• Title/Summary/Keyword: virtual reality simulator

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Development of Road Safety Estimation Method using Driving Simulator and Eye Camera (차량시뮬레이터 및 아이카메라를 이용한 도로안전성 평가기법 개발)

  • Doh, Tcheol-Woong;Kim, Won-Keun
    • International Journal of Highway Engineering
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    • v.7 no.4 s.26
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    • pp.185-202
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    • 2005
  • In this research, to get over restrictions of a field expreiment, we modeled a planning road through the 3D Virtual Reality and achieved data about dynamic response related to sector fluctuation and about driver's visual behavior on testers' driving the Driving Simulator Car with Eye Camera. We made constant efforts to reduce the non-reality and side effect of Driving Simulator on maximizing the accord between motion reproduction and virtual reality based on data Driving Simulator's graphic module achieved by dynamic analysis module. Moreover, we achieved data of driver's natural visual behavior using Eye Camera(FaceLAB) that is able to make an expriment without such attaching equipments such as a helmet and lense. In this paper, to evaluate the level of road's safety, we grasp the meaning of the fluctuation of safety that drivers feel according to change of road geometric structure with methods of Driving Simulator and Eye Camera and investigate the relationship between road geometric structure and safety level. Through this process, we suggest the method to evaluate the road making drivers comfortable and pleasant from planning schemes.

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Virtual reality training simulator for tooth preparation techniques

  • Jung, HeeSuk;Kim, HyoJoon;Moon, SeongYong
    • Oral Biology Research
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    • v.42 no.4
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    • pp.235-240
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    • 2018
  • Standard oral and maxillofacial three-dimensional model was developed with patients' medical data while virtual reality (VR) simulator was developed in conjunction with head mount display (HMD) and Haptic device. The objective of this study was to evaluate the preclinical use of a VR training simulator in tooth preparation practice. Eighty-nine dental students were trained how to operate the simulator. The participants were then given sufficient time on the simulator to practice dental preparation. The students experience and opinion was then taken in through filling of questionnaires. On average content received 1.8 points, anatomy had 2.5 points, 2.6 points for the applicability, and 2.0 for the usability. As for the detailed items scores, queries about the possible development of the simulator and the interest of the learning process through the simulator were the highest at 3.1 and 3.0 points, respectively. Question about the benefit of the HMD and the haptic device during the practice had 1.5 and 1.6 points, respectively. The average total score was 2.2 points. VR tooth preparation simulator in the field of clinical dental education has powerful potential in regard to realistic models, environments, vision, posture, and economical efficiency.

A Real-time Multibody Vehicle Dynamics and Control Model for a Virtual Reality Intelligent Vehicle Simulator (가상현실 지능형 차량 시뮬레이터를 위한 실시간 다물체 차량 동역학 및 제어모델)

  • 김성수;손병석;송금정;정상윤
    • Transactions of the Korean Society of Automotive Engineers
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    • v.11 no.4
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    • pp.173-179
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    • 2003
  • In this paper, a real-time multibody vehicle dynamics and control model has been developed for a virtual reality intelligent vehicle simulator. The simulator consists of low PCs for a virtual reality visualization system, vehicle dynamics and control analysis system a control loading system, and a network monitoring system. Virtual environment is created by 3D Studio Max graphic tool and OpenGVS real-time rendering library. A real-time vehicle dynamics and control model consists of a control module based on the sliding mode control for adaptive cruise control and a real-time multibody vehicle dynamics module based on the subsystem synthesis method. To verify the real-time capability of the model, cut-in, cut-out simulations have been carried out.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

Development of a Visual Simulation System for the Motion Rider (모션 라이더를 위한 시각 시뮬레이션 시스템의 개발)

  • Kwon, Jung-Hoon;Kwon, Young-Woong
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.5
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    • pp.55-61
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    • 2005
  • In this paper, we propose the visual simulation system for virtual reality motion rider system. The visual simulation system can apply verity virtual reality system. This paper deals with programs on 3D automatic creation of terrain, road design, and a realtime rendering program for the virtual reality system. For the 3D automatic creation of terrain, DEM data and rectangular grid method are applied. We can make two different road object with the road design program. One of them includes road definition, and the other is obtained by using 'NURBS curve.' Visual simulation is consisted by additional modeling and real-time rendering. We can apply the programs made in this way to visual system of driving simulator.

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.

Design and Analysis of an Interactive Motion Simulator in Space Entertainment System

  • Hsu, Kuei-Shu;Cho, Wei-Ting;Lai, Chin-Feng;Wang, Xiaofei;Huang, Yueh-Min
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.1
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    • pp.446-467
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    • 2012
  • In this paper, the analysis and design of a motion simulator (based on the approach taken by interactive virtual reality (VR) entertainment systems) is conducted. The main components of the system include a bilateral control interface, simulation and a motion simulator control scheme. The space entertainment system uses a virtual environment that enables operators to feel the actual feedback sensing and distorted motion from the virtual environment, just as they would in the real environment. The space entertainment system integrates the dynamics of the motion simulator and the virtual environment and the operator maneuvers a steering wheel to interact with the system. The multiple bilateral control schemes employ a dynamical controller, which is designed by considering the velocity and acceleration that the operator imposes on the joystick, the environmental changes imposed on the motion simulator. In addition, we develop a calculated method to evaluate the Ratio of the simulation results. It is shown that the proposed control scheme can improve the performance of the visual entertainment system. Experiments are conducted on the virtual reality entertainment system to validate the theoretical developments.

Development of the Virtual Test Path for Eclipse-II, A Parallel Mechanism Motion Simulator (병렬구조 모션 시뮬레이터 이클립스-II 를 위한 가상현실 시험경로 개발)

  • 인우성;김종원
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.10a
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    • pp.965-968
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    • 2004
  • This paper describes the development of the test path for Eclipse-II, a parallel mechanism motion simulator. Eclipse-II which can be used as a base for general motion simulators, enables unlimited continuous 360-degree spinning in any rotational axes plus finite X, Y, and Z translation motions. The advantage of enabling continuous 360-degree spinning allows various motions for virtual reality. In this paper, the development of the test path to verify the robustness of the Eclipse-II motion simulator is described. The test motions, which satisfy the requirements of test path, are suggested and washout filter enables these motions reproduced in the limited workspace. The trial run is conducted to verify the robustness of the Eclipse-II motion simulator. Additionally the standard data format of virtual reality for Eclipse-II One Man Ride is suggested.

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Development of virtual reality based simulator for road tunnel fire-training (가상현실 기반 도로터널 화재체험 시뮬레이터 개발)

  • Han, Yong-Shik;Choi, Byung-Il;Kim, Myung-Bae;Cha, Moo-Hyun;Kim, Byung-Su
    • Proceedings of the Korea Institute of Fire Science and Engineering Conference
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    • 2008.04a
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    • pp.214-217
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    • 2008
  • An fire simulator has been developed for examining possibility of future engineering applications in the fire research field. This system composed of workstation on XP OS and HMD(Head Mounted Display) and visualized 3D walk-through type virtual reality graphics inside a tunnel in case of fire. By using a joystick and a viewpoint tracer, subjects can be experience interactive changes occurred both in graphics and surrounding sound.

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Development and Usefulness Evaluation of Simulator for Educational Radiation Generator (방사선발생장치 교육을 위한 시뮬레이터의 개발과 유용성 평가)

  • Seo, Jeong-Min
    • Journal of radiological science and technology
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    • v.44 no.6
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    • pp.591-597
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    • 2021
  • In the present study, we developed virtual reality education contents for radiation generator on radiation education field. The radiation generator was divided by module and even the X-ray exposure part was manufactured in detail for designing 3D models. The mechanical details of the X-ray exposure part, the function of adjusting field size of the X-ray, the function of moving the exposure part, and the demonstrating the principle of the X-ray tube were applied. For developing VR contents, the Unreal Engine was used. To evaluate the usefulness of virtual reality content, we used t-test by SPSS. The group used the simulator showed significantly higher levels of understanding of X-ray generation, X-ray irradiation unit composition, irradiation field size adjustment, irradiation unit position adjustment, and overall composition and function. We believe that this VR contents will be used well with radiation safe environment.