• Title/Summary/Keyword: Virtual space

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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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Implementation of 3D Virtual Space Documents using Image Information in Real Time (실시간으로 영상 정보을 이용한 3D 가상공간 문서의 디스플레이 구현)

  • Cheong, Ha-Young;Kim, Tae-Woo;Choi, Chong-Hwan
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.1
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    • pp.40-44
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    • 2018
  • As the information society developed rapidly now, office software based on IoT has released along with office appliances that we encountered in everyday life, providing more convenient services. Now a days, in addition to writing documents for recording, it has importance to create documents for effective document presentation and information transmission. In this paper, we have been presented and designed in 3D virtual space from 2D for effective information transmission in real time. The suggested program, which implements part of the design, enables the voice and visual information to be effectively communicated while conveniently exploring or showing documents in a virtual 3D space. It provides a method of automatically placing documents in 3D virtual space, designing virtual camera movements that effectively explore them, and suggesting how to connect voice information to each document in real time.

A Cell Loading Algorithm for Realtime Navigation in the Web-Based Virtual Space (웹기반 가상공간에서 실시간 네비게이션을 위한 셀 로딩 알고리즘)

  • Lee, Ki-Dong;Ha, Ju-Han
    • The KIPS Transactions:PartB
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    • v.11B no.3
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    • pp.337-344
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    • 2004
  • Most of the virtual space constructed sufficiently realistic need a lot of memory space to navigate smoothly. And this kind of virtual space also requires real-time responsibility for the navigation as well as realism. In the off-line virtual system, real-time responsibility can be resolved by using large scale if secondary memory. In the web-based online virtual system, on the other hand, real-time responsibility is highly related to the latency time of network data communication. This induces the necessity of the algorithm for fast data loading. In this paper, we propose and verify the validity of the two methodology for cell leading algorithm. According to the results of computer simulation, the algorithm using hexagonal type cell promotes the real-time responsibility over 30% than that of the rectangular type.

Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

A Study on the Use of RDW Data in Virtual Environment (가상환경에서 방향전환보행 데이터 활용 연구)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.629-637
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    • 2022
  • This study is an experiment on the use of RDW(Redirected Walking) technology, which helps users to hardly feel the difference of user movement in the limited physical space and the extended virtual space when the user moves while wearing the HMD in the real world. The RDW function installed in 3D space realization software such as Unity3D is used to induce the user's redirection by slightly distorting the virtual space according to the user's point of view. However, if the RDW distortion rate is used excessively, dissonance is highly likely to occur. In particular, it is easy to make errors that cause cybersickness of users. It is important to obtain the RDW data value in the virtual environment so that the user does not feel fatigue and cybersickness even after wearing the HMD for a long time. In this experiment, it was tested whether the user's RDW was safely implemented, and item and obstacle arrangement data were obtained through this experiment. The RDW data obtained as a result of the experiment were used for item placement and obstacle placement in the virtual space.

Conceptual Design for Virtual Hospice Center (가상 호스피스 센터의 개념설계)

  • Cho, Hyun
    • Health Policy and Management
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    • v.10 no.3
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    • pp.68-87
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    • 2000
  • This study aims at the operation of the hospice in the virtual space by the use of telecommunication technology. The hospice can be an efficient alternative for the elderly and terminal patients. It can achieve both the quality of life of patients and the conservations of medical resources. The virtualization creates new norms and values which are different from the conventional environments. The concepts and limitations which are crucial to the projection of the existing hospice into the virtual space are discussed. The items ranging from the hospice need to the design criteria of the modules are investigated. The most important point in constructing the virtual hospice center is the human factor, which characterizes the hospice. In addition, the real-world circumstances of the hospice should be considered in the realization of the VHC.

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Design of Independent Modal Space Controller using Virtual Passive Approach (가상수동형 제어기를 이용한 독립모달공간 제어기법)

  • 황재혁;박홍조;유병성
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 1997.04a
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    • pp.301-307
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    • 1997
  • In this study, a new modified independent modal space control (IMSC), which relaxes the fundamental hardware limitation of IMSC, is suggested to handle vibration control problems using a virtual passive controller. This method has adapted a new stable switching algorithm between controlled modes and a virtual vibration absorber as a virtual passive controller in the independent modal space. It has been found that the new modified IMSC suggested in this paper, which can reduce the number of actuators, is shown to be simple and efficient in a realistic example of vibration control of a cantilever beam.

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A Study on the Plan of Activation of Library by Utilizing the Virtual Reality and Augmented Reality

  • Noh, Younghee;Shin, Youngji
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.1
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    • pp.85-104
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    • 2022
  • In this study, in line with the era of the fourth industrial revolution, general concepts, technologies, trends, and examples of virtual reality and augmented reality were examined, and based on this, a plan that could be applied to libraries in the future was proposed. As a result of the study, first, it is necessary to construct a smart space as an experiential play space that can satisfy cultural desires transcending time and space by providing immersive contents using 4th technology such as VR and AR. Second, it is necessary to expand experiential cultural support services through VR, AR and MR. Third, to develop educational contents based on augmented reality technology. In order to apply and activate virtual reality and augmented reality in libraries in the future, based on a survey of librarians and users of public libraries, a survey on the application status, satisfaction, and demand of current public libraries should be conducted.

A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A study on the application of virtual reality technology to exhibition space (가상현실 기술의 전시 공간 적용에 관한 연구)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1585-1591
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    • 2017
  • In this study, we propose the application of exhibition contents using virtual environment technology in exhibition space. Research on the virtual environment is continuing. Particularly, research on virtual reality technology is one of the most active research fields. As researches and developments of augmented reality technologies have been carried out with the spread of smart phones, researches on virtual reality technologies have also made a lot of progress with emphasis on games and interactivity. Especially, development of hardware, software, and content is accelerating this year, including the development of various types of physical reality devices, especially HMD (Head Mounted Device) equipment and new product announcements. We want to study and apply the environment in which the system based on this virtual reality technology can approach and experience more user friendly in the exhibition space.