• Title/Summary/Keyword: 3D User Interfaces

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Research on the Visual Elements of VR game (VR 게임 <엘더 스크롤 V : 스카이 림 VR>의 시각 요소 연구)

  • JIANG, QIANQIAN;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.507-512
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    • 2020
  • In recent years, various virtual reality games are becoming commercialized. A variety of large 3D online games popular with users has begun to transform into VR games. < the Elder Scrolls V: skyrim VR > as a derivative of large-scale 3D online games < the Elder Scrolls V: skyrim special edition >, Since its launch on the steam game platform in April 2018, because of its original UI design, maximizes the user's immersive experience and firmly maintains the leading position of VR games. Although the visual similarities between < the Elder Scrolls V: Skylim VR > and < the Elder Scrolls V: Skylim Special Edition > are high, but the visual elements in the UI are quite different. This paper studies characters, scenes, operating interfaces, colors and fonts five visual UI elements that enhance the immersion in game. It provided a unique interface design reference to immersive experience of new VR games in the future.

Cubical User Interface for Toy Block Composition in Augmented Reality (증강 현실에서의 장난감 블록 결합을 위한 큐브형 사용자 인터페이스)

  • Lee, Hyeong-Mook;Lee, Young-Ho;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.363-367
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    • 2009
  • We propose Cubical User Interface(CUI) for toy block composition in Augmented Reality. The creation of new object by composing virtual object is able to construct various AR contents effectively. However, existing GUI method requires learning time or is lacking of intuitiveness between act of user and offered interface. In case of AR interfaces, they mainly have been supported one handed operation and it did not consider composition property well. Therefore, the CUI provide tangible cube as the manipulation tool for virtual toy block composition in AR. The tangible cube which is attached multi-markers, magnets, and buttons supports free rotation, combination, and button input. Also, we propose two kinds of two-handed composing interactions based on CUI. First is Screw Driving(SD) method which is possible to free 3-D positioning and second is Block Assembly(BA) method which support visual guidance and is fast and intuitive. We expected that proposed interface can apply as the authoring system for content such as education, entertainment, Digilogbook.

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Strategic Technology Management of Automotive Steel Sheets Makers (자동차용 강판 제조업체의 전략적 기술경영)

  • Jung, Kyung-Hee;Lee, Sang-Kyu
    • IE interfaces
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    • v.16 no.3
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    • pp.291-299
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    • 2003
  • The managerial environment of automobile industry has been rapidly changing, mainly with the tighter standard of legal and environmental regulations, the pressure of cost reduction from the end-user, the various functional improvements of vehicles, and the globalization management. In order to survive in this complicate circumstances, the automakers have strongly pursued the mutual collaboration with the suppliers, especially tier-1, for the optimal selection of parts/materials and the assembly manufacturing processes of the new model development. They prepare the early involvement program for the suppliers during the conceptual design stage, and implement the win-win strategy of technology development activity, in order to improve the value creation. This study considers the strategic technology management of automotive steel sheets makers on the aspects of strategy, processes, human & physical resources, and organization structure. It also suggests the corporate strategies of steel mills, in order to obtain the technology competence.

Implementation of a Virtual Crowd Simulation System

  • Jeong, Il-Kwon;Baek, Seong-Min;Lee, Choon-Young;Lee, In-Ho
    • 제어로봇시스템학회:학술대회논문집
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    • 2005.06a
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    • pp.2217-2220
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    • 2005
  • This paper introduces a practical implementation of virtual crowd simulation software. Usual commercial crowd simulation softwares are complex and have program-like script interfaces, which makes an animator hard to learn and use them. Based on the observations that most crowd scenes include walking, running and fighting movements, we have implemented a crowd simulation system that automatically generates movements of virtual characters given user's minimal direction of initial configuration. The system was implemented as a plug-in of Maya which is one of the most commonly used 3D software for movies. Because generated movements are based on optically captured motion clips, the results are sufficiently natural.

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A Dexterous Teleoperation System for Micro Parts Handling (마이크로 조립시스템의 원격제어)

  • Kim, Deok-Ho;Kim, Kyung-Hwan;Kim, Keun-Young;Park, Jong-Oh
    • Proceedings of the KSME Conference
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    • 2001.06b
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    • pp.158-163
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    • 2001
  • Operators suffer much difficulty in manipulating micro/nano-sized objects without the assistance of human interfaces, due to the scaling effects in micro/nano world. This paper presents a micro manipulation system based on the teleoperation techniques which enables the operators to manipulate the objects with ease by transferring both human motion and manipulation skill to a micromanipulator. An experimental setup consisting of a micromanipulator operated under stereo-microscope with the help of intelligent user interface provides a tool that can be used to visualize and manipulate micro-sized 3D objects in a controlled manner. The key features of a micro manipulation system and control strategies using teleoperation techniques for handling micro objects are presented. Experimental results demonstrate the feasibility of this system in precisely controlling trapping and manipulation of micro objects based on teleoperation techniques.

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A Proposal of Educational 3D Modelling Software Development Type Via User Experience Analysis of Open Source 3D Modelling Software (무료공개 3D모델링 소프트웨어 사용자 경험 분석을 통한 교육용 3D모델링 소프트웨어 개발유형 제안)

  • Lee, Guk-Hee;Cho, Jaekyung
    • Science of Emotion and Sensibility
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    • v.20 no.2
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    • pp.87-102
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    • 2017
  • With increasing interest in 3D printing, the interest in the 3D modelling training that should precede the 3D printing is increasing. However, the existing 3D modelling software is developed mostly by foreign brands. Thus, the interfaces are all in English. 3D modelling software training for Korean novices who are not familiar with these terms has constraints. This study aims to explore what to consider when developing a Korean model for 3D modelling educational software for 3D printing in the face of such reality. For this goal, after having novices with no experience in 3D modeling to perform a house building task using either 12D Design or Tinker CAD, we conducted a survey. It was found in the result that more users favored Tinker CAD over 123D Design, and the errors involved while working with the Tinker CAD were less than those with the 123D Design, and the ratio of people who completed the task with the Tinker CAD was higher than that with the 123D Design. In general discussion, an introductory level educational 3D modeling software development is proposed which utilize characteristics of Tinker CAD (easy modelling is possible by three-dimensional figures) and web-based method. Also, a beginner/intermediate level educational 3D modeling software development is proposed which utilize characteristics of 123D Design (with finer measurement manipulations and figure alignment) and Windows-based method.

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.41-48
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    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

Developing a Real-time Cashflow Management System for National R&D Management (국가 연구 개발 프로젝트 실시간 자금 관리 시스템 개발에 관한 연구)

  • Han, Seung-Youp;Lee, Hyejung;Lee, Jungwoo
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.343-357
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    • 2014
  • As science and technology infiltrates every aspects of modern society in terms of economic and social growth and development, funding for research and development (R&D) is growing rapidly. Republic of Korea is not an exception in this trend and the R&D funding in Korea has been grown about 10% every year, recently. However, as the scope and size of funding grows exponentially, need for monitoring and managing these R&D projects becoming more and more imminent. Though different types of project management systems were developed by a variety of agencies and departments and used in monitoring and managing, these systems were developed as standalone silo type systems. These systems are not connected to each other while the same researchers may involved in different projects across agencies and department. Also, these management systems are not linked to the banking systems in which real transactions of funding occurs, such as cost reimbursement and financial audit of each R&D accounts. Historically, a few fraud and malappropriation cases were found and indicted. However, as the number of these incidents grows along with the growth of R&D funding, a large scale integration/linking of project management systems and banking systems. Realizing the importance of systems integration among agencies as well as with the banking systems, situational requirements analyses were conducted concerning the current state of R&D management system. As a results, a Real-time Case Management System (RCMS) was proposed as a solution to current problems. In this paper, the collected systems requirements were documents with analyses of the situation, the architecture of the integrated systems with more user-friendly technological alternatives. This large scale linkage requires interface standardization as well as modularization of interfaces. Proposed systems architecture is introduced here with technical details of Jex Framework used,, followed by resulting technical and economic performance of the Realtime Cashflow Management System (RCMS).

A Study of Mobile Collaboration Environment based on Distributed Object Group Framework and Its application (분산객체그룹프레임워크 기반 모바일 협업 환경 및 적용에 관한 연구)

  • Kim, Dong-Seok;Jeong, Chang-Won;Joo, Su-Chong
    • The KIPS Transactions:PartD
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    • v.13D no.6 s.109
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    • pp.847-856
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    • 2006
  • In this paper, we suggested a mobile collaboration framework for supporting mobile services among mobile devices, and designed and implemented on this environment. The suggested framework has three elements; groups of sensors and mobile devices(Fixed and Moving-typed PDAs) and a home server. We designed interfaces for interactions with each other in collaboration environment with three elements described above. The information collected by sensors can be share and exchanged by mobile devices or a home server in accordance with Push and Pull methods. This framework is based on the distributed object group framework(DOGF) we implemented before. Therefore the DOGF provides functions of object group management, storing information and security services to our mobile collaboration framework via application interfaces defined. The information collected by sensors is arranged according to user's security 'demands. And user profile information is used for checking authority of each service object. Each component for executing functions of mobile devices and a home server is implemented by TMO scheme. And we used the TMOSM for interactions between distributed components. Finally, we showed via GUI the executablity of a given healthcare application scenario on our mobile collaboration framework.

3D Surface Painting in VR using Force Feedback (포스 피드백을 이용한 가상현실에서의 3차원 표면 페인팅)

  • Kim, Minyoung;Kim, Young J.
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.2
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    • pp.1-9
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    • 2020
  • In this paper, we propose haptic interfaces based on force feedback to provide a physical painting experience to virtual reality users. Through this system, the user can create surface-based painting holding a haptic stylus, while utilizing both visual feedback from the worn HMD and haptic feedback during painting. In particular, the haptic interfaces simulate the physical interaction between painting brush and painting, which can help to improve the spatial perception of users and compensate for visual feedback. This can reduce laborious drawing works to repeatedly paint strokes and therefore yield a better painting performance. As a result, users can experience more effective and realistic VR painting with this system.