• Title/Summary/Keyword: VR System

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Development of Pen-type Haptic User Interface and Haptic Effect Design for Digilog Book Authoring (디지로그 북 저작을 위한 펜형 햅틱 사용자인터페이스의 개발)

  • Lee, Jun-Hun;Ha, Tae-Jin;Ryu, Je-Ha;Woo, Woon-Tak
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.402-405
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    • 2009
  • Digilog Book, the next generation publication material, supplies digitalized contents on an analog book by integrating digital contents into existing analog books. There are some studies related to authoring tools which are to authorize, and publish some books which provide digital contents by using VR or AR techniques. In this paper, a pen-type haptic user interface for Digilog Book authoring tool has been introduced. This haptic user interface is developed for more realistic and more effective authoring tasks. This haptic interface provides haptic effects for authoring tasks which are including translation, rotation, scaling, and menu selection. In this research, we designed a body, control circuits, vibration haptic patterns for haptic user interface, and a protocol for between haptic user interface and Digilog Book main control system. Also a simple user study has been done with a developed haptic user interface.

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A Study on the Interior Design of the Simulation Theater (시뮬레이션 상영관의 실내설계 연구)

  • Lee Ho-Sung
    • Korean Institute of Interior Design Journal
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    • v.14 no.6 s.53
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    • pp.112-119
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    • 2005
  • Virtual reality(VR) is the technology that makes a user regard being in virtual space generated by computer as in the real world. Mainly, it has been studied about the three senses which are the sense of vision, touch and hearing in the five human senses. Through that, it is applied to the system making all the senses in the human body real. Even though the design idea of theater is brought to that of simulation theater, there are not many similarities between them and not general design rules yet. For making a better situation, in cooperation with a domestic company making a motion simulator for one or two person by itself, I have considered the minimum conditions and formations of the simulation theater being widely useful in the buildings of general commercial spaces from the environmental viewpoint, and basing on that facts I try to make some sorts of fundamental design types so that they are more available than those in the past. In this research, I have set the three types of simulation theater, the 50 seats of motion simulator for one person, the 20 seats of motion simulator and the 50 seats for two persons, in my researching range. Moreover, regarding the size of the simulation theater, I put the best specifications in order and also put them together, and then with making standards able to be reflected on the design plan, I have researched it for the purpose of the accumulation of skill in the construction of the special theater. Here, the design rule I suggested might be a design standard that it will be thought useful widely.

Establishment of LX GNSS Network and Accuracy Analysis of Network Real Time Kinematic (LX 대한지적공사 위성측위 인프라 구축 및 네트워크 실시간 이동측위 성능 분석)

  • Ha, Ji-Hyun;Kim, Hyun-Ho;Kim, Jae-Bok
    • Journal of Advanced Navigation Technology
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    • v.18 no.6
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    • pp.546-554
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    • 2014
  • For improvement of network RTK performance in survey field, Spatial Information Research Institute (SIRI), LX Korea Cadastral Survey Corporation installed 30 GNSS permanent stations in Korea Peninsula, and has been running the MAC-based network RTK service as a test version. In this paper, we introduce the LX GNSS network and analyze the positioning accuracy of the LX MAC RTK service. For field test of the LX MAC RTK service, we installed temporally fixed anchor points and observed simultaneously with VRS of National Geographic Information Institute. As a result, the horizontal position differences and initial times of LX MAC with respect to NGII VRS are $1{\sim}2{\pm}1cm$ and <10 seconds, respectively.

Genetic analysis on Some Quantitative Characters in Tobacco(Nicotiana tabacum L.) Breeding (연초(NIcotiana Tabacum L.) 육종을 위한 제형질의 통계유전학적 연구 III. 이면교잡에 의한 유전자 분포상태 및 우성정도추정)

  • Cho, Myung-Cho;Yu, Ik-Sang;Kim, Jin-Hyeong
    • Journal of the Korean Society of Tobacco Science
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    • v.11 no.2
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    • pp.157-179
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    • 1989
  • This Study was conducted to estimate the degree of dominance and gene frequency of some sueful characters in tobacco. The eight parents and a set of 28 crosses of F'1s was F'2s were used as materials, and planted on oriental's and burley cultivated system as randomized block designs, respectively. The observed characters were six agronomic characters which were plant height, number of leaves per plant, leaf length, leaf width, days to flowering and yield, and the data obtained from the experiment were analyzed from methods by Hayman's and Jinks. The results obtained are summarized as follows: 1. In Vr-Wr graphical analysis, number of leaves per plant, leaf length, days to flowering and yield were found to be inherited in partial dominance, and plant height was over dominance to be similar to complete dominance, but leaf width was inherited with partial dominance close to complete dominance. 2. In the gene frequency, two varieties Xanthi-Basma and KA 102, for days to flowering and yield had larger number of dominant genes as those were situated near the point of origen. 3. Additive effects of genes(D) were greater than dominance effects of Genes(H) for six agronomic characters except plant height, and mean degree of dominance over all loci was lower than 1 for days to flowering yield, leaf length and number of leaves per plant.

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The Development of the Program Using Virtual Reality Environment to Treat the Stress Disorder after Car Accident (가상현실을 이용한 교통사고 후유장애 치료 프로그램 개발)

  • 김형래;이상호;노주선;김현택;김지혜;고희동
    • Science of Emotion and Sensibility
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    • v.4 no.2
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    • pp.33-38
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    • 2001
  • This analysis has been projected as a preliminary analysis to develop the therapy program for people who is suffering from stress disorder after car accident such as sense of fear or anxiety using virtual reality. The analysis verified the effect of driving scenario which is core technology of stress disorder program and of anxiety reduction training such as relaxation training through clients. The relaxation training has been tested to 8 people; 7 normal and 1 sufferer from car accident presenting them 3 different types of driving scenarios. As a result, relaxation training was effective but, it was not statistically good enough although it showed incensement of uneasiness by each different driving scenario. In spite of normal clients, it is interesting that anxiety lever after relaxation training using VR is lowered, but this result need to verify to client suffering real car accident.

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A collaborative simulation in shipbuilding and the offshore installation based on the integration of the dynamic analysis, virtual reality, and control devices

  • Li, Xing;Roh, Myung-Il;Ham, Seung-Ho
    • International Journal of Naval Architecture and Ocean Engineering
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    • v.11 no.2
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    • pp.699-722
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    • 2019
  • It is difficult to observe the potential risks of lifting or turn-over operations in the early stages before a real operation. Therefore, many dynamic simulations have been designed to predict the risks and to reduce the possibility of accidents. These simulations, however, have usually been performed for predetermined and fixed scenarios, so they do not reflect the real-time control of an operator that is one of the most important influential factors in an operation; additionally, lifting or turn-over operations should be a collaboration involving more than two operators. Therefore, this study presents an integrated method for a collaborative simulation that allows multiple workers to operate together in the virtual world. The proposed method is composed of four components. The first component is a dynamic analysis that is based on multibody-system dynamics. The second component is VR (virtual reality) for the generation of realistic views for the operators. The third component comprises the control devices and the scenario generator to handle the crane in the virtual environment. Lastly, the fourth component is the HLA (high-level architecture)-based integrated simulation interface for the convenient and efficient exchange of the data through the middleware. To show the applicability of the proposed method, it has been applied to a block turn-over simulation for which one floating crane and two crawler cranes were used, and an offshore module installation for which a DCR (dual-crane rig) was used. In conclusion, the execution of the proposed method of this study is successful regarding the above two applications for which multiple workers were involved.

Intelligent Control of a Virtual Walking Machine for Virtual Reality Interface (가상현실 대화용 가상걸음 장치의 지능제어)

  • Yoon, Jung-Won;Park, Jang-Woo;Ryu, Je-Ha
    • Journal of Institute of Control, Robotics and Systems
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    • v.12 no.9
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    • pp.926-934
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    • 2006
  • This paper proposes intelligent control of a virtual walking machine that can generate infinite floor for various surfaces and can provide proprioceptive feedback of walking to a user. This machine allows users to participate in a life-like walking experience in virtual environments with various terrains. The controller of the machine is implemented hierarchically, at low-level for robust actuator control, at mid-level fur platform control to compensate the external forces by foot contact, and at high-level control for generating walking trajectory. The high level controller is suggested to generate continuous walking on an infinite floor for various terrains. For the high level control, each independent platform follows a man foot during the swing phase, while the other platform moves back during single stance phase. During double limb support, two platforms manipulate neutral positions to compensate the offset errors generated by velocity changes. This control can, therefore, satisfy natural walking conditions in any direction. Transition phase between the swing and the stance phases is detected by using simple switch sensor system, while human foot motions are sensed by careful calibration with a magnetic motion tracker attached to the shoe. Experimental results of walking simulations at level ground, slope, and stairs, show that with the proposed machine, a general person can walk naturally on various terrains with safety and without any considerable disturbances. This interface can be applied to various areas such as VR navigations, rehabilitation, and gait analysis.

Identification between Local Wall Thinning and Turbulent Velocity Components by Flow Acceleration Corrosion inside Tee of Pipe System (배관계 티에서 유동가속부식으로 인한 난류속도성분과 국부감육의 관계 규명)

  • Kim, Kyung-Hoon;Lee, Sang-Kyu;Cho, Yun-Su;Hwang, Kyung-Mo
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.23 no.7
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    • pp.483-491
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    • 2011
  • When pipe components made of carbon steel in nuclear, fossil, and industry are exposed to flowing fluid, wall thinning caused by FAC(flow accelerated corrosion) can be generated and eventually ruptured at the portion of pressure boundary. A study to identify the locations generating local wall thinning and to disclose turbulence coefficient related to the local wall thinning was performed. Experiment and numerical analyses for tee of down scaled piping components were performed and the results were compared. In particular, flow visualization experiment which was used alkali metallic salt was performed to find actual location of local wall thinning inside tee components. To disclose the relationship between turbulence coefficients and local wall thinning, numerical analyses were performed for tee components. The turbulence coefficients based on the numerical analyses were compared with the local wall thinning based on the measured data. From the comparison of the results, the vertical flow velocity component(Vr) flowing to the wall after separating in the wall due to the geometrical configuration and colliding with the wall directly at an angle of some degree was analogous to the configuration of local wall thinning.

A Study on Digital Space Design Method and System using Virtual Reality (가상현실을 활용한 디지털 공간 디자인 기법과 체계 연구)

  • 김연정
    • Archives of design research
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    • v.17 no.3
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    • pp.255-262
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    • 2004
  • The history of design has been closely related with the development of technology. The digital revolution requires design to be as innovative and inventive as the Industrial Revolution had been. In the current society demanding innovation and a new role for design, a successful result can be obtained in the interrelationship between digital and physical environments. In this point of view, exhibition design as a part of space design has had the method of analogue virtual reality, which induces spectators' experiences by creating a virtual environment, as its main expression means before digital technology was introduced. This method was developed from plane images or models to picture techniques according to the development of media technology. Nowadays, the exhibition method introducing multimedia, which enables interactions, is being developed. The main purpose of this study is to identify the meaning and role of virtual space in the view of space design and to analyze its functional interaction. Through this, it attempts to actively promote organic integration and development of widely used cyber space and traditional space design.

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Recognition of the 4th Industrial Revolution of Science and Technician and Women's University Students

  • Hwang, Eui-Chul
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.11
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    • pp.159-165
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    • 2018
  • In this study, it is analyzed that keywords of the interest in the 4th industrial revolution for science and Technician K women's university students, areas to prioritize in the strategy of 4th industry revolution, to research compare analyze the recognition of science technology such as the most necessary education, human resource development of universities and companies in Korea and abroad according to the technology trend required in the 4th Industrial revolution era and which area to prepare for the 4th industrial revolution. The survey result shows different thoughts of science and Technician(KOFST) and the women university students. In the 1) 4th industrial revolution, the 96% of former are interested, while 60% of latter are interested. And in the most used keywords, the former group used AI(24%), Fusion new industry(21%) the most, while the latter group used AI(34%), Robot(18%). And, 3) in the strategic priority, the science technology experts are interested in education, R&D system innovation(27%), IoT, Information and Communication(26%) and the university students are interested in IoT, Information and Communication(31%), AI(28%). Finally, 4) the science technology experts thought of Autonomous Vehicle(20%), 3D Printer(7%), AI(16%) important, while the women university students thought of AI(27%), VR/Augmented Reality(17%), and Autonomous Vehicle(16%) the most necessary education. In the 4th industrial revolution, we need people with ability to solve complicated problems with creativity based on understanding and absorbing new knowledge and thinking of converged idea.