• Title/Summary/Keyword: virtual reality system

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Visualizing Construction Process Linking Process Simulation (프로세스 시뮬레이션을 연계한 건설공정 시각화)

  • Kim, Yeong-Hwan;Jung, Pyung-Ki;Seo, Jong-Won
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.1 s.29
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    • pp.73-79
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    • 2006
  • Even though graphical simulation is very useful for construction planning, the application of graphical simulation has a limitation in dealing with objects without fixed form like earthmoving process. In this case, the mathematical/statistical simulation about the productivity of the whole processes based on the numerical data of working time, waiting time and working capacity of using equipment becomes effective. The mathematical/statistical simulation is not fully utilized in the field of construction due to the difficulties of creating process models and securing trust the numerically expressed results of simulation. In this research, the output of discrete-event simulation programs which are the most common mathematical/statistical simulation tool for construction processes were analyzed for the purpose of earthmoving process visualization. The purpose of this research is to develop a graphical simulation system that can help the construction planner select most suitable equipment and construction methods through the visualize the numerical simulation results of the working time, the queuing time as well as the amount resources etc.

Resilience of Children Expressed in Films and Fictional Stories (영화와 동화에 나타난 소아의 외상적 사건과 탄력성)

  • Yoo, Hee-Jeong;Kim, Bongseog;Hwang, Jun-Won;Park, Chan Min;Hong, Minha;Bahn, Geon Ho
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.24 no.2
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    • pp.71-77
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    • 2013
  • Psychological resilience in children preventing them from being overwhelmed by traumatic events and nurture their healthy development is universal and powerful. Movies about fairy tales provide children with the notion of the existence of the power and various manifestations. Even though the traumatic event affects the development of the child, with a good supporting system and by providing healthy internal and external factors to reconstruct the event, the traumatized child may accept the event objectively, develop the healthier part of the ego, and even sublimate the traumatic events. As the children participate in movies or plays, several protectors can be devised. The child prepares the role under a "promise" of virtual reality, performs the role recognizing that the traumatic event is not real, and returns to real life as the role or play ends. When these protectors are provided, it is considered that resilience can function properly and the role does not have a negative influence on the development of a child.

Study on the Enhancement of the Functionality of Construction Graphical Simulation System (건설 그래픽 시뮬레이션 시스템의 기능개선에 관한 연구)

  • Kim Yeong-Hwan;Seo Jong-Won
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2004.11a
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    • pp.543-547
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    • 2004
  • Visualization of construction process simulation and physical modeling were considered to overcome the limitations of current graphical simulation. The output of discrete-event simulation programs which are the most common mathematical statistical simulation tool for construction processes were analyzed for the visualization of earthmoving process that dealing with objects without fixed. Object-oriented models for equipment, material and work environments were devised to effectively visualize the numerical simulation results of the working time, the queuing time as well as the amount resources etc. The oscillation of the crane's cable and the lifted material that should be considered to rationally modeled and simulated by construction graphical simulation. The derived equation of motion was solved by numerical analysis procedure. Then obtained results was used for physical modeling.

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A Study on the Heterogeneity in Multi-player VR Games : focused on (멀티플레이어 가상현실 게임에 나타난 비균질성 연구 : <더 플레이룸 VR>을 중심으로)

  • Park, Eun-Kyung;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.151-162
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    • 2016
  • The purpose of this paper is to identify the significance of heterogeneity in multi-player VR games. Heterogeneity is a concept of multi-player mode that a game uses the immersive VR and non-immersive system at the same time. As immersive VR device has become more commercial, multi-player VR games try to use heterogeneity strategically. is the best example to explain a new phenomenon, so this paper analyses by using a revised and reinforced MDA framework. As a result, we can find heterogeneity concept not only in the separation of player's interface, but also in the division of play patterns and experiences within a game itself.

A Comparative Study for Virtual Reality 360° Contents Shooting Equipments Based on Real World (실사 기반 VR 360° 콘텐츠 촬영 장치 비교 연구)

  • Kim, Chulhyun
    • Journal of Broadcast Engineering
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    • v.21 no.5
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    • pp.714-725
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    • 2016
  • With the recent emergence of VR contents, a lot of attention has been drawn on actual image based VR 360° video production using photography system. It was very complicated and difficult to make conventional VR contents. Therefore, such making was performed only in a research level. These days, as cameras have been made smaller, VR live-action has become more common in contents makers. In the circumstance, this study tries to compare a variety of contents making equipment based on action-cam that is mainly used for producing VR contents, and suggest their problems. To solve the problems, this study uses a cinema grade camera to do VR filming. As a result, it is revealed that, in order to make VR contents with quality, it is necessary to use a cinema grade camera, rather than an action cam, and to conduct technical research for standard lens based contents.

A Study on 3 Dimensional Modeling of Keum-man Connection Canal using GIS and considering Hydraulic Analysis (GIS와 수리학적 해석을 고려한 금만연결수로의 3차원 모델링에 관한 연구)

  • Kim, Dae-Sik;Nam, Sang-Woon;Kim, Tai-Cheol
    • Journal of The Korean Society of Agricultural Engineers
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    • v.50 no.5
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    • pp.3-15
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    • 2008
  • This study aims to simulate the 3 dimensional (3D) model of Keum-man connection canal using geographic information system (GIS) as well as considering design in viewpoint of engineering. The canal connects from Keumkang to Mangyungkang in order to supply fresh water into Saemankeum lake. This study used 3 dimensional spatial planning model (3DSPLAM) process to generate the 3D model, which has not only several planning layers in actual process, but also their corresponding layers in modeling process to simulate 3D space of rural villages. The discharge of the canal is $20m^3/s$ on slope of 1/28,400 in the canal length of 14.2km, which consists of pipe line and open channel. This study surveyed the route of the canal and its surrounding environment for facilities to make images in the 3D graphic model. Besides, the present study developed data set in GIS for geogrphical surface modeling as well as parameters in hydraulic analysis for water surface profile on the canal using HEC-RAS model. From the data set constructed, this study performed analysis of water surface profile with HEC-RAS, generation of digital elevation model (DEM) and 3D objects, design of the canal section and route on DEM in AutoCAD, and 3D canal model and its surrounding 3D space in 3DMAX with virtual reality. The study result showed that the process making 3D canal model tried in this study is very useful to generate computer graphic model with the designed canal on the surface of DEM. The generated 3D canal can be used to assist decision support for the canal policy.

Low Latency Uplink Transmission Scheme in Mobile Communication Networks (이동통신망에서 저지연 상향링크 전송 기법)

  • Bae, Duck-Hyun;Lee, Hyun-Suk;Lee, Jang-Won
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.42 no.1
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    • pp.77-87
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    • 2017
  • Even though current LTE/LTE-A mobile networks provide enough high data rate and low latency to support conventional wireless services, to support ultra-low delay services, such as virtual reality and remote control, in the next generation mobile communication network, it is required to provide very low delay about several ms. However, in the uplink transmission of the LTE/LTE-A system, the process of scheduling grant is required to obtain uplink resources for uplink transmission from the eNB. The process of granting uplink resources from eNB brings additional fixed latency, which is one of the critical obstacles to achieve low delay in uplink transmissions. Thus, in this paper, we propose a novel uplink transmission scheme called Cut-in uplink transmission, to reduce uplink latency. We provide the performance of the proposed uplink transmission scheme through simulations and show the proposed uplink transmission scheme provides lower uplink transmission delay than conventional uplink transmission scheme in LTE/LTE-A mobile networks.

Development of a Hand Shape Editor for Sign Language Expression (수화 표현을 위한 손 모양 편집 프로그램의 개발)

  • Oh, Young-Joon;Park, Kwang-Hyun;Bien, Zeung-Nam
    • Journal of the Institute of Electronics Engineers of Korea SC
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    • v.44 no.4 s.316
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    • pp.48-54
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    • 2007
  • Hand shape is one of important elements in Korean Sign Language (KSL), which is a communication method for the deaf. To express sign motion in a virtual reality environment based on OpenGL, we need an editor which can insert and modify sign motion data. However, it is very difficult that people, who lack knowledge of sign 1anguage, exactly edit and express hand shape using the existing editors. We also need a program to efficiently construct and store the hand shape data because the number of data is very large in a sign word dictionary. In this paper we developed a KSL hand shape editor to easily construct and edit hand shape by a graphical user interface (GUI), and to store it in a database. Hand shape codes are used in a sign word editor to synthesize sign motion and decreases total amount of KSL data.

A Study on Improving Graphic Rendering Engine for Visualization of Ship Handling Simulation (선박 운항 시뮬레이션 가시화를 위한 그래픽 렌더링 엔진 기술의 개선 방향)

  • Hwang, Ho-Jin;Mun, Du-Hwan
    • Journal of Navigation and Port Research
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    • v.34 no.3
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    • pp.153-160
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    • 2010
  • Simulation visualization technology is an important constituent through which users directly interact with simulators. Simulator users have a needs for more fast, realistic and intuitive visualization. Though hardware-related performances such as computing power and visual equipment have been grown, the limits have existed in graphics rendering engines generally used in marine simulator up to now. This paper has focused on the review of graphic rendering engines available for simulation visualization. We had deduced system requirements for visualization of ship handling simulation, had surveyed graphic rendering engines as commercial and open source, and analyzed strengths and weakness of them. The feasibility study for simulation visualization of tug-barge transportation with an open source graphics rendering engine(OGRE3D) has been demonstrated.

Understanding of 3D Human Body Motion based on Mono-Vision (단일 비전 기반 인체의 3차원 운동 해석)

  • Han, Young-Mo
    • The KIPS Transactions:PartB
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    • v.18B no.4
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    • pp.193-200
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    • 2011
  • This paper proposes a low-cost visual analyzer algorithm of human body motion for real-time applications such as human-computer interfacing, virtual reality applications in medicine and telemonitoring of patients. To reduce cost of its use, we design the algorithm to use a single camera. To make the proposed system to be used more conveniently, we avoid from using optical markers. To make the proposed algorithm be convenient for real-time applications, we design it to have a closed-form with high accuracy. To design a closed-form algorithm, we propose an idea that formulates motion of a human body joint as a 2D universal joint model instead of a common 3D spherical joint model, without any kins of approximation. To make the closed-form algorithm has high accuracy, we formulates the estimation process to be an optimization problem. Thus-desined algorithm is applied to each joint of the human body one after another. Through experiments we show that human body motion capturing can be performed in an efficient and robust manner by using our algorithm.