• 제목/요약/키워드: Virtual reality model

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원전 산업과 가상현실기술 접목을 위한 3D 모델 원전 적용사례 연구 (A case Study of 3D Model Application for Combining Nuclear Power Industry with Virtual Reality Technology)

  • 임병기
    • 한국건축시공학회:학술대회논문집
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    • 한국건축시공학회 2019년도 춘계 학술논문 발표대회
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    • pp.224-225
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    • 2019
  • Virtual reality technology can be defined as human-computer interface that makes virtual place of specific environments or situation is an interactive computer-generated experience taking place within a simulated environment. In order to combine virtual reality technology of domestic nuclear power industry, the R&D Project has been developing a virtual/augment reality system for nuclear power plant from April 2018 to March 2021. To effectively apply virtual reality technology of domestic nuclear industry, it is necessary to build virtual space similar to real environment. Therefore, This study is analysed 3d model status for nuclear power plant during the life-cycle, and suggested a method to build 3D cad model close to real environment.

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아파트 모델하우스에서 시대별 가상현실 활용 흐름에 관한 연구 (A Study on the Application Flow of Virtual Reality in the Apartment Model House)

  • 황병연;이태희
    • 한국산학기술학회논문지
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    • 제20권5호
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    • pp.585-590
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    • 2019
  • 본 연구는 모델하우스의 시대별 사례를 통해 모델하우스에서 가상현실 활용에 대한 변화를 정리하고 모델하우스에서 가상현실기술의 활용과 앞으로의 발전에 대한 연구를 목적으로 한다. 아파트 모델하우스에서 가상현실 활용 흐름의 특성을 종합하고 분석한 결과 다음과 같다. 첫째, 가상현실을 활용한 아파트 모델하우스 시장은 민간 건설사의 브랜드 홍보의 목적으로 점진적으로 확대되었다. 둘째, 아파트 분양에서의 가상현실을 활용한 기술은 가상공간 구축형태에서 가상 콘텐츠 구현형태로 변화하고 있다. 셋째, 기존 방식인 대면방식, 실물 홍보매체를 접하는 방식에서 가상현실을 활용한 아파트 홍보 형태로 변화하고 있다. 본 연구를 통해 모델하우스를 찾는 소비자에게 실물 모델하우스에서 물리적 환경과 가상현실을 활용한 체험형태, 정보매체로써 활용될 것으로 판단된다. 이 연구는 모델하우스의 향후 나아갈 방향을 제시하고, 앞으로 가상현실을 활용한 분양 모형뿐만 아니라 ICT기술(3D 스캐닝, 3D 모델링, 가상 콘텐츠)을 통해 분양 후 유지 관리 시스템으로의 발전과 단지 관리 플랫폼 기술에 대한 후속 연구가 필요할 것으로 보여진다.

가상현실기법을 이용한 아파트 모델하우스 디자인활용에 관한 연구 (A study on design of apartment modelhouse using virtual reality technic.)

  • 윤재은;이준규;강신영
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2001년도 춘계학술발표대회 논문집
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    • pp.106-111
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    • 2001
  • Model house play an important role in the sale of apartments. However, model house can create social and environmental problems. Virtual reality's (VR) use for the creation of model house has been studied as a possible counter measure to these problems. Existing models don't satisfy consumers' queries. A virtual model house can give the experience of seeing a real home through simulation. Also, a virtual model house can allow a home buyer to change the furniture on display or the color of the walls to reflect the consumer's taste in the construction. The internal present condition system using absorption style virtual reality and open style virtual reality are the indispensable tools that are going to take the place of the current model home. A virtual model house is more profitable than a physical model house because of reduced costs and time savings. In addition, a virtual model house can offer new kinds of information that a physical model home can not. This study's purpose is to discuss the desired direction of the virtual model house in this crucial and dynamic period of development.

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Towards Designing Human Interactions for Learning Support System using Virtual Reality Technology

  • Iwane, Noriyuki
    • International journal of advanced smart convergence
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    • 제3권1호
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    • pp.11-14
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    • 2014
  • We have been designing human interactions for some learning support system or education system. The design is based on a symbol grounding model. The model is applicable to many learning domains using virtual reality technology. The design policy is simple and compact. In order to realize the policy we use/reuse some devices from the viewpoint of virtual reality. This paper introduces basic ideas and explains several example cases based on the idea.

가상현실 기반에서 차량 운전자 거동의 가시화 (Motion Visualization of a Vehicle Driver Based on Virtual Reality)

  • 정윤석;손권;최경현
    • 한국자동차공학회논문집
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    • 제11권5호
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    • pp.201-209
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    • 2003
  • Virtual human models are widely used to save time and expense in vehicle safety studies. A human model is an essential tool to visualize and simulate a vehicle driver in virtual environments. This research is focused on creation and application of a human model fer virtual reality. The Korean anthropometric data published are selected to determine basic human model dimensions. These data are applied to GEBOD, a human body data generation program, which computes the body segment geometry, mass properties, joints locations and mechanical properties. The human model was constituted using MADYMO based on data from GEBOD. Frontal crash and bump passing test were simulated and the driver's motion data calculated were transmitted into the virtual environment. The human model was organized into scene graphs and its motion was visualized by virtual reality techniques including OpenGL Performer. The human model can be controlled by an arm master to test driver's behavior in the virtual environment.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

가상현실을 이용한 실시간 차량 그래픽 주행 시뮬레이터 (A Real-Time Graphic Driving Simulator Using Virtual Reality Technique)

  • 장재원;손권;최경현;송남용
    • 한국정밀공학회지
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    • 제17권7호
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    • pp.80-89
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    • 2000
  • Driving simulators provide engineers with a power tool in the development and modification stages of vehicle models. One of the most important factors to realistic simulations is the fidelity obtained by a motion bed and a real-time visual image generation algorithm. Virtual reality technology has been widely used to enhance the fidelity of vehicle simulators. This paper develops the virtual environment for such visual system as head-mounted display for a vehicle driving simulator. Virtual vehicle and environment models are constructed using the object-oriented analysis and design approach. Based on the object model, a three-dimensional graphic model is completed with CAD tools such as Rhino and Pro/ENGINEER. For real-time image generation, the optimized IRIS Performer 3D graphics library is embedded with the multi-thread methodology. The developed software for a virtual driving simulator offers an effective interface to virtual reality devices.

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가상현실에 적용을 위한 모델에 근거한 3차원 얼굴 모델링에 관한 연구 (Study of Model Based 3D Facial Modeling for Virtual Reality)

  • 한희철;권중장
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 추계종합학술대회 논문집(3)
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    • pp.193-196
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    • 2000
  • In this paper, we present a model based 3d facial modeling method for virtual reality application using only one front of face photography. We extract facial feature using facial photography and modify mesh of the basic 3D model by the facial feature. After this , We use texture mapping for more similarity. By experiment, we know that the modeling technic is useful method for Movie, Virtual Reality Application, Game , Clothing Industry , 3D Video Conference.

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Web기반 Cyber Model House 개발 연구 (A Study on the Development of Web-based Cyber Model House)

  • 우승학;김병수;추승연
    • 한국주거학회:학술대회논문집
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    • 한국주거학회 2006년도 추계학술발표대회 논문집
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    • pp.196-201
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    • 2006
  • Existing model houses have played an important role in allow the customers to choose apartment. As the information technology has been advanced (e.g. a high-speed internet available in unit), customers' personality and preference to the design of apartment and the purchasing pattern have been changed. Construction firms have introduced VR(Virtual Reality) model house (e.g. Quick Time Virtual Reality) to meet the customers' expectation and need. The reality-based QTVR model house does not provide enough quality to satisfy the customers' expectation. To complement the shortcoming of the QTVR model house, this study presents a web-based cyber model house developed by using Turntool and Javascript. The cyber model house allows to communicate between supplier and customer over the internet.

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