• Title/Summary/Keyword: School Virtual World

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Research on the Open World System of Metaverse Content <Ready Player One>

  • JungWoo Lee;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.322-327
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    • 2023
  • Recent advances in augmented reality (AR) and virtual reality (VR) technologies have led to a significant increase in metaverse platforms. Metaverses are setting a new direction for the digital world. This paper examines the phenomenon of virtual worlds that are becoming an issue these days, focusing on [Ready Player One]. One of the common features of the metaverse platform in [Ready Player One] and the platforms currently in use is the concept of open world. This is a feature that goes beyond simply moving around in a virtual world and allows users to freely reset, participate in, and control the environment. This innovative concept is a hallmark of metaverse platforms, and it is becoming increasingly important and influential. Through this study, we focused on the [open world system] of the platform in the movie and the modern metaverse platform, and suggested and studied how the scalability of the metaverse will present a turning point in the future.

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.

PC Based Virtual Reality Ship Handling Simulator (PC 기반 가상현실 선박조종 시뮬레이터)

  • Lee Ku Dong;Yim Jeong Bin;Jung Jung Sik;Park Seong Hyeon;Kim Chang Kyeong;Sim Yeong Ho;Choi Ki Yeong
    • Proceedings of KOSOMES biannual meeting
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    • 2003.11a
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    • pp.53-57
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    • 2003
  • The last goof if the study is to develop a law cost and a readily available Virtual Reality (VR) based Ship Handling Simulator using Personal Computer. This paper mainly describes procedures and methods to control the dynamic motions if the 3D ship object with maneuvering coefficients in a virtual navigation world The creation if virtual navigation world, the mathematical background q a ship control, and the construction of the system are also discussed.

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Virtual Economy Typology-Focus on Online Games (가상경제 유형론-온라인 게임을 중심으로)

  • Yoo, Byung-Joon;Do, Hyun-Myung
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.43-52
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    • 2009
  • Online game is the most popular representative example of the fast growing virtual world. Also, influence of interaction between virtual and real world is getting greater, and much discussion about virtual world and economy. However, it is often overlooked that the types of virtual economy can be very diverse depending on conditions of social and legal environment and policies of companies. Therefore, the influence of interactions between virtual world and real world is not managed by government and companies properly enough. We propose that virtual world is a system which has six types of agents and five types of transactions. Then there are twenty-four combinations, and we illustrated four typical combinations among them to explain practical applications of our model. The purpose of our categorization is not only to help to understand characteristics but also to provide insights for management and improvement for virtual worlds.

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A Systematic Model for Constructing Environment in Virtual World (가상세계 구축을 위한 체계적 환경 모델링 방법)

  • Kim, No-Sun;Park, Jong-Hee
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.38 no.3
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    • pp.13-23
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    • 2001
  • In this paper, we design and implement a virtual environment which forms the basis of constructing a virtual world in a systematic fashion. Though virtual environments have been developed in several systems using the virtual reality, they are designed without a systematic method of constructing. In our framework, a virtual environment is structured in six layers according to their functions and ranges based on a classification of environmental factors of which the real world is composed. These layers compose a universal environment in our virtual world by operating independently and exchanging information with one another periodically. The designed environment shows that it Can provide diverse real life situations and is easily extensible to enhance its functionalities. We present effective design schemes for several important environmental factors. We demonstrate viability of our framework through implementing a plausible virtual world based on the proposed schemes.

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The Persona of Digital Space for Avatar Design (아바타 기획을 위한 디지털 공간의 페르소나)

  • Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.33-43
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    • 2009
  • The Digital Space that is generated by combining the development of computer technology with the imagination of utopia is entering upon the new phase no more playground than the space of creation. This study focused on the persona of digital space included the digital game and the virtual world. This paper compared with the persona formation processes -creation, activity, death phase- and interpreted the distinctive features of digital game and virtual world. This is a valuable study for avatar design in digital game and virtual world.

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Method of Sensitivity Configuration of Gyro Sensor for Virtual Camera inside 3D Mobile Game (3D 모바일 게임 내의 가상카메라를 위한 자이로 센서의 민감도 설정 방법)

  • Baek, Insik;Kim, Jong-Kook
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.1020-1022
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    • 2014
  • In this paper, we present a method for smartphone users to have a better user experience when playing 3D mobile games using the gyro sensor. We designed the rotation of the virtual camera in the game world to be proportional to the real-world's rotation. We have also made the sensitivity configuration possible for users to manipulate.

Virtual Reality Systems based on Object-Oriented Databases (객체지향 데이타베이스 기반의 가상현실 시스템)

  • Won, Seok-Jin;Cha, Sang-Kyun
    • Proceedings of the KIEE Conference
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    • 1995.11a
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    • pp.563-565
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    • 1995
  • 기존의 가상현실(Virtual Reality) 시스템들은 가상세계 (Virtual World)에 관한 데이타를 대부분 파일의 형태로 관리하고 있다. 가상현실에 대한 연구가 진전되어 공유가상세계(Shared Virtual World)를 기반으로 하는 대규모 응용분야가 나타나면서, 데이타의 효율적 관리와 공유를 위한 상위 레벨의 데이타 관리층이 필요하게 되었다. 본 논문에서는 가상세계 데이타의 관리를 위한 객체지향 DBMS(Database Management System)[1]의 사용을 제안한다. 그리고 데이터베이스에 저장된 지속객체 (Persistent Object)[2]를 공유하는 가상현실 응용시 스템의 구조를 연구한다.

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Internet Virtual Reality-based Remote Control and Monitoring System and Implementation of Integrated Development Environment (인터넷 가상 현실 기반 원격 제어 및 감시 시스템과 통합 개발 환경의 구현)

  • Im, Hyeon-U;Kim, Yeong-Mo
    • The Transactions of the Korea Information Processing Society
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    • v.6 no.11S
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    • pp.3243-3250
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    • 1999
  • There are many problems to be satisfied the various commercial demand in the present VRML node, and the VRML-based system by the contact with other technology is burdened with the direct participation of developer related with it. In this study, remote control and monitoring system using EAI(External Authoring Interface) is reposed to overcome the limit of VRML. In other words, This study is about mechanism of interaction between control and monitoring subject in real world and object in virtual world mapped with it. Object oriented method by one to one mapping of the Java class which have VRML virtual world and the object control is proposed. Introduction method of video monitoring through method of image synthesis and the integrated development environment is described. Finally automobile-gate control system based on the development method of Internet virtual reality-based system which is proposed in this study is described.

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DEVELOPMENT OF VIRTUAL PLAYGROUND SYSTEM BY MARKERLESS AUGUMENTED REALITY AND PHYSICS ENGINE

  • Takahashi, Masafumi;Miyata, Kazunori
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2009.01a
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    • pp.834-837
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    • 2009
  • Augmented Reality (AR) is a useful technology for various industrial systems. This paper suggests a new playground system which uses markerless AR technology. We developed a virtual playground system that can learn physics and kinematics from the physical play of people. The virtual playground is a space in which real scenes and CG are mixed. As for the CG objects, physics of the real world is used. This is realized by a physics engine. Therefore it is necessary to analyze information from cameras, so that CG reflects the real world. Various games options are possible using real world images and physics simulation in the virtual playground. We think that the system is effective for education. Because CG behaves according to physics simulation, users can learn physics and kinematics from the system. We think that the system can take its place in the field of education through entertainment.

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