• Title/Summary/Keyword: 가상 장비

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Development of a Test Environment for Performance Evaluation of the Vision-aided Navigation System for VTOL UAVs (수직 이착륙 무인 항공기용 영상보정항법 시스템 성능평가를 위한 검증환경 개발)

  • Sebeen Park;Hyuncheol Shin;Chul Joo Chung
    • Journal of Advanced Navigation Technology
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    • v.27 no.6
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    • pp.788-797
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    • 2023
  • In this paper, we introduced a test environment to test a vision-aided navigation system, as an alternative navigation system when global positioning system (GPS) is unavailable, for vertical take-off and landing (VTOL) unmanned aerial system. It is efficient to use a virtual environment to test and evaluate the vision-aided navigation system under development, but currently no suitable equipment has been developed in Korea. Thus, the proposed test environment is developed to evaluate the performance of the navigation system by generating input signal modeling and simulating operation environment of the system, and by monitoring output signal. This paper comprehensively describes research procedure from derivation of requirements specifications to hardware/software design according to the requirements, and production of the test environment. This test environment was used for evaluating the vision-aided navigation algorithm which we are developing, and conducting simulation based pre-flight tests.

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 Dynamic Balance on Cyber Motion Sickness of Full Immersion Virtual Reality (완전 몰입형 가상현실로 인한 사이버 멀미가 동적 균형에 미치는 영향)

  • Kim, Na-Eun;Kim, Yu-lim;Moon, Sang-cheol;Lee, Dong-hung;Lim, Ho-jeong;Jang, Eun-kyung;Hung, Ji-eun;Kang, Jong-ho
    • Journal of Convergence for Information Technology
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    • v.8 no.1
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    • pp.131-138
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    • 2018
  • The purpose of the study was to explore whether the Cyber Motion sickness used VR causes a change in the dynamic balance and fall. For 39 people who voluntarily participated in this study, this study measured the motion sickness questionnaires, the heart rate and stability of limit test in BioRescue. The study used Samsung Gear VR and applied the games to the To the homeland. The game proceeded 20minutes. Although the value of the stability after a VR application is slightly reduced, it did not reach statistical significance. The motion sickness questionnaires increased, and it had a statistical significant impact. Also Heart rate increased and it had a statistically significant impact. A virtual reality game affect for getting motion sickness but it did not affect the dynamic balance. So, cyber motion sickness caused by virtual reality wear does not result in decreased balance and falls.

A Study on Movement Interface in Mobile Virtual Reality (모바일 가상현실에서의 이동 인터페이스에 관한 연구)

  • Hong, Seunghyun;Na, Giri;Cho, Yunsik;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.27 no.3
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    • pp.55-63
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    • 2021
  • This study proposes an interface for providing mobile interaction suitable for mobile virtual reality (VR) and analyzes it through comparative experiments. The proposed interface is premised on not using additional equipment except for the mobile head-mounted display(HMD) in consideration of accessibility and usability. And the interface that controls the movement interaction using the user's gaze is designed in two phases. The key is to minimize the occurrence of negative factors such as VR sickness that can be caused by straight line movement in virtual reality. To this end, two phases are designed: an interface composed of forward/backward buttons to move the gaze toward the ground, and an interface composed of left and right buttons on the front in consideration of the gaze change in real walking motion. An application that can compare and analyze movement interactions through the proposed interface is produced, and a survey experiment is conducted to analyze the user's satisfaction with the interface experience and the negative impact on the movement process. It was confirmed that the proposed movement interaction reduced negative effects such as VR sickness along with a satisfactory interface experience for users.

Production of Virtual Electrical Circuit Practice Education Contents based on Mixed Reality using Meta Quest Pro (메타 퀘스트 프로를 활용한 혼합현실 기반 가상 전기회로 실습교육 콘텐츠 제작)

  • Sumin Kong;Jongseon Kim;Goohyun Jeong;Gyeongbin Roh;Esther Park;Yunsik Cho;Jinmo Kim
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.61-69
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    • 2024
  • Mixed reality(MR) technology combines the advantages of virtual reality(VR) and augmented reality(AR) technology, allowing MR users to interact with virtual objects against the background of the real world. In addition, since virtual objects interact with the real world, users can experience a higher immersion. This study proposes electric circuit practical training content using Meta Quest Pro to produce immersive MR content based on reality. To this end, first, the development process for producing MR content by linking Meta Quest Pro equipment with the Unity 3D engine is organized. Then, based on the traditional electric circuit practical training method used in elementary school science classes, virtual electric circuit practical training content with the same training method and operation process is produced based on MR. Finally, survey experiments are conducted to analyze the presence and experience of the MR-based educational environment provided using the produced content. Through this, the usability of the proposed practical training content is evaluated and future research directions are suggested.

Optimization for Concurrent Spare Part with Simulation and Multiple Regression (시뮬레이션과 다중 회귀모형을 이용한 동시조달수리부속 최적화)

  • Kim, Kyung-Rok;Yong, Hwa-Young;Kwon, Ki-Sang
    • Journal of the Korea Society for Simulation
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    • v.21 no.3
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    • pp.79-88
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    • 2012
  • Recently, the study in efficient operation, maintenance, and equipment-design have been growing rapidly in military industry to meet the required missions. Through out these studies, the importance of Concurrent Spare Parts(CSP) are emphasized. The CSP, which is critical to the operation and maintenance to enhance the availability, is offered together when a equipment is delivered. Despite its significance, th responsibility for determining the range and depth of CSP are done from administrative decision rather than engineering analysis. The purpose of the paper is to optimize the number of CSP per item using simulation and multiple regression. First, the result, as the change of operational availability, was gained from changing the number of change in simulation model. Second, mathematical regression was computed from the input and output data, and the number of CSP was optimized by multiple regression and linear programming; the constraint condition is the cost for optimization. The advantage of this study is to respond with the transition of constraint condition quickly. The cost per item is consistently altered in the development state of equipment. The speed of analysis, that simulation method is continuously performed whenever constraint condition is repeatedly altered, would be down. Therefore, this study is suitable for real development environment. In the future, the study based on the above concept improves the accuracy of optimization by the technical progress of multiple regression.

공장설비 제어를 위한 레거시 소프트웨어 시스템 분석 및 재공학

  • 한재일;이명희;유철중;장옥배
    • Journal of Software Engineering Society
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    • v.13 no.3
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    • pp.55-70
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    • 2000
  • 공장의 설비들은 장비 교체가 아예 불가능하여 오랜 기간동안 사용되는 경우가 있다. 이러한 경우 공장의 설비 제어를 위한 소프트웨어 시스템도 노후 되어 현재 사용되는 운영체제나 새로운 시스템 상에서 정상적인 작동이 어렵게 되며, 또한 사용자의 새로운 요구사항을 수용하기도 어렵다. 이러한 문제점들은 기존 소프트웨어 시스템 분석을 바탕으로 한 재공학을 통해서 그 해결 방안을 모색하여야 한다. 제어용 소프트웨어 시스템의 재구성은 기존의 설비가 교체되지 않은 상태이므로 기존의 구성과 제어에 사용되는 통신 프로토콜등은 그대로 사용하되 운영체제와 사용자 인터페이스등을 변경하여 작업능률과 사용상의 편리함을 향상시킬 수 있다. 본 논문에서는 전파 송신 설비를 가상으로 구성하고 설비를 제어하는 기존의 DOS용 소프트웨어 시스템을 분석하여 Window용으로 재구성하는 과정을 재공학 관점에서 논하고 실제 적용결과를 보인다. 또한 사용자의 요구사항을 반영하여 사용편의성을 증대시키기 위한 사용자 인터페이스의 개선에 대해서도 논한다.

Technique Development of Realtime Movement, Reaction and Photorealistic Rendering of Virtual Objects (ITRC 4th workshop 제 2-1 세부과제 -가상 물체의 실시간 거동 및 반응 시뮬레이션과 시각적 실사렌더링 기술 개발-)

  • Ji, Joong-Hyun;Yun, Dong-Ho;Ko, Kwang-Hee
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.2066-2067
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    • 2009
  • 1차년도에는 햅틱 시나리오의 비주얼 쓰레드로서의 환경을 구축하여 햅틱 렌더링과 그래픽 렌더링의 연동을 위한 연구를 수행하였고 햅틱 장비로부터 오는 다양한 데이터 처리를 위한 데이터 로딩 기법을 연구하고 이를 멀티 코어 CPU를 이용하여 단일 조명상에서 광선 추적하는 알고리즘을 개발하였다. 당해연도에는 1Khz 의 속도를 가진 햅틱 렌더링과의 불연속성을 해결하기 위하여 GPU를 이용한 보다 빠른 고품질의 광선 추적 알고리즘을 개발하고자 한다. 이를 위하여 NVIDIA의 범용 솔루션인 CUDA를 통해 병렬 처리를 통해 실시간으로 다중 광원을 가진 Dynamic한 장면을 갱신할 수 있도록 한다. 또한 심장, 폐, 간과 같은 반투명한 재질을 가진 신체 장기 표현을 위해 각 재질에 맞는 양방향의 표면 내부 산란 분포함수를 간략화하여 차후 년도의 연구에 반영한다.

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Open Manufacturing System Using MMS Service and Object Oriented Manufacturing Devices(2nd Report) (생산장비 객체화의 개방형 가공 셀 구축 연구(II) -개방형 가공 셀 구축-)

  • Kim, Seon-Ho;Kim, Dong-Hun;Park, Gyeong-Taek
    • Journal of the Korean Society for Precision Engineering
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    • v.17 no.10
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    • pp.41-48
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    • 2000
  • Manufacturing devices must be integrated for constructing CIM environment, but integration of heterogeneous system meets several economical and technological difficulties. In this case, MMS(Manufacturing Message Specification) can be an effective method, but it has problems which MMS products are generally very expensive and majority of the existing manufacturing devices do not support MMS. This paper describes the development of a gateway for Non-MMS-Compatible CNC machine tools to serve MMS and the implementation of OSI(Open System Interconnection) upper layer on TCP/IP. The developed system is applied to construct cell controller with heterogeneous devices under CIM environment and to evaluate interoperability and portability.

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Pattern Recognition Using Augmented Reality (증강현실을 이용한 패턴 인식)

  • Lei, Wang;Shin, Seong-Yoon;Rhee, Yang-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2009.01a
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    • pp.203-206
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    • 2009
  • 분 논문은 카메라 장비와 마커, DB를 이용하여 문자의 색감과 모음, 자음을 인식하여 문자에 해당되는 이미지 및 영상을 HMD 및 모니터, 가정에서 사용하는 화상 카메라 등을 이용하여 보다 구체적인 정보를 전달할 수 있게 해준다. DB에는 각 텍스트의 모음과 자음에 관한 텍스트가 등록되어 있으며, 각각의 색과 텍스트를 비교하여 해당하는 이미지를 출력하게 된다. 기존의 증강현실 기법은 해당 마크에 관한 패턴을 인식하여 그에 해당하는 이미지 및 영상을 출력하는데, DB를 이용한 문자인식을 사용할 경우 사용자에게 텍스트를 인식하여 연관된 많은 정보를 제공할 수 있게 된다. 제안된 인터페이스는 다양한 모습을 어려 시야를 통해 기존의 카탈로그보다 사용자의 접근성을 향상시키고, 미리 정의된 DB에 접근하여 해당 문자에 관한 여러가지 정보를 사용자에게 전달한다. 여러 전달 매체를 이용, 가상현실 및 증강현실 등을 다양한 카탈로그 뿐만 아니라 교육 및 신문 잡지, 광고 등 문자가 등장하는 여러 분야에 활용이 가능하다.

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