• Title/Summary/Keyword: Virtual Reality Technology

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A Research on the Uses of Storytelling Approach for Architecture (건축분야에서의 스토리텔링 기법 활용방안 연구)

  • Yoon, Ki-Byung
    • Journal of the Korean housing association
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    • v.18 no.1
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    • pp.53-60
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    • 2007
  • Storytelling approach is the way to formulate and solve problems using stories. Story is a means to understand and react everyday life that can be regarded as multi-dimensional problems. The approach becomes popular in various fields in conjunction with digital technology. In particular, it is used to solve problems in relation to whole context. In design, storytelling approach is used to clarify design constraints. It can be used to clarify and communicate thoughts for design artifacts, and to understand how the artifacts might be used in particular circumstances. In particular, the approach is useful to use under uncertain circumstances. In architecture, storytelling approach can be used in the area of design generation, design critique and capturing design knowledge. In design generation, it can be used to describe and formulate design experiences rather than simple designing artifacts. The approach formalizes design based on stories of user experiences. Digital technology such as virtual reality can be used to experience designed spaces for design modifications. In design critique area, it can be used to fill uncertain facts for historical buildings as welt as different from present status. Such stories can be used to build digital modeling and used to open criticism. Stories can be used to formalize knowledge in architectural domain as a form of implicit knowledge for certain projects. In architecture, it often is required to design types of environment never experienced before as well as to accomodate fast changing technologies. Storytelling methodology can be used as a method to cope with uncertainty and complexity in design requirements along with accumulating design knowledge.

A Study on the History and Development of Serious Games for Education in Korea (한국 교육용 기능성 게임의 역사와 발전 방향 고찰)

  • Yoon, Hyung Sup
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.101-110
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    • 2020
  • In this study I divided the development history of educational serious games into three periods. from 1995 to 2020 in Korea. I drew out some characteristics of each period. And I analyzed the correlation between the level of technology and learning effects or fun. so I found out some results. According to my analysis, the level of technology and learning effects and fun are not related to successful factors. While play style which is familiar and accessible to students like casual game has been commercially successful. It also confirmed that well-balanced games between fun and learning effects are a key factor in commercial success.

An Analysis of the Educational Needs of Female University Students on the Informal Programs of Core Technology in the Fourth Industry (4차 산업 핵심기술 비교과 프로그램에 대한 여대생의 교육요구 분석)

  • Jang, Jiyoung;Kyun, Suna
    • Journal of Engineering Education Research
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    • v.23 no.4
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    • pp.14-21
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    • 2020
  • The aim of this study was to establish an university informal program roadmap, and also to draw up operational plans for human resources with core technologies of the fourth industry. To do this, first we derived university informal education program draft through experts workshop, then conducted a survey regarding the female university students' perception of educational programs and their educational needs on the 4th core technology matching programs. The following main results were obtained : First, students preferred 'hands-on training' by professionals and they wanted to be trained during summer or winter holidays or the night time during semesters. Also, they thought two hours of training per session was appropriate. Regarding these results, there was no difference depending on the majors. Second, while students had highly preferred for the courses related to data analysis, Arduino programing and VR(virtual reality), those related to 3D printing modeling were less preferred. Depending on the majors, preferred courses had different priorities, but non-preferred courses were similar regardless of majors. Based on these results, the university informal curriculum model and the operation plans for the core technologies of the fourth industry were proposed.

Development of a Washout Algorithm for a Vehicle Driving Simulator Using New Tilt Coordination and Return Mode

  • You Ki Sung;Lee Min Cheol;Kang Eugene;Yoo Wan Suk
    • Journal of Mechanical Science and Technology
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    • v.19 no.spc1
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    • pp.272-282
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    • 2005
  • A vehicle driving simulator is a virtual reality device which makes a man feel as if he drove an actual vehicle. Unlike actual vehicles, the simulator has limited kinematical workspace and bounded dynamic characteristics. So it is difficult to simulate dynamic motions of a multi-body vehicle model. In order to overcome these problems, a washout algorithm which controls the workspace of the simulator within the kinematical limitation is needed. However, a classical washout algorithm contains several problems such as generation of wrong sensation of motions by filters in tilt coordination, requirement of trial and error method in selecting the proper cut-off frequencies and difficulty in returning the simulator to its origin using only high pass filters. This paper proposes a washout algorithm with new tilt coordination method which gives more accurate sensations to drivers. To reduce the time in returning the simulator to its origin, an algorithm that applies selectively onset mode from high pass filters and return mode from error functions is proposed. As a result of this study, the results of the proposed algorithm are compared with the results of classical washout algorithm through the human perception models. Also, the performance of the suggested algorithm is evaluated by using human perception and sensibility of some drivers through experiments.

Light 3D Modeling with mobile equipment (모바일 카메라를 이용한 경량 3D 모델링)

  • Ju, Seunghwan;Seo, Heesuk;Han, Sunghyu
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.12 no.4
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    • pp.107-114
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    • 2016
  • Recently, 3D related technology has become a hot topic for IT. 3D technologies such as 3DTV, Kinect and 3D printers are becoming more and more popular. According to the flow of the times, the goal of this study is that the general public is exposed to 3D technology easily. we have developed a web-based application program that enables 3D modeling of facial front and side photographs using a mobile phone. In order to realize 3D modeling, two photographs (front and side) are photographed with a mobile camera, and ASM (Active Shape Model) and skin binarization technique are used to extract facial height such as nose from facial and side photographs. Three-dimensional coordinates are generated using the face extracted from the front photograph and the face height obtained from the side photograph. Using the 3-D coordinates generated for the standard face model modeled with the standard face as a control point, the face becomes the face of the subject when the RBF (Radial Basis Function) interpolation method is used. Also, in order to cover the face with the modified face model, the control point found in the front photograph is mapped to the texture map coordinate to generate the texture image. Finally, the deformed face model is covered with a texture image, and the 3D modeled image is displayed to the user.

A Study on Moral Functionalities of Digital Game as an Art Form (예술작품으로서 디지털 게임의 도덕적 기능에 대한 연구)

  • Ahn, Kay-Youn;Woo, Tack
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.159-170
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    • 2011
  • It seems that social distrust toward morality of video games has not been deducted even the influence of video game has increased drastically for last few decades. To rationalize the identity of video game and its social legitimacy, this paper first considered video game genre as a new art form. By doing so, we could derive various aesthetical and moral issues to dispute in modern society. Secondly, by considering former issues, this study could figure out moral vulnerabilities of the genre according to its own form, by categorizing them into virtual reality, interactivity and simulation. To suggest most effective way to overcome its immorality by functionalize social feedbacks which elaborately designed based on John Dewey's pragmatist aesthetics and immoralism.

A Development of Instrumentation Radar Tracking Status Simulator (계측레이더 추적 시뮬레이터 개발)

  • Ye, Sung-Hyuck;Ryu, Chung-Ho;Hwang, Gyu-Hwan;Seo, Il-Hwan;Kim, Hyung-Sup
    • Journal of the Korea Institute of Military Science and Technology
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    • v.14 no.3
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    • pp.405-413
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    • 2011
  • Defense Systems Test Center in ADD supports increasingly various missile test requirements such as higher altitude event, multi target operation and low-altitude, high velocity target tracking. In this paper, we have proposed the development of instrumentation radar tracking status simulator based on virtual reality. This simulator can predict the tracking status and risk of failure using several modeling algorithms. It consists of target model, radar model, environment model and several algorithms includes the multipath interference effects. Simulation results show that the predict tracking status and signal are similar to the test results of the live flight test. This simulator predicts and analyze all of the status and critical parameters such as the optimal site location, servo response, optimal flight trajectory, LOS(Line of Sight). This simulator provides the mission plan with a powerful M&S tool to rehearse and analyze instrumentation tracking radar measurement plan for live flight test at DSTC(Defense Systems Test Center).

Future Army Super-Connected New Concept Weapon System (미래 육군의 초연결 신개념 무기체계)

  • Lee, Kyoung-Rok;Jung, Min-Sub;Park, Sang-Hyuk
    • The Journal of the Convergence on Culture Technology
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    • v.6 no.4
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    • pp.663-667
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    • 2020
  • By 2050, the technologies of the fourth industrial revolution currently being discussed will become highly mature and face a turning point in human civilization. Among them, the most innovative technologies will be artificial intelligence, robots, virtual reality and hyper-connected networks. These technologies will transform not only human life but also the appearance of the battlefield. Therefore, in 2050, the Army should concentrate all its capabilities on developing new concept weapons systems based on superintelligence and hyperconnectivity that converge and integrate these technologies.

Digital Distribution in Preparation for the 4th Industrial Revolution: Focused on the Beauty Industry

  • Hye Jeong, KOO;Ki Han, KWON
    • The Journal of Industrial Distribution & Business
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    • v.14 no.2
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    • pp.21-33
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    • 2023
  • Purpose: After using the Internet, the world is changing through several paradigms, and the retail industry, which is essential to living in the world, is also changing rapidly. In this review paper, the requirements that the retail industry should consider and prepare in accordance with the rapidly changing paradigm were reviewed according to the current situation of the times. Research design, data, and methodology: It is a review of technological development using PRISMA flow diagram, retail change, and necessity in April 2022, and a review of the digital environment to be applied to the retail industry in the future. Results As the current situation and changes of retail, and the development of IT technology, reviews on the retail business applying the 4th Industrial Revolution, the Internet of Things and artificial intelligence were collected, and the direction of the retail industry was suggested. Conclusions: The direction for the retail industry in preparation for developing technologies was presented. In addition, this study is a review paper that suggests the need for research on active introduction of new technologies to the beauty market that is very close to human life and economically helpful as IT technology for the 4th industrial revolution develops rapidly.

Con-Metaverse: Analysis of Performance Factor of Activate the Application of the Metaverse to the Construction Industry (건설 메타버스(Con-Metaverse): 메타버스의 건설 산업 적용 활성화를 위한 영향인자 분석)

  • Yu, Chaeyeon;Kim, Sungjin
    • Proceedings of the Korean Institute of Building Construction Conference
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    • 2023.05a
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    • pp.81-82
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    • 2023
  • Since the COVID-19 pandemic, the importance of remote work has been emphasized, and new digital technologies are rapidly being developed. One such digital technology is the metaverse, which combines reality and virtual space to create an expanded digital world. The metaverse can provide online collaborative spaces that visualize and transmit information and data in real-time. When applied to construction sites, this technology is expected to enable more efficient and stable project management. However, research on construction metaverses, both domestically and internationally, is still inadequate. In this study, 16 influential factors for promoting the application of metaverses to the construction industry were identified through the initial stages of the system dynamics technique. These performance factors were classified into four categories: systemrelated factors for metaverse site construction, device-related factors, user-related factors, and construction site-related factors. It is expected that this study will promote research on the activation of Con-Metaverse by developing casual loop diagrams(CLD) to identify the relationship between each performance factor and constructing stock & flow diagrams(SFD) for simulations in future studies.

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