• Title/Summary/Keyword: Reality Analysis

Search Result 1,871, Processing Time 0.028 seconds

Web-based Visualization of Forging Operation by Using Virtual Reality Technique

  • Lee, Young-Seok;Hwang, Ho-Jin;Oh, Jea-Woo;Park, Man-Jin;Lee, Tae-Hong;Jang, Dong-Young
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2001.10a
    • /
    • pp.274-279
    • /
    • 2001
  • This paper presented a virtual manufacturing simulation system by using Virtual Reality Modeling Language (VRML) and Finite Element Method(FEM). The system is to simulate forging operation. Stress distributions and deformation profiles as well as the operation of forging machine can be simulated and visualized in the web. Since the forging machine, user interface, and specimen were modeled by using Java and VRML, the forging machine and analysis results were browsed and integrated on the web that is interfaced to users through EAI to show the whole forging simulation. The developed system realized the working environment virtually so that education and experiment of forging process could be performed effectively even on the PC.

  • PDF

A Basic Study on the BIM-based AR(Augmented Reality) System for Safety Management (안전관리를 위한 BIM적용 증강현실 시스템 적용 방안에 관한 기초연구)

  • Lee, Jong-Hoon;Choi, Ju-Won;Seo, Hee-Chang;Kim, Ju-Hyung;Kim, Jae-Jun
    • Proceedings of the Korean Institute of Building Construction Conference
    • /
    • 2012.05a
    • /
    • pp.147-148
    • /
    • 2012
  • According to the analysis report of construction fall accident, situation not installed safety facilities caused the largest of disaster in temporary structure. Therefore, actionable measures will be needed identifying the installation of safety facilities immediately. In this study proposed plan by the safety facilities to effectively visualize, supervision can be easily for reduce fall accident. This system can be used BIM and augmented reality technology by combining in the field in real-time. Through this study, safety facilities management is improved and expected to prevent a accident.

  • PDF

A Development of Fire Training Simulator Based on Computational Fluid Dynamics Simulation (전산수치해석 기반 화재훈련 VR 시뮬레이터의 개발)

  • Cha, Moo-Hyun;Lee, Jai-Kyung;Park, Seong-Whan;Choi, Byung-Il
    • Korean Journal of Computational Design and Engineering
    • /
    • v.14 no.4
    • /
    • pp.271-280
    • /
    • 2009
  • An experience based training system concerning various fire situations which may result many casualties has been required to make rapid decision and improve the responsiveness. Recently, the necessity of virtual reality (VR) based training system which can replace a dangerous full-scale fire training and be easily adopted to the training or evaluation process is increasing. This study constructed tile virtual environment according to pre-defined scenarios, utilized the FDS(Fire Dynamics Simulator), three dimensional computational fire analysis program, to derive numerically simulated data on the propagation of fire. Finally, by visualizing the realistic fire and smoke behavior through virtual reality technique and implementing real-time interaction, we developed a VR-based fire training simulator. Also, in order to ensure the sense for tile real of a virtual world and reaI-time performance at the same time, we proposed appropriate data processing and space search algorithms, demonstrate d the value of proposed method through experiments.

A Real-time Multibody Vehicle Dynamics and Control Model for a Virtual Reality Intelligent Vehicle Simulator (가상현실 지능형 차량 시뮬레이터를 위한 실시간 다물체 차량 동역학 및 제어모델)

  • 김성수;손병석;송금정;정상윤
    • Transactions of the Korean Society of Automotive Engineers
    • /
    • v.11 no.4
    • /
    • pp.173-179
    • /
    • 2003
  • In this paper, a real-time multibody vehicle dynamics and control model has been developed for a virtual reality intelligent vehicle simulator. The simulator consists of low PCs for a virtual reality visualization system, vehicle dynamics and control analysis system a control loading system, and a network monitoring system. Virtual environment is created by 3D Studio Max graphic tool and OpenGVS real-time rendering library. A real-time vehicle dynamics and control model consists of a control module based on the sliding mode control for adaptive cruise control and a real-time multibody vehicle dynamics module based on the subsystem synthesis method. To verify the real-time capability of the model, cut-in, cut-out simulations have been carried out.

A study on Analysis of Virtual Reality Business for Revenue (수익창출을 위한 가상현실 비즈니스 분석에 관한 연구)

  • Yoon, Kyoung-Ra;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.656-657
    • /
    • 2017
  • 최근 4차 산업혁명의 바람 속에 가상현실이 주목을 받으면서 가상현실 기술이 나날이 발전하고 시장의 규모가 증가함에 따라 세계 IT 분야의 대기업들이 줄지어 가상현실에 투자하고 시장 선점을 위해 주력하는 한편 국내 가상현실 시장의 규모 또한 매년 성장세가 이어지고 있다. 그러나 가상현실 기술을 활용해 관련 업체들이 실제 수익을 창출하는 것에 대해서는 아직 회의적인 시각이 있는 것이 사실이다. 본 연구에서는 가상현실 산업의 전반적인 현황을 분석하고 가상현실 시장에서 수익을 창출할 수 있는 방법을 모색하여 비즈니스 모델을 제안하고자 한다.

  • PDF

A Study on Analysis and 3D Web Environment for the Treatment Alcoholism (알코중독 치료를 위한 Web 환경 시스템과 분석에 대한 연구)

  • Paek, Seung-Eun
    • The Journal of Information Technology
    • /
    • v.9 no.1
    • /
    • pp.9-19
    • /
    • 2006
  • Medications or conitive-behavior methods have been mainly used as a treatment of alcoholism. lately the virtualy technology has been applied to the kink of alcoholic disorders. A virtual environment makes him having avility to over come the drink. In this study, we were implemented by making panorama images and 3D object modules using 3D MAX, VRML, JAVA. And the BAR stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a alcoholism and without a liquor bottle, heart rate was measured during experiment, and also measured a person's HR after the virtual reality training. The system measures the Physiological signals such as ECG, Temperature, analyzes those data automatically. The system has two parts, one is physiological data acquisition part which gets the body signal, and the other one is mobile nuit which includes signal processing and transmission functions, And Bluetooth allows two parts to communicate with each other. we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

  • PDF

Creating Deep Learning-based Acrobatic Videos Using Imitation Videos

  • Choi, Jong In;Nam, Sang Hun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.2
    • /
    • pp.713-728
    • /
    • 2021
  • This paper proposes an augmented reality technique to generate acrobatic scenes from hitting motion videos. After a user shoots a motion that mimics hitting an object with hands or feet, their pose is analyzed using motion tracking with deep learning to track hand or foot movement while hitting the object. Hitting position and time are then extracted to generate the object's moving trajectory using physics optimization and synchronized with the video. The proposed method can create videos for hitting objects with feet, e.g. soccer ball lifting; fists, e.g. tap ball, etc. and is suitable for augmented reality applications to include virtual objects.

Usability Principles for Augmented Reality Applications in Education

  • Al-Obaidi, Arwa;Prince, Master
    • International Journal of Computer Science & Network Security
    • /
    • v.22 no.1
    • /
    • pp.49-54
    • /
    • 2022
  • It is challenging to select appropriate technology in education to interact with students in today's digital world. Especially when the technologies used at home on smart devices like tablets and mobile phones are very advanced, on the other side, it may be more challenging to find sharing technology in the classroom. One of the ways is to use new technologies like Augmented Reality (AR). The current study aims to develop usability principles for the development and evaluation of education using AR technology applications. We develop usability principles for AR applications by analyzing existing research about heuristic evaluation methods, design principles for AR systems.

Evaluation of Human Factors on Text Content Displayed in Mixed Reality (혼합현실에서 텍스트 콘텐츠 표시에 대한 휴먼팩터 평가)

  • Kim, Dae-Yeon
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.9
    • /
    • pp.1316-1327
    • /
    • 2022
  • In this study, the effect of text content on users in mixed reality was investigated and subjective evaluation was performed using a statistical approach. The position and size of the text were defined as independent variables, and eye comfort and visibility were analyzed as dependent variables. Twenty participants viewed the content for 96 seconds and then performed a related survey rating task. As a result of two-way ANOVA, the interaction between text position and size and the main effect on text size were not statistically significant. The main effect on text position was found to be statistically significant, and as a result of the analysis, the bottom middle was preferred for both eye comfort and visibility.

Scenario Usefulness and Avatar Realism in an Augmented Reality-based Classroom Simulation for Preservice Teacher Training

  • Kukhyeon KIM;Sanghoon PARK;Jeeheon RYU;Taehyeong LIM
    • Educational Technology International
    • /
    • v.24 no.1
    • /
    • pp.1-27
    • /
    • 2023
  • This study aimed to examine an augmented reality-based teaching simulation in a mobile application. We examined how AR-enabled interactions affect users' perceived scenario usefulness and avatar realism. The participants were forty-six undergraduate students. We randomly grouped them into two conditions: AR and Non-interactive video groups with equal sample sizes. This study employed an experimental design approach with a one-way multivariate analysis of variance with repeated measures. The independent variable is the presence/absence of AR interaction with a mobile application. The dependent variables were avatar realism and scenario usefulness. The measures explored how the student avatar's emotional intensity in a scenario influences user perception. The results showed that participants in the AR-interaction group perceived avatar realism significantly higher than those in the non-interactive video group. Also, participants perceived the high emotional intensity scenario (aggression toward peers) to be significantly higher usefulness than the low emotional intensity scenario (classroom disruption).