• 제목/요약/키워드: Virtual reality model

검색결과 525건 처리시간 0.032초

Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

가상현실 모델하우스 활용 특성에 관한 연구 (A Study on the characteristics of model house designs applying a virtual reality technique)

  • 윤재은;이준규
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.106-114
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    • 2002
  • Through the computer simulation of virtual reality techniques, prospective clients can experience the surroundings such as the view, traffic and convenience facilities in advance. Also, consumers can reflect their own tastes in the real apartment Interior construction through their own work in relation to furniture arrangement, color choices, etc. inside the apartments. The virtual model house not only replaces the function of the existing model house but it can also provide some services that could not be provided easily due to some restrictions under real conditions. More, it can provide a precise view of the outside appearance and surrounding environment as well as inside the house, as virtual structures on the computer. Consumers can search for the information through the Web in advance and consumer-satisfaction type of apartments can be built. For this purpose, smooth communications among the designers, server managers, and consumers should be achieved as a prerequisite to the delivery of the necessary information.

몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발 (Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality)

  • 최창민;정형원
    • 한국엔터테인먼트산업학회논문지
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    • 제13권5호
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    • pp.59-65
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    • 2019
  • 가상현실 콘텐츠 산업의 성장 측면에서 반드시 해결해야 할 중요한 과제인 사이버 멀미의 감소는 산업계는 물론 학계에서도 많은 관심의 대상이다. 하지만 사이버 멀미 현상에 대한 오랜 관심과 연구에도 불구하고 해결책은 미흡한 실정이다. 본 논문에서는 사용자가 몰입형 가상현실을 체험할 때 사이버 멀미를 효과적으로 측정할 수 있는 도구를 개발하여 사이버 멀미를 감소시킬 수 있는 방안을 마련함을 목적으로 한다. 먼저 선행 연구에서 사용한 사이버 멀미 측정 방법에서 사이버 멀미에 관련된 공통적인 요인을 분석하여 각각 하위 요소들로 도출하였다. 이를 토대로 몰입형 가상현실에서 효과적인 사이버 멀미 측정 평가 도구 모델을 제시하고자한다. 해당 평가 도구 모델을 사이버 멀미 감소는 물론 연구에 참고 되었으면 한다.

가상현실 지능형 차량 시뮬레이터를 위한 실시간 다물체 차량 동역학 및 제어모델 (A Real-time Multibody Vehicle Dynamics and Control Model for a Virtual Reality Intelligent Vehicle Simulator)

  • 김성수;손병석;송금정;정상윤
    • 한국자동차공학회논문집
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    • 제11권4호
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    • pp.173-179
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    • 2003
  • In this paper, a real-time multibody vehicle dynamics and control model has been developed for a virtual reality intelligent vehicle simulator. The simulator consists of low PCs for a virtual reality visualization system, vehicle dynamics and control analysis system a control loading system, and a network monitoring system. Virtual environment is created by 3D Studio Max graphic tool and OpenGVS real-time rendering library. A real-time vehicle dynamics and control model consists of a control module based on the sliding mode control for adaptive cruise control and a real-time multibody vehicle dynamics module based on the subsystem synthesis method. To verify the real-time capability of the model, cut-in, cut-out simulations have been carried out.

가상현실 교육에서 몰입의 생태: 근거이론적 접근을 중심으로 (The Nature of Flow in Virtual Reality Education: Based on A Grounded Theory Approach)

  • 최성호;원종서
    • 한국콘텐츠학회논문지
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    • 제17권11호
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    • pp.446-460
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    • 2017
  • 본 연구의 목적은 가상현실 교육 서비스에서 이용자의 몰입이 어떻게 이루어지는지에 대한 생태를 밝히는 것이다. 이를 위해 질적 연구방법의 하나인 근거이론을 적용해 가상현실 교육에서 이용자의 몰입에 영향을 미치는 요인들을 분석하였다. 가상현실 교육에 관심이 있는 피실험자 11명을 대상으로 실험을 진행하였으며, 실험 후 인터뷰를 진행하였다. 실험을 위해 가상현실 영어교육 서비스인 토크리시를 이용하였으며, 동일한 VR기기를 활용하는 등 통제된 환경을 구성하여 가능한 피시험자들이 동일한 경험을 할 수 있도록 구성하다. 인터뷰 내용은 모두 문서화 하여, 개방코딩, 축코딩, 선택코딩의 단계를 거쳐 패러다임 모형을 구성하였다. 그 결과를 바탕으로 향후 가상현실 교육 서비스를 위한 시사점을 제시한다.

XVL 을 활용한 원전 주요기기의 웹기반 가상현실 모델 구현 (Development of a web-based Virtual Reality Model on Major Components of Nuclear Power Plant using XVL)

  • 서정로;고한옥;장윤석;최재붕;김영진;김홍기;최영환
    • 대한기계학회:학술대회논문집
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    • 대한기계학회 2008년도 추계학술대회A
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    • pp.181-185
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    • 2008
  • Recently, the Virtual Reality(VR) became one of the most powerful tools in making media files. In the field of engineering, while it is increasing to use 3D CAD model in the process of design to manufacturing, the VR is not popular in comparison with media business. XVL(eXtensible Virtual Reality Markup Language) is one of XML(eXtensible Markup Language) which is a standard web media language. XVL provides the connection between 3D CAD data and virtual reality, and it can be easily published through internet for the engineering purpose. In this study, a web based VR model for major components in a nuclear power plant has been developed by using XVL and corresponding 3D CAD data. The proposed model is expected to be used in the engineering field to cooperate among experts, and also, it will provide more plausible explanation to ordinary people.

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가상현실과 실세계 정합을 위한 웨어러블 입력장치 (Wearable Input Device for Incorporating Real-World into Virtual Reality)

  • 박기홍;이현직;김윤호
    • 한국항행학회논문지
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    • 제15권2호
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    • pp.319-325
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    • 2011
  • 본 논문에서는 거동이 불편한 사람들이 웨어러블 입력장치를 이용하여 정보 접근 향상과 실세계를 효과적으로 제어할 수 있도록 가상현실과 실세계의 정합 모델을 제안한다. 제안하는 정합 모델은 웨어러블 입력장치 기반 PC 제어, 손동작 패턴 인식, 제어를 위한 응용 소프트웨어, 가상현실과 실세계 정합으로 구분된다. 웨어러블 입력장치는 RF 통신 기반 6축 공간좌표를 입력받아 마우스 기능과 손동작 패턴을 판별한다. 또한 실세계에서 이루어질 수 있는 행동들을 가상현실을 통해 사실감을 부여하였고, 거동이 불편한 사람들이 실세계를 쉽게 통제할 수 있는 서비스 모델을 제시하였다. 실험결과, 손동작 패턴을 인식하여 PC와 가상현실 제어를 설계 규격대로 수행됨을 확인할 수 있었고, 거동이 불편한 사람이 웨어러블 입력장치 기반 웹 접근, 멀티미디어 제어와 가상현실을 통해 실세계를 통제할 수 있는 결과를 보였다.

P3R 정보 기반의 가상현실 모델을 이용한 공장 품평에 관한 연구 (A Study on Factory Review Using Virtual Reality Model based on P3R Information)

  • 이주연;최상수;박양호;노상도
    • 한국CDE학회논문집
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    • 제15권5호
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    • pp.343-353
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    • 2010
  • Time to market and cost-efficient production are some of the challenge that manufacturing industries face. Modern methods of engineering can't help such organizations attain competitive advantage. To help these situations, MEMPHIS (Middleware for Exchanging Machinery and Product Data in Highly Immersive Systems) was introduced as an approach that enables VE (Virtual Engineering) and links engineering applications with VR (Virtual Reality) solutions. Thus an environment is provided to implement virtual design reviews and enable the application of virtual prototyping methods. However MEMPHIS could just handle Product data for virtual design review and simulation. In this paper, we newly define and develop the extended MEMPHIS that enables virtual manufacturing with Process, Resource and Plant data as well as Product data.

가상현실 서비스 산업 분석을 통한 서비스 분류체계 개발 및 활용에 관한 연구 (A Study on the Development and Application of Service Classification System through Virtual Reality Service Industry Analysis)

  • 신재우;임춘성
    • 한국IT서비스학회지
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    • 제18권5호
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    • pp.17-30
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    • 2019
  • With the advent of the Fourth Industrial Revolution, virtual reality, a technology that has recently attracted attention, is emerging as a core technology that will lead the future industry by changing the paradigm of various industries. The development of 3D rendering, computer graphics, and mobile technologies enabled the development of various smart devices and led to the popularization of virtual reality services using them. Recently, with the development of virtual reality-related technology, various devices and contents such as VR-related HMDs are being developed and released. However, since the classification for VR technology has not yet been established, it is difficult to define a range of industries and services to which VR can be applied. Therefore, in this study proposes a service classification system in terms of industries that can apply VR technology and services that can be provided based on the studies on industries and services of VR technology related to the Fourth Industrial Revolution. VR's industrial classification consists of eight industries including entertainment, media, education, medical care, architecture, manufacturing, distribution, tourism and each service is divided into two service categories and composed 16 services. Through the collection and analysis of virtual reality service cases, the service distribution and characteristics of each industry can be analyzed. In addition, we can develop a virtual reality new business model and present a service case for the intersecting areas. This study is expected to be used as a basic research for the activation of virtual reality services in the future.

비행 VR 시뮬레이터를 위한 혼합 현실 환경의 구축 (Building Mixed Reality System for a VR Flight Simulator)

  • 이종환;한순흥
    • 한국시뮬레이션학회논문지
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    • 제13권2호
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    • pp.45-52
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    • 2004
  • This paper presents a prototype visualization system of mixed reality for a VR flight simulator. The chroma key technique is used to build the mixed reality model for a VR flight simulator. The Daedeok science town can be visualized in real time according to the rider control. He can also see his own hand/foot operating the control stick/rudder as well as virtual environment projected to the blue-screen using a video-see-through HMD.

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