• Title/Summary/Keyword: VE Object Selection

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Process Development and Verification for Construction VE Object Selection of Performance-Oriented (성능중심의 건설VE 대상 선정 프로세스 개발 및 검증)

  • Kim, Soo-Yong;Yang, Jin-Kook
    • Korean Journal of Construction Engineering and Management
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    • v.13 no.4
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    • pp.25-32
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    • 2012
  • The current VE activity is recognizing the VE object selection in job-plan simply as formal procedure. Therefore, many problems are happening in the process of selecting VE object during the preparatory stage. As a result of trying to analysis problems through literature review and expert interview, the problems were surveyed such as the lack of connectivity between preparatory stage and analytical stage, the temporal cost-based restrictions, and lack of recognition in VE team members in the existing method of selecting subjects centering on the high-cost field. Accordingly, this study suggested the improved method of selecting VE objects in order to solve this problem in the stage of selecting VE objects. An improvement method of selecting VE objects is what selects the secondary VE subjects by applying again Fish-Bone diagram and Worth technique based on the primary VE objects, which were selected by the conventional technique of selecting objects in the high-cost field. To verify effectiveness in the proposed improvement method, it tried to apply it to the actual case of the road construction VE project. As result of, the improvement method was analyzed to be considerably effective in comparison with the existing selection method of VE objects. Therefore, the Improvement method will contribute to increasing the VE performance.

Potential Value Improvement Target Choice Methodology (PVTCM) in Construction Projects (건설 프로젝트의 잠재적 가치개선 대상 선정 방법론(PVTCM))

  • Yang, Jinkook
    • Korean Journal of Construction Engineering and Management
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    • v.15 no.4
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    • pp.11-19
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    • 2014
  • Construction VE activities has occupies an important position as a key tool of the project in terms of budget and performance improvements. Reflecting this situation, VE application scope is being expanded than before. Thus, construction projects are required the continued research and development for effective use of construction VE. VE target choice method is the central part in the construction VE work. But, this has a problem with low utilization in practical terms. Accordingly, this study was developed the new methodology(PVTCM) for VE target selection of the construction VE work. Its contents are as follows: First, to analyze practical problem for VE target choice method through VE practical data. Second, to extract the high potential VE object based on the cost model and ideas similarity by excellent VE cases analysis. Third, to implement standardized VE object item by using affinity diagram for each construction type items. This research were conducted to experts interviews for comparison analysis with the cost model as one of a representative target selection method. As a result, proposed method were implemented significantly higher performance in terms of practical effectiveness than conventional method.

Hand Haptic Interface for Intuitive 3D Interaction (직관적인 3D 인터랙션을 위한 핸드 햅틱 인터페이스)

  • Jang, Yong-Seok;Kim, Yong-Wan;Son, Wook-Ho;Kim, Kyung-Hwan
    • Journal of the HCI Society of Korea
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    • v.2 no.2
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    • pp.53-59
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    • 2007
  • Several researches in 3D interaction have identified and extensively studied the four basic interaction tasks for 3D/VE applications, namely, navigation, selection, manipulation and system control. These interaction schemes in the real world or VE are generally suitable for interacting with small graspable objects. In some applications, it is important to duplicate real world behavior. For example, a training system for a manual assembly task and usability verification system benefits from a realistic system for object grasping and manipulation. However, it is not appropriate to instantly apply these interaction technologies to such applications, because the quality of simulated grasping and manipulation has been limited. Therefore, we introduce the intuitive and natural 3D interaction haptic interface supporting high-precision hand operations and realistic haptic feedback.

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Efficient Vertex-based Shape Coding using One-dimensional Vertex and Vertex Reordering (1차원 정점과 정점 재배열 이용한 효율적 정점기반 모양정보 부호화)

  • 정재원;문주희;김재균
    • Journal of Broadcast Engineering
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    • v.2 no.2
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    • pp.94-104
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    • 1997
  • This paper presents a new vertex-based binary shape coding scheme using one-dimensional vertex selection/encoding and vertex reordering. In compared with the conventional object-adaptive vertex encoding(OA VEL the extracted vertices are, firstly, classified into one-dimensional(lD) vertices and two-dimensional (2D) vertices in the proposed method. For lD vertices, new coding method proposed in this paper is performed. For 2D vertices, the vertex reordering and OA VE are carried out. Experimental results show that the proposed vertex-based coding scheme red.uces coding bits up to 12 % compared with the conventional one and its coding gain depends on the characteristics of contour.

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Gaze Interaction Using Half Blink Selection and The Wearable AR System (반 깜박임 선택을 이용한 응시 상호작용과 착용형 AR 시스템)

  • Park, Hyung-Min;Lee, Jae-Young;Lee, Seok-Han;Choi, Jong-Soo
    • Journal of the Institute of Electronics Engineers of Korea SP
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    • v.46 no.5
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    • pp.91-100
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    • 2009
  • In this paper, we propose a wearable augmented reality system using gaze interaction. Gaze interaction has been considered to be the potential of easy, natural and fast way of interaction and becomes a suitable way in optical see-through HMD based wearable AR. Our system recognizes user's gaze point, half blink motion and displays the information of object seen by user to HMD. Half blink selection technique avoids the Midas touch problem and represents user's intention correctly. We've developed a AR annotation system and estimated the usability of gaze interaction. The accuracy and robustness of our technique is verified on the experimental results.

An Integrated VR Platform for 3D and Image based Models: A Step toward Interactivity with Photo Realism (상호작용 및 사실감을 위한 3D/IBR 기반의 통합 VR환경)

  • Yoon, Jayoung;Kim, Gerard Jounghyun
    • Journal of the Korea Computer Graphics Society
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    • v.6 no.4
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    • pp.1-7
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    • 2000
  • Traditionally, three dimension model s have been used for building virtual worlds, and a data structure called the "scene graph" is often employed to organize these 3D objects in the virtual space. On the other hand, image-based rendering has recently been suggested as a probable alternative VR platform for its photo-realism, however, due to limited interactivity. it has only been used for simple navigation systems. To combine the merits of these two approaches to object/scene representations, this paper proposes for a scene graph structure in which both 3D models and various image-based scenes/objects can be defined. traversed, and rendered together. In fact, as suggested by Shade et al. [1]. these different representations can be used as different LOD's for a given object. For in stance, an object might be rendered using a 3D model at close range, a billboard at an intermediate range. and as part of an environment map at far range. The ultimate objective of this mixed platform is to breath more interactivity into the image based rendered VE's by employing 3D models as well. There are several technical challenges in devising such a platform : designing scene graph nodes for various types of image based techniques, establishing criteria for LOD/representation selection. handling their transition s. implementing appropriate interaction schemes. and correctly rendering the overall scene. Currently, we have extended the scene graph structure of the Sense8's WorldToolKit. to accommodate new node types for environment maps. billboards, moving textures and sprites, "Tour-into-the-Picture" structure, and view interpolated objects. As for choosing the right LOD level, the usual viewing distance and image space criteria are used, however, the switching between the image and 3D model occurs at a distance from the user where the user starts to perceive the object's internal depth. Also. during interaction, regardless of the viewing distance. a 3D representation would be used, if it exists. Finally. we carried out experiments to verify the theoretical derivation of the switching rule and obtained positive results.

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