• Title/Summary/Keyword: 3차원 가상현실

Search Result 528, Processing Time 0.024 seconds

Rerouting Technique with Walking Vector for Avatar Location Synchronization in CVE (아바타 위치 동기화를 위한 이동 벡터를 이용한 경로 재설정 방법)

  • 김종석;김학근;최윤철
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2002.05c
    • /
    • pp.479-484
    • /
    • 2002
  • 본 논문에서는 다중 사용자 간의 상호 작용과 공동 작업을 가능하게 하는 3차원 그래픽 기반의 가상 현실 시스템인 YVES(Yonsei Virtual Environment System) 의 성능향상을 위한 아바타 객체의 효과적인 동기화 방법에 대하여 제안하였다. YVES 는 연세대학교 컴퓨터과학과 멀티미디어 연구실에서 2001년도에 개발된 시스템이다. YVES의 사용자간 동기화 알고리즘은 기존의 방법에 비해 객체의 Poping현상을 없애고 동기화를 유지한 점에서 개선되었다고 할 수 있었다. 그러나 원래의 경로와는 변화된 다른 경로가 설정된다는 것과 이동이 완료되었을 때 수정된 경로로 향한 객체 진행 방향을 완료시점에서 원래의 진행방향으로 수정해야 항으로써 자연스럽지 못한 움직임을 보인다는 것이 문제점으로 지적되었다. 이를 보완하기 위해서 본 논문에서는 기존의 움직임 벡터를 새로 움직여야 할 움직임 벡터에 반영하여 새로운 경로가 원래의 경로와 보다 근접할 수 있도록 하고, 이동의 완료시점에서 객체가 향하는 방향이 원래 경로로 이동했을 경우와 동일하도록 하는 알고리즘을 제안하고, 각 알고리즘을 동일한 이동경로를 적용하여 비교하였다.

  • PDF

Using Reinforcement Learning Agent for Metaverse Game Testing (메타버스 게임 테스팅에 대한 강화학습 에이전트 활용)

  • Lee, Hakjin;Lee, Scott Uk-Jin
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2022.07a
    • /
    • pp.135-136
    • /
    • 2022
  • 메타버스란 가공, 추상을 의미하는 메타(Meta)와 현실을 의미하는 유니버스(Unvierse)의 합성어이며 가상의 3차원을 뜻한다. 현재 메타버스는 4차 산업혁명의 중요 트렌드로 지목되어지고 있으며 다양한 기업들의 투자 또한 지속적으로 증가하는 추세이다. 이중 게임은 메타버스에서 가장 많은 비중을 차지하고 있으나 아직까지 메타버스 게임의 신뢰도가 높지 않으며 현재 출시되었거나 앞으로 출시될 게임들에 대한 적합한 테스트 기법이 필요한 실정이다. 이에 본 논문에서는 메타버스를 기반으로 하는 게임 테스팅에 강화학습 에이전트를 활용하는 방안에 대해 제안한다.

  • PDF

Causes of Cyber Sickness of VR Contents: An Experimental Study on the Viewpoint and Movement (VR 콘텐츠의 사이버 멀미 유발 요인: 시점과 움직임의 효과에 대한 실험 연구)

  • Jung, Ji-Young;Cho, Kwang-Su;Choi, Jinhae;Choi, Junho
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.4
    • /
    • pp.200-208
    • /
    • 2017
  • Despite a rapid market growth in VR, cyber sickness has become the most serious problem in terms of user experience. The aim of this study is to verify whether there are differences in user's perception of cyber sickness by the point-of-view and the movement in VR contents. An experimental testing of game playing with VR headset was conducted on the effects of two conditions: first-person and third-person views in the point-of-view condition, and yaw - pitch rotations in the head movement condition. The results showed that cyber sickness worsened in the first-person point-of-view and in the yaw rotation movement. Point-of-view and movement had main effects on the cyber sickness, but an interaction effect between point-of-view and movement was not found. Based on the findings, along with reducing VR sickness, we proposed practical implications for VR contents planning for building balanced VR user experience. Positive VR experience can be reinforced through visual design, multi-modal interface design, and experience marketing for the optimal level of contents immersion. A future research was suggested on the roll rotation for diverse content genre development.

Business Innovation Through Spatial Data Analysis: A Multi-Case Analysis (공간 데이터 분석 기반의 비즈니스의 혁신: 해외 사례 분석을 중심으로)

  • Ham, YuKun
    • The Journal of Bigdata
    • /
    • v.4 no.1
    • /
    • pp.83-97
    • /
    • 2019
  • With sensor and communication technology development, spatial data related to business activities is exploding. Spatial data is now evolving into atypical data about space over three dimensions, away from two-dimensional geographic data. In addition to the Fourth Industrial Revolution, which connects the virtual space with the real space, there is a great opportunity for companies to utilize it. The analysis of recent overseas cases shows that it is possible to analyze customized services by understanding the situation of customers and objects located in the space, to manage risk, and furthermore to innovate business processes by analyzing spatial data. In the future, business innovation that combines spatial data from various sources and real-time analysis of relationships and situations between people and objects in space is expected to expand in all business fields.

  • PDF

A Study on the Construction of 3D Database and Application for Realization of "The Cyber City" ("사이버" 도시 실현을 위한 3차원 공간 데이터베이스 구축과 활용)

  • 김재윤
    • Spatial Information Research
    • /
    • v.9 no.2
    • /
    • pp.325-340
    • /
    • 2001
  • This research is to construct more useful Geo-spatial data by building spatial data to three dimensional and utilize the database effectively for development of application, maintenance and management program, and application technology, which is on going based on “Haeundae three dimensional database construction project”. Furthermore, the acquisition of geographic information data and the technological improvement of effective construction would be the important factors to judge the qualitative reputation of GIS. Above all, studies to create accurate data and overcome the error limitation are much more important than any other thing. Final form of Spatial Data to materialize efficient GIS(Geographic Information System) must be three dimensional spatial data which has attribute data, actual concept and numerical value of real world. In connection to that, development is on the move to improve building technique of useful spatial data and digitalize the entire country in cryberspace. $\ulcorner the cyber country lrcorner$is designed to mange the entire country systematically. This simulation would be able to cover administration of government institution, public service, corporate business and even the public life in the cyeberspace though the computer. Materialization of efficient GIS and establishment of condition as technically strong nation through the early realization of $\ulcorner the cyber country lrcorner$will provide a great opportunity to open up the global market with exportation of advanced technology.

  • PDF

Inductive Inverse Kinematics Algorithm for the Natural Posture Control (자연스러운 자세 제어를 위한 귀납적 역운동학 알고리즘)

  • Lee, Bum-Ro;Chung, Chin-Hyun
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.8 no.4
    • /
    • pp.367-375
    • /
    • 2002
  • Inverse kinematics is a very useful method for control]ing the posture of an articulated body. In most inverse kinematics processes, the major matter of concern is not the posture of an articulated body itself but the position and direction of the end effector. In some applications such as 3D character animations, however, it is more important to generate an overall natural posture for the character rather than place the end effector in the exact position. Indeed, when an animator wants to modify the posture of a human-like 3D character with many physical constraints, he has to undergo considerable trial-and-error to generate a realistic posture for the character. In this paper, the Inductive Inverse Kinematics(IIK) algorithm using a Uniform Posture Map(UPM) is proposed to control the posture of a human-like 3D character. The proposed algorithm quantizes human behaviors without distortion to generate a UPM, and then generates a natural posture by searching the UPM. If necessary, the resulting posture could be compensated with a traditional Cyclic Coordinate Descent (CCD). The proposed method could be applied to produce 3D-character animations based on the key frame method, 3D games and virtual reality.

Development of Hardware Design Process Enhancement Tool for Flight Control Computer using Modeling and Simulation (M&S 기반의 비행조종컴퓨터 하드웨어 설계 프로세스 개선을 위한 툴 개발)

  • Kwon, Jong-Kwang;Ahn, Jong-Min;Ko, Joon-Soo;Seung, Dae-Beom;Kim, Whan-Woo
    • Journal of the Korean Society for Aeronautical & Space Sciences
    • /
    • v.35 no.11
    • /
    • pp.1036-1042
    • /
    • 2007
  • It is rather difficult to improve flight control computer(FLCC) hardware(H/W) development schedule due to lack of commercial off-the-self(COTS) tools or target specific tools. Thus, it is suggested to develop an enhanced process utilizing modeling, simulation and virtual reality tools. This paper presents H/W design process enhancement tool(PET) for FLCC design requirements such as FLCC input/output(I/O) signal flow, I/O fault detection, failure management algorithm, circuit logic, PCB assembly configuration and installation utilizing simulation and visualization in virtual space. New tool will provide simulation capability of various FLCC design configuration including shop replaceable unit(SRU) level assembly/dis-assembly utilizing open flight format 3-D modeling data.

3D Modeling of Islands using Structured Procedural Method (구조화된 절차적 방법을 이용한 섬 3차원 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.16 no.5
    • /
    • pp.879-888
    • /
    • 2021
  • With the development of information and communication technology, the demand for indirect experience contents using realistic media is increasing. It is important to keep the overall concept of the models consistently in order to immerse in the contents while watching realistic media. In the case of realistic media that provides an indirect experience of tourist attractions, modeling should be done by reflecting the actual information of the sites in order to provide an accurate experience. In this paper, we propose a three-dimensional modeling method of islands, representative tourism resources of the southern coast, by reflecting actual data. Since the proposed method is performed according to a structured procedure, it makes it easy to maintain the visual consistency of the entire model when several people work together. Implementation results show that the proposed method produces more realistic results than the modeling method using height information simply.

Dental Surgery Simulation Using Haptic Feedback Device (햅틱 피드백 장치를 이용한 치과 수술 시뮬레이션)

  • Yoon Sang Yeun;Sung Su Kyung;Shin Byeong Seok
    • KIPS Transactions on Software and Data Engineering
    • /
    • v.12 no.6
    • /
    • pp.275-284
    • /
    • 2023
  • Virtual reality simulations are used for education and training in various fields, and are especially widely used in the medical field recently. The education/training simulator consists of tactile/force feedback generation and image/sound output hardware that provides a sense similar to a doctor's treatment of a real patient using real surgical tools, and software that produces realistic images and tactile feedback. Existing simulators are complicated and expensive because they have to use various types of hardware to simulate various surgical instruments used during surgery. In this paper, we propose a dental surgical simulation system using a force feedback device and a morphable haptic controller. Haptic hardware determines whether the surgical tool collides with the surgical site and provides a sense of resistance and vibration. In particular, haptic controllers that can be deformed, such as length changes and bending, can express various senses felt depending on the shape of various surgical tools. When the user manipulates the haptic feedback device, events such as movement of the haptic feedback device or button clicks are delivered to the simulation system, resulting in interaction between dental surgical tools and oral internal models, and thus haptic feedback is delivered to the haptic feedback device. Using these basic techniques, we provide a realistic training experience of impacted wisdom tooth extraction surgery, a representative dental surgery technique, in a virtual environment represented by sophisticated three-dimensional models.

Development of 3D Petroglyph VR Contents based on Gesture Recognition (동작인식기반의 3D 암각화 VR 콘텐츠 구현)

  • Jung, Young-Kee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.9 no.1
    • /
    • pp.25-32
    • /
    • 2014
  • Petroglyphs is an essential part of the worldwide cultural heritage since it plays a key role for the comprehension of prehistoric communities previous to writing. nowadays 3D data are a critical component to permanently record the form of important cultural heritage so that they might be passed down to future generations. Recent 3D scanning technologies allow the generation of very realistic 3D model that can be used for multimedia museum exhibitions to attract the users into the 3D world. In this paper, we develop the 3D petroglyph VR contents based on a novel gesture recognition method. The proposed gesture recognition method can recognizes the movements of the user using 3D depth sensor by comparing with the pre-defined movements. Also this paper presents new approaches for 3D petroglyphs data recording using 3D scanning technology as accurate and non-destructive tools.