• Title/Summary/Keyword: Virtual space

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Spatial Analysis of Mobile Augmented Reality Games (모바일 증강현실 게임의 공간 분석)

  • Kim, Hyo-Joung;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.5-14
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    • 2019
  • This essay analyzes space in augmented reality games, and attempts to offer space analytic standards of mobile augmented reality games in regards to space in existing games. This article proposes categorizing criteria based on the following factors: Analysis of space in existing games, Jason Jerald's Three Virtual Space Horizon Categories, interaction between virtual world and real world, and Lavroff's Three deciding factors of reality perception in virtual reality. It is meaningful that the analysis criteria of the Augmented Reality game space is presented through this analysis.

Point Cloud Generation Method Based on Lidar and Stereo Camera for Creating Virtual Space (가상공간 생성을 위한 라이다와 스테레오 카메라 기반 포인트 클라우드 생성 방안)

  • Lim, Yo Han;Jeong, In Hyeok;Lee, San Sung;Hwang, Sung Soo
    • Journal of Korea Multimedia Society
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    • v.24 no.11
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    • pp.1518-1525
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    • 2021
  • Due to the growth of VR industry and rise of digital twin industry, the importance of implementing 3D data same as real space is increasing. However, the fact that it requires expertise personnel and huge amount of time is a problem. In this paper, we propose a system that generates point cloud data with same shape and color as a real space, just by scanning the space. The proposed system integrates 3D geometric information from lidar and color information from stereo camera into one point cloud. Since the number of 3D points generated by lidar is not enough to express a real space with good quality, some of the pixels of 2D image generated by camera are mapped to the correct 3D coordinate to increase the number of points. Additionally, to minimize the capacity, overlapping points are filtered out so that only one point exists in the same 3D coordinates. Finally, 6DoF pose information generated from lidar point cloud is replaced with the one generated from camera image to position the points to a more accurate place. Experimental results show that the proposed system easily and quickly generates point clouds very similar to the scanned space.

The Revitalization Schemes for Virtual Communities in Apartment Complex II -Residents' Needs of the Virtual Community Contents in Apartment Complex- (아파트 단지 내 사이버 공동체 활성화 방안 연구II -사이버 공동체 콘텐츠에 대한 거주자 요구도-)

  • Lee, Young-Ae;Kang, Soon-Joo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.349-353
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    • 2008
  • With the development of the internet and the spread of 'digital home', the communities in cyber space have been especially revitalized since the information-oriented society. Apartment houses provided networks that are well equipped with internet websites, which build up the houses as a virtual space unit. This study attempted to conducted the questionnaire research for apartment occupants in order to investigate their recognition of and participation in the virtual community and demand for the classified contents The results are as follows. 1) First of all, some easy-access programs are necessary to be groped while aggressive promotional strategies for virtual community that create interests of residents are required to make progress to increase the participation for virtual community 2) 'Gender', 'the form of ownership' and 'level of using the Internet' show significant differences in the case of 'needs in the like-minded people's association', the participation of residents that is induced by both online and offline can cause positive effects on community activity 3) Needs in community enrichment are generally high so that various contents development related to those are necessary. 4) Effects of virtual community on the residential community are on the whole affirmative.

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Research and development of haptic simulator for Dental education using Virtual reality and User motion

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
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    • v.6 no.4
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    • pp.52-57
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    • 2018
  • The purpose of this paper is to develop simulations that can be used for virtual education in dentistry. The virtual education to be developed will be developed with clinical training and actual case data of tooth extraction. This development goal is to allow dental students to learn the necessary surgical techniques at the point of their choice, not going into the operating room, away from time, space, and physical limits. I want to develop content using VR. Oculus Rift HMD, Optical Based Outside-in Tracking System, Oculus Touch Motion Controller, and Headset as Input / Output Device. In this configuration, the optimization method is applied convergent, and when the operation of the VR contents is performed, the content data is extracted from the interaction analysis formed in the VR engine, and the data is processed by the content algorithm. It also computes events and dental operations generated within the 3D engine programming and generates corresponding events through data processing according to the input signal. The visualization information is output to the HMD using the rendering information. In addition, the operating room environment was constructed by studying lighting and material for actual operating room environment. We applied the ratio of actual space to virtual space and the ratio between character and actual person to create a spatial composition at a similar rate to actual space.

USING VIRTUAL OBSERVATORY TOOLS FOR ASTRONOMICAL RESEARCH

  • KIM SANG CHUL;TAYLOR JOHN D.;PANTER BENJAMIN;SOHN SANGMO TONY;HEAVENS ALAN F.;MANN ROBERT G.
    • Journal of The Korean Astronomical Society
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    • v.38 no.2
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    • pp.85-88
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    • 2005
  • Construction of the Virtual Observatory (VO) is a great concern to the astronomical community in the 21st century. We present an outline of the concept and necessity of the va and the current status of various VO projects including the 15 national ones and the International Virtual Observatory Alliance (IVOA). We summarize the possible science cases that could be solved by using the VO data/tools, real science cases which are the results of using current VO tools, and our own work of using AstroGrid, the United Kingdom national VO, for a research on star formation history of galaxies.

A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2004.11a
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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An Efficient Load Balancing Mechanism in Distributed Virtual Environments

  • Jang, Su-Min;Yoo, Jae-Soo
    • ETRI Journal
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    • v.30 no.4
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    • pp.618-620
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    • 2008
  • A distributed virtual environment (DVE) allows multiple geographically distributed objects to interact concurrently in a shared virtual space. Most DVE applications use a non-replicated server architecture, which dynamically partitions a virtual space. An important issue in this system is effective scalability as the number of users increases. However, it is hard to provide suitable load balancing because of the unpredictable movements of users and hot-spot locations. Therefore, we propose a mechanism for sharing roles and separating service regions. The proposed mechanism reduces unnecessary partitions of short duration and supports efficient load balancing.

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Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

A Study on the Reproduction Method of Oriental-painting on 3D Space in Virtual Reality - Based on the case of "Haedol landscape painting" (가상현실 속 3D 공간에서의 동양화 기법 재현방법 연구 - "해돌 산수화"의 사례를 중심으로)

  • Park, Min-Ji;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.33-42
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    • 2019
  • This paper is the result of research on how to represent 'Landscape' of Oriental painting in 3D space within virtual reality. Based on the similarities between the characteristics of Oriental painting and virtual reality put together three features of painting and put them into the digital content. For the expression of painting style, we produced texture, represented spaces and shadows as a content development environment, and the view point with helper storytelling.

Realizing a Mixed Reality Space Guided by a Virtual Human;Creating a Virtual Human from Incomplete 3-D Motion Data

  • Abe, Shinsuke;Yamaguti, Iku;Tan, Joo Kooi;Ishikawa, Seiji
    • 제어로봇시스템학회:학술대회논문집
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    • 2003.10a
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    • pp.1625-1628
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    • 2003
  • Recently the VR technique has evolved into a mixed reality (MR) technique, in which a user can observe a real world in front of him/her as well as virtual objects displayed. This has been realized by the employment of a see-through type HMD (S-HMD). We have been developing a mixed reality space employing the MR technique. The objective of our study is to realize a virtual human that acts as a man-machine interface in the real space. It is important in the study to create a virtual human acting naturally in front of a user. In order to give natural motions to the virtual human, we employ a developed motion capture technique. We have already created various 3-D human motion models by the motion capture technique. In this paper, we present a technique for creating a virtual human using a human model provided by a computer graphics software, 3D Studio Max(C). The main difficulty of this issue is that 3D Studio Max(C) claims 28 feature points for describing a human motion, but the used motion capture system assumes less number of feature points. Therefore a technique is proposed in the paper for producing motion data of 28 feature points from the motion data of less number of feature points or from incomplete motion data. Performance of the proposed technique was examined by observing visually the demonstration of some motions of a created virtual human and overall natural motions were realized.

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