• Title/Summary/Keyword: Virtual world

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

  • Park, Ki-Hong;Lee, Hyun-Jik;Kim, Yoon-Ho
    • Journal of Advanced Navigation Technology
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    • v.15 no.2
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    • pp.319-325
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    • 2011
  • In this paper, we propose the matching model between virtual reality and the real-world for peoples with limited mobility. The proposed matching model is consist of four parts: wearable input device-based PC control, hand-motion pattern recognition, application software, and matching between virtual reality and the real-world. To recognition mouse functions and hand-motion patterns from six-axis coordinate of wearable input device, RF communication is used. In addition, to easily control the real-world, virtual reality has been implemented with realism of the real-world. Some experiments are conducted so as to verify the proposed model, and as a result, hand-motion recognition as well as virtual reality control are well performed.

Spatio-temporal Graph for Representing Historical Situations in Virtual Reality (가상현실 속의 상황 표현을 위한 시공간 그래프)

  • Park, Jong-Hee;Cho, Kyu-Myoung
    • The Journal of the Korea Contents Association
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    • v.12 no.8
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    • pp.1-12
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    • 2012
  • We develop the Spatio-Temporal Graph to imbue the historical context to the situations in a virtual world, and an ontology to enable a structural description of their elements such as the objects, relationships, and activities. In the time dimension the graph models all the temporal phases of the future besides the past and present in a comprehensive manner, and all the spatial aspects in an intuitive but efficient fashion. The overall architecture composing the Physical Layer, Logical Layer and Conceptual Layer which are integrated according to their interrelations allows events occurring in their corresponding worlds to be simulated in historical context. The S-T Graph could be used both to simulate the situations in the virtual world and to realize the knowledge systems of the virtual inhabitants to be used in judging and evaluating those situations. By adding temporal changes to the multi-layered architecture of our virtual world, this model lays a foundation for maximizing the diversity of situations in the simulation of a virtual world.

An Augmented Reality Solution for Improving Marker Recognition and Solving Human Occlusion (마커인식 개선과 인체가 가려지는 문제해결을 위한 증강현실 솔루션)

  • Lu, Chengnan;Park, Jongyeol;Park, Jinho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.183-192
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    • 2020
  • Due to the problem of matching between virtual world space and real-world space, the reality of augmented reality content is rather low. There are many reasons for this result, firstly virtual object is rendered without considering relation between real-world space and virtual world space. Secondly, virtual objects rely too much on the marker to reduce reality. We propose two schemes to improve the reality of augmented reality, one is people occlusion, the other is to reduce the dependence of virtual objects on the marker.

Development of Virtual Science Experience Space(VSES) using Haptic Device (역감 제시 장치를 이용한 가상 과학 체험 공간 개발)

  • 김호정;류제하
    • Journal of KIISE:Software and Applications
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    • v.30 no.11
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    • pp.1044-1053
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    • 2003
  • A virtual science experience space(VSES) using virtual reality technology including haptic device is proposed to overcome limits which the existing science education has and to improve the effect of it. Four example scientific worlds such as Micro World, Friction World, Electromechanical World and Macro World are demonstrated by the developed VSES. Van der Waals forces in Micro World and Stick-Slip friction in Friction World, the principle of induction motor and power generator in Electromechanical World and Coriolis acceleration that is brought about by relative motion on the rotating coordinate are modeled mathematically based on physical principles. Emulation methods for haptic interface are suggested. The proposed VSES consists of haptic device, HMD or Crystal Eyes and a digital computer with stereoscopic graphics and GUI. The proposed system is believed to increase the realism and immersion for user.

Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

A Study on the Efficient Modularization of Virtual World Creation in Unreal Engine (언리얼엔진에서의 가상세계 창작을 위한 효율적 모듈화 연구)

  • Min-Jun, Oh
    • Journal of Industrial Convergence
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    • v.20 no.11
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    • pp.19-25
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    • 2022
  • In the development of existing games, it is judged that virtual world production was done by arranging game elements one by one. What is noteworthy here is the question of whether quality virtual worlds were efficiently produced in preparation for investment. In this study, we propose a methodology that can build an efficient virtual world based on the concept of modularization in an unreal engine. First, precedents were analyzed and five reference elements for modularization were extracted. In addition, the concept of an instance production pipeline was proposed by dividing it into four stages, and the minimum-unit instance modules for urban virtual world production were compressed into four. Finally, an urban virtual world constructed based on the minimum unit module and reference elements was implemented and presented. In conclusion, research on the production method centered on this efficiency is thought to be able to focus the time that designers or artists had to spend on production only on ideas and creativity. The limitations of the research are that the basic minimum module is limited to the city, and the derived reference elements and production pipelines have not been verified when implementing them with an unreal engine. Therefore, it is expected that various virtual world creation plans will be derived through more advanced modular research.

PC Based Virtual Reality Ship Handling Simulator (PC 기반 가상현실 선박조종 시뮬레이터)

  • Lee Ku Dong;Yim Jeong Bin;Jung Jung Sik;Park Seong Hyeon;Kim Chang Kyeong;Sim Yeong Ho;Choi Ki Yeong
    • Proceedings of KOSOMES biannual meeting
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    • 2003.11a
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    • pp.53-57
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    • 2003
  • The last goof if the study is to develop a law cost and a readily available Virtual Reality (VR) based Ship Handling Simulator using Personal Computer. This paper mainly describes procedures and methods to control the dynamic motions if the 3D ship object with maneuvering coefficients in a virtual navigation world The creation if virtual navigation world, the mathematical background q a ship control, and the construction of the system are also discussed.

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Internet Virtual Reality-based Remote Control and Monitoring System and Implementation of Integrated Development Environment (인터넷 가상 현실 기반 원격 제어 및 감시 시스템과 통합 개발 환경의 구현)

  • Im, Hyeon-U;Kim, Yeong-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.11S
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    • pp.3243-3250
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    • 1999
  • There are many problems to be satisfied the various commercial demand in the present VRML node, and the VRML-based system by the contact with other technology is burdened with the direct participation of developer related with it. In this study, remote control and monitoring system using EAI(External Authoring Interface) is reposed to overcome the limit of VRML. In other words, This study is about mechanism of interaction between control and monitoring subject in real world and object in virtual world mapped with it. Object oriented method by one to one mapping of the Java class which have VRML virtual world and the object control is proposed. Introduction method of video monitoring through method of image synthesis and the integrated development environment is described. Finally automobile-gate control system based on the development method of Internet virtual reality-based system which is proposed in this study is described.

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DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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A Study on Relationship between Element theory of Cecil Balmond and Virtual Circulation of Gilles Delueze (세실 발몽드의 요소이론과 들뢰즈의 잠재적순환론의 관계성 연구)

  • Lim, Ki-Taek
    • Korean Institute of Interior Design Journal
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    • v.22 no.1
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    • pp.124-131
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    • 2013
  • The innovative designer and structural engineer, Cecil Balmond is co-representative of Ove Arup and has been co-worked with world-famous architects and has been influenced so much on architectural thinking. These days he extended his career as an architect. Moreover, he has been noticed through a few publishing by his own architectural thinking. He is describing the World with his unique insight based on structural perspectives, which have much common grounds with that of Deulezian philosophy. It is especially valuable to study the relationship between his thinking of Interior-Exterior Ring and Deleuzian thinking of Virtual Circulation for understanding more clearly about structural and compositional principle how world is composed of. The Ring is circulationg from interior to exterior which is similar with Deleuzian concept that the Smooth and the Striated is circulationg mutually. Seamless flight line would be ceaseless creative virtual process to actuality.