• Title/Summary/Keyword: 3D Virtual World

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An Open Standard-based Terrain Tile Production Chain for Geo-referenced Simulation

  • Yoo, Byoung-Hyun
    • Korean Journal of Remote Sensing
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    • v.24 no.5
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    • pp.497-506
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    • 2008
  • The needs for digital models of real environment such as 3D terrain or cyber city model are increasing. Most of applications related with modeling and simulation require virtual environment constructed from geospatial information of real world in order to guarantee reliability and accuracy of the simulation. The most fundamental data for building virtual environment, terrain elevation and orthogonal imagery is acquired from optical sensor of satellite or airplane. Providing interoperable and reusable digital model is important to promote practical application of high-resolution satellite imagery. This paper presents the new research regarding representation of geospatial information, especially for 3D shape and appearance of virtual terrain. and describe framework for constructing real-time 3D model of large terrain based on high-resolution satellite imagery. It provides infrastructure of 3D simulation with geographical context. Web architecture, XML language and open protocols to build a standard based 3D terrain are presented. Details of standard-based approach for providing infrastructure of real-time 3D simulation using high-resolution satellite imagery are also presented. This work would facilitate interchange and interoperability across diverse systems and be usable by governments, industry scientists and general public.

MIGSHIELD: A new model-based interactive point kernel gamma ray shielding package for virtual environment

  • Li, Mengkun;Xu, Zhihui;Li, Wei;Yang, Jun;Yang, Ming;Lu, Hongxin;Dai, Xinyu
    • Nuclear Engineering and Technology
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    • v.52 no.7
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    • pp.1557-1564
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    • 2020
  • In this paper, 3D model-based interactive gamma ray shielding package (MIGSHIELD) is developed in virtual reality platform for windows operating system. In MIGSHIELD, the computational methodology is based on point kernel algorithm (PK), several key parameters of PK are obtained using new technique and new methods. MIGSHIELD has interactive capability with virtual world. The main features made in the MIGSHIELD are (i) handling of physical information from virtual world, (ii) handling of arbitrary shapes radioactive source, (iii) calculating the mean free path of gamma ray, (iv) providing interactive function between PK and virtual world, (v) making better use of PK for virtual simulation, (vi) plug and play. The developed package will be of immense use for calculations involving radiation dose assessment in nuclear safety and contributing to fast radiation simulation for virtual nuclear facilities.

Immersive Education System based on Virtual Reality (가상현실 기반 몰입형 기술교육 시스템)

  • Im, Sung-Min;Kim, Do-Yoon;Lee, Jae-Hyup;Kim, Sang-Youn
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.1 no.1
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    • pp.44-50
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    • 2009
  • Virtual reality is a technology for enabling users to interact with a computer generated environment which can be similar to the real world. A multi-channel display is one of the virtual reality platform for creating a high resolution image. In this paper, we develop a multi-channel display system which allows users to immersively understand the 3D educating contents and furthermore, we construct 3D educating contents for describing a semiconductor concept and process.

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Architecture and Path-Finding Behavior of An Intelligent Agent Deploying within 3D Virtual Environment (3차원 가상환경에서 동작하는 지능형 에이전트의 구조와 경로 찾기 행위)

  • Kim, In-Cheol;Lee, Jae-Ho
    • The KIPS Transactions:PartB
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    • v.10B no.1
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    • pp.1-12
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    • 2003
  • In this paper, we Introduce the Unreal Tournament (UT) game and the Gamebots system. The former it a well-known 3D first-person action game and the latter is an intelligent agent research testbed based on UT And then we explain the design and implementation of KGBot, which is an intelligent non-player character deploying effectively within the 3D virtual environment provided by UT and the Gamebots system. KGBot is a bot client within the Gamebots System. KGBot accomplishes its own task to find out and dominate several domination points pro-located on the complex surface map of 3D virtual environment KGBot adopts UM-PRS as its control engine, which is a general BDI agent architecture. KGBot contains a hierarchical knowledge base representing its complex behaviors in multiple layers. In this paper, we explain details of KGBot's Intelligent behaviors, tuck af locating the hidden domination points by exploring the unknown world effectively. constructing a path map by collecting the waypoints and paths distributed over the world, and finding an optimal path to certain destination based on this path graph. Finally we analyze the performance of KGBot exploring strategy and control engine through some experiments on different 3D maps.

3D Navigation Real Time RSSI-based Indoor Tracking Application

  • Lee, Boon-Giin;Lee, Young-Sook;Chung, Wan-Young
    • Journal of Ubiquitous Convergence Technology
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    • v.2 no.2
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    • pp.67-77
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    • 2008
  • Representation of various types of information in an interactive virtual reality environment on mobile devices had been an attractive and valuable research in this new era. Our main focus is presenting spatial indoor location sensing information in 3D perception in mind to replace the traditional 2D floor map using handheld PDA. Designation of 3D virtual reality by Virtual Reality Modeling Language (VRML) demonstrates its powerful ability in providing lots of useful positioning information for PDA user in real-time situation. Furthermore, by interpolating portal culling algorithm would reduce the 3D graphics rendering time on low power processing PDA significantly. By fully utilizing the CC2420 chipbased sensor nodes, wireless sensor network was established to locate user position based on Received Signal Strength Indication (RSSI) signals. Implementation of RSSI-based indoor tracking method is low-cost solution. However, due to signal diffraction, shadowing and multipath fading, high accuracy of sensing information is unable to obtain even though with sophisticated indoor estimation methods. Therefore, low complexity and flexible accuracy refinement algorithm was proposed to obtain high precision indoor sensing information. User indoor position is updated synchronously in virtual reality to real physical world. Moreover, assignment of magnetic compass could provide dynamic orientation information of user current viewpoint in real-time.

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Study on Utilization of Jewelry 3D Modeling in E-commerce Marketing - Focusing on Metaverse Platform (주얼리 3D 모델링의 이커머스 마케팅 활용연구 - 메타버스 플랫폼을 중심으로)

  • Hye-Rim Kang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.2
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    • pp.581-587
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    • 2023
  • During the global pandemic period, The world has created a new paradigm using digital technology, aligning one direction with the highest value of life and survival. Untact has changed from a convenience value to an essential value with quarantine and sanitation. And the industry process has shifted from face-to-face to non-face-to-face. The platform formed an community in a virtual space, and companies started a new service based on presence. For a sense of reality, information is expressed and stored from 2D centered on images to 3D multifaceted. Companies are marketing using 3D modeling, focusing on augmented reality, virtual world, and mirror world of Metaverses. The purpose of this study is to analyze the current status and examples of 3D modeling in the E-commerce environment of domestic and foreign jewelry brands in this era of change, and present ways to use 3D modeling in jewelry industries.

Development of a Real Time 3D Collaboration and Part Information Brokering System Using WWW(World Wide Web) (웹을 이용한 실시간 3차원 공동작업 부품정보중개시스템 개발)

  • 최영상;김영호
    • Korean Journal of Computational Design and Engineering
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    • v.4 no.2
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    • pp.87-99
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    • 1999
  • We developed a Part Information Brokering System, namely PIBS, that can inter-link part suppliers and buyers using WWW(World Wide Web). The major contribution of this paper is that the system provides a 3D collaboration environment that enables multiple users to share the same workspace where they cooperatively manipulate part features in real time. PIBS carries out two major functions: one to maintain part data in a part library, and the other to provide the means for the clients to cooperate. An object-oriented database is used for the part library which stores apart information registered by part suppliers. VRML(Virtual Reality Modeling Language) the ISO standard for 3D visualization on WWW, is used to represent 3D part models. Several Java programs have been implemented to support synchronous and a synchronous communication of the 3D models. Once the users are interconnected through the system, a user's manipulation of part objects is transparently and instantaneously transmitted to the others. This means that all the participants can are the same view and movement of the 3D part models. Since the system is developed using a Java applet-server architecture, it requires no additional software other than standard web browser. The prototype system has been successfully implemented, and demonstrated its applicability to virtual 3D part information sharing.

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Video GIS using Virtual World Mapping Technique (가상 세계 매핑기법을 이용한 비디오 GIS)

  • Kim, Sung-Soo;Lee, Seong-Ho;Kim, Kyung-Ok;Lee, Jong-Hun
    • Journal of Korean Society for Geospatial Information Science
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    • v.10 no.4 s.22
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    • pp.31-39
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    • 2002
  • In this paper, we propose Media CIS system architecture which provides geographical information of geo-features in video sequences by using 3D geographical database and GPS-related data resulted from 4S-Van. We introduce a novel interoperable geographical data service concept, so-called, Virtual World Mapping (VWA) that can map 3D graphic world with real-world video to provide geographical information. Our proposed method can easily retrieve geographical information and attributes to reconstruct 3D virtual space according to certain frame in video sequences. Our proposed system architecture also has an advantage that can provide geographical information service with video stream without any image processing procedures. In addition to, describing the details of our components, we present a Media GIS web service system by using GeoVideo Server, which performs VWM technique.

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Building a virtual art exhibition including various shapes and characteristics of contemporary art in Second Life (가상현실에서의 컨템포러리아트 전시 구축 방법론 연구 -세컨드라이프 내 가상미술 전시 구축 사례를 중심으로-)

  • Park, Ju-Hee;Kim, Jung-Wha
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1246-1251
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    • 2009
  • Second Life is a massive multi-user on-line environment; "a 3D virtual world where users can socialize, connect and create using voice and text chat" (http://www.secondlife.com). The paper explores the process and methods to establish a contemporary art exhibition that incudes various shapes and characteristics of art; paintings, 3D sculptures, time-based video arts, technical based arts, and so on. We have also discuss about the technical limitations to make virtual museums in the Second Life and recognitions between human and art works.

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Implementation of A Networked Collaboration Engine for Virtual Engineering of Tilting Train (틸팅차량의 네트워크 협업 엔진 구현)

  • Chung, Yoo-Jin;Han, Seong-Ho;Song, Yong-Soo
    • Journal of the Korean Society of Systems Engineering
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    • v.2 no.2
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    • pp.45-50
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    • 2006
  • Tilting technology is to tilt the train on the curve in order to minimize centrifugal force to passengers and to improve the speed within the limits of passenger's comfort and safety. According to reports from other countries, there is 15~30% speed improvement compared to the conventional trains. Recently, the advent of World-Wide-Web(WWW) and the explosive popularity of the Internet gave birth to collaborative applications which were enabled by computers and networks as their primary media. The progress of 3D computer graphics enabled collaborative applications with 3D virtual environments or distributed virtual environments. In this paper, we explain our implementation of the Share collaboration engine which is for collaboration applications based on a distributed virtual environment. The Share collaboration engine proposes a new Share network architecture for management of participants, and it provides some synchronization methods for 3D objects in virtual collaboration. TTX_PDM is an experimental application that tries to prevent wastes of human, material and time resources in networked virtual collaboration.

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