• Title/Summary/Keyword: Virtual Reality Environment

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Development of A Web-based Simulation System for Axi-Symmetric Deep Drawing (축대칭 디프드로잉 공정의 웹 기반 해석시스템 개발)

  • 정완진
    • Transactions of Materials Processing
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    • v.12 no.6
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    • pp.550-557
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    • 2003
  • In this study, a web-based system was developed by utilizing finite element method and virtual system designed using Virtual Reality Modeling Language (VRML). The simulation program for axi-symetric sheet forming is developed using finite flement method. The developed system consists of two modules, client module and server module. The client module was developed by using Active-X control. The input data for FEM calculation is transferred to the server module by using communication protocol. Then sever module performs several successive processes: input data generation, forming simulation, conversion of results to VRML format. After that, the results from the simulation can be visualized on the web browser in client computer. Besides, client module offers the capability to control and navigate on virtual forming machine and calculated result. By using this system simulation result can be investigated more realistically in virtual environment including forming machine.

Reproduction of Arm Kinesthetic Sense in Virtual Environment Using Bilateral Control (양방향 제어를 이용한 가상환경에서의 팔운동감 제시)

  • 정웅철;민두기;송재복;김용일
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.11a
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    • pp.97-100
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    • 1999
  • Human feels kinesthetic sense in response to the force acted on him. In order to represent kinesthetic sense, a force is analyzed as mechanical impedance (i.e., stiffness or damping) and implemented by active impedance control. In this research, a 3-dimensional arm motion generator is developed to present various mechanical impedance characteristics to an operator. An introduction of virtual reality provides not only a visual effect in virtual environment but also the change in force synchronized with the visual effect in real time.

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Development of VR Ship Environment for The Educational Training of Ship Survey (선박 검사 교육훈련을 위한 VR 선박 환경 구축)

  • Kil, WooSung;Son, Myeong-Jo;Lee, Jeong-Youl
    • Journal of the Society of Naval Architects of Korea
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    • v.55 no.4
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    • pp.361-369
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    • 2018
  • The ship surveyor makes a scheme of reasonable ship operation by examining whether the ship has been properly constructed in accordance with the rule of classification societies and international conventions or whether the facilities of the ship in operation meet the standard stipulated by law. Even though the ship surveyors of classification society generally consist of people who have the skill of design or operation of a ship, it takes a long time to train a surveyor to the maturity level. This paper describes the development of survey simulator based on virtual ship environment that enables the surveyor minimize trial and errors to survey the ships. By using VR(Virtual Reality) based survey simulator, surveyors possibly achieve improvement of competence in survey quality by means of safe and immersive training environment. In order to improve the usability and utility of the VR simulator, the ship 3D model has been generated using 3D CAD model for design and production in shipyard. Through this, we suggested the possibility of consistent use of 3D model as the digital twin of a ship.

A Study on the Development of Multi-sensory Virtual Reality System based on Realistic Media (실감미디어 기반의 다감각 가상 체감시스템 개발에 관한 연구)

  • Lee, Hyun-Cheol;Park, Ki-Chang;Kim, Eun-Seok;Hur, Gi-Taek
    • Journal of Korea Multimedia Society
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    • v.20 no.9
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    • pp.1574-1583
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    • 2017
  • This paper proposes how to develop a multi-sensory virtual reality system based on realistic media that can improve the sense of immersion and reality experienced by the user. We suggest four types of multi-sensory virtual reality system; a realistic media experience system which provides sensory experiences to user by interlocking the media file with the sensory informations and reproducing the sensory information suitable for the scene, a real image-based panorama experience system which maximizes the sense of reality, an experience ball system in which users engage themselves into the system environment to lead the story and immersion of the content through interaction with the system, and a cultural heritage experience system based on hand movement recognition. The suggested systems can be applied in a various area such as education, advertisement, culture and arts, performance, exhibition, sports, game, 4D Experience Center, and so on. We supposed that it can contribute to create a variety of sensible contents services in the realistic media industry through the convergence of media, contents, and devices.

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
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    • v.42 no.2
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    • pp.163-174
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    • 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.

Metaverse Realistic Media Digital Content Development Education Environment Improvement Research

  • Kyoung-A, Lee
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.3
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    • pp.67-73
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    • 2023
  • Under the influence of COVID-19, as a measure of social distancing for about two years and one month, non-face-to-face services using ICT element technology are expanding not only to the education sector but to all fields. In particular, as educational programs using the Metaverse platform spread to various fields, educators, and learners have more learning experiences using Edutech, but problems through non-face-to-face learning such as reduced immersion or concentration in education are raising In this paper, to overcome the problems raised through non-face-to-face learning and develop metaverse immersive media digital contents to improve the educational environment, we utilize VR (Virtual Reality) based on an immersive metaverse to provide education / Training contents and the educational environment was established. In this paper, we presented a system to increase immersion and concentration in educational contents in a virtual environment using HMD (Head Mounted Display) for learners who are put into military education/training. Immersion was further improved.

Ubiquitous Marine Structure Inspection System based on Mixed Reality (해양구조물을 위한 유비쿼터스 기반의 혼합현실 유지보수 지원 시스템)

  • Lee, Kyung-Ho;Lee, Jung-Min;Kim, Dong-Guen;Han, Young-Soo
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.21 no.6
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    • pp.571-578
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    • 2008
  • Ubiquitous has spotlighted in the industry in these days, and automotive industry has tried to build ubiquitous environment like as 'intelligent driver assistance system' in BMW Inc. even though in shipbuilding industry. As the part of Ubiquitous Technology for visualization, Mixed Reality has been adopted in this paper. Augmented reality, a part of mixed reality, could show the mixed real world, overlapping virtual objects. Therefore, it is more realistic than virtual reality that all generated by computer and it is very useful for displaying information. For this reason, we tried to apply augmented reality to inspect marine structure and we developed the inspection assistance system based on mixed reality

Haptic display for deformable thin film (가변형 박판에 대한 촉감 제시)

  • 이승룡;최혁렬
    • 제어로봇시스템학회:학술대회논문집
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    • 1996.10b
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    • pp.125-129
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    • 1996
  • This paper presents the haptic rendering algorithm which gives the feel information to the operator by manipulating a virtual tool with a haptic device in the simulated environment. The movement of a virtual tool grasped by the operator, which is modeled as a square is displayed in the graphic screen of a computer and the virtual environment is modeled as deformable thin film. When the tool contacts with the virtual environment, the operator is forced to feel the contact and the feature of the deformed virtual environment through the torque control of th haptic device. Contact situations are modeled as close as to the reality considering friction, elasticity and multiple contacts. Several experiments are conducted and the effectiveness of the proposed algorithm is confirmed.

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Integration of Binocular Stereopsis and Haptic Sensation in Virtual Environment

  • Ishii, Masahiro;Cai, Yi;Sato, Makolto
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1998.06b
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    • pp.67-72
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    • 1998
  • The paper aims to present a new human-scale haptic advice for virtual environment named Scaleable-SPIDAR (Space Interface Device for Artificial Reality), which can provides different aspects of force feedback sensations, associated mainly with weight, contact and inertia, to both hands within a cave-like space. Tensioned string techniques are used to generate such haptic sensations, while keeping the space transparent and unbulky. The device is scaleable so as to enclose different cave-like working spaces. Scaleable-SPIDAR is coupled with a large screen where a computer generated virtual world is displayed. The used approach is shown to be simple, safe ad sufficiently accurate for human-scale virtual environment.

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A study of virtual human production methods: Focusing on video contents

  • Kim, Kwang Jib
    • International journal of advanced smart convergence
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    • v.13 no.1
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    • pp.23-36
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    • 2024
  • Interest in virtual humans continues to increase due to the development of generative AI, extended reality, computer graphics technology, and the spread of a converged metaverse that goes beyond the boundaries between reality and virtuality. Despite the negative public opinion that virtual humans were just temporary form of entertainment event in the early days of their emergence, the reason they are showing continuous growth is due to the unique characteristics of virtual humans and the expansion of diverse usage from technological advancements. The production of video content using virtual humans is becoming vigorously active, but currently there is limitation and no exact process for the technology to apply virtual humans to video content for it to be produced accordingly to the characteristics or situations of virtual humans. In this study, we investigated the characteristics of virtual human production technology methods & processes, and identifying the impact of each production technology on the production environment through examples of virtual human content applied to domestic and international video contents. In conclusion, by proposing an appropriate production method for each content, we hope to develop and assist production practitioners so they can effectively use virtual humans in video content production.