• Title/Summary/Keyword: Virtual Realization

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A Study on Evaluation of Visual Factor for Measuring Subjective Virtual Realization (주관적인 가상 실감화 측정 방법에 대한 시각적 요소 평가 연구)

  • Won, Myeung-Ju;Park, Sang-In;Kim, Chi-Jung;Lee, Eui-Chul;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.15 no.3
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    • pp.389-398
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    • 2012
  • Virtual worlds have pursued reality as if they actually exist. In order to evaluate the sense of reality in the computer-simulated worlds, several subjective questionnaires, which include specific independent variables, have been proposed in the literature. However, the questionnaires lack reliability and validity necessary for defining and measuring the virtual realization. Few studies have been conducted to investigate the effect of visual factors on the sense of reality experienced by exposing to a virtual environment. Therefore, this study was aimed at reinvestigating the variables and proposing a more reliable and advisable questionnaire for evaluating the virtual realization, focusing on visual factors. Twenty-one questions were gleaned from the literature and subjective interviews with focused groups. Exploratory factor analysis with oblique rotation was performed on the data obtained from 200 participants(females: 100) after exposing to a virtual character image described in an extreme way. After removing poorly loading items, remained subsets were subjected to confirmatory factor analysis on the data obtained from the same participants. As a result, 3 significant factors were determined to efficiently measure the virtual realization. The determined factors included visual presence(3 subset items), visual immersion(7 subset items), and visual interactivity(4 subset items). The proposed factors were verified by conducting a subjective evaluation in which participants were asked to evaluate a 3D virtual eyeball model based on the visual presence. The results implicated that the measurement method was suitable for evaluating the degree of the virtual realization. The proposed method is expected to reasonably measure the degree of the virtual realization.

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Realization of Tactile Sense of Virtual Objects Using Neural-Networks (신경 회로망을 이용한 가상물체의 질감학습)

  • Kim, Su-Ho;Jang, Tae-Jeong
    • Proceedings of the KIEE Conference
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    • 2003.11b
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    • pp.263-266
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    • 2003
  • In this paper, we have proposed a realization method of tactile sense of virtual objects using multi-layer Neural Networks(NN). Inputs of the NN are position data of non-rigid objects and outputs of the NN are forces at that time and point. First, the position and forte data are measured from non-rigid objects (a sponge and a balloon) using two PHANToMS, one as a master and the other as a slave manipulator, then the data are used to train a multi-layer Neural Networks whose inputs and outputs are designed to represent tactile information. The trained Neural Networks is used to regenerate the tactile sense on the virtual objects graphically made by a computer, and one can feel a quite similar sense of touch by using the system while touching the virtual objects.

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Enhancing Immersiveness in Video see-through HMD based Immersive Model Realization (Video see-through HMD 기반 실감 모델 재현시의 몰입감 향상 방법론)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Proceedings of the IEEK Conference
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    • 2006.06a
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    • pp.685-686
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    • 2006
  • Recently, various AR-based product design methodologies have been introduced. In this paper, we propose technologies for enhancing robust augmentation and immersive realization of virtual objects. A robust augmentation technology is developed for various lighting conditions and a partial solution is proposed for the hand occlusion problem that occurs when the virtual objects overlay the user' hands. It provides more immersive or natural images to the users. Finally, vibratory haptic cues by page motors as well as button clicking force feedback by modulating pneumatic pressures are proposed while interacting with virtual widgets. Also our system reduces gabs between modeling spaces and user spaces. An immersive game-phone model is selected to demonstrate that the users can control the direction of the car in the racing game by tilting a tangible object with the proposed augmented haptic and robust non-occluded visual feedback. The proposed methodologies will be contributed to the immersive realization of the conventional AR system.

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Interactive Navigation Design in 3-Dimensional Virtual Space PartII Affordance Models in Navigation Design (3차원 가상공간에서의 상호작용적 네비게이션 디자인 2부: 네비게이션 설계의 지원요소)

  • 김진희
    • Archives of design research
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    • v.16 no.4
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    • pp.25-36
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    • 2003
  • The navigation in 3D virtual space is a procedure which must be carefully established in advance with understanding of a complicate perception process. Although current various desktop softwares are suppling developers with easier production circumstances in accordance with popularization era of interactive 3D media it is true that previous systematic conceptual study has been performed exclusively at specific institutions. Therefore, based upon the examples of virtual reality research reported by universities and companies core concepts giving the background for navigation realization and direct/indirect factors supporting substantial realization were analyzed and discussed in this paper.

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PC-based virtual measuring system for efficiency analysis of DC-DC converter (DC-DC 컨버터의 효율 분석을 위한 PC용 가상 계측 시스템)

  • Kang W.S;Ahn T Y.
    • Proceedings of the KIPE Conference
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    • 2003.07a
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    • pp.40-44
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    • 2003
  • In this paper, a PC-based virtual measuring program for efficiency analysis of DC-DC converter is developed. Furthermore, a newly developed, highly accurate and reliable data acquisition system for DC-DC converter is presented. The virtual measuring system consists of two different types of monitoring and measuring system. Also, this paper give a full explanation for a LabVIEW realization of the measuring system for DC-DC converter.

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The Method of Realization of Virtual Laboratory using Network Technology (네트워크 기술을 이용한 Virtual Laboratory 구현 방안)

  • 송민규;제도흥;한석태;변도영;이보안;김광동
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2004.10a
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    • pp.502-505
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    • 2004
  • Virtual Laboratory는 네트워크 기술의 발전에 따라 등장하게 된 새로운 개념으로서 현재 여러 대학 및 연구원에서 이를 적용하여 사용하고 있다. Virtual Laboratory를 통하여 사용자는 언제 어디서든지 인스트루먼트를 제어 및 모니터링 할 수 있기 때문에 그 효율성 및 성능에 있어서 이전의 방법과는 비교할 수 없는 효과를 얻을 수 있다. 본 논문에서는 먼저 이러한 Virtual Laboratory의 개념 및 필요성에 대해 간략히 살펴본 후 네트워크 기술을 기반으로 한 동작 메커니즘에 대해 알아보고자 한다. 그리고 Virtual Laboratory로서 동작하기 위한 하드웨어 및 소프트웨어 구성에 대해 기술한 후 Virtual Laboratory의 구현 모델을 제안하고자 한다.

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Development of the Object-Oriented Virtual PLC Framework

  • Heon Jeong;Park, Han-Soo
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.84.2-84
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    • 2001
  • To remove the logical error inexpensively, in this paper, we propose new concept of VPLF(Virtual PLC Framework) which consists of VPLE(Virtual PLC Editor), Virtual Machine(Virtual Machine), VMC(Virtual Machine Control panel), Virtual PLC Program Editor(VPLPE) and Object Inspector. VPLC is for PLC hardware and software and VM is for the target to be controlled. VPLC has an individual editor and the screen of configuration. With using individual editor in VPLC, we can edit and compile to PLC ladder program. In VM, there are many kinds of object for machine elements, actuator, sensor and so on. The VPLC and VM are interlinked each other and controlled by the PLC program in real time. So, we can get the powerful realization as the machine is ...

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Design and fabrication of a 2D haptic interface apparatus and the realization of a virtual air-hockey system using the device (2D 햅틱 인터페이스 장치 설계 및 이를 이용한 가상 에어하키 시스템 구현)

  • Back, Jong-Won;Kang, Ji-Min;Yong, Ho-Joong;Choi, Dae-Sung;Jang, Tae-Jeong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.78-80
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    • 2005
  • Haptic interface apparatus is the device which can offer users virtual reality not only by visualization of virtual space but also by force or tactile feedback. In this paper, we designed and fabricated a 2D haptic interface device that can be used for various purposes, and implemented a virtual air-hockey system that users can easily find in game rooms. By suitable modeling and haptic rendering, users can feel the impact and the reaction force with his/her hand holding the handle through 2D haptic interface device when he/she hit an air-hockey puck with the handle. Through the trial demonstration. we observed the reasonable effect of direction and speed of a ball like doing in reality.

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Conceptual Design for Virtual Hospice Center (가상 호스피스 센터의 개념설계)

  • Cho, Hyun
    • Health Policy and Management
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    • v.10 no.3
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    • pp.68-87
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    • 2000
  • This study aims at the operation of the hospice in the virtual space by the use of telecommunication technology. The hospice can be an efficient alternative for the elderly and terminal patients. It can achieve both the quality of life of patients and the conservations of medical resources. The virtualization creates new norms and values which are different from the conventional environments. The concepts and limitations which are crucial to the projection of the existing hospice into the virtual space are discussed. The items ranging from the hospice need to the design criteria of the modules are investigated. The most important point in constructing the virtual hospice center is the human factor, which characterizes the hospice. In addition, the real-world circumstances of the hospice should be considered in the realization of the VHC.

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