• Title/Summary/Keyword: real reality game

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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Recent Advances in Virtual and Augmented Reality for Broadcast Production: Focused on In-depth Interviews (차세대 방송 제작을 위한 가상 및 증강현실 기술의 적용 사례 및 동향 분석: 전문가 심층 인터뷰 중심으로)

  • Lee, Deokwoo;Kwon, Jounghuem
    • Journal of Broadcast Engineering
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    • v.23 no.1
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    • pp.11-18
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    • 2018
  • In these days, technologies of virtual reality (VR) and of augmented reality (AR) have applied to diverse areas such as medicine, defense, education that are closely related to real-life practice. In contrast to the previous applications of game or sports, the technologies of VR and AR tends to expand the areas of applications according to development of the imaging or video techniques. This paper introduces VR and AR techniques and some examples of applications. In addition, this paper introduces how the differences between VR and AR technologies affect to the applications of broadcasting systems. In the last, this paper introduces the results of interviews about suitability and future feasibility of VR and AR techniques for broadcasting systems from korean broadcasting companies.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

VR-based Hiking System that supports Real-time Field Condition (등산로 조건을 실시간으로 지원하는 VR 기반의 사이버 등산 시스템)

  • Ko, Dae-sik
    • Journal of Platform Technology
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    • v.6 no.4
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    • pp.78-86
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    • 2018
  • In this paper, a VR-based cyber hiking system was designed to provide virtual reality for famous mountains that can offer the real senses and feelings of hiking in supporting environmental factors of actual mountains such as the temperature, air, sound, echoes, etc., of the mountain the user wants to climb. The VR-based cyber hiking system that reflects real-time site conditions is largely consisted of the data collection module that collects data from the live site, multiple drive modules that enables the user to feel real senses using data from the sites, and sensor module to detect the stimuli provided by the drive modules and the user's physical body transition. Unlike existing VR-based hiking systems, the proposed cyber hiking system not only provides simple virtual reality for the wanted mountain, but can also provide the natural conditions of real mountains and implement the uphill and downhill of hiking routes. In particular, it has the effect of providing fun and game elements to users by excluding unnecessary conditions and risks that may arise in actual hiking and instead supporting augmented realities such as squirrels on actual hiking paths. In addition, in providing users with the changes in their body before and after hiking, it is expected to be effective in providing diverse feedback such as the height, gradient, and speed of mountain hiking.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

A Database Creation and Retrival Method of Feature Descriptors for Markerless Tracking (마커리스 트래킹을 위한 특징 서술자의 데이터베이스 생성 및 검색방법)

  • Yun, Yo-Seop;Kim, Tae-Young
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.63-72
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    • 2011
  • In this paper, we propose a novel database creation and retrieval method of feature descriptors to support real-time marker-less tracking in the augmented reality environments. Each feature descriptor is encoded by integer and multi-level database is created in order to retrieve a feature descriptor efficiently. The retrieval of a feature descriptor is performed as follows: Firstly, candidate feature descriptors are searched by traversing the multi-level database. Secondly, the euclidean distance between input feature descriptor and each candidate one is compared. The shortest one is retrieved. The proposed method is 16 ms faster than previous KD-Tree method for each feature descriptor.

Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

A Study on Simulator Control for Improving Virtual Presence (가상 실재감 향상을 위한 시뮬레이터 제어 방안 연구)

  • Jeong, Su-Bin;Park, Sung-Soo;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.61-70
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    • 2018
  • Thanks to the 4th Industrial Revolution, interest in virtual reality increased and many improvements of VR devices were made. Among the VR devices, the simulator plays an important role in improving the real feeling of virtual presence. In this paper, we analyze the case of existing simulator and control method for efficient interlocking of motion simulator and VR contents, and classify motion control elements in VR contents into four types. Based on this preliminary study, this paper proposes a modular motion control method to help the contents and simulator work more effectively in the production of VR contents.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

Research of Interopaeration Simulation between War Game Simulator and Communication Effect Simulator using HLA/RTI (HLA/RTI를 이용한 워게임 시뮬레이터와 통신 효과 시뮬레이터의 연동 시뮬레이션 연구)

  • Kim, Deok-Su;Bae, Jang Won;Park, Soo Bum;Kim, Tag Gon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.1
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    • pp.46-54
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    • 2015
  • Wargame simulators are widely used in the field of defence modeling and simulation. Because of increasing importance of communication effects on the warfare, the war game simulator is also required to reflect communication effects. One way to satisfy the requirement is the interoperation simulation between war game simulator and communication effect simulators. This paper shows the application of interoperation simulation between war game and communication effect simulators using HLA(High-Level Architecture)/RTI(RunTime Infrastructure). The war game simulator mainly deal with the engagement of troops and the troops communicate each other at the mission execution level. In the other hand, The communication effect simulator perform communication actions between the troops in the engineering level. Using the interoperation simulation, we can reflect the communication effects on the war game simulation. We show various applications of the interoperation simulation with the point of the war game and communication effect simulator. with a case study, we explain the interoperation simulation improves the reality and fidelity of the war game simulator and how the interoperation simulation can be applied to developing doctrines and real communication system.