• Title/Summary/Keyword: Virtual Worlds

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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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The Network Architecture and Protocol for Avatar Interaction in Distributed Virtual Environment (분산 가상공간내 분신간 상호작용을 위한 네트웍 구조 및 프로토콜 설계)

  • SUNG, ManKyu;PARK, ChanJong;KIM, DongHyun
    • Journal of the Korea Computer Graphics Society
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    • v.4 no.1
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    • pp.47-54
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    • 1998
  • The multi-user VR system can more enhance the sense of reality than existing single user VR system, but it also cause a significant problem about network structure and protocol, since the current Internet using TCP/IP can not afford to deliver such a massive information required to the real-time constraint of multi-user VR system. In this paper, we introduce new network structure and protocol for multiple user's virtual world navigation and interaction through their avatars. The virtual worlds are based on virtual building and managed by distributed servers. The avatars have 9 behaviors and recognize the state of each other by pre-defined network protocol.

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A Study on Improving the Reality of the Vehicle Simulator Based on the Virtual Reality (가상현실 기반의 차량 시뮬레이터의 현실감 향상에 관한 연구)

  • Choi Young-Il;Kwon Seong-Jin;Jang Suk;Kim Kyu-Hee;Cho Ki-Yong;Suh Myung-Won
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.28 no.8 s.227
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    • pp.1116-1124
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    • 2004
  • In these days, a vehicle simulator has been developed with a VR(Virtual Reality) system. A VR system must provide a vehicle simulator with natural interaction, sufficient immersion and realistic images. In addition, a VR system must present a driver with the realistic driving situation. To achieve these, it is important to obtain a fast and uniform rendering performance regardless of the complexity of virtual worlds. In this paper, the factors to improve the reality for the VR based vehicle simulator have been investigated. For the purpose, the modeling and the rendering methods which offer an improved performance for complex VR applications as the 3D road model have been implemented and verified. Then, we experiment on the influence of graphic and sound factors to the driver, and analyze each result for improving the reality such as the driver's viewport, the form of texture, the lateral distance of the side object, and the sound effect. These factors are evaluated on the driving system which is constructed for qualitative analysis. The research results could be used for improving the reality of the VR based vehicle simulator.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Virtual pencil and airbrush rendering algorithm using particle patch (입자 패치 기반 가상 연필 및 에어브러시 가시화 알고리즘)

  • Lee, Hye Rin;Oh, Geon;Lee, Taek Hee
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.101-109
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    • 2018
  • Recently, the improvement of virtual reality and augmented reality technologies leverages many new technologies like the virtual study room, virtual architecture room. Such virtual worlds require free handed drawing technology such as writing descriptions of formula or drawing blue print of buildings. In nature, lots of view point modifications occur when we walk around inside the virtual world. Especially, we often look some objects from near to far distance in the virtual world. Traditional drawing methods like using fixed size image for drawing unit is not produce acceptable result because they generate blurred and jaggy result as view distance varying. We propose a novel method which robust to the environment that produce lots of magnifications and minimizations like the virtual reality world. We implemented our algorithm both two dimensional and three dimensional devices. Our algorithm does not produce any artifacts, jaggy or blurred result regardless of scaling factor.

A New Navigation/Traveling Method in Virtual Environment (가상공간에서 새로운 이동기법에 관한 연구)

  • 권태욱;최윤철
    • Journal of Korea Multimedia Society
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    • v.3 no.3
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    • pp.224-233
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    • 2000
  • An important feature of virtual reality is the facility for the user to move around a virtual environment in a natural and easily controlled manner, Navigation. Navigation involves changing the perspective of the user in the virtual environment (VE). Natural locomotion methods are able to contribute to a sense of presence and reality. This paper focuses on the navigation method in the virtual environment, one of the major interfaces for the interactivity between human and virtual environments in virtual reality circumstances and worlds. It proposes a new navigation method: Intelligent Cruise-Control Navigation (ICCN), which provides a natural and user-centered navigation method in virtual environment and can improve the reality and the presence. Intelligent Cruise-Control Navigation is composed of three major phases: Constant Velocity Navigation, Collision Detection and Avoidance, and Path Adjustment. The ICCN can reduce the user's fatigue and improve the user's presence and reality in the virtual environment. Through the experimental study it has been determined that the ICCN will be a natural, straightforward, and useful interface in VE.

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Three Dimensional Networked Virtual Reailty Architecture Enabling Flexible Configuration Based on Function Distribution

  • Yasuyuki-KIYOSUE;Shohei-SUGAWARA;Shigeki-MASAKI;Susumu-ICHINOSE
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.23.1-28
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    • 1999
  • InterSpaceTM is an advanced networked virtual reality system that presents shared three-dimensional computer graphics (CG) worlds via the Internet where multiple users can enjoy synchronous communications with voice, video and text. Users can control their avatars as a surrogate interface. In InterSpace users can walk around and interact with other people and interact with contents. In this paper, we describe the function-distributed architecture used in InterSpace. The architecture enables flexible configuration of server functions and load distribution. It also allows users to select media and client PCs to switch servers dynamically.

A Study on the Interactive Web 3D (인터랙티브(Interactive) 웹 3D 연구)

  • 오병근
    • Archives of design research
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    • v.14 no.3
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    • pp.117-125
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    • 2001
  • The 2D based-web contents are limited to implement interactive elements for the users even though the contents are offered in various styles. Using the mouse and keyboards users chose any web contents for themselves beyond the limitation of time and space. They want more interactive style as they become familiar with convenience of web contents. The 3 dimensional web contents integrated with interactive technologies are one of the ways for them There are many researches and commercialization of the interactive web 30 for the past years because it has a lot of user benefits in terms of immersion, realistic expression, and interactivity. It has two types of implementation; one is for 3D polygon based objects, the other is for virtual worlds. This research is focus of on the concept of web interactive 3D, the technical aspects, design elements, and the proposal of navigation methods for the purpose of creating new type of web interactive contents.

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Direction of Next-Generation Internet of Things (차세대 사물인터넷에 대한 고찰)

  • Park, J.H.;Son, Y.S.;Park, D.H.;Kim, H.;Hwang, S.K.
    • Electronics and Telecommunications Trends
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    • v.34 no.1
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    • pp.1-12
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    • 2019
  • The role of Internet of Things (IoT) has been evolving from connectivity to intelligent and autonomous functions. The increase in the number of connected things and the volume of data has revealed the limit of cloud-based intelligent IoT. Meanwhile, the development of microprocessors for the IoT has enabled their intelligent decision making and reactions without the intervention of the cloud; this phase is referred to as the "autonomous IoT era." However, intelligence is not the only function of the IoT. When a cyber physical system (CPS) is running on the cloud, the real-time synchronization between the real and virtual worlds cannot be guaranteed. If a CPS is running on the IoT, both the worlds can be synchronized closely enough for a zero- time gap, i.e., achieving the goals of autonomous IoT. ETRI implements intelligence into the role of IoT and collaborates their decision making and reactions without the intervention of humans. Then, we focus on the development of a new IoT computing paradigm that enables human-like discussions.

Realistic Expression Factor to Visual Presence of Virtual Avatar in Eye Reflection (가상 아바타의 각막면에 비친 반사영상의 시각적 실재감에 대한 실감표현 요소)

  • Won, Myoung Ju;Lee, Eui Chul;Whang, Min-Cheol
    • The Journal of the Korea Contents Association
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    • v.13 no.7
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    • pp.9-15
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    • 2013
  • In the VnR (Virtual and Real Worlds) of recent virtual reality convergence, the modelling of realistic human face is focused on the facial appearance such as the shape of facial parts and muscle movement. However, the facial changing parameters caused by environmental factors beyond the facial appearance factors can be regarded as important ones in terms of effectively representing virtual avatar. Therefore, this study evaluates user's visual feeling response according to the opacity variation of eye reflection of virtual avatar which is considered as a new parameter for reprenting realistic avatar. Experimental result showed that more clear eye reflection induced more realistic visual feeling of subjects. This result can be regarded as a basis for designing realistic virtual avatar by supporting a new visual realistic representing factor (eye reflection) and its degree of representation (reflectance ratio).