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Vehicle Crash Simulation using Trajectory Optimization (경로 최적화 알고리즘을 이용한 3차원 차량 충돌 시뮬레이션)

  • Seong, Jin-Wook;Ko, Seung-Wook;Kwon, Tae-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.11-19
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    • 2015
  • Our research introduces a novel system for creating 3D vehicle animation. Our system is for intuitively authoring vehicle accident scenes according to videos or based on user-drawn trajectories. Our system has been implemented by combining three existing ideas. The first part is for obtaining 3D trajectory of a vehicle from black-box videos. The second part is a tracking algorithm that controls a vehicle to follow a given trajectory with small errors. The last part optimizes the vehicle control parameters so that the error between the input trajectory and simulated vehicle trajectory is minimized. We also simulate the deformation of the car due to an impact to achieve believable results in real-time.

Realistic Keyboard Typing Motion Generation Based on Physics Simulation (물리 시뮬레이션에 기반한 사실적인 키보드 타이핑 모션 생성)

  • Jang, Yongho;Eom, Haegwang;Noh, Junyong
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.5
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    • pp.29-36
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    • 2015
  • Human fingers are essential parts of the body that perform complex and detailed motion. Expression of natural finger motion is one of the most important issues in character animation research. Especially, keyboard typing animation is hard to create through the existing animation pipeline because the keyboard typing typically requires a high level of dexterous motion that involves the movement of various joints in a natural way. In this paper, we suggest a method for the generation of realistic keyboard typing motion based on physics simulation. To generate typing motion properly using physics-based simulation, the hand and the keyboard models should be positioned in an allowed range of simulation space, and the typing has to occur at a precise key location according to the input signal. Based on the observation, we incorporate natural tendency that accompanies actual keyboard typing. For example, we found out that the positions of the hands and fingers always assume the default pose, and the idle fingers tend to minimize their motion. We handle these various constraints in one solver to achieve the results of real-time natural keyboard typing simulation. These results can be employed in various animation and virtual reality applications.

Analysis of impact damage behavior of GFRP-strengthened RC wall structures subjected to multiple explosive loadings (복합 폭발하중을 받는 GFRP 보강 RC 벽체 구조물의 비선형 충격 손상거동 해석)

  • Noh, Myung-Hyun;Lee, Sang-Youl;Park, Tae-Hyo
    • Proceedings of the Korea Concrete Institute Conference
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    • 2008.04a
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    • pp.1033-1036
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    • 2008
  • In this paper, the analysis of impact damage behavior of a reinforced concrete structure that undergoes both a shock impulsive loading and an impact loading due to the air blast induced from an explosion is performed. Firstly, a pair of multiple loadings are selected from the scenario that an imaginary explosion accident is assumed. The RC structures strengthened with glass fiber reinforced polymer (GFRP) composites are considered as a scheme for retrofitting RC wall structures subjected to multiple explosive loadings and then the evaluation of the resistant performance against them is presented in comparison with the result of the evaluation of a RC structure without a retrofit. Also, in order to derive the result of the analysis similar to that of real explosion experiments, which require the vast investment and expense for facilities, the constitutive equation and the equation of state (EOS) which can describe the real impact and shock phenomena accurately are included with them. In addition, the numerical simulations of two concrete structures are achieved using AUTODYN-3D, an explicit analysis program, in order to prove the retrofit performance of a GFRP-strengthened RC wall structure.

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"A Futuristic View of the Asian Hospitality & Tourism Markets" -The Trends, Challenges & Opportunities- (아시아 지역 호텔관광시장에 대한 새로운 경향, 도전 그리고 기회)

  • Choi, Jeong-Gil
    • Journal of Applied Tourism Food and Beverage Management and Research
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    • v.12 no.2
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    • pp.121-132
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    • 2001
  • 우리가 어떠한 상황에서 불안해진다는 것은 다가올 미래에 대해 확실하게 준비할 수 없다는 사실에 근거합니다. 수많은 선각자와 학자들은 모두들 이러한 불확실성으로 인한 위험 요소들을 확실하게 밝히고자하며 이로 인해 우리로 하여금 더욱 과학적으로 상황을 대처하고 극복하게 하려 합니다. 아시아 지역의 호텔관광시장에 대해 이곳에서 논의되는 것은 과거와 현재 그리고 미래를 넘나들며 현재 이 시장에서 벌어지는 새로운 경향을 파악하고 파악된 자료를 통해 도전과 위험요소를 인지케하는 내용들입니다. 과거는 현재의 원인이 될 수 있고 과거의 흔적은 내일의 같은 형태의 현상이 될 수 있다고 보기에 우리는 미래의 시장을 예측하려 할 때 과거를 검증하고 현재를 숙독해야 하는 것입니다. 과거 속에서 우리는 한때 우리 시장의 고객들이 사회적 성공의 표시로 여행을 즐겼으며, 그것이 전쟁 등과 같은 힘든 시절을 보내면서 휴식과 교육을 목표로 여행을 즐기던 시절이 있었고, 이것이 다시 최근에 들어 고객들의 자기충족과 자아실현의 방법으로 여행을 즐기고 있음을 감지할 수 있습니다. 이러한 경향들의 연장선상에서 우리의 호텔시장은 호텔이 고도로 품격화된 개인적인 서비스를 제공하게 될 것이고, 발달된 정보기술력으로 인해 편리하게 자산관리를 할 수 있고, 쉽게 접근이 가능한 투자자본으로 인해 소유주의 형태가 다국적으로 다각화되는 결과를 낳게 될 것이고, 수많은 패턴들이 존재하지만 기술력의 혁신으로 인해 이를 통한 새로운 상품과 서비스의 개발이 가장 두드러지는 시장이 될 것이 분명합니다. 관광시장에서는 크게 두 영역으로 분리해서 본다면, 하나는 새로운 형태의 고객이고 또 하나는 관광이란 것이 거리를 요하는 것이기에 이를 극복하고자 하는 기술력을 동원한 새로운 형태의 관광체험이라 할 수 있습니다. 새로운 형태의 고객은 보다 자유롭고 의사표현이 열려있는 고객이며 이들은 각자의 자아실현과 충족을 위해 끊임없이 새로운 여행 목적지를 찾는 고객이며, 복잡하지 않고 단순한 형태의 상품과 서비스를 요하며 그들은 또한 시작에서 마무리까지 완성된 서비스를 추구하는 고객이 될 것입니다. 거리를 초월하는 기술력의 발달로 고객은 원거리에서 자기자신의 여행 진행 전부를 쉽게 컨트롤 할 수 있게 되고 특히 가상 현실실현에 대한 기술력은 멀리서도 원거리의 여행 체험을 실제와 버금가게, 그리고 현실에서 겪어야 하는 일체의 장애 없이 체득할 수 있게되는 상황을 고객 앞에 내놓게 될 것입니다. 우리는 지금 새로이 중흥하려 노력하는 아시아의 주요 국가의 호텔관광산업을 의미 있게 짚어보고 내일을 함께 준비하고 있습니다. 여기에 논의되어진 이슈가 아니더라도 우리는 그것들을 새로운 시각에서 검증하고 분석하여 새로이 전개되는 미래의 아시아 호텔관광산업을 함께 준비해야 할 줄 믿습니다.

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Welfare Evaluation in Contingent Valuation under Alternative Approaches for Incorporating Respondent Uncertainty (지불의사 유도방식에 따른 온실가스 배출 감축의 편익 비교 분석)

  • Kim, Chung-Sil;Lee, Sang-Ho
    • Journal of Environmental Policy
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    • v.8 no.3
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    • pp.163-180
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    • 2009
  • This study attempts to investigate the preference uncertainty of respondents involved in stating their Willingness to Pay (WTP). For the Contingent Valuation Method (CVM) survey, we employed two approaches using two split samples. The respondents of one sample were given the opportunity to express intensity of preference through Multi-bounded Discrete Choice (MBDC) WTP questions, while those in the other sample were given Dichotomous Choice (DC) WTP questions. By incorporating the two elicited degrees of preference uncertainty into examining the WTP responses, we compared the two approaches. In comparing the DC model with the MBDC model, the mean WTP for the DC model was similar to PRYES in the MBDC Model. We concluded that the MBDC model estimates the various mean WTP while considering the preference uncertainty.

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Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.71-80
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    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

Contour-based Procedural Modeling of Leaf Venation Patterns (컨투어기반 잎맥 패턴의 절차적 모델링)

  • Kim, Jin-Mo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.97-106
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    • 2014
  • This study proposes an efficient method to model various and diverse leaves required to express digital plants such as flowers and trees in virtual landscape easily and intuitively. The proposed procedural method divides a leaf mainly into a blade and vein thereby detecting contours from binary images that correspond to blades and generating leaves by modeling leaf veins procedurally based on the detected contours. First of all, a complicated leaf vein structure is divided into main veins, lateral veins, and tertiary vein while all veins grow procedurally directing from start auxin to destination auxin. Here, to calculate destination auxin required for growth automatically, approximated contours from binary images that correspond to blades are found thereby calculating candidate destination auxin. Finally, natural digital leaves are generated by applying a color combination method. Through the proposed method, natural and various leaves can be generated and whether the proposed method is efficient or not is verified through the experiment.

A Study on Delay of VR Game Operation for Experienced Game Users (숙련된 게임유저에게 발생되는 VR 게임 조작 지연에 관한 연구)

  • Jung, Won-Joe;Lee, Chang-Jo
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.19-26
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    • 2018
  • In this study, the hardcore game user verified the manipulation delay that occurred during VR game play because of the experienced game. Based on the HCI - based research approach, we created a 2D, 3D, and VR prototype game with user manipulation cycle hypothesis. Based on this, 121 users were experimented with 2D, 3D, VR format user interface. The average user manipulation period extracted by the experiment was compared with the independent sample T test. Based on the test results give the average time difference between the user's operation of the 2D VR format has been verified. User operation period of the average time difference in 3D VR format proved the null hypothesis of no significant difference has been adopted.

Verification of the usefulness of smartphone for wrist swing motion in VR environments (VR 환경에서 손목 스윙 동작에 대한 스마트폰의 유용성 검증)

  • Lee, Chung-Jae;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.17 no.3
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    • pp.53-62
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    • 2017
  • VR content manipulation equipment is not easy for individuals to access because it requires high prices. Especially, in the case of a system for tracking the motion of the user among the VR contents, a separate optical sensor device using an infrared camera is generally used. The disadvantage of the optical sensor equipment is that the measurable range is dependent on the measurement direction when tracking the rotation motion when using only a single device. In order to solve the above problems, this paper shows that the inertial sensor of the smartphone, which is generally owned by the public, can track the rotational motion of the user regardless of the measurement direction . The system using the LeapMotion is used as the reference system, and the system using the smart phone is defined as the evaluation system, and the usability of the evaluation system is verified by comparing the user satisfaction of the two systems.