• Title/Summary/Keyword: VR 시뮬레이터

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VR Simulator Industry Promotion Issue (VR 시뮬레이터 산업 촉진 쟁점)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.197-198
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    • 2017
  • The purpose of this study is to investigate the problems of the VR simulator industry represented by the 4th industrial revolution and to examine measures for industrial promotion. For this purpose, we consider the VR simulator regulation and examine the problems. Since the VR simulator has the features of existing arcade games and amusement facilities, it should be classified as game or inspected with amusement facilities depending on the viewpoint. This can be a dual regulation, and before the VR simulator industry starts, there is a risk that the industry itself can be damaged by existing legal limitations. For this purpose, it is necessary to provide a unique legal system for VR simulator and it is necessary to examine the contents to be included in such laws and systems. It is expected that the legal system of VR simulator will lead to promotion of new industry.

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A Study on Simulator Control for Improving Virtual Presence (가상 실재감 향상을 위한 시뮬레이터 제어 방안 연구)

  • Jeong, Su-Bin;Park, Sung-Soo;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.61-70
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    • 2018
  • Thanks to the 4th Industrial Revolution, interest in virtual reality increased and many improvements of VR devices were made. Among the VR devices, the simulator plays an important role in improving the real feeling of virtual presence. In this paper, we analyze the case of existing simulator and control method for efficient interlocking of motion simulator and VR contents, and classify motion control elements in VR contents into four types. Based on this preliminary study, this paper proposes a modular motion control method to help the contents and simulator work more effectively in the production of VR contents.

Context-aware U-VR Simulator for Linking Real and Virtual Environments (현실환경과 가상 환경을 연동하는 맥락 인식 기반 U-VR 시뮬레이터)

  • Oh, Yoo-Soo;Kang, Chang-Gu;Woo, Woon-Tack
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.310-314
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    • 2009
  • In this paper we propose the U-VR Simulator which seamlessly connects entities in real and virtual environments by exploiting context, based on the concept of ubiquitous virtual reality. Using the U-VR Simulator, a smart home environment can be simulated and new virtual entities such as sensors, actuators, and services can be added to existing real entities. The proposed approach is fast and cost-effective because the simulator effectively utilizes both existing and simulated devices. In addition, our approach allows application developers to rapidly develop U-VR applications and extend them to relevant domains. As a future work, we will expand our simulator to intelligently augment virtual entities into real environments.

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Virtual Reality Application in Navigation (가상현실 (VR)의 항해 응용)

  • 임정빈
    • Proceedings of the KSEEG Conference
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    • 2001.05a
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    • pp.102-110
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    • 2001
  • 이 논문에서는 최근 항해분야에 응용이 시도되고 있는 가상현실(Virtual Reality)이 항해에 유용하게 적용된 연구내용과 결과를 기술하였다. 먼저, VR의 일반적인 기술과 요구사항을 살펴보고, VR을 선박 시뮬레이터에 적용한 연구내용, VR을 항로표지에 적용한 연구내용, VR 에서의 3차원 음향 구현 방법, 그리고 VR 온라인 다중 사용자환경 시스템 구성방법 등을 기술하였다. 검토결과 VR을 항해분야에 적용하는 경우, 보다 현실감 있게 해상의 상황을 항해사에게 전달할 수 있기 때문에 앞으로 응용분야가 폭 넓게 확대될 것으로 예상된다. 특히, 각종 시뮬레이터는 물론, 실시간 계측장비 분야에도 적극 적용하므로써 보다 편리하고 쉽게 항해사가 정보를 획득할 수 있을 것으로 기대된다.

Regulatory Reform Solution of VR Contents Industry based on Simulator (시뮬레이터 기반 VR 콘텐츠 산업의 규제 혁신 방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.11
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    • pp.2083-2088
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    • 2017
  • This study aims to explore the problems of the VR content industry, which is the core of the newly emerging fourth industrial revolution and convergence new industry, and to find alternatives to solve them. Through in-depth interviews with experts, we collected elements that impeded the development of VR content industry. As a result, the simplification of the VR simulator's content changes, the regulation of the VR simulator was newly established within the Game Industry Act, and the diversification of the input amount were the reasons. Simplification of deliberation provides the basis for new platform business. The new law is to reflect the characteristics of VR content properly and to avoid unnecessary regulation by existing laws. The adoption of various input methods is intended to actively expand the market for new industries. This study is expected to contribute the safe ecosystem by reviewing the factors that impede the development of the new industry as suggesting alternatives.

Effective Engineering VR (Virtual Reality) Simulator Using Multi-Channel (다채널을 활용한 효율적인 엔지니어링 VR (Virtual Reality) 시뮬레이터)

  • Goh, Il-Du;Lee, Dong-Seop;Roh, Hyun-Jin;Hwang, Tae-Woo
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2011.04a
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    • pp.652-655
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    • 2011
  • 건축, 구조, 기계, 전기, 토목, 조경 등 IT와 관련된 다양한 산업 분야에서는 각 산업의 기획, 생산, 운영등 단계별로 다양한 주제를 가지고 논의 및 시뮬레이션을 통하여 각 업체별로 의사를 개진해 나간다. 그러나 업종별 공정에 맞는 커뮤니케이션이 원활히 이루어져 나가기는 힘들다. 이러한 이유 중 가장 큰 부분은 데이터들이 다양한 뷰어(Viewer)들을 통하여 2차원적으로 보는 부분이 큰 비중을 차지하는 것에 비해 실제 결과물은 3차원적으로 다루어지고 있기 때문에 과정과 결과간의 격차로 인하여 벌어지는 문제가 크다. 각각 다양한 분야에서 생산되는 데이터들의 불확실성, 표현의 애매모호함으로 인하여, 이전 공정 단계에서 받은 데이터들을 현재의 공정 단계에 맞는 데이터로 변환되는 과정이 생긴다. 불필요한 과정들이 반복되는 사이 모든 공정이 지연되고, 많은 예산이 소모되는 등 많은 문제들이 발생되고 있다. 따라서 본 연구에서는 다채널을 활용한 VR 시뮬레이터로 몰입감을 높이고, 실제와 유사한 실감형 시뮬레이션으로 엔지니어링 VR 시뮬레이션이 가능함을 알 수 있었다. 향후에는 사용자의 용도와 목적에 따라 다양한 분야에서 활용의 범위가 넓을 것으로 기대되며, 많은 공간과 비용이 드는 현재의 다채널 시뮬레이터 형태를 보다 공간과 비용의 소모가 적고, 이동성을 갖춘 이동형 다채널 VR 시뮬레이터에 관한 연구가 필요하다.

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Development of 3D Joystick for Flight Simulator using Gyro Sensor (자이로 센서를 활용한 비행 시뮬레이터용 3D 조이스틱 개발)

  • Cha-Hun Park;Sung-Ho Lee;Myeong-Chul Park
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.333-334
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    • 2023
  • 비행시뮬레이터는 ICT 및 SW 응용분야에 속하는 기술로 항공기의 환경을 재현하는 시뮬레이션 환경을 제공한다. 시뮬레이터의 조종 장치인 일반적인 조이스틱을 대체한 기존 VR장비의 컨트롤러는 허공에 들고 조종하므로 정확하고 정교한 실제 항공기 조종에 사용하기에는 많은 문제점이 있다. 본 연구에서는 비행시뮬레이터와 VR분야에서 사용될 수 있는 가속도 센서와 진동 센서를 적용한 3D 조이스틱을 제안한다. 이를 위하여 3축 센싱과 정보를 표시하는 디스플레이 및 와이파이 통신을 위한 보드를 설계하고 유니티 기반의 가상 환경을 구현하여 적용 가능성을 확인하였다. 정상적으로 통신 인터페이스를 통하여 조종 장치가 동작하였고 게임 및 구현된 보드에서 확인한 센싱값이 일치함을 확인하였다. 연구의 결과물은 비행시뮬레이터 외에도 VR 및 다양한 메타버스 관련 콘텐츠에 사용될 수 있을 것으로 판단한다.

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Building Mixed Reality System for a VR Flight Simulator (비행 VR 시뮬레이터를 위한 혼합 현실 환경의 구축)

  • 이종환;한순흥
    • Journal of the Korea Society for Simulation
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    • v.13 no.2
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    • pp.45-52
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    • 2004
  • This paper presents a prototype visualization system of mixed reality for a VR flight simulator. The chroma key technique is used to build the mixed reality model for a VR flight simulator. The Daedeok science town can be visualized in real time according to the rider control. He can also see his own hand/foot operating the control stick/rudder as well as virtual environment projected to the blue-screen using a video-see-through HMD.

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Development of VR-based Crane Simulator using Training Server (트레이닝 서버를 이용한 VR 기반의 크레인 시뮬레이터 개발)

  • Wan-Jik Lee;Geon-Young Kim;Seok-Yeol Heo
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.703-709
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    • 2023
  • It is most desirable to train with a real crane in an environment similar to that of a port for crane operation training in charge of loading and unloading in a port, but it has time and space limitations and cost problems. In order to overcome these limitations, VR(Virtual Reality) based crane training programs and related devices are receiving a lot of attention. In this paper, we designed and implemented a VR-based harbor crane simulator operating on an HMD. The simulator developed in this paper consists of a crane simulator program that operates on the HMD, an IoT driving terminal that processes trainees' crane operation input, and a training server that stores trainees' training information. The simulator program provides VR-based crane training scenarios implemented with Unity3D, and the IoT driving terminal developed based on Arduino is composed of two controllers and transmits the user's driving operation to the HMD. In particular, the crane simulator in this paper uses a training server to create a database of environment setting values for each educator, progress and training time, and information on driving warning situations. Through the use of such a server, trainees can use the simulator in a more convenient environment and can expect improved educational effects by providing training information.

Reality Enhancement Method of Virtual Reality Based Simulator by Mutual Synergy Effect between Stereoscopic Image and Three-Dimensional Sound (입체영상과 3차원음향의 상호 상승효과에 의한 가상현실기반 시뮬레이터 현실감 증대방법)

  • Yim, Jeong-Bin;Kim, Hyeon-Ra
    • Journal of Navigation and Port Research
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    • v.27 no.2
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    • pp.145-153
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    • 2003
  • The presence-feeling enhancement method of a Virtual Reality (VR) simulator is proposed in this paper. The method is to increase realistic human feeling by mutual synergy effect between stereoscopic image and three-dimensional (3D) sound. In order to test the influence of mutual synergy effect, subject assessment with five university students is carried out using VR ship simulator having PC monitor and LCD shutter glasses. It I found that the averaged scale value of image naturalness is increased by 0.5 from $I_{nat}$=3.1 to 3.6 when blending stereoscopic images with 3D sound, and the averaged score value of sound localization is increased by 10% from $A_{SL}$ = 70~75% to $A_{SL}$ = 80~85% when blending 3D sound with stereoscopic image. In conclusion, the results show that the proposed method is able to increase the presence feeling in the VR simulator.