• Title/Summary/Keyword: 가상하도

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A Study on the Utilization of Video Industry Using Virtual Reality (가상현실을 이용한 영상산업 활용에 관한 연구)

  • 백승만
    • Archives of design research
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    • v.15 no.1
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    • pp.163-170
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    • 2002
  • Virtual Reality is the technique which makes the man experience the similar interaction behavior to the experience in the real world through virtual space. The users participating in the 3D virtual space using virtual reality technique can have the various experiences in the space desired without restrictions on time and space and then it has been applied in many application areas such as video industry, entertainment simulator, medical treatment, construction and design. The area of video among them has been highlighted as a high-added value industry. Therefore this study classifies video industry into four including movie, broadcasting, advertisement and internet and is to examine their characteristics, application cases and developmental potential. In the industry using virtual reality technique in video industry, it is implied for special elect in the area of movie and for providing the various graphic virtual word to audiences with the introduction of virtual studio and character in the area of broadcasting. It can give audiences a synergy effect by inserting 3D advertisement into virtual space in the area of advertisement. Also the implementation of 3D virtual reality such as virtual museum, virtual model house, virtual home shopping and entertainment on the web is possible with the emergence of Virtual Reality Modeling Language (VRML) and it plays the roles of more entertainments. Accordingly, this study is to seek the application methods using virtual reality technique in video industry.

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The Construction Method for Virtual Drone System (가상 드론 시뮬레이터 구축을 위한 시스템 구성)

  • Lee, Taek Hee
    • The Journal of Korean Institute of Next Generation Computing
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    • v.13 no.6
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    • pp.124-131
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    • 2017
  • Recently, drone is extending its range of usability. For example, the delivery, agriculture, industry, and entertainment area take advantage of drone mobilities. To control real drones, it needs huge amount of drone control training steps. However, it is risky; falling down, missing, destroying. The virtual drone system can avoid such risks. We reason that what kinds of technologies are required for building the virtual drone system. First, it needs that the virtual drone authoring tool that can assemble drones with the physical restriction in the virtual environment. We suggest that the drone assembly method that can fulfill physical restrictions in the virtual environment. Next, we introduce the virtual drone simulator that can simulate the assembled drone moves physically right in the virtual environment. The simulator produces a high quality rendering results more than 60 frames per second. In addition, we develop the physics engine based on SILS(Software in the loop simulation) framework to perform more realistic drone movement. Last, we suggest the virtual drone controller that can interact with real drone controllers which are commonly used to control real drones. Our virtual drone system earns 7.64/10.0 user satisfaction points on human test: the test is done by one hundred persons.

가상현실 구현을 위한 소프트웨어와 하드웨어

  • 최한호
    • Broadcasting and Media Magazine
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    • v.2 no.3
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    • pp.49-65
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    • 1997
  • 본 논문에서는 가상현실이란 무엇이며 가상현실 시스템의 구축을 위해 필요한 기술과 응용분야 등을 알아본다. 그리고 가상현실 기술 개발용 소프트웨어와 하드웨어 등에 대하여 살펴보겠다.

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Virtual Walking Tour System (가상 도보 여행 시스템)

  • Kim, Han-Seob;Lee, Jieun
    • Journal of Digital Contents Society
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    • v.19 no.4
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    • pp.605-613
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    • 2018
  • In this paper, we propose a system to walk around the world with virtual reality technology. Although the virtual reality users are interested in the virtual travel contents, the conventional virtual travel contents have limited space for experiencing and lack of interactivity. In order to solve the problem of lack of realism and limited space, which is a disadvantage of existing contents, this system created a virtual space using Google Street View image. Users can have realistic experience with real street images, and travel a vast area of the world provided by Google Street View image. Also, a virtual reality headset and a treadmill equipment are used so that the user can actually walk in the virtual space, which maxmizes user interactivity and immersion. We expect this system contributes to the leisure activities of virtual reality users by allowing natural walking trip from famous tourist spots to even mountain roads and alleys.

Immersed Boundary Method for numerical Analysis of Bridge Section (가상경계법을 이용한 교량 내풍단면 유동장 수치해석)

  • Kim, Hak Sun;Lee, Sungsu;Nho, Jae Geun
    • 한국방재학회:학술대회논문집
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    • 2011.02a
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    • pp.69-69
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    • 2011
  • 본 논문에서는 비정상 상태의 비압축성 유동장을 해석하기 위하여 물체맞춤격자방법이 아닌 가상경계법을 사용하였다. 가상경계법은 구조격자를 사용하여 구조물 경계면에서 Momentum Forceing을 사용하여 가상의 경계를 만들어 유동장을 해석하는 방법이다. Navier-Stoke 방정식의 수치 이산화 방법으로 Kim et al(1985)이 사용한 Fractional Step Method(FSM)을 사용하였다. 시간에 대하여 semi-implicit FSM를 사용하였고, 확산항에 대해서는 2차 정확도의 Crank-Nicolson Method를 대류항은 3차 정확도의 Runge-Kutta Method를 사용 하였다. 본 연구에서는 가상경계법을 이용한 유동장 해석이 교량 단면에 대하여 수치해석이 가능한지 검토하였다. 가상경계법은 현재 많은 연구가 유선형의 구조물에 대하여 수행되어 오고 있다. 교량 단면과 같은 각 진 구조물에 대한 검토는 아직 미비한 실정이다. 가상경계법에서 다루고 있는 구조물 경계면에서의 Momentum Forcing 방법이 유선형의 구조물에 맞추어 연구가 진행되었기 때문이다. 먼저 본 연구의 프로그램을 검증하기 위하여 원형 실린더에 대하여 가상경계법을 적용한 결과 Re 수 200에서 Strouhal Number, 양력계수, 항력계수를 이전 연구 결과와 비교하였다. Williamson(1988)과 Zhang(1995)의 연구결과와 유사한 결과를 얻을 수 있다. 그리고 교량의 단면과 같은 각진 구조물(Bluff Body)에 대하여 가상경계법 적용하였다. 본 논문의 연구에서 평가 대상으로 하고 있는 2차원 교량 단면에 대하여 유동장 해석을 하였다. 본 논문에서 정량적인 유체력과 유동장에 대한 비교 및 검토가 이루어지지 못했지만 압력장과 유선의 형태가 이론적인 값을 벗어나지 않고 있는 것으로 확인 되었다. Re 수 2700에서 전산 해석을 수행하였으며, 교량 단면 주위의 압력계수와 박리현상 그리고 후류에서의 Vortex shedding 현상이 모두 적절한 분포가 나타나는 것을 확인할 수 있었다. 따라서 가상경계법을 이용하여 각진 구조물에 대한 주위 유동장해석에 대한 가능성을 확인하였으며, 풍동실험과의 결과비교를 통하여 가상경계법을 이용하여 교량 단면 주위의 유동장 해석 결과를 정량적으로 비교할 것이다.

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Analysis of Feedback Control CPU Scheduling in Virtualized Environment to Resolve Network I/O Performance Interference (가상화 환경에서 네트워크 I/O 성능 간섭 해결을 위한 피드백 제어 CPU 스케줄링 기법 분석)

  • Ko, Hyunseok;Lee, Kyungwoon;Park, Hyunchan;Yoo, Chuck
    • KIISE Transactions on Computing Practices
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    • v.23 no.9
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    • pp.572-577
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    • 2017
  • Virtualization allows multiple virtual machines to share the resources of a physical machine in order to utilize idle resources. The purpose of virtualization is the efficient allocation of resources among virtual machines. However, the efficient allocation of resources is difficult because the workload characteristics of each virtual machine cannot be understood in the current virtualization environment. This causes performance interference among virtual machines, which leads to performance degradation of the virtual machine. Previous works have been carried out to develop a method of solving such performance interference. This paper introduces a representative method, a CPU scheduling method that guarantees I/O performance by using feedback control to solve performance interference. In addition, we compare and analyze a model-based feedback control method and a dynamic feedback control method.

Study on Media Adaptation from a Webtoon to Virtual Reality Content (웹툰의 가상현실 콘텐츠로의 매체 전환에 관한 연구)

  • Park, Hyung-Woong;Kim, Ki-Jeong
    • The Journal of the Korea Contents Association
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    • v.17 no.2
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    • pp.308-315
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    • 2017
  • This study aims to review the differences and distinctive characteristics between storytelling method of virtual reality contents and storytelling method of conventional contents instead of focusing on economic and industrial effects of virtual reality contents. As a specific target, this study discusses how existing storytelling method of webtoons as a single contents genre can be applied to virtual reality contents when webtoons are adapted into virtual reality contents. The purpose of this study is to find limitations and possibilities for the storytelling technique of virtual reality contents. The results of this study showed that the essence of storytelling in virtual reality contents is in three roles of the users of virtual reality. The users of virtual reality must play the roles of service user, audience of contents, and director of story. This is because the most important storytelling techniques in media contents like editing and change of camera viewpoint can no longer be forced in virtual reality contents. Storytelling techniques in virtual reality contents are much limited compared to the conventional contents in terms of user interaction, expansion of senses, and guarantee of freedom.

A Atudy on NCS-based Virtual Training Content Analysis (NCS기반 가상훈련 콘텐츠 분석에 관한 연구)

  • Song, Eun-Jee;Lee, Seok-Hee
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.3
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    • pp.651-656
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    • 2017
  • Virtual Training generates virtual situation or environment with specific goals in order to instruct trainees as if they are in the real-world. Recently, the demand of experiencing certain incident, which we are not able to experience in real life, has been increased along with the fast developing Virtual Reality (VR) technology. Particularly, Virtual Training(VT) enables us to learn various fields those require high risk and high cost. The system of VT provides interaction and allows us absorb these learning materials better which augments learning effect. Based on the demand of Virtual Training system, this research analyzes current education paradigm National Competency Standards (NCS) in Korea and suggests possible education that utilizes Virtual Training system. At the end of the day, our future goal is to apply suggested Virtual Training contents to universities that reflect NCS curriculum like polytechnic university.

A Study on Language Anxiety and Learning Achievement through Immersive Virtual Reality English Conversation Learning Program (몰입형 가상현실 영어 회화 학습 프로그램을 통한 언어불안감과 학습성취도에 대한 연구)

  • Jeong, Ji-Yeon;Seo, Su-Jong;Han, Ye-Jin;Jeong, Heisawn
    • Journal of the Korea Convergence Society
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    • v.11 no.1
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    • pp.119-130
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    • 2020
  • This study developed an English conversation learning program in immersive virtual reality (VR) environments and compared its effects with non-immersive VR environment using a computer monitor. The effects of the program was assessed using language anxiety and learning achievement. The results indicated that students' language anxiety decreased significantly after learning English conversation in VR environment, but there was no difference between immersive and non-immersive VR. The two VR conditions also produced similar learning outcomes. Future research on immersive VR need to address cyber sickness problems and develop effective learning contents in order to realize its potential for learning.