• Title/Summary/Keyword: virtual tools

Search Result 362, Processing Time 0.027 seconds

Technology in Place : Real Virtuality (공간연구를 위한 정보 기술 : 가상 현실)

  • Abler, Ronald F.
    • Journal of the Korean Geographical Society
    • /
    • v.32 no.4
    • /
    • pp.543-548
    • /
    • 1997
  • New technologie of information and interaction create ambiguous, multifaceted relationships between concepts and realities that once seemed clear and simple. The acvent of cyberspace implies the existence of cyberplaces and relationships among cyberspace and places that could be as or more complex then those that exist among the spaces and places of the non-digital world. Virtual reality-the current uses of infomation technologies to create replicas of places and processes in the world-offers a point of exploring such relationships. But more penetrating insights become evident in the examination of real virtuality-the uses of information technologies to enhance the experience of places in the world. Real virtuality offers geographers a variety of innovative and powerful tools for augmenting the effectiveness and domain of their craft. Widespread use of real virtuality by geograpgers will alter their use of data, methods, and theory in research, teaching, and practice.

  • PDF

Development of Efficient VR Contents Writing Tools for Support Storytelling (스토리텔링 지원을 위한 효율적인 VR 콘텐츠 저작도구 개발)

  • Lee, Yang Min;Lee, Jae Kee
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.5
    • /
    • pp.700-709
    • /
    • 2020
  • With the development of virtual reality (VR)-related technology and the advent of the 5G era, VR-based streaming games or content have been developed and transmitted at high speed. Although VR technology is also being applied in education, health care, manufacturing, and production fields, its main application is for entertainment. VR technology has been developed based on hardware and various contents have been developed accordingly; however, the number of VR content with high entertainment value is insufficient, and there are primarily hands-on contents. In this paper, we propose a method for developing an writing tool that can enhance the productivity in the development and editing of VR content and create VR contents based on a timeline by reflecting the storytelling rather than by a simple empirical type to solve the bias in content style. The proposed VR content writing tool is expected to increase the productivity in VR content development and contribute to the creation of various styles of content. Its implementation can enable developers to create specific stories in a timeline and support several animation effects.

Visualization and Analysis of Remote Operation involved in Advanced Conditioning Process

  • Yoon, Ji-Sup;Kim, Sung-Hyun;Song, Tai-Gil
    • Proceedings of the Korean Radioactive Waste Society Conference
    • /
    • 2004.02a
    • /
    • pp.205-219
    • /
    • 2004
  • The remote operation of the Advanced Spent Fuel Conditioning Process (ACP) is analyzed by using the 3D graphic simulation tools. The ACP equipment operates in intense radiation fields as well as in a high temperature. Thus, the equipment should be designed in consideration of the remote handling and maintenance. As well as suitable remote handling and maintenance technology needs to be developed along with the design of the process concepts. To develop such remote operation technology, we developed the graphic simulator which provides the capability of verifying the remote operability of the ACP without fabrication of the process equipment. In other words, by applying virtual reality to the remote maintenance operation, a remote operation task can be simulated in the graphic simulator, not in the real environment. The graphic simulator will substantially reduce the cost of the development of the remote handling and maintenance procedure as well as the process equipment, while at the same time developing a remote maintenance concept that is more reliable, easier to implement, and easier to understand.

  • PDF

Conceptualizing Safety Systems Human Performance improvement using Augmented Reality

  • Murungi, Mwongeera;Jung, JaeCheon
    • Journal of the Korean Society of Systems Engineering
    • /
    • v.12 no.2
    • /
    • pp.81-90
    • /
    • 2016
  • The system performance of Engineered Safety Features is of utmost importance in a nuclear power plant. The human performance is identified as most critical to assurance of the optimal operability of safety systems during an emergency. The aim of this study is to determine how the performance of safety system could be evaluated using Augmented Reality technology. The paper presents a description of how a systems engineered approach could be used to develop the necessary operating conditions needed to conduct this measurement. Augmented Virtual Reality (AVR) interface technology is achieving ease of availability and widespread use in many applications today as illustrated by the launch of several AR and VR devices aimed at media consumption. As such, environments that incorporate such AVR hardware have become invaluable tools in designing human interface systems because of the high fidelity and intuitive response to natural human interaction that can be achieved [2]. The outcome of the measurement undertaken is to determine whether 1.) Operator(s) performance can be enhanced by introducing an improved cognitive method of monitoring plant information during an Emergency Operating Procedures (EOP) and 2.) In correlation, inform the performance of the diverse safety systems on the basis of human factors.

Simulate Reality - Deliver Certainty Through the Virtual Weld

  • Bernhardt, Ralph;Schafstall, Hendrik;Hwang, Inhyuck
    • Journal of Welding and Joining
    • /
    • v.34 no.5
    • /
    • pp.41-46
    • /
    • 2016
  • Welding is an absolutely essential component of industries such as the automotive industry, the construction industry and even the aviation industry. Although it is a widespread technology it is still characterized by lots of uncertainties. This still requires well experienced and highly skilled workforce to design and perform safe welding processes. The early knowledge of distortion and residual stresses is almost an issue which is influenced mainly by the welding parameters and the fixture design. But more and more engineers want to know as well final properties of the assembled components. With the beginning of the computer age in the 1970s and 1980s last century, the numerical prediction of manufacturing processes using FEM was gradually getting better and has established itself in the industry since the 1990s as a standard tool. Unlike in metal casting and forming industry, however, the everyday use of FEM- simulation tools for welding processes eked out a shadowy existence for a long time. This paper will give a short classification of welding simulation types and a structured overview on the technical questions. Selected case studies and the benefits achieved through simulations with the software Simufact welding are discussed. Finally an outlook on future developments will be given.

A Process Management Framework for Design and Manufacturing Activities in a Distributed Environment (분산 환경하의 설계 및 제조활동을 위한 프로세스관리기법 연구)

  • Park, Hwa-Kyu;Kim, Hyun;Oh, Chi-Jae;Jung, Moon-Jung
    • The Journal of Society for e-Business Studies
    • /
    • v.2 no.1
    • /
    • pp.21-37
    • /
    • 1997
  • As the complexity in design and manufacturing activities of distributed virtual enterprises rapidly increases, the issue of process management becomes more critical to shorten the time-to-market, reduce the manufacturing cost and improve the product quality. This paper proposes a unified framework to manage design and manufacturing processes in a distributed environment. We present a methodology which utilizes process flow graphs to depict the hierarchical structure of workflows and process grammars to represent various design processes and design tools. To implement the proposed concept, we develop a process management system which mainly consists of a cockpit and manager programs, and we finally address a preliminary implementation procedure based on the Object Modeling Technique. Since the proposed framework can be a formal approach to the process management by providing formalism, parallelism, reusability, and flexibility, it can be effectively applied to further application domains of distributed virtual enterprises.

  • PDF

Space Management on Campus of a Mobile BIM-based Augmented Reality System

  • Ji, Seung-Yeul;Kim, Mi-Kyoung;Jun, Han-Jong
    • Architectural research
    • /
    • v.19 no.1
    • /
    • pp.1-6
    • /
    • 2017
  • Over the past decade, building information modeling (BIM) has gained a foothold in the construction sector. However, as digital data generated in the virtual space of a computer environment, BIM-based data have an inherent limitation in their application efficacy under field conditions. To overcome this, the present study employs augmented reality (AR) to reduce the discrepancy between the digital data generated in virtual spaces and real-world conditions. We assessed the potential applicability of an AR-based interface by analyzing existing examples of Apple, Google, and Facebook, which reflect the recent developments of technologies focusing on user experience. We then proceeded with an AR study, restricting the scope of application to a mobile environment in which an efficient information transmission between a digital model and real life can take place. Object-oriented software engineering was employed to ensure an efficient implementation of a BIM-based AR system for campus space management (CSM) in a mobile environment. Finally, we conducted a module test to check the reliability of the CSM method by using an AR-based mobile system with a prototype of the model used in university campuses, and extracted and itemized the supplementary requirements for CSM by using BIM tools for running AR applications.

Development of simulation systems for telemanipulators in confined cell facilities

  • Yu, Seungnam;Ryu, Dongsuk;Han, Jonghui;Lee, Jongkwang;Lee, Hyojik;Park, Byungsuk
    • Nuclear Engineering and Technology
    • /
    • v.52 no.2
    • /
    • pp.429-447
    • /
    • 2020
  • The considered simulation tasks are based on an electrometallurgical process development strategy and associated telemanipulator simulation systems are proposed with various scales of experimental facilities. Fundamentally, target facilities are assumed to be operated only by remote handling systems because the considered process is operated in hazardous environments. Futhermore, the feasibility at various scales should be experimentally verified with gradual increase in throughput. In this regard, bench, engineering, and pilot-scale simulation systems are important early-stage tools for assessing the practical operability of the target process with the material handling systems. Such simulation systems are highly customized for applications and are a precursor to larger pilot and demonstration-scale plants. This paper introduced and classified the developed simulator systems for this approach at various scales using remote handling systems which were assembled inside a virtual target facility, and the manmachine interface was included for a more realistic operation of the simulator. The results obtained for each simulator show the feasibility and requirement for improvement of the systems for the considered test issues with respect to the operation and maintenance of the process.

< VR Simulation for TV Production Using Digital Storytelling > (< 디지털 스토리텔링 기법을 활용한 TV 영상 제작 시뮬레이션에 관한 연구 >)

  • Kim, Mi-Yun;Choi, Jin-Won;Jang, Yong-Jun
    • 한국HCI학회:학술대회논문집
    • /
    • 2006.02b
    • /
    • pp.518-523
    • /
    • 2006
  • As digital broadcasting process and information compressing technologies developed, digital technologies have been used extensively in many visual media such as movies and TV programs, and it is required to develop a new process for 3 dimensional digital programs. The study attempts to develop a new digital video-producing process through pre-simulation using a digital storytelling method, in order to increase the quality of broadcasting, reducing the producing time and improve efficiency. This system, supposed to be used to produce actual broadcasting, includes all tools needed for broadcasting in the program, so users can select an appropriate set among the pre-made library, which saves time for making sets. Also, it offers a storyboard making function by perfectly representing the functions of a virtual camera, and enables users to make the better storyboard, checking the real time movies. In addition, it recognizes objects though avatars, organizes the appropriate set for these avatars to act, and embodies a variety of avatar movements through which it reaffirms the camera's position and organization, minimizing errors and saving time and budget.

  • PDF

Development of Web-based Virtual Theme Park Using X3D Components and Profiles (X3D 컴포넌트와 프로파일을 이용한 웹 기반 가상테마 파크의 구축)

  • Cho Seung-Il;Song Seung-Heon;Kim Eung-Kon
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2005.11a
    • /
    • pp.576-579
    • /
    • 2005
  • As the tools for constructing the cyber world such as virtual theme park on the web, QuickTime VR for 2D panorama Images and VRML for 3D modeling have been used for years. QuickTime VR had some weak points, which were the distortion of images and the difficulties of operating objects vividly and navigating effectively. VRML, though it was able to support various 3D elements to users, was not able to be approached easily by users because of the difficulties for providing viewer. Therefore, in this thesis, we will make it easy for users to approach the contents on the web, offering the concept of X3D components, and profiles and will construct the highly marketable 3D cyber world.

  • PDF