• Title/Summary/Keyword: Virtual Reality Environment

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Interaction-based mobile UI design utilizing Smart Media Augmented Reality (스마트 미디어 증강현실을 활용하는 인터랙션 기반의 모바일 UI 디자인)

  • Jung, Suk-Ho;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.17 no.7
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    • pp.311-316
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    • 2019
  • The mobile game environment is rapidly expanding with AR (augmented reality) technology along with artificial intelligence. In particular, AR (Augmented Reality) technology is a field of VR (Virtual Reality), which is a technology that shows a mixture of virtual information and images in a real environment. Recently, research on mobile UI design based on the interaction based on the augmented reality technology has become important at the point when various utilization methods are suggested based on understanding of contents. There are still some issues in terms of whether the consumer can utilize it in various ways, unlike the developed supply system. In this paper, we present an example of mobile UI design based on interaction based on smart media augmented reality through previous study and literature study of smart augmented reality to solve problem UI issues based on background theory.

Educational needs of severe trauma treatment simulation based on mixed reality: Applying focus group interviews to military hospital nurses (혼합현실 기반 중증외상 처치 시뮬레이션 교육 요구 조사: 군병원 간호사 대상 포커스 그룹 인터뷰 적용)

  • Jang, Seon Mi;Hwang, Sinwoo;Jung, Yoomi;Jung, Eunyoung
    • The Journal of Korean Academic Society of Nursing Education
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    • v.27 no.4
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    • pp.423-435
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    • 2021
  • Purpose: The purpose of this study is to identify the educational needs of a severe trauma treatment simulation program based on mixed reality which combines element of both virtual reality and augmented reality. Methods: Focus group interviews were conducted with ten military hospital nurses on February 4 and 5, 2021. The collected data were analyzed using a qualitative content analysis. As a framework for data analysis, the educational needs were clustered into the following four categories: teaching contents, teaching methods, teaching evaluation, and teaching environment. Results: The educational needs for each category that emerged were as follows: three subcategories including "realistic education reflecting actual clinical practice" and "motivating education" for teaching contents; five subcategories including "team-based education," "repeated education that acts as embodied learning," and "stepwise education" for teaching methods; six subcategories including "debriefing through video conferences," "team evaluation and evaluator in charge of the team," "combination of knowledge and practice evaluation" for teaching evaluation; six subcategories including "securing safety," "similar settings to real clinical environments," "securing of convenience and accessibility for learners," and "operating as continuing education" for teaching environment. Conclusion: The findings of this study can provide a guide for the development and operation of a severe trauma treatment simulation program based on mixed reality. Moreover, it suggests that research to identify the educational needs of various learners should be conducted.

Volume Haptic Rendering Algorithm for Realistic Modeling (실감형 모델링을 위한 볼륨 햅틱 렌더링 알고리즘)

  • Jung, Ji-Chan;Park, Joon-Young
    • Korean Journal of Computational Design and Engineering
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    • v.15 no.2
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    • pp.136-143
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    • 2010
  • Realistic Modeling is to maximize the reality of the environment in which perception is made by virtual environment or remote control using two or more senses of human. Especially, the field of haptic rendering, which provides reality through interaction of visual and tactual sense in realistic model, has brought attention. Haptic rendering calculates the force caused by model deformation during interaction with a virtual model and returns it to the user. Deformable model in the haptic rendering has more complexity than a rigid body because the deformation is calculated inside as well as the outside the model. For this model, Gibson suggested the 3D ChainMail algorithm using volumetric data. However, in case of the deformable model with non-homogeneous materials, there were some discordances between visual and tactual sense information when calculating the force-feedback in real time. Therefore, we propose an algorithm for the Volume Haptic Rendering of non-homogeneous deformable object that reflects the force-feedback consistently in real time, depending on visual information (the amount of deformation), without any post-processing.

A Facility Layout Planning Method in Cellular Manufacturing Environment Using Genetic Algorithm (유전 알고리즘을 이용한 셀 배치방법에 관한 연구)

  • 정승환;강무진
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2000.11a
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    • pp.334-338
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    • 2000
  • One of the major drawbacks of the existing facility layout methods is that most of them were developed based on pre-defined cost functions, and therefore fail to cope with the dynamic aspects of modern manufacturing systems. Another drawback is that due to the poor representation capability of the block diagrams, they are not able to convey the sufficient information needed by facility designers. In this paper, a system for solving facility layout problem considering these matters in cellular manufacturing environment is proposed and implemented using GA approach with embedded simulation module and virtual reality technologies.

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A Study of GSR Signal Processing for Viral Reality System for Treatment of Mental Illness (가상현실 정신질환 치료시스템을 위한 GSR 신호분석에 관한 연구)

  • Ryu, Jong-Hyun;Beack, Seung-Hwa;Paek, Seung-Eun;Kim, Dong-Wan
    • Proceedings of the KIEE Conference
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    • 2004.07d
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    • pp.2693-2695
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    • 2004
  • Recently A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. ECG and HRV are used in most virtual reality system. GSR is electrical impedance of biological tissues and the changes in impedance accompanying physiological activity. GSR is better than ECG or HRV for explaining mental states in other study. In this study, we will analysis GSR signal when a acrophobia patient and a normal is on high floor.

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Information System of User Location in Virtual Nuclear Power Plant (가상원전 위치정보인식시스템 개발)

  • 서명원;오운석;조기용
    • Proceedings of the Computational Structural Engineering Institute Conference
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    • 2003.04a
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    • pp.321-326
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    • 2003
  • As the computer and computer graphic technology have been progressed, the virtual reality(VR) technology has been issued. The most important objective for VR system is to provide a reality to the user. Therefore, it is necessary to satisfy the perception of human. In recent years, more effective VR system has been studied and developed by many people. In this paper, the Information System of User Location(ISUL) is proposed. ISUL is used to improve a process of In-Service Inspection work. ULBIS provides a high degree of efficiency for In-Service Inspection process and makes inspectors get information about ISI exam report in web environment. In addition, ISUL provides a navigation, Isometric drawing reference viewer and Web-based ISI Database Reference System in web environment.

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Implementation of Real-Time Thermal Environment for Virtual Reality Using Gain Scheduling and Cascade Control (게인 스케쥴링과 캐스케이드 제어에 의한 가상현실용 열환경의 실시간 구현)

  • Sin, Yeong-Gi;Jang, Yeong-Su;Kim, Yeong-Il
    • Journal of Institute of Control, Robotics and Systems
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    • v.7 no.7
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    • pp.567-573
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    • 2001
  • A real-time HVAC system is proposed which implements real-time control of thermal environment for virtual reality. It consists of a pair of hot and cold loops that serve as thermal reservoirs, and a mixing box to mix hot and cold air streams flowing if from loops. Their flow rates are controlled in real-time to meet a set temperature and flow rate. A cascade control algorithm along with gain scheduling is applied to the system and test results shows that the closed-loop response approached set values within 3 to 4 seconds.

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Performance Enhancement of A Massive Scientific Data Visualization System on Virtual Reality Environment by Using Data Locality (Data Locality를 활용한 VR환경에서의 대용량 데이터 가시화 시스템의 성능 개선)

  • Lee, Se-Hoon;Kim, Min-Ah;Lee, Joong-Yeon;Hur, Young-Ju
    • Annual Conference of KIPS
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    • 2012.11a
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    • pp.284-287
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    • 2012
  • GLOVE(GLObal Virtual reality visualization Environment for scientific simulation)는 컴퓨팅 자원의 성능 향상으로 데이터 양이 급속히 증가한 응용 과학과 전산 시뮬레이션 분야의 대용량 과학 데이터를 효율적으로 가시화하여 분석하기 위한 도구이다. GLOVE의 데이터 관리자인 GDM(GLOVE Data Manager)은 대용량 데이터의 분산 병렬 가시화를 위해 분산 공유 메모리를 제공하는 GA(Global Array)를 이용해 테라 바이트 단위의 데이터를 실시간으로 처리한다. 그러나 대용량 과학 데이터를 가시화 하는 과정에서 기존의 Data Locality를 고려하지 않은 데이터 접근 방식으로 인한 성능 저하를 확인했다. 본 논문은 기존 GLOVE에서 발견한 성능 저하 현상을 밝히고, 이에 대한 해결 방법을 제시한다.

FTFM: An Object Linkage Model for Virtual Reality (가상현실을 위한 객체 연결 모델)

  • Ju, U-Seok;Choe, Seong-Un;Park, Gyeong-Hui;Lee, Hui-Seung
    • The Transactions of the Korea Information Processing Society
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    • v.3 no.1
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    • pp.95-106
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    • 1996
  • The most fundamental difference between general three dimensional computer graphics technology and virtual reality technology lies in the degree of realism as we feel, and thus the virtual reality method heavily relies on such tolls as data gloves, 3D auditory system to enhance human perception and recognition. Although these tolls are valid for such purpose, more essential ingredient. This paper provides further realism by modeling active interactions between the objects inside scenes. For this purpose, this paper proposes and implements a field model where the virtual reality space is treated as a physical field defined on the characteristic radius of stimulus and sense corresponding to the individual object. In the field model, the rule of cause and effect as an essential feature of the realism can be interpreted simply as an energy exchange between objects and consequently, variation on the radius information together with behavioral logic alone can build the virtual environment where each object can react to other objects actively and controllably.

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A Study of 3D Sound Modeling based on Geometric Acoustics Techniques for Virtual Reality (가상현실 환경에서 기하학적 음향 기술 기반의 3차원 사운드 모델링 기술에 관한 연구)

  • Kim, Cheong Ghil
    • Journal of Satellite, Information and Communications
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    • v.11 no.4
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    • pp.102-106
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    • 2016
  • With the popularity of smart phones and the help of high-speed wireless communication technology, high-quality multimedia contents have become common in mobile devices. Especially, the release of Oculus Rift opens a new era of virtual reality technology in consumer market. At the same time, 3D audio technology which is currently used to make computer games more realistic will soon be applied to the next generation of mobile phone and expected to offer a more expansive experience than its visual counterpart. This paper surveys concepts, algorithms, and systems for modeling 3D sound virtual environment applications. To do this, we first introduce an important design principle for audio rendering based on physics-based geometric algorithms and multichannel technologies, and introduce an audio rendering pipeline to a scene graph-based virtual reality system and a hardware architecture to model sound propagation.