• Title/Summary/Keyword: 가상작업공간

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A Case Study of PBL for Game Production using Metaverse Platform in non-face-to-face Learning Environment (비대면 학습 환경에서 메타버스 플랫폼을 활용한 게임제작프로젝트 PBL(Poject-Based Learning) 교수법 사례연구)

  • Kang, Myung-Ju;Park, Chan-Il;Kim, Do-Kyung;Son, Byung-Hyuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.67-68
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    • 2022
  • 본 논문에서는 온라인 비대면 교육환경에서 메타버스 플랫폼을 활용한 게임제작프로젝트의 PBL(Project-Based Learning) 교수법 운영방법을 예시를 통해 제시한다. 본 연구에서는 C 대학교 게임전공의 2, 3학년 학생들이 수강한 게임제작프로젝트 관련 수업에 게더타운 메타버스 픝랫폼을 활용한 비대면 PBL 교수법을 적용하였다. 이 수업을 위해 게더타운 플랫폼에 실제 실습실 및 작업공간과 유사한 환경을 2D 디지털 가상세계를 구축하였고, 이 플랫폼에서 오리엔테이션, 팀빌딩, 프로젝트 진행 및 피드백 등 PBL 교수법을 적용하였다. 게더타운 플랫폼을 활용한 PBL 교수법 적용 결과 최종 산출물의 퀄러티는 기존 대면으로 진행했을 때와 크게 다르지 않았음을 확인하였다.

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Field Mapping based on Virtual Office for Real time GIS in Field Survey for Natural Environment (자연환경조사에서 실시간 GIS구현을 위한 가상사무실 기반의 필드멥핑)

  • 엄정섭;김희두
    • Spatial Information Research
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    • v.9 no.1
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    • pp.51-72
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    • 2001
  • It is frequently pointed out that the conventional field survey for natural environment has may limitations in terms of positional accuracy, real-time GIS data acquisition, and economic efficiency. The aim of this research was to develop an on site real-time mapping technique that enables the surveyor to input data in the field. The idea is based upon the recent trends in the field of Telecommunication and Information Technology that uses a GPS, wireless network computing, moving computing, etc. A virtual office approach has been adopted, in which a portable computer is linked to a GPS and field workers record data on the computer at the site and analyse data on site. This field mapping system has shown to be much less susceptible to the positional accuracy than that of th conventional approach. The Graphic User Interface, in particular, were ideally suited to combining positional information with attribute data which changes with every survey points. This interface allows users to interactively display and query GIS layers reproduced from the past survey results. The GIS database stored in the virtual office will serve to carry out a highly reliable survey since it could play a crucial role in identifying temporal and spatial changes occurred in the site. It is expected that integrated utilization of field data among the related agencies would be increased much more than before since the virtual office survey would be a powerful tool to ensure geometric fidelity in GIS database creation process. This paper also discusses the limitations and future direction of the present prototype research.

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Development of Evaluation Modules for Evaluating Decommissioning Scenarious Using Digital Mock-Up System (디지털 목업 시스템을 이용한 해체 시나리오 평가용 해체공정 평가모듈 개발)

  • Kim Sung-Kyun;Park Hee-Sung;Lee Kune-Woo;Jung Chong-Hun
    • Journal of Nuclear Fuel Cycle and Waste Technology(JNFCWT)
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    • v.4 no.3
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    • pp.265-273
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    • 2006
  • In the decommissioning and decontamination(D&D) planning stage, it is important that the scenarios are evaluated from an engineering point of views because the decommissioning work has to be executed economically and safely by following the best scenarios. Therefore, we need to develope several modules to evaluate the decommissioning scenarios. In this paper, the digital mock-up system is constructed in the virtual space to simulate the whole decommissioning process. The schedule evaluating equation and cost evaluation equation are derived to calculate the working time and the expected cost. And in order to easily identify the radiation level about the activated objects, the radiation visualization module is developed. Finally, on the basis of the obtained results from the Digital Mock-up and other important factors, the evaluating method of the scenarios that can indicate the best scenario is described.

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A Research about Digital Texture for Photo Realistic Computer Graphic (Photo Realistic Computer Graphic 제작에 따른 Digital Texture 구현)

  • Eum, Young-Sik;Kim, Ji-Hong;Kim, Cheeyong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.647-650
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    • 2009
  • In recent years, an understanding and concern about the Photo Realistic CG increased while the CG industry grew. The overall understanding of a system, an output and algorithm, and etc. are needed in order to implement the Photo Realistic CG. Moreover, for the realistic output on CG, the texture task that it is logical the various environment condition according to the physical environment and time, and etc.s has to show. For carrying out the Photo Realistic CG texture task, the extensity of a texture, the physical properties, a material, and an environment, the various access and the logical analysis are needed. Analyzed data reaches the direct affect to the final product for expressing. The realistic ancient history site, and the cultural inheritance and industrial product will be implemented with the ground of the research of the upper part in the imaginary realistic world.

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A Markerless Augmented Reality Approach for Indoor Information Visualization System (실내 정보 가시화에 의한 u-GIS 시스템을 위한 Markerless 증강현실 방법)

  • Kim, Albert Hee-Kwan;Cho, Hyeon-Dal
    • Journal of Korea Spatial Information System Society
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    • v.11 no.1
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    • pp.195-199
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    • 2009
  • Augmented reality is a field of computer research which deals with the combination of real-world and computer-generated data, where computer graphics objects are blended into real footage in real time and it has tremendous potential in visualizing geospatial information. However, to utilize augmented reality in mobile system, many researches have undergone with GPS or marker based approaches. Localization and tracking of current position become more complex problem when it is used in indoor environments. Many proposed RF based tracking and localization. However, it does cause deployment problems of large sensors and readers. In this paper, we present a noble markerless AR approach for indoor navigation system only using a camera. We will apply this work to mobile seamless indoor/outdoor u-GIS system.

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Implementation of Random Controlling of Convergence Point in VR Image Content Production (VR 영상콘텐츠 제작을 위한 컨버전스 포인트 임의조절 구현)

  • Jin, Hyung Woo;Baek, Gwang Ho;Kim, Mijin
    • Smart Media Journal
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    • v.4 no.4
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    • pp.111-119
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    • 2015
  • As a variety of HMD(Head Mounted Display) has come out, the production of 3D images onto which VR(Virtual Reality) technologies are grafted has been contributed to activating the production of image contents depending on a tangible or immersing type. VR-based image contents have enlarged their applicability across the entertainment industry from animation and game to realistic images. At the same time, the solution development for producing VR image contents has also gained elasticity. However, among those production solutions which have been used until now, fixed stereo camera based photographing has a limit that the binocular disparity of a user is fixed. This does not only restrict a way of expression a producer intends to direct, but also may cause the effect of 3D or space not to be sensed enough as view condition is not considered enough in a user's side. This study is aimed at resolving with skills applying in the latter part of 3D image production the problem that convergence points may be adjusted with restriction, which tends to happen at the time of the production of VR image contents. The later stage of the 3D imaging work analyzes and applies to game engines the significance of adjusting convergence points through the visualization of binocular disparity so that it is available to implement a function that the points could be controlled at random by a user.

Design and Implementation of an Industrial-Design Collaborative System to Support Scalability (확장성을 고려한 산업디자인 협력시스템 설계 및 구현)

  • Yang, Jin-Mo;Lee, Seung-Ryong;Jeon, Tae-Woong
    • Journal of KIISE:Computing Practices and Letters
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    • v.6 no.5
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    • pp.513-527
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    • 2000
  • This paper describes our experience to design and implementation of a collaborative system framework that allows to develop certain collaborative applications such as 3D animation, computer game, and industrial design. The collaborative system enables users, who located in geographically long distance, to do collaborative work in a single virtual space. The proposed system basically consists of client and server system. The goal of proposed system is to support scalability, portability, and platform independent. In order to achieve these, the server is implemented in Java platform and is adopted to the hybrid architecture which takes the advantages both in centralized and decentralized collaborative system. We construct the server base on its functional characteristics so called User Manager Server (UMS), Session Manager Server (SMS), and Information Server (IS), The UMS manages the users who are taking part in the collaborative operations. The SMS supports the conferencing in the proposed system. The IS provides the connection methods among the UMSs. For user's convenience, we implement the client using Visual C++ in Windows. We also expend the functions of 3D Studio Max to distributed environment by means of the plug-in module, and facilitate the chatting and white board functions as well.

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A Study on the Basic Design Education Using WWW (WWW를 활용한 기초디자인교육에 관한 연구)

  • 김소영;임창영
    • Archives of design research
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    • v.11 no.1
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    • pp.161-172
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    • 1998
  • The evolution of computing environments caused various dharges in our society. The change cj instruction media is one of these effects. WWW using network techndogy is regarded as a pov.powerful tool for rerrote instruction. The methods of utilizing network technologies in design instrudion and design process rould be diversified comparing with those of other general instruction. Computer graphics has been regarded as a very use!u design tool for its accuracy and rapidty. Network can help us to do creative work using cornplter graphics. The merits of this technology are sharing resources and rraking it easy to roIlaborate. Recent cxxnputer graphics instruction has some defects in oontents and methods. The oontents have a weak relationship with other industrial design subjects. From above, the purpose of this thesis is to use computer graphics and netv.urk technology for supporting basic design instruction. Virtual gallery using WWW can be a cyberspare v.tlere the evaluation of results and the exchange of information take plare. This tool makes it easier to oomrunicate and oollaborate with dassmates. A casestudy-Composition with basic objectswas exea.rted by individual for distributed asynchronous rmde. The results of this thesis are summarized for four factors. Rrst, it was easy to transform idea. Serond, student-oriented working was performed. Third, interaction among students was activated. Fourth, not only final results, but also midterm results was oonsidered for evaluation. These methods also have problems as rerent instruction methods, but it rould be used as a instruction tool to compensate for existing instruction methods.

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A Productivity Analysis Method of Curtain Wall Works Using Construction Simulation (건설 시뮬레이션을 활용한 커튼월 적층공법의 생산성 분석방안)

  • Park, Dong-Geun;Lee, Kyung-Suk;Yu, Byung-In;Kim, Young-Suk;Han, Seung-Woo
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • 2008.11a
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    • pp.256-261
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    • 2008
  • The curtain-wall work has been more frequently applied in the construction industry since demand of high-rise buildings has been increased. The curtain-wall work is usually performed with the frame work simultaneously for reducing construction period, but it might be delayed because of several problems caused by interference of process. However, there is not an appropriate tool which can be used by a work manager for adjusting quantity of the construction equipments or the workers when the curtain-wall work was delayed. To resolve this problem a construction simulation anticipating and analyzing potential problems before starting the work can be applied in the curtain wall work. This research suggests a general model for the curtain-wall work by using construction simulation and produces a combination of construction equipments and workers which can estimate optimum work productivity.

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Line Tracking Method of AGV using Sensor Fusion (센서융합을 이용한 AGV의 라인 트레킹 방법)

  • Jung, Kyung-Hoon;Kim, Jung-Min;Park, Jung-Je;Kim, Sung-Shin;Bae, Sun-Il
    • Journal of the Korean Institute of Intelligent Systems
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    • v.20 no.1
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    • pp.54-59
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    • 2010
  • This paper present to study the guidance system as localization technique using sensor fusion and line tracking technique using virtual line for AGV(autonomous guided vehicle). An existing AGV could drive on decided line only. And representative guidance systems of such guidance system are magnet-gyro guidance and wired guidance. However, those have had the high cost of installation and maintenance, and the difficulty of system change according to variation of working environment. To solve such problems, we make the localization system which is fused with a laser navigation and gyro, encoder. The system is robust against noise, and flexible according to working environment through sensor fusion. For line tracking of laser navigation without wire guidance, we set the virtual line in program, and design the driving controller based on difference of angle and distance between AGV's position and decided virtual line. To experiment, we use the AGV which is made by ourselves, and experiment the line tracking repeatedly on same experimental environment. In result, maximum distance error between decided virtual line and AGV's position was less than 49.93mm, and we verified that the proposed system is efficient for line tracking of actual AGV.