• Title/Summary/Keyword: virtual digital

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A Study on the Development and Application of 3Dimensional Spatial Information of Virtual City Using Digital Photogrammetry (수치사진측량 기술을 이용한 3차원 가상도시공간정보 구축 밑 활용에 관한 연구)

  • Kim, Sang-Bong;Cho, Woo-Jin
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.421-425
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    • 2007
  • The application of 3 dimensional virtual reality continuously pursues 3 dimensional system implementation in geographical information system, and is applied and studied in various fields like visualization, simulation, and 3 dimensional analysis. Orthoimage produced to construct basic data of virtual city is evaluated in accuracy, to fall in allowable error of the specification of image map generation. In this paper, 3 dimensional virtual city is constructed and evaluated around Bucheon University using 3 dimensional virtual reality technique and digital photogrammetry. Consequently, the constructed 3 dimensional virtual city around Bucheon University can visualize 3 dimensional reality, to help making decision. It can be substituted for existed 2 dimensional GIS in public and private sectors, and be helpful to decision makers.

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A Study of Success and Failure of Virtual Store: From Homeplus Case (가상스토어의 성공과 실패: 홈플러스 사례를 중심으로)

  • Yim, Myung-Seong;Lee, Sang-Hyun
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.121-128
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    • 2013
  • Because of governmental regulations, large-scale discount stores are trying to find a new way that can expand a market size. Homeplus virtual store has received attention from the other companies, because virtual store can access 24 hours and be unfettered by governmental regulations. The purpose of the study is to review performance and strategies of Homeplus virtual store as well as the cause of the failure of imitators. To do this, we can find key indicators of success of virtual store.

A Study on Construction of 3D Virtual Space from Digital Map (전자지도를 이용한 3차원 가상공간 구축에 관한 연구)

  • Sung, Won-Suk
    • Journal of the Korean Society of Safety
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    • v.24 no.6
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    • pp.1-6
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    • 2009
  • This study describes a construction procedure of 3D virtual space using the NGIS data and its application to simulation. 3D space topography is modeled by using DEM consisted with triangular regular network. The elevations of nodal points of DEM are calculated through the interpolation with contour line and elevation points from the NGIS. Also, data for 2D roads and their environments, such as trees, lamps, and traffic signals, were extracted from the NGIS and projected on the DEM surfaces to get 3D virtual space. To give a reality to 3D virtual space and accelerate its graphic speed, data were converted into the directX format. It is believed that the virtual space constructed in this work can be applicable to the ubiqutous because DEM data can be converted to the AutoCAD format and ASCII code.

A Study on Real-time Graphic Workflow For Achieving The Photorealistic Virtual Influencer

  • Haitao Jiang
    • International journal of advanced smart convergence
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    • v.12 no.1
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    • pp.130-139
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    • 2023
  • With the increasing popularity of computer-generated virtual influencers, the trend is rising especially on social media. Famous virtual influencer characters Lil Miquela and Imma were all created by CGI graphics workflows. The process is typically a linear affair. Iteration is challenging and costly. Development efforts are frequently siloed off from one another. Moreover, it does not provide a real-time interactive experience. In the previous study, a real-time graphic workflow was proposed for the Digital Actor Hologram project while the output graphic quality is less than the results obtained from the CGI graphic workflow. Therefore, a real-time engine graphic workflow for Virtual Influencers is proposed in this paper to facilitate the creation of real-time interactive functions and realistic graphic quality. The real-time graphic workflow is obtained from four processes: Facial Modeling, Facial Texture, Material Shader, and Look-Development. The analysis of performance with real-time graphical workflow for Digital Actor Hologram demonstrates the usefulness of this research result. Our research will be efficient in producing virtual influencers.

Sensing and Control Virtual Environment Using Zigbee Sensor Technology (지그비 센서를 활용한 가상현실 제어)

  • Joo, Jae-Hong;Lee, Hyeon-Cheol;Hur, Gi Taek;Kim, Eun Seok
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.243-247
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    • 2007
  • User interface is one of important factors to enhance one's presence in virtual reality systems. Due to the performance improvement of hardware, the virtual reality system is extensively utilized in games, broadcastings, educations, cultural contents, and so on. And, it is enlarged the necessity for researches on mobile interface to control the virtual reality system guaranteeing user's unrestricted movement. In this paper, we present a mobile interface, ZA sensor which is constructed with a Zigbee module and a Accelerometer to control the virtual environment. And, we propose a method of constructing the virtual reality system using the ZA sensor as a input device and practical applications of the system.

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A Study on Visualization of Digital Wunderkammer Focusing on the Artworks of Mark Leckey (디지털 분더캄머의 시각화에 대한 연구: 마크 레키의 작품을 중심으로)

  • Kim, Sang Min;Park, Hyesu
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.674-682
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    • 2018
  • In the time of the Fourth Industrial Revolution, we endlessly cross between the virtual and the real in our daily routine. Information saving method has changed from physical to virtual and the contents of a digital device can be a method of showing one's identity. A digital device can be seen as a virtual version of a 'wuderkammer'. With this perspective, this study focuses on the changes that has occurred in our daily interaction, the process of thinking, perceiving, and understanding in the time of 'digital wunderkammer'. In order to discuss this matter, this study looks at the two art work series - 'Universal Addressability of Dumb Things' and 'UniAddDumThs' - by a British artist, Mark Leckey and analyzes the digital environment of today, its visual expression, and the characteristic of 'digital wunderkammer' reflected in his art works. Through this study, we hope that the readers can understand the paradigm shift of today and expand the creative possibilities in this new era of digital revolution.

Study on Management of Water Pipes in Buildings using Augmented Reality (증강현실을 이용한 건물의 수도관 관리 방안 연구)

  • Sang-Hyun Park
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.6
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    • pp.1229-1238
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    • 2023
  • Digital twin is a technology that creates a virtual space that replicates the real world and manages the real world efficiently by integrating the real and virtual spaces. The digital twin concept for water facilities is to effectively manage water pipes in the real world by implementing them in a virtual space and augmenting them to the interior space of the building. In the proposed method, the Unity 3D game engine is used to implement the application of digital twin technology in the interior of a building. The AR Foundation toolkit based on ARCore is used as the augmented reality technology for our Digital Twin implementation. In digital twin applications, it is essential to match the real and virtual worlds. In the proposed method, 2D image markers are used to match the real and virtual worlds. The Unity shader program is also applied to make the augmented objects visually realistic. The implementation results show that the proposed method is simple but accurate in placing water pipes in real space, and visually effective in representing water pipes on the wall.

(A) study on digital fashion from the aesthetic perspective of media (디지털 패션의 매체 미학적 관점에 관한 연구)

  • Park, Mina;Ko, Hyun Zin
    • The Research Journal of the Costume Culture
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    • v.25 no.1
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    • pp.48-63
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    • 2017
  • When digital media and images are combined, their significant sociocultural impacts can be exercised. Therefore, this study analyzes digital images shown in such trends of digital media compared to the digital fashion from an aesthetic perspective. Research and empirical studies are focused upon to analyze the aesthetic characteristics of digital fashion. Digital Fashion comprehensively refers to fashion design using computers and software, and is considered as "Fashion Design utilizing Digital Technologies" including computer software and hardware perspectives, so that it may be renamed "Digital Fashion." The esthetic characteristics shown in the Digital Fashion defined above are analyzed according to how media philosophers conceptualize the digital image. First, from the perspective of creation, Digital Fashion Images are technical images produced by computers. Uncanny characteristics expressed through virtual images look more realistic than the actual ones used in experimental works of fashion designers. Such virtuality dynamically expresses various colors and fabric patterns through lights using digital technologies that do not yet exist in cloth form, rather in a non-material form of dynamic virtual imagery. Digital fashion images on monitors express digital fashion designs by shaping virtual images through 3D printing. Second, Digital Fashion Images from the perspective of acceptance are created through deconstruction, while fashion has only been previous viewed visually, Digital Fashion delivers immersions of visual touches as if directly experienced for accepters. Digital Fashion will continuously develop and become more influential as it converges with digital media.

Analysis of Utilization of Virtual Try on Simulation and Consumers' Preference in Apparel Online Shopping (온라인 의류구매 시 가상착의 시뮬레이션 활용 및 선호도 분석)

  • Lim, Ho-Sun
    • Fashion & Textile Research Journal
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    • v.14 no.1
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    • pp.83-89
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    • 2012
  • Recent rapid development of computer, information communication and Web service technologies is exerting considerable effects on all industrial areas. As such digital technologies are also introduced to the clothing and fashion industry and create 'virtual garment environment' consisting of 3D virtual bodies, virtual garments and virtual try-on systems, consumers are now able to try virtual garments on their virtual body online. This study was conducted in order to analyze consumers' tendency of clothing purchase using 3D virtual simulation technology, which is increasing attention throughout the world, and to propose strategies on the development of virtual try-on technology for activating apparel online shopping. The subjects of this study were men and women aged 18 or older living in the North Carolina State, U.S., and a questionnaire survey was conducted with them on their tendency of apparel online shopping and their preference for real garments and virtual garments. According to the results of this study, consumers' awareness of apparel shopping using virtual try-on was still low. Moreover, in the results of surveying consumers' purchase preference for real garments and virtual garments, preference was highest for real garment (P), which was followed by virtual garments OA, OB and BB. Based on the results of this study, for the activation of apparel online shopping using virtual simulation technology, it is considered necessary to provide services implementing virtual try-on similar to consumers' actual try-on. This requires further active research and technology development on virtual try-on simulation using digital technologies.

Technology Trends in Digital Twins for Smart Cities (스마트 도시 실현을 위한 디지털 트윈 기술 동향)

  • Chang, Y.S.;Jang, I.S.
    • Electronics and Telecommunications Trends
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    • v.36 no.1
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    • pp.99-108
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    • 2021
  • Digital twins are digital replicas of objects and systems in the real world. These digital replicas in a virtual environment can be connected with smart sensors and a variety of analyses, and simulations of real-time data from these sensors enable effective the operation, rapid feedback, and future predictions of real world phenomena. Until now, digital twins have been adopted and used mainly in the field of manufacturing, especially for smart factories. As digital twins are expected to be useful not only for productivity improvement but also for social problem solving, it is predicted that they will be extended to other fields such as those of transportation and cities. Digital twins will especially help realize smart cities through real-time monitoring, operation, and predictions using virtual digital twin cities. This paper summarizes the trends in digital twins for smart cities, the concept of digital twins, their application to smart cities, the strategies of various countries, and the development status of companies.