• Title/Summary/Keyword: 가상현실 기술

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Comparison of Virtual 3D Tree Modelling Using Photogrammetry Software and Laser Scanning Technology (레이저스캐닝과 포토그래메트리 소프트웨어 기술을 이용한 조경 수목 3D모델링 재현 특성 비교)

  • Park, Jae-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.304-310
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    • 2020
  • The technology in 3D modelling have advanced not only maps, heritages, constructions but also trees modelling. By laser scanning(Faro s350) and photogrammetry software(Pix4d) for 3D modelling, this study compared with real coniferous tree and both technology's results about characteristics of shape, texture, and dimensions. As a result, both technologies all showed high reproducibility. The scanning technique showed very good results in the reproduction about bark and leaves. Comparing the detailed dimensions on it, the error between the actual tree and modelling with scanning was 1.7~2.2%, and the scanning result was larger than the actual tree. The error between the actual tree and photogrammetry was only 0.2~0.5%, which was larger than the actual tree. On the other hand, the dark areas's modelling was not fully processed. This study is meaningful as a basic research that can be used for tree DB on BIM for the landscape architecture, landscape design and analysis with AR technology, historical tree and heritage also.

A Study on the Privacy Protection Trends and Policies of Korea·the U.S.·EU (한·미·EU의 개인정보보호 동향 및 정책에 대한 고찰)

  • Cho, Sae-Hong
    • Journal of Advanced Navigation Technology
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    • v.26 no.4
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    • pp.244-248
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    • 2022
  • The various digital services that people are experiencing recently are bringing about changes in the daily lives, and these changes are due to the spread of the Fourth Industrial Revolution. The 4th Industrial Revolution is based on the development of ICT technology, and ICT technology inevitably generates issues such as the use and protection of personal information as well as the use of public data. Accordingly, countries around the world are making efforts to revitalize new industries by wisely solving conflicting issues between the use and protection of personal information through legislation. There are some differences in the protection and use of personal information in Korea, the United States, and the EU. Korea trys to make the legislation that prioritizes the use of data, and the United States establishes individual laws governing the protection of personal information by sector, while the EU has clarified the strengthening personal information protection. This paper aims to find out how personal information protection is defined in Korea, the United States, and the EU through enacted laws and organize the direction of the future policies.

The User Experience Design of Virtual and Augmented Reality for Environmental and Ecological Information - Focusing on the Conservatory of Seoul Botanic Park - (환경생태정보 전달을 위한 가상·증강현실 사용자 경험디자인 연구 - 서울식물원 온실을 중심으로 -)

  • Zoh, Kyung Jin;Lee, Yumi;Song, Youngkeun;Jeong, Wookju
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.25 no.2
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    • pp.69-84
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    • 2022
  • The purpose of this research is to examine the user experience design that effectively exhibits botanical information through a virtual habitat built with 3D modeling and scanning data for the conservatory at Seoul Botanic Park. Seoul Botanic Park's conservatory contains environmental and ecological information on the wide spectrum of diverse plants under twelve cities all over the world. However, the exhibition method, which focuses on maps and information boards, has limitations in delivering diverse plant and habitat information to visitors. Virtual and augmented reality can be used as an effective tool for educating and experiencing the contents of various plant species as it can convey the ecological and environmental conditions of the habitat and local culture at diverse levels. This study experimented with constructing virtual habitats using the Unreal Engine and effectively communicating various botanical information through the interaction. With the introduction of a virtual habitat, we intend to enhance the user experience of park visitors and ultimately explore the possibility of using virtual and augmented reality to convey multi-layered environmental and ecological information of landscape.

A Study on Smart Aging System for the Elderly based on Metaverse (고령자를 위한 메타버스 기반의 Smart Aging 시스템의 연구)

  • Cho, Myeon-Gyun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.261-268
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    • 2022
  • Recently, the number of elderly living alone suffering from loneliness and depression is also increasing significantly due to the rapid aging of the population and nuclear families. In this paper, we propose a smart aging system that increases life satisfaction by providing the elderly with the optimal service tailored to the elderly with the help of IT according to their residential environment and health status. It is possible to provide an advanced customized support system for the elderly by fully utilizing IoT, AI, and Metaverse techniques not only for the elderly who want to live an active life in society but also for the elderly who need care in a nursing hospital. The proposed system provides human satisfaction by providing social connection in real space and virtual space in accordance with the residential environment and health status to the elderly suffering from loneliness in hospital (hospital care) facilities and at home. This paper proposes a new path for future-oriented welfare policy for the elderly by providing a user-customized smart aging system by combining AI and Metaverse technology with a rapidly changing social environment.

Digital Transformation, Business Model and Metaverse (디지털 전환, 비즈니스 모형 관점에서 본 메타버스)

  • Kim, Taekyung;Kim, Shinkon
    • Journal of Digital Convergence
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    • v.19 no.11
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    • pp.215-224
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    • 2021
  • Business stakeholders have shown huge interests on the way how to increase business value by integrating real world businesses with a rising metaverse concept. To understanding the utility of metaverse regarding digital transformation, this study conducted a qualitative study based on a metaverse framework from 2006 Metaverse Roadmap and reference theories on business models. Specifically, a multiple comparative case approach was adopted to investigate three metaverse application cases from 2000 to 2020. From findings, it was revealed that different metaverse features were tried to leverage traditional simulation games, social communities, and virtual communication activities to build business models. Secondly, the use of metaverse features were likely to be helpful in getting competitive advantages. However, we are also aware that stakeholder credibility should be carefully managed to sustain businesses.

A Study of PLC Simulation for Automobile Panel AS/RS (자동차 패널 자동창고 시스템의 PLC 시뮬레이션 적용 연구)

  • Ko, Min-Suk;Koo, Lock-Jo;Kwak, Jong-Geun;Hong, Sang-Hyun;Wang, Gi-Nam;Park, Sang-Chul
    • Journal of the Korea Society for Simulation
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    • v.18 no.3
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    • pp.1-11
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    • 2009
  • This paper illustrates a case study of PLC logic simulation in a car manufacturing system. It was developed to simulate and verify PLC control program for automobile panel AS/RS. Because car models become varied, the complexity of supply problem is increasing in the car manufacturing system. To cope with this problem, companies use the AS (automated storage) and RS (retrieval system) but it has logical complexity. Industrial automated process uses PLC code to control the AS/RS, however control information and control codes (PLC code) are difficult to understand. This paper suggests a PLC simulation environment, using 3D models and PLC code with realistic data. Data used in this simulation is based on realistic 3D model and I/O model, using actual size and PLC signals, respectively. The environment is similar to a real factory; users can verify and test the PLC code using this simulation before the implementation of AS/RS. Proposed simulation environment can be used for test run of AS/RS to reduce implementation time and cost.

Analysis of Manual 3D Projection Mapping Processes Using 3D Mesh Models (3D 메쉬 모델을 이용한 수동 3D 프로젝션 맵핑 과정 분석)

  • Mina Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.29 no.3
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    • pp.1-12
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    • 2023
  • Software tools for manual 3D projection mapping have been widely used in theme parks and exhibitions. However, no research has been conducted on detailed utilization methods and usability of those tools yet. This study organizes the entire process of manual 3D projection mapping step by step and analyzes the problems that occurred at each step to identify potential improvements of 3D projection mapping tools. First, we introduce the process, which includes: two methods for creating virtual-physical object pairs to construct a virtual environment that is identical to the real-world target of the 3D projection mapping, the production of video textures for special effects, and mapping methods that use semi-automatic projector calibration. In addition, through experiments comparing and analyzing two widely used tools under various conditions for 3D mapping, we identified the technical limitations, performance differences between tools, and issues that impede usability. Finally, we suggest improvements and future research directions to enhance the usability of the 3D projection mapping technology.

A Study on Marketing Methods According to Roblox Main User Characteristics: Focused on Nike and Gucci (로블록스 주 이용자 특징에 따른 마케팅 방식 연구 : 나이키, 구찌를 중심으로)

  • Baek Kyounghwa;Ha Euna
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.4
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    • pp.229-238
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    • 2023
  • This study is to identify marketing methods that are different from the existing ones on the Metaverse platform, where new business models and industrial ecosystems are being formed. The purpose of this study is to identify how brand marketing methods are differentiated according to the type of metaverse and the characteristics of the main users who use metaverse. The research method was a case analysis method, and Roblox, which currently has the largest number of active users, was selected. We closely analyzed how Nike and Gucci brands market by reflecting the characteristics and consumption patterns of Alpha Generation and Generation Z, the main users of Roblox. The results of the analysis are as follows. First, it is approaching with enjoyable content, including games, rather than direct marketing. Second, the content provided contains the brand's story and philosophy. Third, it takes a method of linking virtual and reality. Lastly, through Metaverse, Brands are identifying the tastes of future potential customers and collecting data for customized services.

Development of Simulator for Generating BVR Air Combat Engagement Geometry (BVR 공중전 교전 기하 생성을 위한 시뮬레이터 개발)

  • Juho Choi;IL-Chul Moon;Youngho Kim;Taesub Yun
    • Journal of the Korea Society for Simulation
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    • v.33 no.3
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    • pp.51-63
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    • 2024
  • This study aims to develop a simulator for modeling engagements between fighters and missiles in Beyond Visual Range (BVR) air combat scenarios using DEVS (Discrete Event System specification) formalism. The simulator is modeled to implement sustained formation strategies in 1-versus-many situations, and we applied the model to real scenario two case studies. The two case studies assume a virtual missile neutralization equipment. The first case study analyzes the effectiveness of the missile neutralization equipment based on formations. The second case study analyzes the effectiveness of the missile neutralization equipment in relation to the evasion maneuvering tactic of the formation leader fighter. Through these studies, it is demonstrated that the model can realistically simulate scenarios and be beneficial the development of evasion strategies and tactics.

The Effect of the Visit to Dementia Home Experience Program on the Awareness of Dementia (치매 가정체험프로그램 관람이 치매 인식에 미치는 효과)

  • Park, So Yeon;Kim, Deok Ju
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.10
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    • pp.263-271
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    • 2018
  • The purpose of this study is to find that people's visit to a dementia home exhibition hall is effective at improving their perception of dementia. The satisfaction of visitors to the dementia home exhibition hall and a change in their perception of dementia after the visit were analyzed. The study subjects were 52 residents in S city. This study had been conducted from April, 5 to May, 25, 2018. The dementia home exhibition hall has welfare kits installed in an entrance, a rest room, a living, and a kitchen. Virtual reality experience program and the program of wearing clothes to experience an elderly person were performed together. As a result, the visitors' satisfaction was high overall, and their visit was educationally effective at improving their perception of dementia. After their visit to the hall, the residents showed high increases in the scores of the questions about the perception of dementia causes, dynamism & system, symptoms & diagnosis, and treatment & prevention. The residents with middle years and higher of age were more satisfied than those in other age groups with the introduction of dementia, and prevention methods, introduction of safe and comfortable home environment, and appropriateness of experience program. In this study, it was positive that the differentiated experience program which was not existed actively led the participation of the target person and attracted high education satisfaction in a short time. In the future, it will be necessary to develop an extended experience program, provide an environment for direct experience of dementia, and perform a continuous program to draw more citizens' attention.