• Title/Summary/Keyword: 가상 수족관

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A study on the Development of Virtual Aquarium System (가상현실 기법을 이용한 가상수족관 시스템 개발)

  • 김기호;박재형;안재우;김동현
    • Proceedings of the ESK Conference
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    • 1996.10a
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    • pp.166-170
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    • 1996
  • 가상현실(VR) 기법을 이용한 가상 수족관 시스템은 3차원 형상 모델링 작업을 통하여 해저지형과 여러 종류의 물고기들을 가상공간에 위치시켜서 기본적인 가상 수족관을 제작하고, 제작된 가상 수족관 에서 자연스럽게 움직이는 물고기의 모습을 표현하는 연구를 통하여 가상 수족관 시스템을 완성하였다.

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A Study on Building an Immersive Virtual Aquarium Using Fluid Animation and Smart Fish Method (유체 애니메이션과 Smart Fish을 이용한 실감형 가상수족관 구축에 관한 연구)

  • Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.1
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    • pp.130-138
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    • 2009
  • As time spent in front of the computer screens increases, an increasing number of people are using natural landscapes or virtual aquariums as their desktop and screen saver that can provide them with mental comfort. A virtual aquarium is constructed by an animation work that creates a variety of fish that freely move in a random virtual underwater environment to analyze their movement. This paper suggests a method that constructs an immersive virtual aquarium, using fluid animation method that expresses changes of shape of fluid in real time and the Smart Fish technology which is capable of an interaction according to the diverse characteristics of virtual fish. The suggested method can be used in a virtual aquarium, aquarium screen saver, virtual fish-raising game, etc., which express diverse undersea environment.

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Propelling and Turning Motions of Fish for Virtual Aquarium (가상 수족관 물고기의 추진과 회전 유영 생성 방법)

  • Han, yoon-seok;Yoon, jae-hong;Kim, eun-seok
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.33-37
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    • 2008
  • The interaction between artificial fish and aquatic surroundings and the fish's realistic locomotion are very important elements to construct virtual aquariums. In general, the artificial fish in virtual aquariums used to be created by 3D modeling tools, and was repeatedly showing the simple and constant form of swimming. This paper will analyze the sorts of biological forms of fish-swimming and the propelling and turning characteristics. Then, we propose a method of the basic swimming and turning of artificial fish to generate various and natural-looking locomotion. It is possible to make a explorable virtual aquarium more immersive by using interactive interfaces together.

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Fish-trait Simulator for Constructing Virtual Aquarium System (가상수족관 시스템 구축을 위한 어류 생태 시뮬레이터)

  • Jeong, Seung-Moon;Lee, Hyeon-Cheol;Kim, Eun-Seok;Hur, Gi-Taek;Gang, Gyeong-Heon
    • The Journal of the Korea Contents Association
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    • v.7 no.3
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    • pp.68-78
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    • 2007
  • In a virtual aquarium, the behavior of fish objects is the most important factor in respect of visual effects. In addition to the individual behavior of fish object, the interactions between objects due to their attributes, can improve the dynamics and reality of the virtual world. In this paper, we analyze the principal habits of fish objects such as the vitality, the range of movement, the maximum depth of water they can live, and the cycle of eating. Then, we suggest a method for simulating the stable marine ecosystem with controlling the behaviors, the interaction with other species, the average span of life, and all that sort of thing based on the result of analysis. Because we can freely modify the behavior of fish object by altering the values of attributes, it can be utilized in the dynamic virtual aquarium, the 3D aquarium screen saver, and the virtual fish game, and so on.

Qualitative Observation of Visitor Experience in Digital VR Aquarium (디지털 가상현실 수족관 <아이큐아리움>의 방문자 체험특성 질적 관찰)

  • Lee, Jung-Hun
    • The Journal of the Korea Contents Association
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    • v.13 no.10
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    • pp.200-213
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    • 2013
  • As an exploratory research, this paper studied the characteristics of visitor experience in the world first digital aquarium 'IQuarium' by the qualitative observation method. Between June and August of 2013, the first and second qualitative observations were made to gather the data of the behavioral and linguistic responses of visitors. The results of this study were as follows: First, visitors experienced the transformation of their identity and escapism by participating the activities. Second, they experienced the entertaining competition spirit against other visitors for fun. Third, they acted as story-makers by actively participating into the missions. Fourth, they had educational experiences by obtaining information about sea life and experienced the aesthetical atmosphere of 'IQuarium'. Although this study has limitations of the subjective perspective based on qualitative observation method, it will provide proper insight into advanced research in similar fields in the future.

The Collision Avoidance with Interaction Technique between Objects in Virtual Space (가상공간상의 객체 간 상호작용기법을 이용한 충돌 회피)

  • Ryu, NamHoon;Ban, KyeongJin;Oh, KyeongSug;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.19-23
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    • 2008
  • The development of computer graphics techniques came after development of various entertainment industry such as movies, game and so on, and techniques that make diverse objects in virtual space and control the action of objects are growing rapidly. Especially objects(characters) play an important role in encouraging virtual space at computer animation field. If lots of objects are animated in virtual space, undesired matters of fixed topography or collision between objects etc occur. In order to solve this problem, we need control techniques in detail. This paper presents and implements collision evasion with submarine topography in a virtual aquarium and control technique about collision evasion with other objects.

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Design and Implementation of Flocking System for Increasing System Capacity with Hybrid Technique (시스템 성능 향상을 위한 하이브리드 기법을 적용한 플로킹 시스템 설계 및 구현)

  • Ryu, Nam-Hoon;Ban, Kyeong-Jin;Oh, Kyeong-Sug;Song, Seung-Heon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.26-34
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    • 2008
  • Due to spread of movies or online games which are applied with computer animation techniques, we can easily see scenes where numerous characters appear. In the case of large-scale crowd animation, if one were to increase reality of the scene, features of system would be lowered, and if one were to increase functioning of system, reality of the scene would be lowered. In realizing large-scale crowd animation with seafloor environment as background, the paper analyzed and applied elements that affect behavioral types of fishes; and by using concept of crowd, the paper enabled each group or object to control their behavioral type; by comparing and contrasting real-time calculation method as calculation method for animation and hybrid calculation method which is mixed calculation method, the paper seeks to find a method that increases functioning of the system while also expresses natural scenes.