• Title/Summary/Keyword: Virtual Reality Technology

Search Result 1,377, Processing Time 0.032 seconds

A Case Study on Application of Realistic Content to Space Design (실감형콘텐츠의 공간디자인 적용사례연구)

  • Kang, Jae-Shin
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.369-376
    • /
    • 2017
  • In a digital multimedia environment with various experiences and communication, We live in an age where it is possible to experience from imagination to reality realizable by imagination. The remarkable technology based on ICT has been attracting attention as next generation video service technology from 3DTV, UHD TV, and hologram. These media, combined with space design, are able to offer us amazing and diverse experiences. In addition, now, there is a demand for more differentiated contents using human five senses recognition technology. We analyzed the application of realistic contents to space design. As a result, we have come to the conclusion that creative production which can express more fun and convenient will be an important issue.

Graphic Simulator for Analyzing the Remote Operation of the Advanced Spent Fuel Conditioning Process

  • Song, Tai-Gil;Kim, Sung-Hyun;Lee, Jong-Ryul;Yoon, Ji-Sup
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2003.10a
    • /
    • pp.1319-1322
    • /
    • 2003
  • KAERI is developing the Advanced Spent Fuel Conditioning Process (ACP) as a pre-disposal treatment process for spent fuel. Equipment used for such a spent fuel recycling and management process must operate in intense radiation fields as well as in a high temperature. Therefore, remote maintenance has a played a significant role in this process because of combined chemical and radiological contamination. Hence suitable remote handling and maintenance technology needs to be developed along with the design of the process concepts. To do this, we developed the graphic simulator for the ACP. The graphic simulator provides the capability of verifying the remote operability of the process without fabrication of the process equipment. In other words, by applying virtual reality to the remote maintenance operation, a remote operation task can be simulated in the graphic simulator, not in a real environment. The graphic simulator will substantially reduce the cost of the development of the remote handling and maintenance procedure as well as the process equipment, while at the same time producing a process and a remote maintenance concept that is more reliable, easier to implement, and easier to understand.

  • PDF

Application of the Digital Mockup to Preliminary Analysis the Remote Maintainability of ACP

  • Song, Tai-Gil;Kim, Sung-Hyun;Park, Byung-Suk;Yoon, Ji-Sup;Lee, Sang-Ho
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.363-366
    • /
    • 2004
  • KAERI is developing the Advanced Spent Fuel Conditioning Process (ACP) as a pre-disposal treatment process for spent fuel. In this process, the management process must operate in intense radiation fields as well as in a high temperature. Therefore, remote maintenance has played a significant role in this process. Hence suitable remote handling and maintenance technology needs to be developed along with the design of the process concepts. To do this, we developed the digital mockup for the ACP. The digital mockup provides the capability of verifying the remote operability of the process without fabrication of the process equipment. In other words, by applying virtual reality to the remote maintenance operation, a remote operation task can be simulated in the digital mockup. Through utilizing this graphic simulation in this digital mockup, general guidelines can be established for designing equipment intended for remote handling and maintenance. Also, the designer of the equipment that must be remotely maintained should ensure that there is adequate access to the process equipment. The graphic simulator will substantially reduce the cost of the develo363pment of the remote handling and maintenance procedure as well as the process equipment.

  • PDF

Fast Algorithm for 360-degree Videos Based on the Prediction of Cu Depth Range and Fast Mode Decision

  • Zhang, Mengmeng;Zhang, Jing;Liu, Zhi;Mao, Fuqi;Yue, Wen
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.6
    • /
    • pp.3165-3181
    • /
    • 2019
  • Spherical videos, which are also called 360-degree videos, have become increasingly popular due to the rapid development of virtual reality technology. However, the large amount of data in such videos is a huge challenge for existing transmission system. To use the existing encode framework, it should be converted into a 2D image plane by using a specific projection format, e.g. the equi-rectangular projection (ERP) format. The existing high-efficiency video coding standard (HEVC) can effectively compress video content, but its enormous computational complexity makes the time spent on compressing high-frame-rate and high-resolution 360-degree videos disproportionate to the benefits of compression. Focusing on the ERP format characteristics of 360-degree videos, this work develops a fast decision algorithm for predicting the coding unit depth interval and adaptive mode decision for intra prediction mode. The algorithm makes full use of the video characteristics of the ERP format by dealing with pole and equatorial areas separately. It sets different reference blocks and determination conditions according to the degree of stretching, which can reduce the coding time while ensuring the quality. Compared with the original reference software HM-16.16, the proposed algorithm can reduce time consumption by 39.3% in the all-intra configuration, and the BD-rate increases by only 0.84%.

3D Stereoscopic Augmented Reality with a Monocular Camera (단안카메라 기반 삼차원 입체영상 증강현실)

  • Rho, Seungmin;Lee, Jinwoo;Hwang, Jae-In;Kim, Junho
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.11-20
    • /
    • 2016
  • This paper introduces an effective method for generating 3D stereoscopic images that gives immersive 3D experiences to viewers using mobile-based binocular HMDs. Most of previous AR systems with monocular cameras have a common limitation that the same real-world images are provided to the viewer's eyes without parallax. In this paper, based on the assumption that viewers focus on the marker in the scenario of marker based AR, we recovery the binocular disparity about a camera image and a virtual object using the pose information of the marker. The basic idea is to generate the binocular disparity for real-world images and a virtual object, where the images are placed on the 2D plane in 3D defined by the pose information of the marker. For non-marker areas in the images, we apply blur effects to reduce the visual discomfort by decreasing their sharpness. Our user studies show that the proposed method for 3D stereoscopic image provides high depth feeling to viewers compared to the previous binocular AR systems. The results show that our system provides high depth feelings, high sense of reality, and visual comfort, compared to the previous binocular AR systems.

The Design and Development of Healing Depression Convergence Content using Movement of Thought, HMD, Leap Motion, Color and Music Therapy (생각 이동, HMD, 립 모션, 색채 치료, 음악 치료를 이용한 우울증 치유 융합 콘텐츠 설계 및 개발)

  • Kim, Ji-Soo
    • Journal of the Korea Convergence Society
    • /
    • v.7 no.3
    • /
    • pp.45-51
    • /
    • 2016
  • The development of advanced technology gives us many problems. In mentally view point, the major one is depression. Depression appears in various forms. In worst case, it leads into suicide. This study designs and develops a new type of healing content which the convergence in the virtual space, Movement of Thought, Head Mounted Display, Leap Motion, Color Therapy, Music Therapy methods in order to improve the symptoms of depression. The developed convergence content will be effective in healing methods instead of the existing medication relieve depression and improve self-esteem of patients with depression. Future research will try to apply the clinical development of a prototype content.

3DImmersion Type Virtual Environment System : Training Interruption-free Live-Line Workers (무정전 활선작업 피교육자를 위한 3차원 몰입형 가상환경 교육시스템의 개발)

  • 정영범;박창현;김기현;장길수
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.53 no.1
    • /
    • pp.22-30
    • /
    • 2004
  • As an information-oriented society comes, many people use PC and depend on database that network server has. However, the online data can be missed when a blackout happens and also a power failure effects on standard of judgment on Power Quality. Thus, it is reason of a trend using interruption-free live-line work when a trouble happens to power system. However, the 83% among the number of people who receive an electric shock experience when a laborer is doing interruption-free live-line works. In interruption-free method, the education and the training problem has been issued. However, we have a few instructors for that training. Furthermore, the trainees have short training period, just 4 weeks. In this paper, to develope the method that has no restriction of a time and place and reduce the wasteful materials, immersion type virtual reality(or environment) technology is used. The users of a 3D immersion type VR training system can interact with the system by doing same action in the real safe environment. Thus, it can be valuable to apply this training system to a dangerous work like as "Interruption-free live-line work exchanging COS(Cut-Out-Switch)". In this program, the user works with a instruction on the window and speaker and can't work other tasks until each part of the task completed. The workers using this system can use their hands and viewpoint movement as he is in a real environment but the trainee can't use all parts and senses of a real body with the current VR technology. Despite of this weak point, when we consider the trends of improvement in electrical devices and communication technology, we can say that 3D graphic VR application has a high potentiality.

Tolerance Analysis of Focus-adjustable Head-mounted Displays

  • Choi, Hojong;Ryu, Jae Myung;Kim, Jin Ha
    • Current Optics and Photonics
    • /
    • v.1 no.5
    • /
    • pp.474-490
    • /
    • 2017
  • Since the recent slowdown in the smartphone market, studies for wearable devices are briskly being carried out to find new markets, such as virtual reality devices. In this paper, a head-mounted display (HMD) which provides expanded virtual images before human eyes by enlarging images of a small display was designed, and the tolerance analysis method for a focus-adjustable HMD based on afocal optical systems was studied. There are two types of HMDs: a see-through type that allows the user to view the surroundings, and a see-close type where the user can only view the display screen; the former is used in this study. While designing the system, we allowed a lens within the system to be shifted to adjust its focus from +1 to -4 D (diopters). The yield of the designed systems was calculated by taking the worst-case scenario of a uniform distribution into account. Additionally, a longitudinal aberration was used rather than MTF for the tolerance analysis with respect to system performance. The sensitivity of the designed system was calculated by assigning a certain tolerance, and the focus lens shift was calculated to adjust the image surface variations resulting from the tolerance. The smaller the tolerance, the more expensive the unit price of the products. Very small tolerances may even be impossible to fabricate. Considering this, the appropriate tolerance was assigned; the maximum shift of the focus lens in which the image surface can be adjusted was obtained to find the changes in aberration and a good yield.

A Study on the Analysis of Patent Information in the Apparel Design -Focused on International Patent Classification- (의류디자인 분야의 특허정보 분석 -국제특허분류를 중심으로-)

  • 이금희
    • The Research Journal of the Costume Culture
    • /
    • v.11 no.6
    • /
    • pp.835-851
    • /
    • 2003
  • This study analyses patent information of apparel design using computer technology and researches the trend of patent application focused on International Patent Classification. In terms of trend by filling data, Patent application started first in 1974 and increased sharply in 1993 with 14 cases and increased to 25 cases in 2000. In case of Korea, they began somewhat late in 1996, but reached a similar level with the leading country in 2000. In terms of trend by applicant, Gerber Garment Technology, Inc. filed 7 cases TORAY IND INC, filed 6 cases Levi Strauss & Co. filed 4 cases, NEC HOME ELECTRONICS LTD filed 3 cases, TOYOBO CO LTD filed 3 cases. Japanese companies occupied 52% and United States's companies occupied 48%. In terms of trend by country, foreigner occupied 47% of the patents filed by United State. Japanese take up 10% of total patent of United States. Korean occupied 84% of total patent of Korea and foreigner, american occupied 16% of the patents filed by Korea. In regared to International Patent Classification, in the section level G filed 92 cases(53%). In class level, G06 marked the first place in United States, Japan, and Korea. In subclass level, G06F marksed the first place with 74 cases. G06T and A61B were regarded as the new technologies. The new technologies are representing the dimensions of garment or computer-rendered model, providing the virtual reality through the texture mapping, digital dressing room or virtual dressing, and performing or retriving display on a screen for the result of changing pattern ao dress design, The technologies of core patent are designing or producing custom manufactured item, providing or prealtering the data for pattern making and visually displaying, interactively generating or previewing of various articles.

  • PDF

A Study on the case analysis and the production of 3D digital fashion show (디지털 패션쇼 사례분석 및 3D 디지털 패션쇼 제작에 관한 연구)

  • Wu, Sehee;Kang, Yeonkyung;Ko, Younga;Kim, Anna;Kim, Naeun;Ko, Hyeongseok
    • Journal of Fashion Business
    • /
    • v.17 no.1
    • /
    • pp.64-80
    • /
    • 2013
  • A new technology of fashion show is opening the digital era and an imaginary fashion show is now arising as a new form of fashion show which allows one to enjoy a collection through the monitor without holding a real fashion show. Digital fashion show allows designer to create infinite ideas by articulating the designer's concept through not only garments but also other factors. In this research, We will analyze cases which are mixtures of digital technology and fashion show and will suggest a new paradigm of fashion show by producing an imaginary fashion show which cannot be easily articulated in an ordinary real fashion show, articulated by garments created by digital technology and graphic effects. The program used for this study is 'DC Suite 2.0' developed by Physan and Digital Clothing Center of Seoul National University, available for 2D pattern production and 3D simulation. In addition, in order to enhance representation of the visual effects, Maya's Qualoth and V-ray program which could be compatible with 'DC Suite' were used to make 3D digital fashion show.