• Title/Summary/Keyword: real world

Search Result 4,110, Processing Time 0.042 seconds

A study on the Direction of Application of Metaverse in the Construction Industry (메타버스의 건설시공 적용 방향성에 대한 연구)

  • Choi, Won-Jun;Heo, Seok-Jae;Na, Seunguk;Kim, Chee-Kyeong
    • Proceedings of the Korean Institute of Building Construction Conference
    • /
    • 2022.04a
    • /
    • pp.231-232
    • /
    • 2022
  • Metaverse refers to a digitally expanded world by combining real and virtual spaces. As reality expands into the digital world, various things that were not possible before are possible with the aid of the system, and its usefulness is spreading metaverse rapidly regardless of industry. In particular, it is relatively easier to display information from the virtual world over the real world than to bring information from the real world into the virtual world, which is why most industries are pursuing a metaverse using AR(Augmented Reality). The construction industry also tried to introduce the AR metaverse except in certain fields such as education, but it is being used only limitedly due to the limitations of AR devices. The disadvantages of AR devices, which are sensitive to afterimage effects, narrow viewing angles, and environmental influences, are the main reasons that make AR challenging to use in actual workplaces, not only in the construction industry but also in other industries. So as the technological maturity of VR(Virtual Reality) devices increases, VR will gradually replace AR. Therefore, in response to future changes, the construction industry should plan metaverse technology development using VR devices.

  • PDF

Virtual Reality and the Space of Gu-Wun-Mong (사이버공간과 『구운몽』의 세계)

  • Jeon, Yi-Jeong
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.6
    • /
    • pp.90-97
    • /
    • 2011
  • The availability of computers and the wide network of the internet of the 'Information Society' has created a new space: Cyberspace. In this situations, the matters of individual identities and morality are more important problems. Korean classical novel, Gu Wun Mong, embodied the exploration process of identities in virtual spaces, has gravity of a situation. Seong Jin, the hero experienced the life of Yang so you went throughing virtual life, be born again. And he met eight taoist fairy in that virtual world. In this process, Seong Jin overcame a dualistic world of view and established identity of genuine truth-seeker. The 'Dream-fantasy' experience differentiation real world and virture world and give to Seong Jin a new identity, So You. Seong Jin used avatar, So You was free from limits of self and became obtain multiple personalities. Finally, Seong Jin realized the fact that real world and virtual one is the same, for development self-perception. Seong Jin's enlightment provided solutions for modern netizens, who is ambivalent about contradiction the real and virtual, infinity and clash of desire.

Automatic Allocation Technique of Outdoor Advertising in FPS Game (FPS 게임의 시가지 맵에서 옥외광고 자동 배치 기법)

  • Kim, Dong-Ryong;Park, Jong-Seung
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.69-78
    • /
    • 2016
  • Outdoor ads such as billboards, banners or posters frequently appears in street maps of FPS games. In this paper, we propose a method for the automatic placement of outdoor advertising in the city area of FPS games. Outdoor ads are from real world products or enterprises and they are managed in a server computer. If the ads data are updated, the advertisements are automatically placed again without modifying source codes. When placing ads, we utilize the real world location of the game player regarding commercial spheres of ads and service types of real world shops. We evaluate priority scores for the available ads based on the collected real world properties and higher priority ads are preferentially placed on the map. The proposed ad placement method makes the game players feel affinity for the placed ads and also it increases the advertising effect.

Design and Implementation of IoT Platform-based Digital Twin Prototype (IoT 플랫폼 기반 디지털 트윈 프로토타입 설계 및 구현)

  • Kim, Jeehyeong;Choi, Wongi;Song, Minhwan;Lee, Sangshin
    • Journal of Broadcast Engineering
    • /
    • v.26 no.4
    • /
    • pp.356-367
    • /
    • 2021
  • With the recent development of IoT and artificial intelligence technology, research and applications for optimization of real-world problems by collecting and analyzing data in real-time have increased in various fields such as manufacturing and smart city. Representatively, the digital twin platform that supports real-time synchronization in both directions with the virtual world digitized from the real world has been drawing attention. In this paper, we define a digital twin concept and propose a digital twin platform prototype that links real objects and predicted results from the virtual world in real-time by utilizing the oneM2M-based IoT platform. In addition, we implement an application that can predict accidents from object collisions in advance with the prototype. By performing predefined test cases, we present that the proposed digital twin platform could predict the crane's motion in advance, detect the collision risk, perform optimal controls, and that it can be applied in the real environment.

A Study of High School Students' and Science Teachers' Understanding of Ideal Conditions involved in the Theoretical Explanation and Experiment in Physics: Part I- Focused on the Meaning and the Characteristics of Idealization - (물리학에서 이론적 설명과 실험에 포함된 이상조건에 대한 고등학생과 과학교사의 이해조사 I-이상화의 의미와 특성을 중심으로-)

  • Park, Jong-Won;Chung, Byung-Hoon;Kwon, Sung-Gi;Song, Jin-Woon
    • Journal of The Korean Association For Science Education
    • /
    • v.18 no.2
    • /
    • pp.209-219
    • /
    • 1998
  • This study is the first part of the investigation of the students' and teachers' understanding of ideal conditions in physics. To do this, here, we provided the theoretical basis for the above study by discussing the meaning and characteristics of idealization. Idealization, introduced and elaborated by Galileo therefore characterized the nature of modem science, can be generated by four procedures: neglecting the minor variables, giving without any description about the minor variables, assuming the limit case, assuming constancy or uniformity. Idealization generated by these procedures can produce models and laws from the sensory informations about real world. And physics world is constructed by formalization or mathematization of these models and laws obtained through idealization about real world. Therefore, it can be said that idealization have a major role in the context of discovery. By this aspects, physics world can be viewed as the approximation of the real world, and this view, again, give rise the philosophical debate about the reality in nature. Idealization take an important role in the process of application of physics world and the understanding the real world. That is, physicists accept the discrepancies between real world, and physics world and make a great effort to explain, moreover, reduce these discrepancies by modifying or eliminating idealization involved in physics world. Continued from this study, we will proceed to obtain the implications of idealization on the physics learning and investigate the students' and teachers' understanding of the ideal condition involved in the theoretical explanation and the experiment in physics.

  • PDF

Development of Digilog-type Contents using Augmented Reality

  • Lee, Sang-Hyun
    • International Journal of Advanced Culture Technology
    • /
    • v.7 no.3
    • /
    • pp.126-133
    • /
    • 2019
  • Recently, the development of ICT technology and the spread of smart devices have been applied to various industries using real world and augmented reality technologies. Currently, smartphone photography programs are always using fixed content. Augmented reality technology was used to capture the new concept and real-time situational picture of the young generation. Photographing technology using such augmented reality can cope with various concepts and the position and pose of the user. This paper aims to develop photography contents using augmented reality. In this paper, using augmented reality, combining past photographs with real world, and developing content that can be photographed are reviewed.

Reinforcement Learning Control using Self-Organizing Map and Multi-layer Feed-Forward Neural Network

  • Lee, Jae-Kang;Kim, Il-Hwan
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.142-145
    • /
    • 2003
  • Many control applications using Neural Network need a priori information about the objective system. But it is impossible to get exact information about the objective system in real world. To solve this problem, several control methods were proposed. Reinforcement learning control using neural network is one of them. Basically reinforcement learning control doesn't need a priori information of objective system. This method uses reinforcement signal from interaction of objective system and environment and observable states of objective system as input data. But many methods take too much time to apply to real-world. So we focus on faster learning to apply reinforcement learning control to real-world. Two data types are used for reinforcement learning. One is reinforcement signal data. It has only two fixed scalar values that are assigned for each success and fail state. The other is observable state data. There are infinitive states in real-world system. So the number of observable state data is also infinitive. This requires too much learning time for applying to real-world. So we try to reduce the number of observable states by classification of states with Self-Organizing Map. We also use neural dynamic programming for controller design. An inverted pendulum on the cart system is simulated. Failure signal is used for reinforcement signal. The failure signal occurs when the pendulum angle or cart position deviate from the defined control range. The control objective is to maintain the balanced pole and centered cart. And four states that is, position and velocity of cart, angle and angular velocity of pole are used for state signal. Learning controller is composed of serial connection of Self-Organizing Map and two Multi-layer Feed-Forward Neural Networks.

  • PDF

AR Traffic Book by ARToolkit: A Review of Some Selected Challenging Issues (AR툴킷에 의한 AR 트래픽 북(Traffic Book) : 매력적인 사항들에 대한 재검토)

  • Islam, Md. Zahidul;Oh, Chi-Min;Song, Dae-Hyun;Lee, Chil-Woo
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02a
    • /
    • pp.829-834
    • /
    • 2008
  • Augmented reality makes the relationship between real world and virtual world. The basic goal of an AR system is to enhance the user's perception of and interaction with the real world through supplementing the real world with 3D virtual objects that appear to coexist in the same space as the real world. ARToolkit is widely used toolkit to develop any AR application. However, to do so, a lot of researcher faced many challenges and limitations. In this paper we comprehensively review some selected challenging issues using ARToolkit to develop AR system. And then, we implement a real application for augmented text book with sounds and 3D virtual objects which we called here AR Traffic Book concerning these challenging issues by ARToolkit. In this paper our foremost approaches on the most common challenging issues such as virtual object rendering, camera calibration and tracking.

  • PDF

Instrumentation on structural health monitoring systems to real world structures

  • Teng, Jun;Lu, Wei;Wen, Runfa;Zhang, Ting
    • Smart Structures and Systems
    • /
    • v.15 no.1
    • /
    • pp.151-167
    • /
    • 2015
  • Instrumentation on structural health monitoring system imposes critical issues for applying the structural monitoring system to real world structures, for which not only on the configuration and geometry, but also aesthetics on the system to be monitored should be considered. To illustrate this point, two real world structural health monitoring systems, the structural health monitoring system of Shenzhen Vanke Center and the structural health monitoring system of Shenzhen Bay Stadium in China, are presented in the paper. The instrumentation on structural health monitoring systems of real world structures is addressed by providing the description of the structure, the purpose of the structural health monitoring system implementation, as well as details of the system integration including the installations on the sensors and acquisition equipment and so on. In addition, an intelligent algorithm on stress identification using measurements from multi-region is presented in the paper. The stress identification method is deployed using the fuzzy pattern recognition and Dempster-Shafer evidence theory, where the measurements of limited strain sensors arranged on structure are the input data of the method. As results, at the critical parts of the structure, the stress distribution evaluated from the measurements has shown close correlation to the numerical simulation results on the steel roof of the Beijing National Aquatics Center in China. The research work in this paper can provide a reference for the design and implementation of both real world structural health monitoring systems and intelligent algorithm to identify stress distribution effectively.

Standard Model for Live Actor and Entity Representation in Mixed and Augmented Reality (혼합증강현실에서 라이브 행동자와 실체 표현을 위한 표준 모델)

  • Yooa, Kwan-Hee
    • Journal of Broadcast Engineering
    • /
    • v.21 no.2
    • /
    • pp.192-199
    • /
    • 2016
  • Mixed and augmented reality technique deals with mixing content between real world and virtual world containing augmented reality and augmented virtuality excluding of pure real and pure virtual world. In mixed and augmented reality, if a live actor and entity moving in real world can be embedded more naturally in 3D virtual world, various advanced applications such 3D tele-presence, 3D virtual experience education and etc can be serviced. Therefore, in this paper, we propose a standard model which is supporting to embed the live actor and entity into 3D virtual space, and to interact with each other. And also the natural embedding and interaction of live actor and entity can be performed based on the proposed model.