• Title/Summary/Keyword: virtual reality system

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The Development of a Ship Firefighting Drill Simulator (선박소화훈련 시뮬레이터 개발에 관한 연구)

  • Kim, Won-Ouk;Kim, Dae-Hee
    • Journal of the Korean Society of Marine Environment & Safety
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    • v.22 no.5
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    • pp.410-416
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    • 2016
  • After the Sewol Ferry accident, the importance of maritime safety has been emphasized in Korea. In particular, educational and experience training are not only being conducted for maritime personnel but also in schools and at maritime-related organizations in order to broadly instill maritime safety awareness. Based on SOLAS regulations, safety education for sailors conducted every 10 days passenger boats, and fire-fighting drills and abandon-ship training should be conducted once a month on merchant ships. After the Sewol Ferry accident, the maximum number of trainees was reduced from 40 to 20 in order to improve the effectiveness of these training sessions by requiring all trainees to participate in the actual training. The current training process consists of two steps: textbook-based theoretical training and actual practice. Current training environment provides limited capability from human and facility recourses which limit the numbers of trainee participated and system operation time. By introducing the simulation training, it will improve the trainee skill and performance prior to the on-site training and allow the more effective and rapid progress on actual practice. Therefore, it will be proposed the three-step training method in order to improve the effectiveness on fire-fighting drill in Maritime Safety Education on this study. This study suggests a three step training method that would increase the efficiency of maritime safety education. An image-training step to enhance individual task awareness and equipment usage via simulation techniques after theoretical training has been added. To implement this simulation, a virtual training session will be conducted before actual training, based on knowledge obtained from theoretical training, which is expected to increase the speed with which trainees can adapt during the practical training session. In addition, due to the characteristics of the simulation, repeated training is possible for reaction drills in emergency circumstances and other various scenarios that are difficult to replicate in actual training. The efficiency of training is expected to improve because trainees will have practiced before practical training takes place, which will decrease the time needed for practical training and increase the number of training sessions that can be executed, increasing the efficiency of training overall. This study considers development methods for fire-fighting drill simulations using virtual reality techniques.

An Intelligent Electronic Performance Support System for Semiconductor Testing Equipment (반도체 검사 장비를 위한 지능형 전자 성능 지원 시스템)

  • 이상용
    • Korean Journal of Cognitive Science
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    • v.9 no.1
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    • pp.31-39
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    • 1998
  • This paper describes an electronic performance support system called HELPS(Handler Electronic Learning Performence Support) for semiconductor testing e equipment. The purpose of this system is to improve productivity of operators by providing just-in-time, on-the-job, mutimedia-based system information for operational support, training, and knowledge-based trouble shooting and repair. HELPS is composed of a operation module and a trouble shooting module. The operation module uses multimedia and hypermedia to provide the detailed and easily accessible information about equipment to users. Multimedia incorporate multiple. media forms including still and video images. animations 'texts' graphics. and audio. Hypermedia a are provided through a hierarchical information structure which offers not only specific information which is needed to perform a task to experienced operators. but detailed system guidance and information to novice operators. The trouble shooting module is composed of an integrated mutimedia-supported expert system which assists operators in trouble shooting and equipment repair. After diagnosis through the use of the expert system. multimedia advice is presented to the user in either still images with text or motion sequences with sound HELPS is evaluated in term of training time and trouble shooting and repair time. It improved productivity by saving more than 30% of the total time used without the system. This s system has the potential to improve productivity when it is used with ICAIOntellignet Computer Aided Instruction) and virtual reality.

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Flight Test of Helicopter Landing System Using Real-time DGPS (실시간 DGPS를 이용한 헬리콥터 착륙 시스템 개발)

  • Park, Sung-Min;Kim, Jung-Han;Whang, Duk-Ho;Jang, Jae-Gyu;Kee, Chang-Don;Park, Hyoung-Taek;Park, Hong-Man;Lee, Chang-Hyo
    • Journal of Advanced Navigation Technology
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    • v.3 no.2
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    • pp.108-119
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    • 1999
  • In recent, there has been remarkable progress in the field of GPS applications. In a few years, an appreciable number of aircraft will adopt GPS as a landing guidance system because GPS is more economic, more reliable and more accurate than any other aviation systems. In this respect, we have performed several helicopter landing flight tests based on the real-time DGPS system made in SNUGL (Seoul National University GPS Laboratory). From the experimental results, we found several problems Which should be fixed to adopt DGPS as a aircraft landing guidance system. In this paper, we will introduce the problems found in tests and also suggest modifications to solve the problems. Our modifications can be classified into three parts. The first is about the attitude determination with single GPS antenna. The second deals with the cockpit display module. The display was devised to integrate the Instrument Landing System(ILS) with tunnel-the-sky using virtual reality. With the display, pilot can achieve more safe landings. The last part is the digital map. We inserted digital map into our system and put direction indicator on the map using position information from GPS. It is very useful for pilot to find airports even in bad weather. Using the newly designed DGPS landing system, we conducted flight test at Kimhae International Airport, Pusan, Korea. It was successful! Our system can also satisfy Category-I criterion for aircraft landing approach and determine attitude angle with a high level of reliability. It is supported by video materials.

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Real-Time Joint Animation Production and Expression System using Deep Learning Model and Kinect Camera (딥러닝 모델과 Kinect 카메라를 이용한 실시간 관절 애니메이션 제작 및 표출 시스템 구축에 관한 연구)

  • Kim, Sang-Joon;Lee, Yu-Jin;Park, Goo-man
    • Journal of Broadcast Engineering
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    • v.26 no.3
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    • pp.269-282
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    • 2021
  • As the distribution of 3D content such as augmented reality and virtual reality increases, the importance of real-time computer animation technology is increasing. However, the computer animation process consists mostly of manual or marker-attaching motion capture, which requires a very long time for experienced professionals to obtain realistic images. To solve these problems, animation production systems and algorithms based on deep learning model and sensors have recently emerged. Thus, in this paper, we study four methods of implementing natural human movement in deep learning model and kinect camera-based animation production systems. Each method is chosen considering its environmental characteristics and accuracy. The first method uses a Kinect camera. The second method uses a Kinect camera and a calibration algorithm. The third method uses deep learning model. The fourth method uses deep learning model and kinect. Experiments with the proposed method showed that the fourth method of deep learning model and using the Kinect simultaneously showed the best results compared to other methods.

A Case study for Multi-Perspective Relationship Experience(MPRE) to Improve Social Communication of Soldiers (군인들의 의사소통 향상을 위한 가상현실 활용 방안 -다시점 관계 경험 프로그램 사례 연구-)

  • Lee, Youn-Soo;Lee, Joong Ho
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.83-89
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    • 2022
  • Recentely, the military needs to apply various technologies for the improvement of teamwork. The government should take the non-face-to-face system due to the social interest of young military members. In this study we investigated collective cohesion by helping soldiers who have difficulty expressing their feelings and delivering messages while living in groups, or who are unable to adapt to group life due to psychological disorders such as relationship anxiety. We proposed the Multi-perspective Relationship Experience program as a new VR application. We showed feeling a sense of reality equivalent to the actual situation, interpersonal tension and social distance were significantly reduced, and communication, which was difficult to actually do, was naturally achieved. In addition, positive effects were confirmed on the sense of belonging and leadership among all participants. We will be effectively used in manpower management policies that improve the collective cohesion of soldiers and support the adaptability of the military environment in line with the rapidly changing social interaction method.

An Approach to Realistic Contents of T-ball for VR Sports Room Classes (가상현실 스포츠실 수업을 위한 티볼 실감 콘텐츠 접근)

  • Eun, Kwang-Ha
    • The Journal of the Korea Contents Association
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    • v.22 no.10
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    • pp.47-58
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    • 2022
  • This research presented development contents for application of realistic content approach study that can experience T-ball sports used in regular physical education classes at indoor space with screen. The scope of application can be used for ball sports training in virtual reality sports room of elementary and junior high schools. The approach process presents an appropriate approach system for sustainable training education which is to improve T-ball sports training to target users through consultation-based collaboration with sports experts and T-ball leaders, focusing on basic training content of T-ball textbooks. In other words, the training mode was designed to induce immersion in T-ball sports classes and provide natural basic training for students at elementary schools rather than simply experience-based realistic content. The developed training content provided basic attack training according to weekly differentiated curriculum, and the approach process of training mode by difficulty level was presented to allow the user to improve the training by the degree of difficulty. In addition, the match mode approach process that reflects the game rules of T-ball sports was presented. This study can be presented as a reference production case that can be used to improve basic training and physical exercise of ball sports for industries related to development of realistic content.

Robust Dynamic Projection Mapping onto Deforming Flexible Moving Surface-like Objects (유연한 동적 변형물체에 대한 견고한 다이내믹 프로젝션맵핑)

  • Kim, Hyo-Jung;Park, Jinho
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
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    • v.7 no.6
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    • pp.897-906
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    • 2017
  • Projection Mapping, also known as Spatial Augmented Reality(SAR) has attracted much attention recently and used for many division, which can augment physical objects with projected various virtual replications. However, conventional approaches towards projection mapping have faced some limitations. Target objects' geometric transformation property does not considered, and movements of flexible objects-like paper are hard to handle, such as folding and bending as natural interaction. Also, precise registration and tracking has been a cumbersome process in the past. While there have been many researches on Projection Mapping on static objects, dynamic projection mapping that can keep tracking of a moving flexible target and aligning the projection at interactive level is still a challenge. Therefore, this paper propose a new method using Unity3D and ARToolkit for high-speed robust tracking and dynamic projection mapping onto non-rigid deforming objects rapidly and interactively. The method consists of four stages, forming cubic bezier surface, process of rendering transformation values, multiple marker recognition and tracking, and webcam real time-lapse imaging. Users can fold, curve, bend and twist to make interaction. This method can achieve three high-quality results. First, the system can detect the strong deformation of objects. Second, it reduces the occlusion error which reduces the misalignment between the target object and the projected video. Lastly, the accuracy and the robustness of this method can make result values to be projected exactly onto the target object in real-time with high-speed and precise transformation tracking.

Integrated Structural Dynamic Response Analysis considering the UNDEX Shock Wave and Gas Bubble Pulse (수중폭발 충격파와 가스구체 압력파를 함께 고려한 구조물의 동적응답해석)

  • Lee, Sang-Gab;Hwon, Jeong-Il;Chung, Jung-Hoon
    • Journal of the Society of Naval Architects of Korea
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    • v.44 no.2 s.152
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    • pp.148-153
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    • 2007
  • Two typical impact loadings, shock wave and gas bubble pulse, due to UNDEX(UNDerwater EXplosion), should be considered together for the closest response analysis of structure subjected to UNDEX to a reality. Since these two impact loadings have different response time bands, however, their response characteristics of structure are different from each other. It is impossible to consider these effectively under the current computational environment and the mathematical model has not yet been developed. Whereas Hicks model approximates the fluid-structure interaction due to gas bubble pulse as virtual mass effect, treating the flow by the response of gas bubble after shock wave as incompressible ideal fluid contrary to the compressible flow due to shock wave, Geers-Hunter model could make the closest response analysis of structure under UNDEX to a real one as a mathematical model considering the fluid-structure interaction due to shock wave and gas bubble pulse together using acoustic wave theory and DAA(Doubly Asymptotic Approximation). In this study, the application and effectiveness of integrated dynamic response analysis of submerged structure was examined with the analysis of the shock wave and gas bubble pulse together.

Advanced Seam Finding Algorithm for Stitching of 360 VR Images (개선된 Seam Finder를 이용한 360 VR 이미지 스티칭 기술)

  • Son, Hui-Jeong;Han, Jong-Ki
    • Journal of Broadcast Engineering
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    • v.23 no.5
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    • pp.656-668
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    • 2018
  • VR (Virtual Reality) is one of the important research topics in the field of multimedia application system. The quality of the visual data composed from multiple pictures depends on the performance of stitching technique. The stitching module consists of feature extraction, mapping of those, warping, seam finding, and blending. In this paper, we proposed a preprocessing scheme to provide the efficient mask for seam finder. Incorporating of the proposed mask removes the distortion, such as ghost and blurring, in the stitched image. The simulation results show that the proposed algorithm outperforms other conventional techniques in the respect of the subjective quality and the computational complexity.

A Study on the Strategy for Internet Electronic Commerce of Fashion Industry (패션산업(産業)의 인터넷 전자상거래(電子商去來) 활용방안(活用方案)에 관(關)한 연구(硏究))

  • Chung, Hye-Joo;Cho, Kyu-Hwa
    • Journal of Fashion Business
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    • v.3 no.1
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    • pp.81-92
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    • 1999
  • The purpose of this thesis is to analyze the present conditions and problems of the Electronic Commerce, specially by the fashion companies that utilize the Internet and to propose using plans of Internet Electronic Commerce as a strategic method of fashion companies that have a information-oriented mind to adapt itself to modern century. On the basis of my analysis, I propose some using plans of Internet Electronic Commerce by the fashion companies as follows. As a means of construction method, it is need for the pertinent companies to have an information-oriented mind and then to construct the low-expense but high-speed communication Infrastructure. As an operation and management method, positive web site advertisements plans, such as promotion, using various mass media, subscribing to the Internet search engines and dissemination of products information, etc., are need for companies to attract the consumers to connect to the web site. Second, to offer more satisfactory experiences, it is need for companies to frame the integrated shopping mall as a strategic alliance in the management of shopping mall. To frame the integrated shopping mall is also effective in solving financial problems of shopping mall management and introducing of security system As a means of technology supplement, security management systems, such as SSL or SET, should be introduced for consumers to pay the price and furnish their personal informations. Second, new technology developments, such as the newest simulation programs using Virtual Reality to solve the problem of products' actual feeling, should be need for consumers to feel as they really put clothes on. If these technological developments are realized, fashionable products will be dealt in the Internet shopping mall as well and the marketability of Internet shopping mall will be expanded.

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