• Title/Summary/Keyword: Artificial Reality

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User Requirement Analysis on Risk Management of Architectural Heritage in Virtual Reality

  • Lee, Jongwook
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.9
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    • pp.69-75
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    • 2019
  • We propose a method to analyze user requirements to design a virtual reality-based risk management system. This paper presents surveys, interviews, prototype evaluation methods, and implementation process. Architectural heritage is easily exposed to natural and artificial dangers caused by various material combinations and structural features. So, risk management of cultural heritage plays a key role in preserving and managing cultural heritage. However, risk management has been carried out through empirical methods using distributed data. This study analyzes user requirements for designing functions and interfaces of VR-based risk management system and evaluates prototypes to overcome the above problems. As a result, most heritage managers wanted a system function to support risk analysis and response. They also found that they prefer 2D information such as existing drawings and photos rather than 3D information. The results of the user requirements analysis derived from this study will be used to create risk management applications.

Object Recognition Technology Performance Comparison for Augmented Reality (증강현실을 위한 객체인식 기술 성능 비교)

  • Shin, Eun-ji;Shin, Kwang-seong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.348-350
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    • 2021
  • The core technology of augmented reality is object recognition technology. Recently, due to the development of various artificial intelligence algorithms such as CNN, it has become possible to effectively distinguish specific objects from images. It is possible to realize more realistic and immersive augmented reality contents only when technology for recognizing objects quickly and accurately is secured. In this study, an object recognition model using SSD (single shot multibox detector) and an object recognition model using YOLO were compared and evaluated.

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Digital immersive experiences with the future of shelf painting -From "Kandinsky, the Abstract Odyssey."

  • Feng Tianshi
    • International Journal of Advanced Culture Technology
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    • v.12 no.1
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    • pp.123-127
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    • 2024
  • In the early 20th century, Walter Benjamin analyzed the changes in the value of traditional art forms under the industrial era and the changes in the aesthetic attitude of the masses. A century later, in the contemporary multi-art world, the traditional medium of shelf painting is once again experiencing a similar situation as the last century. Emerging technology display modes such as digital virtual reality and digital immersive experience can achieve digital reproduction of paintings on shelves and reach a certain level of performance, which once again shocks the public's aesthetic perception. This paper attempts to illustrate the outstanding characteristics of the new art form after digital reconstruction by exploring the transformation and sublimation of digital technology to shelf painting. We predict that art research on future reality and augmented reality according to the artificial intelligence era will be conducted in depth in the future.

The Fourth Industrial Revolution ; A Classification of Reality-Virtual Media Connection System and Case Studies on Dance Performing Arts (4차 산업혁명시대 ; 무용공연예술의 현실-가상미디어 연결시스템 분류 및 사례연구)

  • Cho, Sung Hee;Kim, Eun Jung
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.544-554
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    • 2018
  • The purpose of this study is to classify Reality-Virtual Media Connection System in dance field and to analysis cases of dance pieces using Reality-Virtual Media Connection System based on a literature study. It is limited to interactive media dance performances, such as "Glow"(2006) of Chunky Move, "S.U.N"(2011) and "Dalhangari"(2013) of Young ho Nam, "PIXEL"(2014) of ADRIEN M & CLAIRE B, "Midas Space"(2011) of Midas Project. As a result, first, Reality-Virtual Media Connection System is composed with motion tracking system and projection mapping system. Second, each dance piece has various and unique Reality-Virtual Media Connection System. It has influenced on movement and its subjects. Therefore it is suggested to use Reality-Virtual Media Connection System actively by developing of artificial intellectual, awaring potential of internet of things for motion tracking, and increasing communication between dancers and engineers. It is necessary to proceed supplement research on more cases.

Analysis of Patents Artificial Floating Island for Maximizing the Development of Water Purification (수질 정화 기능 극대화 인공식물섬 개발을 위한 특허 동향 분석)

  • Kim, Jeong-Ho;Yoon, Yong-Han
    • Journal of Environmental Science International
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    • v.21 no.7
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    • pp.825-835
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    • 2012
  • This study for the development of water purification Artificial floating island maximizing domestic Artificial floating island patent trends and product development, according to the timing of patent registration was analyzed for trends. In addition, domestic invention patent technology Artificial floating island typed according to the purpose and characteristics of domestic patents were Artificial Floating Island. In particular, domestic leisure space with a growing population and the need for securing emerging role as a reservoir of water only in the past, who do appeal as a tourist destination or as an ecological space utilized, and accordingly will transform and the need to secure a hydrophilic, degrade water quality problems using this aquatic environment (water acquisition and hydrophilic), the requirements are a big obstacle is the reality factor. This patented product differentiation strategy through the analysis of the development of technology progressiveness (Field Application) in terms of water quality improvement and maintenance side, and the hydrophilic side scenery, ecological restoration aspects, and applicability to the field and taking into account existing technology economic aspects of distinction were presented and advertised a lot in terms of cost compared to other techniques without the use of highly efficient methodology for building a water purification and also appears identity appeal, wetlands, rivers, etc. can be applied broadly technician widespread deployment and installation time to less simple and more are expected to spread.

The Notion and Forms of Pataphor in Science Educational Contents Design (과학 교육콘텐츠 디자인에서 파타포(Pataphor)의 개념과 유형)

  • Han, Ji-Ae
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.399-406
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    • 2016
  • As the paradigm of science education has been changing from offering scientific knowledge to 'Public Understanding', ways of communication through visual tools in science education has become increasingly important. In this study, I considered 'Pataphor' as a visual tool for scientific communication, and suggested its functions and forms. By studying the notion of pataphor, which was used an overlapped image of virtual reality and reality in literature, in the perspective of contents design, I defined 'Pataphor' as a visual way of deducing or making the metaphysical similarity with the reality based on scientific imagination. Also, I deduced the functions of pataphor as a visual mediacy and suggested its types as "Pataphor of duplicated reality", "Pataphor of reflected reality", "Pataphor of metamorphosed reality", and "Pataphor of artificial reality". Through this study, it was found to be necessary to study in detail the ways to use pataphor depending on contents producing media's and learners' awareness process of contents so there will be a follow-up study on the ways to use pataphor.

Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

A study of bilateral control with time delay

  • Shibasato, Kouki;Furuta, Katsuhisa;Yamakita, Masaki
    • 제어로봇시스템학회:학술대회논문집
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    • 1991.10b
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    • pp.1681-1686
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    • 1991
  • In robotics and other fields of engineering, techniques for artificial reality or virtual reality are focused on and studied extensively, e.g., virtual existence for tele-operator systems in robotics, and virtual reality of designed objects in architecture. In order to realize the system we should create physical stimulations according to internal models created by experiences in a human brain. The internal model does not have to have direct connections to the real world, however, the stimulation must be signals such that the internal model are retrieved in a human brain. In this paper we propose a technique for tele-virtual reality of dynamic mechanical models, which means that one dynamic mechanical model can be shared by peoples in distant places. Since a stability issue due to time delays arises in the system, we employed a scattering technique developed for a tele-operator system and a kind of passive adaptive controllers. Furthermore, restrictions due to a simple digital implementation of the scattering transformation are discussed and some conditions for stability are shown. The proposed method is applied to a remote tug of war system and the effectiveness is verified.

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Numerical Upwelling Experiment for Optimum Arrangement of Artificial Seamount (용승을 고려한 인공해중산 최적배치 수치실험)

  • Kim, Seong-Hyeon;Kim, Dong-Sun
    • Journal of Environmental Science International
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    • v.20 no.8
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    • pp.997-1009
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    • 2011
  • In order to estimate volume transport by upwelling for single artificial seamount, same shape and size of artificial seamount already deployed was applied to numerical experiment. The result showed that strong upwelling appeared at front while took place downwelling at rear. The strongest upwelling existed at the top of the artificial seamount. Volume transport by upwelling was computed as 785 m3/s. Column arrangement was applied to two artificial seamount in three cases; case 1) no clearance, case 2) sixty-five meters of clearance as half of artificial seamount's length, and case 3) hundred-thirty meters of clearance as an artificial seamount's length. All cases of column arrangements showed more upwelling volume transport than that of single seamount. Particularly, the case of no clearance calculated as 106% and appeared the most upwelling effect comparing to two other cases. Row arrangement was also applied to two artificial seamount in three cases; case 4) no clearance, case 5) forty meters of clearance as an artificial seamount's width, and case 6) eighty meters of clearance as twice of artificial seamount's width. Upwelling volume transport in case 4 increased 48% than the case of single seamount. Other two cases of 5 and 6 were estimated as 97% increased and more effective than case 4. According to the case experiments, column arrangements show more upwelling volume transport than that of row arrangements. In cases of column arrangements, with decreasing clearance between two seamount, the effect increases while showing maximum value at clearance zero. In cases of row arrangements, on the contrary, with decreasing clearance between two seamount, the effect decreases while showing minimum value at clearance zero. Since simple barotropic condition was considered for this study, further study is necessary by considering baroclinic condition to get close to reality. In conclusion, in deploying artificial seamount, optimal arrangement should be well designed to enhance primary and secondary productivity and to increase the diversity of species as well as reducing time and space.

Interactive sound experience interface based on virtual concert hall (가상 콘서트홀 기반의 인터랙티브 음향 체험 인터페이스)

  • Cho, Hye-Seung;Kim, Hyoung-Gook
    • The Journal of the Acoustical Society of Korea
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    • v.36 no.2
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    • pp.130-135
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    • 2017
  • In this paper, we propose an interface for interactive sound experience in the virtual concert hall. The proposed interface consists of two systems, called 'virtual acoustic position' and 'virtual active listening'. To provide these systems, we applied an artificial reverberation algorithm, multi-channel source separation and head-related transfer function. The proposed interface was implemented by using Unity. The interface provides the virtual concert hall to user through Oculus Rift, one of the virtual reality headsets. Moreover, we used Leap Motion as a control device to allow a user experience the system with free-hand. And user can experience the sound of the system through headphones.