Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
Journal of the Korea Computer Graphics Society
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v.24
no.3
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pp.73-81
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2018
In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.
Journal of the Korean Society for Marine Environment & Energy
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v.4
no.4
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pp.21-31
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2001
When an oil-spilling accident occurs at sea, it is of the primary importance to predict the amount of oil leakage for the swift response and decision-making. The simplest method of oil-leakage estimation is based on the hydrostatic pressure balance between oil inside the tank and seawater outside of leakage hole, that is the so-called Torricelli equilibrium relation. However, there exists discrepancy between the reality and the Torricelli relation, since the latter is obtained from the quasi-steady treatment of Bernoulli equation ignoring viscous friction. A preliminary experiment has been performed to find out the oil-leaking speed and shape. Soy-bean oil inside the inner tank was ejected into water of the outer tank through four different leakage holes to record the amount of oil leakage. Furthermore, a CFD (Computational Fluid Dynamics) method was utilized to simulate the experimental situation. The Wavier-Stokes equations were solved for two-density flow of oil and water. VOF method was employed to capture the shape of their interface. It is found that the oil-leaking speed varies due to the frictional resistance of the leakage hole passage dependent on its aspect ratio. The Torricelli factor relating the speed predicted by using the hydrostatic balance and the real leakage speed is assessed. For the present experimental setup, Torricelli factors were in the range of 35%~55% depending on the aspect ratio of leakage holes. On the other hand, CFD results predicted that Torricelli factor could be 52% regardless of the aspect ratio of the leakage holes, when the frictional resistance of leakage hole passage was neglected.
Park, Jinho;Lim, Joonbeom;Joo, Sungkab;Lee, Soobeom
International Journal of Highway Engineering
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v.17
no.2
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pp.107-122
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2015
PURPOSES : The use of virtual driving tests to determine actual road driving behavior is increasing. However, the results indicate a gap between real and virtual driving under same road conditions road based on ergonomic factors, such as anxiety and speed. In the future, the use of virtual driving tests is expected to increase. For this reason, the purpose of this study is to analyze the gap between real and virtual driving on same road conditions and to use a calibration formula to allow for higher reliability of virtual driving tests. METHODS : An intelligent driving recorder was used to capture real driving. A driving simulator was used to record virtual driving. Additionally, a virtual driving map was made with the UC-Win/Road software. We gathered data including geometric structure information, driving information, driver information, and road operation information for real driving and virtual driving on the same road conditions. In this study we investigated a range of gaps, driving speeds, and lateral positions, and introduced a calibration formula to the virtual record to achieve the same record as the real driving situation by applying the effects of the main causes of discrepancy between the two (driving speed and lateral position) using a linear regression model. RESULTS: In the virtual driving test, driving speed and lateral position were determined to be higher and bigger than in the real Driving test, respectively. Additionally, the virtual driving test reduces the concentration, anxiety, and reality when compared to the real driving test. The formula includes four variables to produce the calibration: tangent driving speed, curve driving speed, tangent lateral position, and curve lateral position. However, the tangent lateral position was excluded because it was not statistically significant. CONCLUSIONS: The results of analyzing the formula from MPB (mean prediction bias), MAD (mean absolute deviation) is after applying the formula to the virtual driving test, similar to the real driving test so that the formula works. Because this study was conducted on a national, two-way road, the road speed limit was 80 km/h, and the lane width was 3.0-3.5 m. It works in the same condition road restrictively.
It is important to reuse existing motion capture data for reduction of the animation producing cost as well as efficiency of producing process. Because its motion curve has no control point, however, it is difficult to modify the captured data interactively. The motion transition is a useful method to reuse the existing motion data. It generates a seamless intermediate motion with two short motion sequences. In this paper, Uniform Posture Map (UPM) algorithm is proposed to perform the motion transition. Since the UPM is organized through quantization of various postures with an unsupervised learning algorithm, it places the output neurons with similar posture in adjacent position. Using this property, an intermediate posture of two active postures is generated; the generating posture is used as a key-frame to make an interpolating motion. The UPM algorithm needs much less computational cost, in comparison with other motion transition algorithms. It provides a control parameter; an animator could control the motion simply by adjusting the parameter. These merits of the UPM make an animator to produce the animation interactively. The UPM algorithm prevents from generating an unreal posture in learning phase. It not only makes more realistic motion curves, but also contributes to making more natural motions. The motion transition algorithm proposed in this paper could be applied to the various fields such as real time 3D games, virtual reality applications, web 3D applications, and etc.
Geun Hyung Park is one of the playwrights who consistently pursues his unique world of play. One of the characteristics that is constantly discovered in Park's plays is the motif of 'family.' Park chooses family as the motif in most of his work. Park particularly emphasizes 'family life' rather than 'individual life' to focus on the internal problems of families. Therefore, the motif of family in Park's plays takes a very important position in the content and theme. The Korean society imposes unique value on families and possesses a strictly obstinate family ideology. Park observes distorted family relations or individuals who cannot be happy within their families to identify the problems related to the family ideology that is deeply rooted in the Korean society. This is one of the important backgrounds for which Park is constantly dealing with 'family life.' This study selected five of Park's most famous plays to specifically examine Park's critical understanding of family ideology. First, his criticizes extreme family egoism by depicting a family that cannibalizes people to keep the family full. Park chooses 'absurd time and space' and the extreme subject of 'human flesh' to warn his audiences about the awful consequences of family egoism. His , which is the only piece that deals with family history among the five pieces selected, criticizes Korea's unique family-centered ideology by humorously depicting the history of the Cho family that is all about maintaining and worshipping the its clan. He reveals the unethical and hypocritical attitudes of the Cho family for the audiences to reconsider the family-centered ideology of the Korean society. In , he talks about the son and the father who lose his ethical authority and fail to perform his paternal responsibilities to criticize the traditional family ideology of patriarchism and suggests the pessimistic future of patriarchism. contrasts a blood-related family with an irresponsible father and a quasi-family to criticize the identity of blood-related families. In , Park depicts a 'smelly house' of a family in agonizing relations to deny the family myth and the maternal myth. He clearly shows how the ideals of family myth and maternal myth are distant from the reality. In result of this study, Park's criticism of family ideology appears in various forms. He comprehensively criticizes both the general family problems and the unique family issues of Korea. The family ideology of Korea is currently undergoing a radical change. It has been long since the traditional family ideologies have exposed problems to show the signs of crisis. Also, there have emerged various forms of families, including single-parent families, one-person families, adoption families, and multi-cultural families. In this respect, Park's critical understanding of family ideologies allows you to see the obvious family forms from a new perspective and greatly contributes to awakening the essential questions about families. Park's work is noticeable among the various artistic and literature pieces that deal with family issues because of his extraordinary skills to capture the key issues inherent in the problems of family ideologies.
Cho, Yesol;Lee, Yewon;Lim, Dojeon;Ryoo, Taedong;Jonas, John Claud;Na, Daeyoung;Han, Daseong
Journal of the Korea Computer Graphics Society
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v.28
no.3
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pp.67-77
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2022
The sense of touch by natural wind is one of the most common feels that every person experiences in daily life. However, it has been rarely studied how natural wind can be reproduced in a VR environment and whether the multisensory contents equipped with artificial winds do improve human emotion or not. To address these issues, we first propose a wind reproduction VR system guided by video and wind capture data and also study the effect of the system on positive affect. We collected wind direction and speed data together with a 360-degree video on a yacht. These pieces of data were used to produce a multisensory VR environment by our wind reproduction VR system. 19 college students participated in the experiments, where the Korean version of Positive and Negative Affect Schedule (K-PANAS) was introduced to measure their emotions. Through the K-PANAS, we found that 'inspired' and 'active' emotions increase significantly after experiencing the yacht VR contents with artificial wind. Our experimental results also show that another emotion, 'interested', is most notably affected depending on the presence of the wind. The presented system can be effectively used in various VR applications such as interactive media and experiential contents.
KSCE Journal of Civil and Environmental Engineering Research
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v.28
no.3D
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pp.363-369
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2008
Change is inevitable and is a reality of construction projects. Change adjustment includes the cost associated with materials, labor, etc. However, the actions of a contractor can cause a loss of productivity and furthermore can result in disruption of the whole project because of a cumulative or ripple effect. Because of its complicated nature, it becomes a complex issue to determine the cumulative impact (ripple effect) caused by single or multiple change orders. Furthermore, owners and contractors do not always agree on the adjusted contract price for the cumulative impact of the changes. What is needed is a reliable method to identify and quantify the loss of productivity caused by cumulative impact of change orders. This study survey the change orders data in domestic area for public construction and analyze to quantify change order impact. This study developed concepts of "%CO", "%Delta", "%T" to capture change order effect on project and search the relationships between them. Finally, this study find strong relationship between change order and loss.
Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.
The motion data glove is a representative human-computer interaction tool that inputs human hand gestures to computers by measuring their motions. The motion data glove is essential equipment used for new computer technologiesincluding home automation, virtual reality, biometrics, motion capture. For its popular usage, this paper attempts to develop an inexpensive visual.type motion data glove that can be used without any special equipment. The proposed approach has the special feature; it can be developed as a low-cost one becauseof not using high-cost motion-sensing fibers that were used in the conventional approaches. That makes its easy production and popular use possible. This approach adopts a visual method that is obtained by improving conventional optic motion capture technology, instead of mechanical method using motion-sensing fibers. Compared to conventional visual methods, the proposed method has the following advantages and originalities Firstly, conventional visual methods use many cameras and equipments to reconstruct 3D pose with eliminating occlusions But the proposed method adopts a mono vision approachthat makes simple and low cost equipments possible. Secondly, conventional mono vision methods have difficulty in reconstructing 3D pose of occluded parts in images because they have weak points about occlusions. But the proposed approach can reconstruct occluded parts in images by using originally designed thin-bar-shaped optic indicators. Thirdly, many cases of conventional methods use nonlinear numerical computation image analysis algorithm, so they have inconvenience about their initialization and computation times. But the proposed method improves these inconveniences by using a closed-form image analysis algorithm that is obtained from original formulation. Fourthly, many cases of conventional closed-form algorithms use approximations in their formulations processes, so they have disadvantages of low accuracy and confined applications due to singularities. But the proposed method improves these disadvantages by original formulation techniques where a closed-form algorithm is derived by using exponential-form twist coordinates, instead of using approximations or local parameterizations such as Euler angels.
After introducing the industry 4.0 policy, Korean government announced 'Digital New Deal' and 'Green New Deal' as 'Korean New Deal' in 2020. We analyzed Korea Institute of Geoscience and Mineral Resources (KIGAM)'s research projects related to that policy and conducted markets analysis focused on Digital Twin and environmental monitoring technologies. Regarding 'Data Dam' policy, we suggested the digital geo-contents with Augmented Reality (AR) & Virtual Reality (VR) and the public geo-data collection & sharing system. It is necessary to expand and support the smart mining and digital oil fields research for '5th generation mobile communication (5G) and artificial intelligence (AI) convergence into all industries' policy. Korean government is suggesting downtown 3D maps for 'Digital Twin' policy. KIGAM can provide 3D geological maps and Internet of Things (IoT) systems for social overhead capital (SOC) management. 'Green New Deal' proposed developing technologies for green industries including resource circulation, Carbon Capture Utilization and Storage (CCUS), and electric & hydrogen vehicles. KIGAM has carried out related research projects and currently conducts research on domestic energy storage minerals. Oil and gas industries are presented as representative applications of digital twin. Many progress is made in mining automation and digital mapping and Digital Twin Earth (DTE) is a emerging research subject. The emerging research subjects are deeply related to data analysis, simulation, AI, and the IoT, therefore KIGAM should collaborate with sensors and computing software & system companies.
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