• Title/Summary/Keyword: virtual environment generation

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A Study on Obstacle-Free Path Generation of Avatar using Conformal Mapping (등각 사상을 이용한 인체 아바타의 장애물 회피 경로 생성에 관한 연구)

  • Kim, Jong-Sung;Do, Jun-Hyeong;Park, Kwang-Hyun;Kim, Jung-Bae;Song, Kyung-Joon;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.1
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    • pp.7-18
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    • 2001
  • In this paper, we present a new method to generate obstacle-free path by using conformal mapping, when avatar navigates in virtual environment. First, we show that the proposed method generates a path to keep away from a circular obstacle. Then, we show that the method can be extended to an elliptical obstacle and multiple obstacles. For real applications, we combine the proposed local method with a global navigation method using sub-target to generate a global obstacle-free path by which avatar navigates naturally in virtual environment.

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The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.6
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    • pp.1110-1115
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to embody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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A Range Dependent Structural HRTF Model for 3-D Sound Generation in Virtual Environments (가상현실 환경에서의 3차원 사운드 생성을 위한 거리 변화에 따른 구조적 머리전달함수 모델)

  • Lee, Young-Han;Kim, Hong-Kook
    • MALSORI
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    • no.59
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    • pp.89-99
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    • 2006
  • This paper proposes a new structural head-related transfer function(HRTF) model to produce sounds in a virtual environment. The proposed HRTF model generates 3-D sounds by using a head model, a pinna model and the proposed distance model for azimuth, elevation, and distance that are three aspects for 3-D sounds, respectively. In particular, the proposed distance model consists of level normalization block distal region model, and proximal region model. To evaluate the performance of the proposed model, we setup an experimental procedure that each listener identifies a distance of 3-D sound sources that are generated by the proposed method with a predefined distance. It is shown from the tests that the proposed model provides an average distance error of $0.13{\sim}0.31$ meter when the sound source is generated as if it is 0.5 meter $\sim$ 2 meters apart from the listeners. This result is comparable to the average distance error of the human listening for the actual sound source.

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Motivation-based Hierarchical Behavior Planning

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.79-90
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    • 2008
  • This paper describes a motivation-based hierarchical behavior planning framework to allow autonomous agents to select adaptive actions in simulation game environments. The combined behavior planning system is formed by four levels of specification, which are motivation extraction, goal list generation, action list determination and optimization. Our model increases the complexity of virtual human behavior planning by adding motivation with sudden and cumulative attributes. The motivation selection by probability distribution allows NPC to make multiple decisions in certain situations in order to embody realistic virtual humans. Hierarchical goal tree enhances the effective reactivity. Optimizing for potential actions provides NPC with safe and satisfying actions to adapt to the virtual environment. A restaurant simulation game was used to elucidate the mechanism of the framework.

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The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.177-180
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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PV System using HIL System (Hardware-In-the-Loop 시스템을 이용한 태양광 시스템 연구)

  • Kim, Ju-Yeop;Choy, Ick;Kim, Byeong-Man
    • 한국신재생에너지학회:학술대회논문집
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    • 2005.11a
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    • pp.665-665
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    • 2005
  • The existing DSP for utility interactive photovoltaic generation system control generally uses floating point process type. Because it is easy to use for number crunching, however, it is too late and too expensive. Fixed point process DSP TMS320F2812, has high control speed and is rather inexpensive. A very complicated real system can be simulated using hardware-in-the-loop (HIL) system in a virtual environment Therefore, HIL system can speed up research and development process with a little effort. Also current DSP for utility interactive photovoltaic generation system adopts floating point process type, which is easy to use for number crunching. However, fixed point process DSF, TMS320F2812, has high control speed and is rather inexpensive. This paper presents more efficient method for MPPT control using TMS320F2812 along with HIL System.

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A tailor-made process proposal for Interactive space using smart device (스마트 디바이스를 이용한 인터렉티브 공간의 맞춤형 콘텐츠 프로세스 제안)

  • Won, Jong Wook;Oh, Moon Seok
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.9 no.4
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    • pp.155-165
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    • 2013
  • For the service and creation of new space, the next generation smart device for interactive space using tailor-made contents process serve as an opportunity for the growth of new special display due to the integration of the latest digital technology. The application of next generation technology is in the field that most people expect. So, this thesis serving as the beginning, it is hoped that the smart mirror and wall industry in Korea will play a practical and academic momentum. An interactive environment which is the smart device can be realized when space displays based on smart device built on the experience of the user can provide various tailor-made processes such as academics, performances, meetings, virtual experience, exhibits and promotion, and through this a strategic direction was suggested for the development of each field.

Hyper-reality Metaverse Technology Trends and Development Prospects (초실감메타버스 기술 동향 및 발전 전망)

  • Y.S. Cho;E.H. Hyun;S.J. Bae;H. Jeong;S.D. Ahn
    • Electronics and Telecommunications Trends
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    • v.39 no.2
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    • pp.1-11
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    • 2024
  • The metaverse is expected to evolve into an immersive environment based on photorealistic stereoscopic imaging to integrate real and virtual worlds. To transition from flat images to immersive stereoscopic images, such as light fields and holograms, a continuous cycle of technological development should be reached in media, content, and device technologies, ranging from acquisition and generation to transmission and synthesis as well as reproduction and interaction. Additionally, owing to the multitude of components involved in the metaverse, proper service realization will be challenging without concurrent advancements in computing and communication technologies that facilitate the integration of such components. We introduce research and development trends in media, contents, and devices at the Electronics and Telecommunications Research Institute toward the next generation of stereoscopic images.

Study of emoticon as an emotional sign under the digital communication environment (디지털 커뮤니케이션 환경에서 감성기호로서 이모티콘에 관한 연구)

  • 조규명;김경숙
    • Archives of design research
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    • v.17 no.1
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    • pp.319-328
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    • 2004
  • The communication environment made by digital technologies has made it possible to exchange information and deliver messages fast and easily among people of various classes in virtual space beyond time and space. Net-generation, who is accustomed to this virtual space, couldn't be satisfied with the linear text-oriented language any more, and began to make signs by use of computers in order to differentiate itself from others and to express its desires. Among the signs, emoticon created by joint of popular culture and digital communication centering around young generation is a new visual sign and emotional sign that can deliver a sender's feelings contained in a message. This paper has studied social phenomena, their relationships with emoticon and background of its creation through documentary review of media development, changes in the communication environment and popular culture. Furthermore, it has analyzed the meaningful action and roles of emoticon as a sign in terms of semiotics and also, studied a possibility of using emoticon as a new emotional sign. The study results say that emoticon can play the roles of a non-linguistic sign just like general signs that make mutual exchange through meaningful action, and also that it can be used to effectively deliver messages not only in virtual space, but also in advertising, posters, magazines and CI. However, emoticon is better at emotional expressions yet than other textual signs or visual signs, but in order to position itself as a universal and popular sign, emotional expressions should be clear, any difference in understanding messages should be removed, and message delivery should be more efficient.

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.