease was classified into tracheobronchial stenosis causing from inflammation or lung cancer, bronchiectasis and bronchial cancer. The virtual bronchoscopy is highly recommended as a diagnosis tool with which the specific place of tracheobronchial disease can be identified and the degree of tracheobronchial disease can be measured qualitatively, Also, the virtual bronchoscopy can be used as an education and training tool for endoscopist and radiologist.

Force Display Based on Simultaneous Actuation of Motors and Brakes

  • Kwon, Tae-Bae;Song, Jae-Bok
    • 제어로봇시스템학회:학술대회논문집
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    • 2004.08a
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    • pp.1131-1135
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    • 2004
  • In the virtual environment, force feedback to the human operator makes virtual experiences more realistic. However, the force feedback using active actuators such as motors can make the system active and sometimes unstable. To ensure the safe operation and enhance the haptic feeling, stability should be guaranteed. Both motors and brakes are commonly used for haptic device. A brake can generate a torque only against its rotation, but it is intrinsically stable. Consequently, motors and brakes are complementing each other. In this research, a two degree-of-freedom (DOF) haptic device equipped with both motors and brakes has been developed to provide better haptic effects. Each DOF is actuated by a pair of motor and brake. Modeling of the environment and the control method are needed to utilize both actuators. For various haptic effects, contact with the virtual wall and representation of friction effect are extensively investigated in this paper. It is shown that the hybrid haptic system is more suited to some applications than the motor-based active haptic system.

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A study on detecting trees and discriminating vertical building wall points from LIDAR point cloud (라이다 포인트 클라우드에서 수목 및 건물의 외부 수직벽 포인트의 인식과 제거에 관한 연구)

  • Han, Soo-Hee;Lee, Jeong-Ho;Yu, Ki-Un;Kim, Yong-Il
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.179-182
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    • 2007
  • In this study, we proposed a way to detect trees using virtual grid and to discriminate vertical wall points from building tops based on effective segmentation of LIDAR point cloud utilizing scan line characteristics. Trees were detected by their surface roughness value calculated based on virtual grid and vertical building wall points were discriminated from building tops with one dimensional filtering of scan line during segmenting point cloud. In results, we could distinguish trees from buildings and bind virtical wall points to prevent them from faltly acting on point segmentation process.

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Suboptimal Control for Drag Reduction in Turbulent Pipe Flow (환형관내 유동에서의 항력감소를 위한 준최적 제어)

  • Choi, Jung-Il;Xu, Chun-Xiao;Sung, Hyung-Jin
    • Proceedings of the KSME Conference
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    • 2001.11b
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    • pp.377-382
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    • 2001
  • A suboptimal control law in turbulent pipe flow is derived and tested. Two sensing variables ${\partial}p/{\partial}{\theta}\;|_w\;and\;{\partial}{\upsilon}_{\theta}/{\partial}r\;|_w$ are applied with two actuations ${\phi}_{\theta}$ and ${\phi}_r$. To test the suboptimal control law, direct numerical simulations of turbulent pipe flow at $Re_r=150$ are performed. When the control law is applied, a $13{\sim}23%$ drag reduction is achieved. The most effective drag reduction is made at the pair of ${\partial}{\upsilon}_{\theta}/{\partial}r\;|_w$ and ${\theta}_r$. An impenetrable virtual wall concept is useful for analyzing the near-wall suction and blowing. The virtual wall concept is useful for analyzing the near-wall behavior of the controlled flow. Comparison of the present suboptimal control with that of turbulent channel flow reveals that the curvature effect is insignificant.

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Stereoscopic Visualization of Buildings Using Horizontal and Vertical Projection Systems (수평 및 수직형 프로젝션 시스템을 이용한 건물의 입체 가시화)

  • Rhee, Seon-Min;Choi, Soo-Mi;Kim, Myoung-Hee
    • The KIPS Transactions:PartA
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    • v.10A no.2
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    • pp.165-172
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    • 2003
  • In this paper, we constructed horizontal and vertical virtual spaces using the projection table and the projection wall. We then implemented a system that stereoscopically visualizes three-dimensional (3D) buildings in the virtual environments in accordance with the user's viewing point. The projection table, a kind of horizontal display equipment, is effectively used in reproducing operations on a table or desk as well as in areas that require bird-eye views because its viewing frustum allows to view things from above. On the other hand, the large projection wall, a kind of vertical display equipment, is effectively used in navigating virtual spaces because its viewing frustum allows to take a front view. In this paper, we provided quick interaction between the user and virtual objects by representing major objects as detail 3D models and a background as images. We also augmented the reality by properly integrating models and images with user's locations and viewpoint in different virtual environments.

The Calculation and Design Method of Active Earth Pressure with Type of Gravity Structures (중력식 구조물의 형태에 따른 주동토압 산정과 설계법 제안)

  • Kim, Byung-Il;Jeong, Young-Jin;Kim, Do-Hyung;Lee, Chung-Ho;Han, Sang-Jae
    • Journal of the Korean Geotechnical Society
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    • v.30 no.4
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    • pp.47-63
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    • 2014
  • In this study theories of earth pressure such as Rankine, Coulomb, Trial Wedge, Improved Trial Wedge, used in the design for onshore and offshore structures, are analyzed and the characteristics of loaded pressure to virtual back (wall, plane) and wall surface in accordance with the structure type are suggested. To investigate characteristics of earth pressure, gravity retaining wall with inclined angle and cantilever wall with inclined ground are movilized for onshore structures and caisson and block type quay wall are mobilized for offshore structures. Based on various theories, the earth pressure applied angle(wall friction angle) and sliding angle toward the wall, which is influenced by the heel length, are calculated and compared. In the case of long heel, the pressure by Rankine's method in virtual plane and the mobilized angle are most reasonably estimated by the ground slope, and in the case of short heel, the pressure by Coulomb's method and the mobilized angle by the angle of wall friction. In addition, the sliding angle toward the wall estimated by the improved trial wedge method is large than the value of Rankine's method. Finally, in this study the reasonable method for calculating the pressure and the mobilized angle that can be applied to the routine design of port structures is proposed. The proposed method can decide the earth pressure with length of a heel and a self weight of retaining wall according to sliding angle toward the wall.

A Study on the User Evaluation for Media Form of Virtual Environment (가상환경의 미디어 형식에 대한 사용자 평가 연구)

  • Park, Soo-Been;Yoon, So-Yeon
    • Korean Institute of Interior Design Journal
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    • v.17 no.5
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    • pp.166-174
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    • 2008
  • As the use of virtual environment for decision-making interior or architectural design has been increasingly broaden, the choice of media form-physical, objective properties of a display medium-became and important issue to take into consideration. This research deals with the effects and differences between two types of media for a virtual environment; wall projection screen(120") and PC monitor(17"). In addition, efficient adoption of the two media forms was also proposed in this research. A total of 90 subjects participated in pre-designed three experimental groups(A group: experiment with a wall projection screen, B group: experiment with PC monitor, C group: both) and answer the seating preferences, the presence inventory, and the decision confidence using a simulated virtual restaurant environment. The results are as follows: (1) seating preferences for the tables located in frequent traffic area and near other spaces such as restroom and th kitchen are significantly different by the media form. While there is no significant difference found in seating preferences for most tables except high traffic areas near entrances between the two media. This result demonstrates the effects of media type or screen size on user perception for the areas near structural or interior design elements. (2) The presence measure in this research consist of in this research consist of four factors: 'spatial presence,' 'object presence,' 'positive effects,' and 'the factor of negative effects. 'The mean values of the items involving engagement or interaction in the spatial presence factor and the object presence factor are significantly different by the media form. A higher sense of presence of presence was observed in the wall projection screen. (3) PC monitor condition was shown to provide a higher level of decision confidence. Based on the research finding, conclusions and implications are discussed.

Various Haptic Effects Based on Simultaneous Actuation of Motors and Brakes (모터와 브레이크의 동시구현에 기초한 다양한 햅틱효과의 제시)

  • Kwon Tae-Bum;Song Jae-Bok
    • Journal of Institute of Control, Robotics and Systems
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    • v.11 no.7
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    • pp.602-608
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    • 2005
  • In the virtual environment, force feedback to the human operator makes virtual experiences more realistic. To ensure the safe operation and enhance the haptic feeling, stability should be guaranteed. Both motors and brakes are commonly used for haptic devices. Motors can generate a torque in any direction, but they can make the system active during operation, thus leading to instability. Brakes can generate a torque only against their rotation, but they dissipate energy during operation, which makes the system intrinsically stable. Consequently, motors and brakes are complementing each other. In this research, a two degree-of-freedom (DOF) haptic device equipped with motors and brakes has been developed to provide better haptic effects. Each DOF is actuated by a pair of motor and brake. Modeling of the environment and the control method are needed to utilize both actuators. Among various haptic effects, contact with the virtual wall, representation of friction and representation of plastic deformation have been investigated extensively in this paper. It is shown that the hybrid haptic device is more suited to some applications than the motor-based haptic device.