• Title/Summary/Keyword: Virtual reality Design

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An Optimum Design of the Tactile Feedback Device using the Electromagnetic Attractive Force by the Probable Flux Paths Method (가정 자로법에 의한 전자기 흡입력의 촉각궤환장치의 최적설계)

  • 이정훈;장건희;최동훈;박종오;이종원
    • Journal of Institute of Control, Robotics and Systems
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    • v.4 no.4
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    • pp.464-478
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    • 1998
  • In teleoperation, it is important for an operator to feel as if he really were in a distant place. To realize this objective, the various information from a remote site must be presented to the operator. Even though tactile information is very important to efficiently execute a task, it is not yet sufficiently provided for the operator. In this paper, we propose the new mechanism that can provide the more dexterous tactile information to the operator This device utilizing the electromagnetic force is designed to be compact and light enough to be attached to the fingerpad, and designed to be controlled continuously. The magnetic circuit is derived by the probable flux paths method in order to take forces at any given dimension. An optimization technique is also proposed to maximize the tactile force that humans can perceive under the same conditions. The objective function is formulated as maximizing displacements indented on the fingerpad, considering the mechanism of human tactile perception. The optimization formulation is subject to the geometric and rising temperature constraints in the coil. It is demonstrated that, by optimization, the tactile force increases by 24%, compared with that obtained from the initial design.

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A Study on the Expression by Anamorphose Phenomenon (아나모르포즈(anamorphose)지각현상에 의한 공간 표현 연구)

  • Lee, Jeong-Yoon;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.23 no.4
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    • pp.63-71
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    • 2014
  • Anamorphosis is highly favored in modern days as the atmosphere of pursuing unusual manners is growing while transformation and distortion of images are freely available. This research is to understand the affect of these distorted images on space designs and the close connection between anamorphosis and visual perceptions, and to identify the new perceptual phenomenon created through it, and the methods of expressing those. Four expressional methods were defined through the process of studying Anamorphosis based on its definition by Niceron, examining artworks such as paintings and photographs, and case-studying example spaces of visual perception experiments. Expressing anamorphosis through visual perceptions are broadly categorized to directional, dimensional, flatness, and optical. The analysis of 10 case projects suggests that the experimental spaces offer joys of finding and interpreting metaphorical forms and meanings caused by the four characteristic categories above. Also, they artificially show the boundaries between reality and virtual spaces in 2-dimensional or 3-dimensional spaces, and form hyper-boundaries, new experience, and an internal mechanism that is vague and chaotic. Therefore, this research concludes that anamorphosis which is a distorted perspective, is not only a simple measure to overcome perspectival errors, but is an existence suitable to the current era, that will extend its potential and value in spatial design.

Metaverse and Media Richness: The Effect of UI Design on User Experience (메타버스와 미디어 풍요성: UI 디자인이 사용자 경험에 미치는 영향)

  • Song, Stephen W.;Hwang, Dongwook;Chung, Donghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.83-98
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    • 2022
  • The current study investigated the effect of user interface design on metaverse user's objective task performance, perceived usefulness, presence, and enjoyment. Using a 2 × 2 within-subject repeated measure experimental design, we found that users perceived the interface to be significantly more useful when additional visual cues existed and performed better for the given task. Additionally, a repeated-measure mediation analysis revealed that the effect of richer information in the interface on users' enjoyment as a function of need satisfaction was mediated by perceived usefulness. Theoretical and practical implication are derived from the result of the current study.

Implementation of a Web-based Hybrid Engineering Experiment System for Enhancing Learning Efficiency (학습효율 향상을 위한 웹기반 하이브리드 공학실험시스템 구현)

  • Kim, Dong-Sik;Choi, Kwan-Sun;Lee, Sun-Heum
    • Journal of Engineering Education Research
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    • v.10 no.3
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    • pp.79-92
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    • 2007
  • To enhance the excellence, effectiveness and economical efficiency in the learning process, we implement a hybrid educational system for engineering experiments where web-based virtual laboratory systems and distance education systems are properly integrated. In the first stage, we designed client/server distributed environment and developed web-based virtual laboratory systems for digital systems and electrical/electronic circuit experiments. The proposed virtual laboratory systems are composed of four important sessions and their management system: concept learning session, virtual experiment session, assessment session. With the aid of the management system every session is organically tied up together to achieve maximum learning efficiency. In the second stage, we have implemented efficient and cost-effective distant laboratory systems for practicing electric/electronic circuits, which can be used to eliminate the lack of reality occurred during virtual laboratory session. The use of simple and user-friendly design allows a large number of people to access our distant laboratory systems easily. Thus, self-guided advanced training is available even if a lot of expensive equipment will not be provided in the on-campus laboratories. The proposed virtual/distant laboratory systems can be used in stand-alone fashion, but to enhance learning efficiency we integrated them and developed a hybrid educational system for engineering experiments. Our hybrid education system provides the learners with interactive learning environment and a new approach for the delivery of engineering experiments.

Design of Vision-based Interaction Tool for 3D Interaction in Desktop Environment (데스크탑 환경에서의 3차원 상호작용을 위한 비전기반 인터랙션 도구의 설계)

  • Choi, Yoo-Joo;Rhee, Seon-Min;You, Hyo-Sun;Roh, Young-Sub
    • The KIPS Transactions:PartB
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    • v.15B no.5
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    • pp.421-434
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    • 2008
  • As computer graphics, virtual reality and augmented reality technologies have been developed, in many application areas based on those techniques, interaction for 3D space is required such as selection and manipulation of an 3D object. In this paper, we propose a framework for a vision-based 3D interaction which enables to simulate functions of an expensive 3D mouse for a desktop environment. The proposed framework includes a specially manufactured interaction device using three-color LEDs. By recognizing position and color of the LED from video sequences, various events of the mouse and 6 DOF interactions are supported. Since the proposed device is more intuitive and easier than an existing 3D mouse which is expensive and requires skilled manipulation, it can be used without additional learning or training. In this paper, we explain methods for making a pointing device using three-color LEDs which is one of the components of the proposed framework, calculating 3D position and orientation of the pointer and analyzing color of the LED from video sequences. We verify accuracy and usefulness of the proposed device by showing a measurement result of an error of the 3D position and orientation.

Understanding of Metaverse Platform Ecosystem: Focusing on the Theory of Double Lines and Five Elements (메타버스 플랫폼 생태계의 이해: 양선오요소(兩線五要素) 이론을 중심으로)

  • Lee, Seoyoun;Chang, Younghoon
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.15-35
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    • 2022
  • With the development of virtual and augmented reality technologies, the metaverse, a digital world that provides an immersive feeling like the real world, is overgrowing. Many IT companies such as Naver, Facebook (Meta), and NVIDIA are developing innovative technologies and launching the Metaverse platform and related products on the market. However, even though it is a new business in which many global big tech companies are aggressively investing, the results are not yet precise compared to the market expectations, and the rate of increase in the number of users is gradually slowing down. This can be attributed to the lack of consideration and understanding about how to grow the metaverse ecosystem and operate & harmonize various users/components from the time the metaverse platform was designed. In order to propose a better solution to these problems, this study adopts the yin-yang and five elements theory, which was created to understand the operation logic and logic of the human world for thousands of years. This research would like to propose a theory of double lines-five elements by defining two essential spaces of the metaverse platform, online and offline, and five essential elements constituting the metaverse platform. This study intends to provide a theoretical lens on how to design and operate a platform through the double lines and five elements theory and the concept of coexistence and polarity between the five elements.

A Surface Modeling Algorithm by Combination of Internal Vertexes in Spatial Grids for Virtual Conceptual Sketch (공간격자의 내부정점 조합에 의한 가상 개념 스케치용 곡면 모델링 알고리즘)

  • Nam, Sang-Hoon;Kim, Hark-Soo;Chai, Young-Ho
    • Journal of KIISE:Software and Applications
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    • v.36 no.3
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    • pp.217-225
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    • 2009
  • In case of sketching a conceptual model in 3D space, it's not easy for designer to recognize the depth cue accurately and to draw a model correctly in short time. In this paper, multi-strokes based sketch is adopted not only to reduce the error of input point but to substantiate the shape o) the conceptual design effectively. The designer can see the drawing result immediately after stroking some curves. The shape can also be modified by stroking curves repeatedly and be confirmed the modified shape in real time. However, the multi-strokes based sketch needs to manage the great amount of input data. Therefore, the drawing space is divided into the limited spatial cubical grids and the movable infernal vertex in each spatial grid is implemented and used to define the surface by the multi-strokes. We implemented the spatial sketching system which allows the concept designer's intention to 3D model data efficiently.

Live-Action VR Re-lighting Pipeline Using Depth Information (깊이 정보를 활용한 실사 VR의 리라이팅 파이프라인)

  • Baek, Kwang-Ho;Lee, Junsang
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.9
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    • pp.1214-1219
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    • 2018
  • A variety of VR contents are being introduced as of 2017. VR contents are concentrated in the genre of games and interactive because of the difficulty of $360^{\circ}$ shooting production environment. Live action $360^{\circ}$ VR content has many problems due to the difficulty of the production environment. In this paper, a three - dimensional information value is generated in binocular disparity of a real image by using a re-light technique based on real image data. The generated 3D information values are combined with a technique of converting the depth information into a depth map and a re-light technique by installing virtual lighting on the surface formed in the 3D space. In order to solve the problem of lighting exposure, we apply the technique of re-lighting to the VR production pipeline by comparing and analyzing the result image of actual image and virtual image data.

Dynamic Remeshing for Real-Time Representation of Thin-Shell Tearing Simulations on the GPU

  • Jong-Hyun Kim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.12
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    • pp.89-96
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    • 2023
  • In this paper, we propose a GPU-based method for real-time processing of dynamic re-meshing required for tearing cloth. Thin shell materials are used in various fields such as physics-based simulation/animation, games, and virtual reality. Tearing the fabric requires dynamically updating the geometry and connectivity, making the process complex and computationally intensive. This process needs to be fast, especially when dealing with interactive content. Most methods perform re-meshing through low-resolution simulations to maintain real-time, or rely on an already segmented pattern, which is not considered dynamic re-meshing, and the quality of the torn pattern is low. In this paper, we propose a new GPU-optimized dynamic re-meshing algorithm that enables real-time processing of high-resolution fabric tears. The method proposed in this paper can be used for virtual surgical simulation and physics-based modeling in games and virtual environments that require real-time, as it allows dynamic re-meshing rather than pre-split meshes.

An Analysis on the Omni-Channel Strategy of Distribution Enterprise in Domestic and International (국내·외 유통업체의 옴니채널 전략 활용현황 분석)

  • Oh, Jung-Ah
    • Korean Institute of Interior Design Journal
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    • v.25 no.5
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    • pp.111-120
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    • 2016
  • Unlike the past, brick-and-mortar is no longer on the priority list for the shopping activity. Instead, it is replaced by various non-store shopping alternatives, such as Internet, TV, catalog, mobile, etc. As consumers engage digitally, they made fewer trips to stores. Especially, as mobile shopping made the price comparison possible while shopping in the store, new shopping trend of 'showrooming' came to the fore as the serious issue. In order to cope with the this crisis, many brick-and-mortar retailers utilize omni-channel strategy for their countermeasure. This research paper is to suggest the omni-channel strategy that is applicable for the brick-and-mortar retailers. The results are as follows. First, in order to set up the connected-channel shopping environment, consumers have to be exposed to the environment that can deliver the continuous brand experience under the same price policy, brand and store management, etc, as integrating the various purchasing channels into one. Especially, in-store environment needs to change for the place where consumer experience is stressed for the most as using virtual reality devices with augmented reality technology. Also, the online digital kiosk, and tablet that consumer can order the products through the online channel while shopping in-store Second, the barrier-free in-store environment should be offered in order to increase the consumer convenience. This change will allow consumer communicate with the store environment more effectively. Lastly, brick-and-mortar should extend the physical territory as utilizing the offline's advantage and disadvantage through setting up the digital interactive wall or pop-up store for increasing the opportunity of customer interaction with the store. Moreover, visiting service for the elderly, housewife with the baby, or disabled person will be one of the effective substitute.