• Title/Summary/Keyword: Virtual Reality Technology

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The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.5 no.6
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    • pp.1110-1115
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to embody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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The Generation of Cube Panorama Virtual Reality Environment (큐브 파노라마 가상현실 공간 구현)

  • 이종찬;김응곤
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2001.10a
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    • pp.177-180
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    • 2001
  • Virtual Reality technology is divided two parts Panorama technology to imbody VR on space and Object technology to embody VR of things. About Object VR technology until present, they provided a cube access way, then observer can see object up, down, left, right side and zoom-in, zoom-out, but there is a fact that up-and-down expression is distorted or shows shortcoming that is not expressed by limited situation of manufacture way in Panorama VR's expression. Therefore, in this research, we examine the shortcoming that do not become top-and-bottom expression through basic concept of Panorama and Panorama VR manufacture process and do to propose cube type of new data format that permit up-and-down expression as a real world and compose Panorama VR space.

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A Study on the Reuse Intention of Virtual Reality(VR) Content Using Technology Acceptance Model (기술수용모델을 이용한 가상현실(Virtual Reality : VR) 콘텐츠 재이용 의도에 관한 연구)

  • Qiao, Rongrong;Han, Dongsoong
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.115-132
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    • 2019
  • This study analyzed factors affecting the perceived fun of VR contents' reuse intention through use of the technology acceptance mode. The factors associated with perceived fun were identified by setting the content quality, VR characteristics, emotional character and flow. The results demonstrate that perceived fun exercises a positive effect on VR characteristics, emotional character and flow, but that high content quality does not have an affect on perceived fun. Also perceived fun, perceived usefulness and perceived ease of use are all influenced by the intention to reintegrate.

Analysis of Change of Event Related Potential in Escape Test using Virtual Reality Technology

  • Hyun, Kyung-Yae;Lee, Gil-Hyun
    • Biomedical Science Letters
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    • v.25 no.2
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    • pp.139-148
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    • 2019
  • The role of electroencephalography (EEG) in the development of brain-computer interface (BCI) technology is increasing. In particular, the importance of the analysis of event related potential (ERP) in various situations is becoming more significant in BCI technology. Studies on past maze and fire situations have been difficult due to risks and realistic problems. Nowadays, according to the development of virtual reality (VR) technology, realistic maze and fire situation can be realized. In this study, ERPs (P300, and evented related negativity) were analyzed to collect objective data on case determination in an emergency situation. In order to overcome the limitations of previous methods that evaluating the EEG frequency change, ERPs were derived by setting epochs for stimulation and standardizing them, and evaluated for ERPs in this study. P3a and P3b, which are subcomponents of P300, were analyzed and the evented related negativity (ERN) was analyzed together with error positivity (Pe). As a result of the study, statistically significant changes of ERPs were observed, this result, which has little related research, is considered to be meaningful as medical basic statistics.

Implementation of Radiotherapy Educational Contents Using Virtual Reality (가상현실 기술을 활용한 방사선치료 교육 콘텐츠 제작 구현)

  • Kwon, Soon-Mu;Shim, Jae-Goo;Chon, Kwon-Su
    • Journal of the Korean Society of Radiology
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    • v.12 no.3
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    • pp.409-415
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    • 2018
  • The development of smart devices has brought about significant changes in daily life and one of the most significant changes is the virtual reality zone. Virtual reality is a technology that creates the illusion that a 3D high-resolution image has already been created using a display device just like it does in itself. Unrealized subjects are forced to rely on audiovisual materials, resulting in a decline in the concentration of practices and the quality of classes. It used virtual reality to develop effective teaching materials for radiology students. In order to produce a video clip bridge using virtual reality, a radiology clinic was selected to conduct two exposures from July to September 2017. The video was produced taking into account the radiology and work flow chart and filming was carried out in two separate locations : in the computerized tomography unit and in the LINAC room. Prior to filming the scenario and the filming route were checked in advance to facilitate editing of the video. Modeling and mapping was performed in a PC environment using the Window XP operating system. Using two leading virtual reality camera Gopro Hero, CC pixels were produced using a 4K UHD, Adobe, followed by an 8 megapixel resolution of $3,840{\times}2,160/4,096{\times}2,160$. Total regeneration time was performed in about 5 minutes during the production of using virtual reality to prevent vomiting and dizziness. Currently developed virtual reality radiation and educational contents are being used to secure the market and extend the promotion process to be used by various institutions. The researchers will investigate the satisfaction level of radiation and educational contents using virtual reality and carry out supplementary tasks depending on the results.

Implementation of Video Image Processing Board for HMD (HMD용 비디오 영상처리 보드 구현)

  • Choi, Hyuk-Cho;Kim, Hyung-O
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.615-616
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    • 2018
  • Recently, new interfaces such as virtual reality and augmented reality are being developed by the development of IT technology. In particular, virtual / augmented reality technology is being applied to training equipment for members in special environments such as defense and fire fighting. In this paper, we implemented a display image processing board for HMD which is applicable to firefighter's helmet. We developed a technology to visually provide various information to firefighters in case of fire fighting.

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Framework for Car Safety Education Virtual Reality Simulation (자동차 안전교육 VR 시뮬레이션 제작을 위한 프레임워크)

  • Xie, Qiao;Ding, Xiu Hui;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
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    • v.10 no.9
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    • pp.37-45
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    • 2019
  • In recent years, the emergence of virtual reality (VR Virtual Reality) technology has provided a new model of safety education, enabling users to learn and respond to disasters in a virtual safety education environment. However, the related VR products related to domestic and foreign R & D are relatively simple, there is no practical training on specific accident, and it is not practical enough to play a sufficient role in safety education. In this paper, the problems and disadvantages of VR technology applied in the field of automobile safety education as an example of automobile accident among the types of disasters are examined, and a system framework of automotive safety education based on VR technology is proposed. The vehicle safety education system proposed in this paper will help users to improve driving safety consciousness, to acquire safety knowledge in driving, and to acquire driving safety skill which is very important for automobile safety education. In addition, the design and production methods of safety education based on VR technology are considered to have important reference implications for the application of modern teaching and teaching theory by integrating with VR technology and developing related teaching materials products and finally introducing education.

Development of the 3D Virtual Fitting Room Simulator using Augmented Reality (증강현실을 이용한 3D 가상 피팅룸 시뮬레이터의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.449-454
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    • 2013
  • Recent, the number of consumers using home shopping are in increase. So, there have been a lot of effort to provide services that meet the consumer's eye level in each store. In particular, apparel stores have been conducted the research for virtual fitting room based on augmented reality technology that consumers can simulate in real time costumes that meet the tastes of consumers in online and offline market. In addition, some services has already progress. The general virtual fitting room simulator built the user interface based on OpenCV, augmented reality API, Kinect, and so on. But, it has the disadvantage that the equipment is expensive. In this paper, we have developed a 3D virtual fitting room simulator based on augmented reality technology using OpenCV and libsigc$^{++}$. This simulator can simulate easily in general home without any special equipment. This simulator is expected to be available very efficient in online and offline market as well as home shopping.

A Study on Improvements Direction for Applying BIM-based Virtual Reality of Apartment Sales Phase (공동주택 분양 관리 단계의 BIM 기반 가상현실 적용성 확보를 위한 개선방향 도출에 관한 연구)

  • Lee, Juyeon;Kim, Taekjoong;Choi, Yoonki
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.2
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    • pp.86-94
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    • 2019
  • The purpose of this study was to analyzes the problems in terms of transmission the information of architecture in the current apartment housing sales phase, to suggest the way of application the technology of BIM-based virtual reality. For this purpose, each element technology is analyzed through analyzing the exiting studies and international technical trend of BIM-based virtual reality and motion recognition devices. And then this study analyze the present condition of apartment housing sales phase and it conduct the expert interviews for derive the problem and analyzing the importance and priority by AHP method. And finally, this study suggest the solution in terms of information delivery in apartment housing sales phase through plan for support and deriving the function about problems. The system of BIM-based virtual reality viewer that utilize a leap motion that was presented in this study, it is believed to be able to efficiently transfer the information of architecture as building information transmission system user-centric in the future of apartment housing sales phase.

A Pilot Study on the Development of an Augmented Reality-based Decision Support System for Free-Form Buildings Construction Management (증강현실 기반의 비정형 건축물 건설관리 의사결정지원시스템 개발에 관한 기초적 연구)

  • Lim, Jang-Sik;Ock, Jong-Ho
    • Korean Journal of Computational Design and Engineering
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    • v.17 no.3
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    • pp.175-187
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    • 2012
  • The BIM simulation systems involve inefficient aspects in delivering real world circumstances because they are operated in the virtual reality (VR) environment without representing the job-site operations. Differently from VR, augmented reality (AR) enhances the reflection of job-site reality to virtual environment. AR influences architecture, design and construction. This reality replaces or merges with the normal physical world and it can be tailored to enhance comprehension for specific design and construction activities. The main objective of this research is to develop an AR-based decision support system for free-form buildings design/construction/maintenance processes. Haewoojae, a free-form housing building built in Seoul area is identified as a model building to generate the system. Seventeen engineers, who are masters or doctorate graduate students at the S university in Seoul and have been working in the Korean construction industry for more than 10 years are invited to validate the system's appropriateness and usability in comparison with its development objectives.