• Title/Summary/Keyword: virtual reality system

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Web-based Visualization of Forging Operation by Using Virtual Reality Technique

  • Lee, Young-Seok;Hwang, Ho-Jin;Oh, Jea-Woo;Park, Man-Jin;Lee, Tae-Hong;Jang, Dong-Young
    • Proceedings of the Korea Society for Simulation Conference
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    • 2001.10a
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    • pp.274-279
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    • 2001
  • This paper presented a virtual manufacturing simulation system by using Virtual Reality Modeling Language (VRML) and Finite Element Method(FEM). The system is to simulate forging operation. Stress distributions and deformation profiles as well as the operation of forging machine can be simulated and visualized in the web. Since the forging machine, user interface, and specimen were modeled by using Java and VRML, the forging machine and analysis results were browsed and integrated on the web that is interfaced to users through EAI to show the whole forging simulation. The developed system realized the working environment virtually so that education and experiment of forging process could be performed effectively even on the PC.

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Development of Parameter-based 3D Object Generation System by Using Virtual Reality for Construction Project Design Phase (가상현실을 이용한 건설공사 설계단계의 파라미터기반 3D객체 생성체계 구축방안)

  • Kang, Leen-Seok;Kwon, Jung-Hui;Moon, Jin-Seok;Moon, Hyoun-Seok;Gi, Sang-Bok
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2008.04a
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    • pp.108-113
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    • 2008
  • Virtual construction (VC) system enables project manager to visually check mistakes in design materials by using virtual reality technology. In using VC system, to make 3D object by each construction element is still tedious work. This study suggests an improved method to make 3D object by using parameter-based 3D generation function. The IDEFO model to organize the process for the function. A VC system by this function was developed in this study and the function was verified by a bridge project in this system.

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Design and Implementation of Internet Shopping Mall by Using Virtual Reality-Driven Avatar and Web Decision Support System (가상현실 분신과 웹 의사결정지원 개념에 입각한 인터넷쇼핑몰 설계 및 구현에 관한 연구)

  • 이건창;정남호
    • Proceedings of the Korea Inteligent Information System Society Conference
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    • 1999.03a
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    • pp.361-371
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    • 1999
  • This paper is concerned with designing and implementing the Internet shopping mall by using virtual reality-driven avatar and web decision support system. Traditionally, the Internet shopping mall has been designed based on the combination of several hyperlinks, images, and texts. However, this sort of approach results in a lower performance because possible customers cannot make more accurate shopping decisions. To overcome this kind of pitfalls facing the current Internet shopping malls, we propose using a combination of virtual reality and web DSS. The main virtues of our proposed approach to designing the Internet shopping mall are as follows: First, the virtual reality technique is emerging as one of alternative guaranteeing a sense of reality for customers part and facilitating the complex process of shopping decision makings. Especially, the avatar, which is an artificially designed man working on the Internet, can make easy and absorbing the Internet shopping-related decision making processes. Second, the web DSS approach can provide an effective decision support mechanism for customers. Especially, we design a set of intelligent agents for the proposed web DSS. Experimental results with an illustrative example showed that our proposed approach can yield a new Internet shopping mall paradigm with which customers can benefit from a high level of decision support functions.

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Development of a software based calibration system for automobile assembly system oriented AR (자동차 조립시스템 지향 AR을 위한 소프트웨어 기반의 캘리브레이션 시스템 개발)

  • Park, Jin-Woo;Park, Hong-Seok
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.1
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    • pp.35-44
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    • 2012
  • Many automobile manufacturers are doing experiment on manufacturing environments by using an augmented reality technology. However, system layout and process simulation by using the virtual reality technology have been performed actively more than by using the augmented reality technology in practical use so far. Existing automobile assembly by using the augmented reality requires the precise calibrating work after setting the robot because the existing augmented reality system for the automobile assembly system configuration does not include the end tip deflection and the robot joints deflection due to the heavy weight of product and gripper. Because the robot is used mostly at the automobile assembly, the deflection problem of the robot joint and the product in the existing augmented reality system need to be improved. Moreover camera lens calibration has to be performed precisely to use augmented reality. In order to improve this problem, this paper introduces a method of the software based calibration to apply the augmented reality effectively to the automobile assembly system. On the other hand, the camera lens calibration module and the direct compensation module of the virtual object displacement for the augmented reality were designed and implemented. Furthermore, the developed automobile assembly system oriented AR-system was verified by the practical test.

Digital Restoration of Pulguksa Temple and Sokkuram based on Virtual Reality -Focused on the CAVE of Virtual Reality System (가상현실기술을 이용한 불국사와 석굴암의 디지털 복원 -가상현실 시스템 CAVE를 중심으로)

  • 박소연
    • Archives of design research
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    • v.16 no.2
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    • pp.67-76
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    • 2003
  • Today, computer graphics have moved into spotlight within many related fields. The use of computer graphics in many fields as well as in design is now universalized. More than ever, those fields which utilize virtual reality are being vigorously researched and are rapidly progressing. Many advanced countries are obtaining positive results, allowing the world to learn about their culture and history by using virtual reality techniques for the restoration of cultural property. Above all, the West has utilized the diversity of the CAVE system which could best express the artificial system among virtual reality systems. However, in Korea this technology remains in its early stages of development. Moreover, the field, digital restoration of cultural property, which will be discussed in this study, hasn't yet been explored. Accordingly, this study presents the way of digitally restoring cultural property based on the CAVE through the empirical research and suggests the significance and possibility of digitally restoring cultural properly in the CAVE system. For them, this study processes the digitally restoring of Pulguksa Temple and Sokkuram and refers to the limitation and the future study following the investigation of CAVE and the introduction of applicable examples in abroad.

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A Study on the Development and Application of 3Dimensional Spatial Information of Virtual City Using Digital Photogrammetry (수치사진측량 기술을 이용한 3차원 가상도시공간정보 구축 밑 활용에 관한 연구)

  • Kim, Sang-Bong;Cho, Woo-Jin
    • Proceedings of the Korean Society of Surveying, Geodesy, Photogrammetry, and Cartography Conference
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    • 2007.04a
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    • pp.421-425
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    • 2007
  • The application of 3 dimensional virtual reality continuously pursues 3 dimensional system implementation in geographical information system, and is applied and studied in various fields like visualization, simulation, and 3 dimensional analysis. Orthoimage produced to construct basic data of virtual city is evaluated in accuracy, to fall in allowable error of the specification of image map generation. In this paper, 3 dimensional virtual city is constructed and evaluated around Bucheon University using 3 dimensional virtual reality technique and digital photogrammetry. Consequently, the constructed 3 dimensional virtual city around Bucheon University can visualize 3 dimensional reality, to help making decision. It can be substituted for existed 2 dimensional GIS in public and private sectors, and be helpful to decision makers.

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Development of a Virtual Cyber-Tour System in the Virtual Reality Environment

  • Jongchel Yoo;Yongbem Kim;MyongKyu Park
    • Proceedings of the Safety Management and Science Conference
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    • 2000.11a
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    • pp.177-180
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    • 2000
  • This study is to explain the importance and the necessity of virtual cyber-tour in a virtual reality environment, and to present a way of its realization as a mean to surmount the fundamental constraints in current tourism, arising mainly from the individual health, cost, leisure time, and the low perception on tourism culture. This virtual cyber-tour using virtual reality technology will not only provide various indirect tour experiences to the existing tour resources, but also develop a new type of tour system, leading to new worlds which have not been accessible to the Public because of various restrictions coming from the current technology, transportation means, and physical limit's of human body.

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Design of an Automatic Summary System for Minutes Using Virtual Reality

  • Amsuk Oh
    • Journal of information and communication convergence engineering
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    • v.21 no.3
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    • pp.239-243
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    • 2023
  • Owing to the environment in which it has become difficult to face people, on-tact communication has been activated, and online video conferencing platforms have become indispensable collaboration tools. Although costs have dropped and productivity has improved, communication remains poor. Recently, various companies, including existing online videoconferencing companies, have attempted to solve communication problems by establishing a videoconferencing platform within the virtual reality (Virtual Reality) space. Although the VR videoconference platform has only improved upon the benefits of existing video conferences, the problem of manually summarizing minutes because there is no function to summarize minute documents still remains. Therefore, this study proposes a method for establishing a meeting minute summary system without applying cases to a VR videoconference platform. This study aims to solve the problem of communication difficulties by combining VR, a metaverse technology, with an existing online video conferencing platform.

Effects of Robot-Mediated Gait Training Combined with Virtual Reality System on Muscle Activity: A Case Series Research

  • Heo, Seoyoon;Kim, Mooki;Choi, Wansuk
    • Journal of International Academy of Physical Therapy Research
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    • v.11 no.2
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    • pp.2021-2027
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    • 2020
  • Background: Previous robot-mediated gait training has been proven several limitations such as pointless repeated motion training, decreased presence, etc. In this research, adult stroke patients were participated in robot-mediated gait training accompanied with or without virtual reality program. Objectives: Exploring whether the results indicated virtual reality system has contribution to muscle strength and balance ability. Design: A case series research, cross-over trial. Methods: Eleven participants (male 4, female 7) with adults diagnosed as stroke from medical doctor ware engaged. The participants received 2 treatment sessions of identical duration, robot-assisted gait training with virtual reality and robot-assisted gait training with screen-off randomly crossed over include 1-day for each person of wash-out period. The parameter was muscle activity, the researchers assessed sEMG (surface electromyography). Results: The result showed less muscle activities during training in robot-assisted gait training with virtual reality circumstances, and these indicated muscles were gluteus medius muscle, vastus medialis muscle, vastus intermedius and vastus lateralis muscle, semimembranosus muscle, gastrocnemius-lateral head, and soleus muscle (P<.05). Conclusion: In this study, we analyzed the outcome of muscle activity for clinical inference of robot-assisted gait training with virtual reality (VR). Less muscle activity was measured in the treatment accompanied by VR, therefore, a more systematic, in-depth and well-founded level of follow-up research is needed.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
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    • v.28 no.3
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    • pp.59-75
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    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.