• 제목/요약/키워드: virtual environment

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Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • 제6권4호
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.

고소공포증 치료를 위한 가상현실 원격진료 시스템의 개발 (The Development of Virtual Reality Telemedicine System for Treatment of Acrophobia)

  • 류종현;백승화;백승은;홍성찬
    • 대한전기학회논문지:시스템및제어부문D
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    • 제52권4호
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    • pp.252-257
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    • 2003
  • Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. Recently, the patient can take diagnose from a medical doctor in distance with the telemedicine system. The hospital and doctors can get the medical data, audio, video, signals in the actual examination room or operating room via a live interactive system. Audio visual and multimedia conference service, online questionary, ECG signal transfer system, update system are needed in this system. Virtual reality simulation system that composed with a position sensor, head mount display, and audio system, is also included in this telemedicine system. In this study, we tried this system to the acrophobia patient in distance.

3D Graphics Visualization and Context Information Service for a Virtual Tourist System

  • Nguyen, Congdu;Le, Minh Tuan;Yoon, Dae-Il;Kim, Hae-Kwang
    • Journal of Ubiquitous Convergence Technology
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    • 제1권1호
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    • pp.47-52
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    • 2007
  • In this paper, we present a virtual tourist system with realtime 3D visualization and the assistance of context information service. Our system enables a visitor to take a discovering tour on a virtual environment from a remote client by following navigator or by self-navigating. During the tour, the system provides immersive 3D graphics contents while supporting relevant information to the visitors corresponding to their positions in the virtual environment. When the visitors interact with interested objects, the context information service will also support introduction information for presenting about the objects. The introduction information based on text format is represented by a comfortable way-audio conversion to visitors in different languages depended on their preferences using TTS(Text-To-Speak) tool.

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GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구 (A Study On The Virtual Space Simulation Expression Using Graphic Process Unit)

  • 김종현;김석태
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2004년도 추계학술발표대회 논문집
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    • pp.80-83
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    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

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고밀도 클라우드 컴퓨팅 환경에서 에너지 절감 및 열섬 방지를 위한 가상 머신 배치 알고리즘 (Virtual Machine Placement Algorithm for Saving Energy and Avoiding Heat Islands in High-Density Cloud Computing Environment)

  • 최정열
    • 한국통신학회논문지
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    • 제41권10호
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    • pp.1233-1235
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    • 2016
  • 고밀도 클라우드 컴퓨팅 환경에서 서버에서 소비되는 에너지를 절감하기 위해서는 운용되는 서버의 수를 최소화하도록 가상 머신을 배치하는 것이 바람직하다. 하지만 밀집된 서버 운영으로 인해서 열섬이 발생할 수 있다. 본 논문은 서버의 전력 소비와 서버 발열이 가상 머신의 배치에 따른 서버 이용률에 관계됨을 밝히고, 이를 토대로 에너지 절감과 열섬을 방지할 수 있는 가상 머신 배치 알고리즘을 제안한다.

ID-based group key exchange mechanism for virtual group with microservice

  • Kim, Hyun-Jin;Park, Pyung-Koo;Ryou, Jae-Cheol
    • ETRI Journal
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    • 제43권5호
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    • pp.932-940
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    • 2021
  • Currently, research on network functions virtualization focuses on using microservices in cloud environments. Previous studies primarily focused on communication between nodes in physical infrastructure. Until now, there is no sufficient research on group key management in virtual environments. The service is composed of microservices that change dynamically according to the virtual service. There are dependencies for microservices on changing the group membership of the service. There is also a high possibility that various security threats, such as data leakage, communication surveillance, and privacy exposure, may occur in interactive communication with microservices. In this study, we propose an ID-based group key exchange (idGKE) mechanism between microservices as one group. idGKE defines the microservices' schemes: group key gen, join group, leave group, and multiple group join. We experiment in a real environment to evaluate the performance of the proposed mechanism. The proposed mechanism ensures an essential requirement for group key management such as secrecy, sustainability, and performance, improving virtual environment security.

항공사진과 수치지도를 이용한 도시 건물의 이미지 기반 모델링 (Image-Based Modeling of Urban Buildings Using Aerial Photographs and Digital Maps)

  • 유병현;한순홍
    • 한국지리정보학회지
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    • 제8권1호
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    • pp.49-62
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    • 2005
  • 비행 시뮬레이션과 같은 가상현실 시스템은 실제 존재하는 도시의 가상환경을 필요로 하며, 항상 변화하고 있는 도시환경과 최대한 일치하는 도시모델을 유지하여야 한다. 따라서 주기적으로 갱신되는 지형공간정보를 활용할 수 있는 도시 모델링 방법이 필요하다. 또한 비행 시뮬레이션은 가까운 지역뿐만이 아니라 먼 거리의 건물을 효과적으로 표현할 수 있어야 한다. 이를 위하여 본 논문에서는 고해상도 항공사진과 수치지도로부터, 가상 도시환경을 비교적 적은 노력으로 모델링 할 수 있는 방법을 제시한다. 이미지 기반의 모델링 기법을 아파트처럼 단순한 구조의 건물이 많은 한국의 도시환경과 지형공간정보의 특성에 맞도록 적용하여, 수많은 건물을 폴리곤으로 모델링 하지 않고 효율적으로 표현할 수 있도록 한다. 제안하는 방법은 지형공간정보의 전처리 과정과 가상 도시환경 모델링 과정으로 구성되며, 건물의 높이 맵을 만드는 간단한 전처리 과정만으로 가상 도시환경을 모델링 할 수 있어, 기존의 폴리곤 기반의 모델링 방법이 대규모 도시 가상환경에서 멀리 있는 수많은 건물의 표현을 생략하였던 문제점을 개선하였다.

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가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구 (The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment)

  • 한형종
    • 한국콘텐츠학회논문지
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    • 제18권7호
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    • pp.165-176
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    • 2018
  • 다양한 정보통신기술의 발달로 인하여 기존 이러닝 등의 2차원적 학습 콘텐츠 한계를 극복할 수 있는 한 가지 방안으로 3차원적 가상현실 활용 가능성에 대한 모색이 이루어지고 있다. 특히 가상현실에서의 화면 구성은 학습에 직 간접적으로 영향을 미치는 감성을 유발할 수 있는 가능성을 지닌다. 하지만 화면의 어떠한 측면이 감성을 유발하는지에 대한 연구는 미흡하다. 본 연구는 감성을 유발할 수 있는 가상현실 학습 환경에서의 화면 구성 요소에 대한 사용자 인식을 분석하는 목적을 지닌다. 대표적인 가상현실 학습 환경 플랫폼 주요 화면에 대한 사용자의 인식을 확인하기 위해 다차원척도(Multi Dimensional Scaling, MDS)분석법을 활용하였다. 연구 결과, 사용자는 화면에서의 공간의 깊이 차원과 아바타 등의 움직임에 해당하는 역동성 차원에서 감성을 유발할 수 있다는 점을 확인하였다. 본 연구는 가상현실에서의 화면 요소중 감성을 유발할 수 있는 기술적 변인을 탐색해 보는데 의의를 지닌다.

가상현실 게임에서의 시각화와 몰입도의 상관관계 (Relationship with Visualization and Immersion in Virtual Reality Games)

  • 최민수;박준
    • 한국컴퓨터게임학회논문지
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    • 제31권4호
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    • pp.121-128
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    • 2018
  • 가상현실은 사용자에게 현실 세계와 분리된 환경을 구현하는 기술이며, 분리된 환경을 구현하기 위해서 몰입도가 중요한 요소로 자리 잡고 있다. 하지만 이와 같은 분리된 환경으로 인해서 주변 환경에 대한 인식의 부족이 불안정한 가상현실 게임 환경으로 이어질 수 있기 때문에 이를 해결하기 위해서 다양한 연구들이 진행되고 있다. 대부분의 연구가 시각화를 통해 문제를 해결하는 것에 집중하고 있다. 한편, 시각화는 일반적으로 가상현실의 공간과는 관계가 없는 정보이기 때문에 이것이 적용되는 가상현실의 몰입도에 미치는 영향에 대한 연구가 필요하다. 몰입도는 개인마다 성향 차이가 있으며, 몰입도에 영향을 끼치는 요소들이 다양하기 때문에 이를 고려한 가이드라인이 필요하다. 본 논문에서는 이 두 가지 문제를 해결하기 위해서 몰입도 성향에 따른 설문과 주변 환경에 대한 정보를 시각화하여 전달하는 두 개의 시스템에 대한 실험을 진행하고자 한다. 개인의 몰입도 성향을 측정하고, 이를 성향별로 구분지어 시각화가 가상현실 게임에 미치는 영향을 확인하여 이 결과를 통해 개인의 몰입도 성향에 따른 가상현실 게임 환경 조성에 대한 가이드라인을 제시하고자 한다.