• Title/Summary/Keyword: Web VR

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A sturdy of Motion detection using image processing from the VR (가상현실공간에서의 영상처리를 이용한 이동패턴 추적 연구)

  • Kang, Soung-Yun;Kim, Yun-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.227-230
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    • 2005
  • Virtual reality(VR) is both one of the high-technology and main paradime in leading next genaration of 21th century. It's application spectrum is various and lead to numorous revolotion as well as transition in technical aspect. These change is a good procept of it's value and influence effect in global fields of human life. In this paper, Location of specific portion of the image which it comes to receive at real-time tracking using WebCam, The method research which is the possibility of doing location tracking which is accurate

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A Study on the Analysis and Device Immersion of Game Platforms Optimized for Metabus Environment - Comparison of popular games in Korea, China, and Japan - (메타버스 환경에 적합한 게임 플랫폼과 디바이스 몰입요소 분석 - 한·중·일 인기게임 비교를 통해서 -)

  • Lim, SangGuk
    • Journal of Korea Multimedia Society
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    • v.25 no.6
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    • pp.852-865
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    • 2022
  • During the COVID-19 pandemic, games played an important role in people's lives. Numerous online users flocked to the game platform, and brand companies started using online games to promote their products. Medical institutions have also implemented policies for healthy physical activity through online games. In order to attract more global game users, research on immersion in games is also very important to prevent users from leaving the platform. Therefore, it is necessary to analyze the common immersion elements of popular games by country and study them from the perspective of changing devices. In this paper, representative popular games of Korea, China, and Japan, which are recently called the dark horse of the game industry, are classified by devices of mobile, online PCs, and VR games and analyzed using immersion analysis tools proposed by researcher. Next, the representative metaverse games of the Web 3.0 era were analyzed, and their characteristics were compared with the results of the immersion analysis between Korea, China, and Japan, and proposed as game immersion elements suitable for metabus games.

Research of Application the Virtual Reality Technology in Chemistry Education (화학 교육에서 가상현실 기법의 활용에 대한 연구)

  • Park, Jong Seok;Sim, Gyu Cheol;Kim, Jae Hyeon;Kim, Hyeon Seop;Ryu, Hae Il;Park, Yeong Cheol
    • Journal of the Korean Chemical Society
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    • v.46 no.5
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    • pp.450-468
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    • 2002
  • As the computer is popularized in individual and society, it is using in a many of area. In particular, there are many materials to learn a science knowledge using multimedia through computer. Many of them are web-based learning materials, which are developed by Java or Flash. Since the technology of the representation, storage, com-putation and communication in computer make progress, the environment of education is also developed. Especially, the internet and VR technology will cause the education to change. A key feature of VR is real-time interactivity, in that the computer is able to detect student input and instantaneously modify the virtual world. It is reported that using the VR simulation in chemistry education can increase student engagement in class, promote understanding of basic chem-ical principles, and augment laboratory experience. In this study, application way of the virtual reality technology in chemistry education is examined.

A Study on Rapid Prototyping using VRML Model

  • Kim, Ho-Chan;Park, Hong-Tae;Lee, Hyoung-Kook;Lee, Seok-Hee
    • International Journal of Precision Engineering and Manufacturing
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    • v.3 no.2
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    • pp.5-14
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    • 2002
  • Internet becomes very common tool far communication and data sharing. Virtual readily(VR) on web browser, and virtual prototyping and virtual manufacturing is widely used in many engineering fields. The reduction of overall development process and error minimization during data conversion becomes very crucial where sharing data via Internet and VR. This paper deals with the advantage and disadvantage of VRML format used in RP(Rapid Prototyping), and a software for RP data preparation is developed. If VRML format as an international standard for VR, is replaced with STL format, the weak points of STL formal can be overcome and the technique related to virtual prototyping and virtual manufacturing can be addressed more systematically by sharing the data. The system developed in this work shows a good window to get access to a mare realistic observation of an object for an RP system from a long remote sites in a more systematic way.

The Effect of Biology Educational Material Based on Virtual Reality Technology on the Knowledge Achievement -The Structure and Function of Eye- (가상현실 기법의 활용이 지식 성취도 향상에 미치는 효과 -눈의 구조와 기능 내용을 중심으로-)

  • Shim, Kew-Cheol;Ryu, Su-Jung;Kim, Hyun-Sup;Kim, Hee-Soo;Park, Young-Chul
    • Journal of The Korean Association For Science Education
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    • v.23 no.1
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    • pp.1-8
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    • 2003
  • The purpose of present study was to develop teaching-learning materials based virtual reality technology(VRT), and to examine the effect of it on the knowledge achievement of biology. Authoring tool of virtual reality(VR) was 3D Webmaster made in Superscape Ltd., United Kingdom. Educational materials was developed for the structure and function of eye of life field in the 10th science. It was learner-directed and interactive educational material using the Web-based and desktop VR. The result showed a meaningful improvement on the achievement. Using 3D VR shows the potential of available education media in the next generation as science teaching-aided materials, which especially was efficient in the understanding and perception of abstract or difficult to direct experience learning contents.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

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

  • Woo, Seung-Sak;Kim, Byoung-Soo;Choo, Seung-Yeon
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2006.11a
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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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Development of The Emotional Virtual Web Site Using A Color Image Scale (Color Image Scale을 이용한 VR 감성 Web Site 구축)

  • 이창민;김유창;박시현
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.06a
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    • pp.444-448
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    • 2001
  • 제품의 설계를 담당하는 사람과 제품을 구입하려는 소비자의 감성이 반영되어 형상화된 제품을 미리 알아 볼 수 있고 이에 대한 평가 및 수정을 가능하게 하는 디자인 시스템이 있다면 제품을 개발하고 생산하는 비용을 감소시킬 수 있을 것이며 또한 소비자의 만족도를 극대화 할 수 있다는 것이다. 본 연구에서는 이러한 구매욕구를 충족하기 위하여 다양한 색깔의 건축내장재인 ARTPAN, new ARTPAN, CONER MOLDING 등을 생산하는 회사의 생산품에 대하여 인간이 가지는 감성에 의하여 해당 모델을 선택하며 또한 이를 실제 건축물에서 가상시공을 하여 만족된 제품을 생산공장에 직접 주문 할 수 있는 Web 시스템을 구축하였다. 즉 본 시스템 내에서는 User의 색채 감성에 의해 반응하는 상호 구성요소를 가지며, 상호 feedback이 가능하다. 또한 User Stereoscopic vision을 구비한 가상세계를 구현하고 마지막으로 User는 3D 가상세계 내를 항해할 수 있다.

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Development of a Technique to Transfer Output from FEM Analysis to VRML Format for the Web Based CAE Information System (Web 기반형 CAE 정보 전달 시스템 구현을 위한 유한 요소 해석 결과의 VRML 변환기술 개발)

  • 황호진;이영석;오재우;박만진;장동영
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.05a
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    • pp.88-95
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    • 2001
  • VR(Virtual Reality)의 개념이 제조공학 분야로 확대 적용되면서 설계분야에서의 가상조형 (Virtual Prototyping), 제조분야에서의 가상제조시스템(Virtual Manufacturing System)이라는 새로운 형태의 제조 시스템 및 설계기술이 차세대 제조기술로서 발전해 오고있으며 이런 가상제조방법(Virtual Manufacturing)은 컴퓨터를 이용하며 생산과정에서 제품뿐만이 아니라 유한요소해석을 유용하여, 공정까지도 모의실험을 하며 생산성(manufacturability), 최종 형태(final shape), 잔류 응력(residual stress), 제품 수명 주기(life-cycle)등과 같은 요소들의 최적화 정보를 제공하게 된다. 본 연구에서는 이러한 가상제조방법을 구현하기 위한 기초적 단계로서 가상단조기계를 가상현실기법을 이용하여 모델링하고 Java를 이용하여 모델링된 단조기계를 제어하고 제조되는 단조물에 대한 내부 응력 및 형태변환을 유한 요소법을 이용하여 분석하고 분석된 단조물의 자료를 WEB상을 통하여 닥 수 있게 유한 요소 해석결과를 VRML언어로 변환하는 작업을 수행하였다.

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Development of Web3D-based Virtual Reality System for Hydrogen Station (웹 3D 기술을 사용한 수소충전소 가상체험교육시스템 제작)

  • Yoon, Jong-Chul;Kwon, Ji-Yong;Lee, In-Kwon
    • Journal of the Korea Computer Graphics Society
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    • v.15 no.2
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    • pp.35-40
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    • 2009
  • In this paper, we present the web3D-based virtual reality(VR) system for the safety education of the hydrogen station. Currently, hydrogen is considered the next generation energy, and hydrogen station is a part of core infrastructure in hydrogen industry. However, the experience of safety equipment in the hydrogen station is limited to the non-experts, because it is a restricted area in general industry. Therefore, using the event driven method, we develop the VR system to transfer the information of hydrogen station to the non-experts. Using our system, user experiences the safety concerns in the hydrogen station, and also learn the informations of hydrogen energy.

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