• Title/Summary/Keyword: VR(Virtual reality)

Search Result 1,132, Processing Time 0.023 seconds

The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2001.10a
    • /
    • pp.177-180
    • /
    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

  • PDF

Development of a VR Juggler-based Virtual Reality Interface for Scientific Visualization Application (과학적 가시화 어플리케이션을 위한 VR Juggler 기반 가상현실 인터페이스 개발)

  • Gu, Gibeom;Hwang, Gyuhyun;Hur, YoungJu
    • KIISE Transactions on Computing Practices
    • /
    • v.22 no.10
    • /
    • pp.488-496
    • /
    • 2016
  • In this paper, we introduce a virtual reality interface for scientific visualization applications. Our VR interface is based on an open-source framework called VR Juggler. Although VR Juggler has its own advantages, it lacks some of the important functionalities needed for practical applications - event handling, synchronization and data sharing among cluster nodes, to name a few. We explain how these issues are resolved while developing the VR interface. Also, a new interface with a smart device, which replaces the virtual reality input device, is introduced. Finally, system usability test results are provided to prove the effectiveness of the proposed interfaces.

Discourse on ICT Virtual Reality Media : Focusing on Immersible Space and Communication Theories (ICT기반 가상현실(VR) 미디어에 대한 담론 :몰입 공간과 소통이론을 중심으로)

  • Kim, Jung Kyu;Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
    • /
    • v.7 no.2
    • /
    • pp.333-338
    • /
    • 2021
  • Development of 5th generation mobile telecommunication technology is visualizing ideal hyper-connected social information and communication technology (ICT). In particular, virtual reality (VR) technology is at the starting point for new expansion and leaps. This work defines virtual reality as media in this context and collects and analyzes discourse on its scalability around space and communication theory. We first elaborated the concept, starting with the early discussions of the virtual reality concept in 1990, and discussed the relationship between the physical world and digital information, expression and interaction immersion as a medium, simulation, art creation theory, and finally evolutionary development. In conclusion, beyond the discourse on the technology of virtual reality, academic subjects were required to have theoretical frameworks on cognitive science, neuroscience, social science, and humanities issues (ethics, personality, etc.) for the development and evolution of virtual reality. In other words, it is time for the evolution of virtual reality to be discussed, which can be moved beyond.

A Study about the Storytelling of Documentary on Virtual Reality Platform (가상현실 플랫폼에서의 다큐멘터리 스토리텔링에 관한 연구)

  • Lee, Young-Soo
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.3
    • /
    • pp.523-531
    • /
    • 2017
  • This paper tried to study how the narrative to allow the audience to emotionally immerse in documentary using virtual reality platform has shown. For this purpose, it defined the VR documentary as contents what make creative approach and rebuild reality using VR media platform, and analyzed it by comparison with narrative of existing documentary. First, the contents like succeeding journey documentary use mainly virtual realty as experience of accessibility. However the contents that have purpose to experience other people's reality show from self-narrative of first person documentary to interactive storytelling of web interactive documentary. The case of interactive VR documentary is taking a step forward from web documentary and shows easy way to reach internal purpose of documentary as making experience with virtual self. The VR documentary has a lot of possibility as virtual space experience to give accessibility and virtual self.

A Case Study on Virtual Reality Service at a University Library (국내 대학도서관 가상현실(VR) 서비스에 관한 사례 연구)

  • Lee, Giyoung;Chung, Yeon-Kyoung
    • Journal of the Korean Society for information Management
    • /
    • v.37 no.3
    • /
    • pp.133-156
    • /
    • 2020
  • The purpose of this study is to propose ways to improve the Virtual Reality (VR) service in Korea through the user evaluations of a university library that provide users with VR experiences as a new technology. With the advent of the 4th industrial revolution, interests in the VR industry increase and access to technology is strengthened. The kinds of VR services at the university libraries and the status of VR services at the domestic and foreign libraries were analyzed. After carrying out user surveys and in-depth interviews with VR service users, improvement plans were suggested according to the users' opinions and the analysis of domestic and foreign case studies.

Effects of sensory stimulation on upper limb strength, active joint range of motion and function in chronic stroke virtual reality training

  • Kim, Dong-Hoon;Lee, Suk-Min
    • Physical Therapy Rehabilitation Science
    • /
    • v.9 no.3
    • /
    • pp.171-177
    • /
    • 2020
  • Objective: This study aimed to investigate the upper limb strength, active joint range of motion (AROM), and upper limb function in persons with chronic stroke using virtual reality training in combination with upper limb sensory stimulation. Design: Two-group pretest-posttest design. Methods: 20 subjects were divided into two groups of 10, the sensory motor stimulation and virtual reality training (SMVR) and virtual reality training (VR) groups. The training was conducted for 30 minutes per session, three times a week for 8 weeks.The participants' upper limb strength was measured via the hand-held dynamometer, joint angle AROM was measured via dual inclinometer, function was measured using the Jebson-Taylor hand function test and the manual function test. Results: Significant differences were observed in all groups before and after the training for upper extremity strength, AROM, and function (p<0.05). Between the two groups, the SMVR group showed significant improvement in muscle strength, AROM, and Jebsen-Taylor hand function test scores compared with the VR groups (p<0.05). Conclusions: In this study, we confirmed that sensory stimulation and VR had positive effects on upper extremity strength, AROM, and function of persons with chronic stroke. The results suggest that in the future, VR in combination with sensory stimulation of the upper limb is likely to become an effective method (a rehabilitation training program) to improve the upper limb function of persons with chronic stroke.

A Study on the Development of Computer Aided Design Software for Interior Architectural Design-From CAD(Computer Aided Design) to Virtual Reality of Transforting (실내 건축 설계를 위한 CAD 소프트웨어 개발에 관한 연구-CAD로부터 가상현실 GRAPHIC PROGRAM으로의 전환을 통하여-)

  • 이남수
    • Korean Institute of Interior Design Journal
    • /
    • no.12
    • /
    • pp.40-49
    • /
    • 1997
  • What's the direction of INTERIOR ARCHITECTURAL DESIGN in 21 Century High Tech\ulcorner The purpose of this research is to show not only practical use of Computer Graphic(CG) as simple tool function, but offering conversation with computer and other ways of method. When we consider poor CG market, investment on the research of VR(Virtual Reality) is the most urgent. The investment on VR will solve various problems. Firstly. It will solve the problems drived from Interior design process by making spatial images like reality. Secondly, It will solve high wages and financial difficulties caused by raise cost funds. Thirdly, It prevents in a road from foreign company that will bring enormous program, caused by opening the domestic market. Also, It help interior designer check in advance the problems in constructure through showing him a supposed imagination including the system and location of equipments. But it is reality that even ordinary American can't offer VR(Virtual Reality) System. We should have noted that it is normal to spend 10 billion won for such presentation as Model House in the large corporation. We must acknowledge that it is such a waist of money nationally. Therefore, investment on CG & VR System is essential in order to save cost more effective presentation & interior design. We will see great result within a year. As we can see, there is huge area we have make develop. One of them is specific technical plan on VR System and study of flow chart. We close with simple methodological way to use VR System and will study Computer System. Which is fitting to CG that we have to solve the link of hardware and software on VR System\ulcorner We know from the cases in other countries that continuous research on this subject has great value for Interior Architectural Design and its effective use. When we try hard not only for methodological use but practical use, the purpose of CG and VR System will be a factor to contribute on this subject for better Interior design & presentation.

  • PDF

Effect of Immersion on Field Applicability and Safety Accident Prevention in Experience Safety Education Using Virtual/augmented Reality : Focusing on Shipbuilding Workers (가상·증강현실을 활용한 체험안전교육의 몰입도가 현장 적용성 및 안전사고예방에 미치는 영향: 조선산업 종사자를 중심으로)

  • Moon, Seok-In;Jang, Gil-Sang
    • Journal of the Korea Safety Management & Science
    • /
    • v.23 no.4
    • /
    • pp.31-42
    • /
    • 2021
  • Recently, virtual reality (VR) and augmented reality (AR) technologies are attracting attention as core technologies in the era of the 4th industrial revolution. These virtual and augmented reality technologies are being used in a variety of industries, including the construction industry, healthcare industry, and manufacturing industry, to innovate in communication and collaboration, education and simulation, customer service and reinvention of the customer experience. In this paper, VR-based experiential safety education was conducted for workers of shipbuilding companies in Ulsan city, and for them, the educational effectiveness such as immersion, site applicability, safety accident prevention, education satisfaction, overall performance, and safety behavior in VR-based safety experience education were measured. In addition, we examined whether the immersion of VR-based safety experience education affects site applicability, safety accident prevention, educational satisfaction, overall performance, and safety behavior. Furthermore, it was analyzed whether site applicability plays a mediating role in the relationship between immersion and safety accident prevention. As a result, it was found that the immersion of VR-based safety experience education affects site applicability, safety accident prevention effect, education satisfaction, overall performance, and safety behavior, and that site applicability mediates between immersion and safety accident prevention. Based on these results, we suggests a direction for the development of VR-based contents in the field of safety and health and the transformation of safety and health education in the future.

A Study on the Development of 3D Virtual Reality Campus Tour System for the Adaptation of University Life to Freshmen in Non-face-to-face Situation - Autonomous Operation of Campus Surrounding Environment and University Information Guide Screen Design Using Visual Focus Movement - (비대면 상황에서 신입생 대학생활적응을 위한 3차원 가상현실 캠퍼스 투어시스템 개발연구 - 시야초점의 움직임을 활용한 캠퍼스주변 환경의 자유로운 이동과 대학정보안내화면 GUI설계 -)

  • Lim, Jang-Hoon
    • Journal of Information Technology Applications and Management
    • /
    • v.28 no.3
    • /
    • pp.59-75
    • /
    • 2021
  • This study aims to establish a foundation for autonomous driving on campus and communication of abundant university information in the HCI environment in a VR environment where college freshmen can freely travel around campus facilities. The purpose of this study is to develop a three-dimensional VR-style campus tour system to establish a media environment to provide abundant university information guidance services to freshmen in non-face-to-face situations. This study designed a three-dimensional virtual reality campus tour system to solve the problem of discontinuity in which VR360 filming space does not lead to space like reality, and to solve many problems of expertise in VR technology by constructing an integrated production environment of tour system. We aim to solve the problem of inefficiency, which requires a large amount of momentum in virtual space, by constructing a GUI that utilizes the motion of the field of view focus. The campus environment was designed as a three-dimensional virtual reality using a three-dimensional graphic design. In non-face-to-face situations, college freshmen freely transformed the HMD VR device, smartphone, FPS operation mode of the gyroscope sensor. The design elements of the three-dimensional virtual reality campus tour system were classified as ①Visualization of factual experiences, ②Continuity of space movement, ③Operation, automatic operation mode, ④Natural landscape animation, ⑤Animation according to wind direction, ⑥Actual space movement mode, ⑦Informatization of spatial understanding, ⑧GUI by experience environment, ⑨Text GUI by building, ⑩VR360, 3D360 Studio Environment, ⑪Three-dimensional virtual space coupling block module, ⑫3D360-3D Virtual Space Transmedia Zone, ⑬Transformable GUI(VR Device Dual Viewer-Gyro Sensor Full Viewer-FPS Operation Viewer) and an integrated production environment was established with each element. It is launched online (http://vautu.com/u1) by constructing a GUI for free driving mode and college information screens to adapt to college life for freshmen, and designing an environment that can be used simultaneously by current media such as PCs, Android, and iPads. Therefore, it conducted user research, held a development presentation, a forum on excellence in university innovation support projects, and applied it as a system on the website of a particular university. College freshmen will be able to experience university information directly from the web and app to the virtual reality campus environment.

Simulation and measurement: Feasibility study of Tactile Internet applications for mmWave virtual reality

  • Na, Woongsoo;Dao, Nhu-Ngoc;Kim, Joongheon;Ryu, Eun-Seok;Cho, Sungrae
    • ETRI Journal
    • /
    • v.42 no.2
    • /
    • pp.163-174
    • /
    • 2020
  • Numerous wearable technology companies have recently developed several headmounted display (HMD) products for virtual reality (VR) services. 5G wireless networks aim at providing high-quality 3D multimedia services such as VR, augmented reality, and mixed reality. In this study, we examine the application of millimeter-wave (mmWave) technology to realize low-latency wireless communication between an HMD and its content server. However, the propagation characteristics of mmWave present several challenges such as the deafness, blockage, and beam alignment problems, and interference among content servers. In this study, we focus on an environment that provides VR services in the mmWave band and introduce existing techniques for addressing such challenges. In addition, we employ a commercialized IEEE 802.11ad VR dongle to measure the actual data rate of an mmWave VR application and identify the degree to which the performance deteriorates when the above problems occur. Finally, we verify the feasibility of the proposed solutions through a simulation of several VR scenarios in the mmWave band.