• Title/Summary/Keyword: Virtual space construction

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The LVC Linkage for the Interoperability of the Battle Lab (Battle Lab에서의 상호운용성을 위한 LVC 연동방안)

  • Yun, Keun-Ho;Shim, Shin-Woo;Lee, Dong-Joon
    • Journal of the Korea Society for Simulation
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    • v.21 no.1
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    • pp.81-88
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    • 2012
  • In the M&S filed, The Battle Lab is available for acquisition, design, development tool, validation test, and training in the weapon system of development process. Recently, the Battle Lab in the military of Korea is still in an early stage, in spite of importance of battle lab construction. In the environment of network centric warfare, a practical use of the M&S which is connecting live, virtual and constructive model can be applied to all field of System Engineering process. It is necessary thar the Battle Lab is not restricted by time and space, and is possible for the technical implementation. In this paper, to guarantee the interoperability of live and virtual simulation, virtual simulators connect live simulators by using the tactical data link. To guarantee the interoperability of virtual and constructive simulation, both virtual simulators and constructive simulators use the RTI which is the standard tool of M&S. We propose the System that constructed the Air Defence Battle Lab. In case of the approach of target tracks, The Air Defence Battle Lab is the system for the engagement based on a command of an upper system in the engagement weapon system. Constructive simulators which are target track, missile, radar, and launcher simulator connect virtual simulators which are MCRC, battalion, and fire control center simulators using the RPR-FOM 1.0 that is a kind of RTI FOM. The interoperability of virtual simulators and live simulators can be guaranteed by the connection of the tactical data links which are Link-11B and ATDL-1.

A Study on the Evaluation of Acoustic Performance for Music Room in Middle School using Auralization (가청화(可聽化)를 이용(利用)한 중학교(中學校) 음악실(音樂室)의 음향성능평가(音響性能評價)에 관(關)한 연구(硏究))

  • Soul, Soo-Hwan;Kang, Gyu-Sun;Kim, Jae-Soo
    • Proceeding of Spring/Autumn Annual Conference of KHA
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    • 2008.04a
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    • pp.272-275
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    • 2008
  • In case a middle school music room locating in Iksan City, this space had been finished its construction work with the indiscreet sound-absorbing materials despite the music lesson is taught thereat. Accordingly, when music lesson since it sounds aridly due to insufficiency of echo and sound-volume feeling in music appreciation or music performance sound, there is some difficulty in the music lesson. For the purpose to control the obstructive factors owing to such short Reverberation Time, it optimizes the acoustic factor using Acoustic Simulation after arrangement of Acoustic Design, it has conducted a Psycho-acoustics Experiment using the Auralizational Technique that can experience the Virtual Acoustic Field at its designing stage. As the result of investigation about the acoustic satisfaction on the relevant subject space and the satisfaction with regard to the pertinent each items, it was known that the valuation on acoustic performance was evidently improved at 'after-reformation' than 'before-reformation'. It is considered that such material could be utilized as the useful material that can improve the architectural acoustic factor when construction and renovation of any middle school music room in the future.

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A Method of Patch Merging for Atlas Construction in 3DoF+ Video Coding

  • Im, Sung-Gyune;Kim, Hyun-Ho;Lee, Gwangsoon;Kim, Jae-Gon
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.259-260
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    • 2019
  • MPEG-I Visual group is actively working on enhancing immersive experiences with up to six degree of freedom (6DoF). In virtual space of 3DoF+, which is defined as an extension of 360 video with limited changes of the view position in a sitting position, looking at the scene from another viewpoint (another position in space) requires rendering additional viewpoints using multiple videos taken at the different locations at the same time. In the MPEG-I Visual workgroup, methods of efficient coding and transmission of 3DoF+ video are being studied, and they released Test Model for Immersive Media (TMIV) recently. This paper presents the enhanced clustering method which can pack the patches into atlas efficiently in TMIV. The experimental results show that the proposed method achieves significant BD-rate reduction in terms of various end-to-end evaluation methods.

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A Study on optimal Digital design Process of spatial Form Modeling (공간 모델링에 있어서 디지털 디자인 프로세스의 최적화 방안 연구)

  • Ahn, Youn;Lyu, Ho-Chang
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2006.11a
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    • pp.54-57
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    • 2006
  • The digital modeling process is visualization of designer's specific intension in digital virtual space by constructing computer and information system that fits the designer's intension and morphological characteristic of the space that to be modeled. Digital Modeling Process has been brought to attention for it's design efficiency and potentialities as new creative tool. The effect of DMP, in spacial design process has been grown from simply providing a ways to visualize designer's idea toward utilizing modeling data for real construction which includes architectural and constructional material. The purpose of this study is to find optimal methodological answers to spatial design process that is improved and specialized due to rapid improvement of digital media.

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A Study of Response Characteristics for the Interior Impulse Noise based on Interpreted Models (해석 모델 기반의 실내 충격소음 응답특성에 관한 연구)

  • Song, Kee-Hyeok;Chung, Sung-Hak
    • Journal of the Korean Society of Safety
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    • v.29 no.5
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    • pp.22-28
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    • 2014
  • This study is compare to model-based analysis and experimental data of the response characteristic of interior impulse noise. Interior impulse noise and the pressure response characteristics of the building structure on its analysis are presented the impulse pressure acting on the rear wall 90 N-sec. The force acting on the wall $CFD^{{+}{+}}$ which are compared measurement and simulation analysis. Results of simulation and measurement data were shown. In this study, a high dimension of the degree of virtual space in the numerical space of the lesser degree in order to calculate folding method was applied. The results of this study contribute safety evaluation and model development for the interior impulse noise that affects the basic data for the interior impulse noise model validate for the physical quantity prediction.

A Study of Video Reflection of a Construction Model with Digital Media (디지털 미디어를 활용한 건축모델의 영상화에 관한 연구)

  • Kang, Dong-Kyu;Lee, Chul-Jae
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.179-183
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    • 2008
  • A variety of design processes from 2D graphic to 3D models are meeting improved consumers' confidence of modern clients. However, the current design methods are limited to meet consumers' needs and express a design concept what a designer wants to show. Therefore the study here tries a test of hybrid space simulation combined with previous models and digital media technology, which can be used for multiple contents. The study can contribute to suggesting virtual space simulation that can help clients' spatial understanding in this media era and deliver emotional language of designers as well by utilizing the strong point of multi-sensible media.

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The Visibility Evaluation of the Wheel Loader by Comparing Prototype and Computer Simulation (휠로더의 시계성 평가: 프로토타입과 컴퓨터 시뮬레이션을 이용한 방법)

  • Jung, Doo-Ho
    • Journal of the Ergonomics Society of Korea
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    • v.29 no.2
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    • pp.249-255
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    • 2010
  • The visibility evaluation is significant for the development of construction equipment. The visibility evaluation follows the standards of ISO 5006, ISO 14401-1, and ISO 14401-2. The evaluation contains the operator's visibility and the visibility of rear-view mirrors. The operator's visibility includes the visibility test which requires the recognition of the rectangular line surrounding the machine by one meter and the circle with a 12 meter radius. This study describes the two evaluation processes for the development of the wheel loader. The first process is the light bulb shadow test by using a prototype wheel loader. The second process is based on computer simulation in virtual space. The advantages and disadvantages of computer simulation process are investigated.

Construction of Three Dimensional Virtual City Information Using the Web 3D (Web 3D를 이용한 3차원 가상도시공간정보 구축)

  • 유환희;조정운;이학균
    • Journal of the Korean Society of Surveying, Geodesy, Photogrammetry and Cartography
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    • v.20 no.2
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    • pp.119-126
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    • 2002
  • Recently, as advancing the technologies for Web 3D and Virtual Reality, the studies have been progressed actively to provide three dimensional information on the web. Especially, the various applications for providing urban information in 3D space have been developed using EAI(External Authoring Interface) that serves an interface between VRML(Virtual Reality Modeling Language), standard language for embodying virtual reality, and JAVA applet in HTML. In this study, as constructing 3D virtual city information using Digital Map, IKONOS satellite image, VRML and so on, we could provide users which need several information with building location and various urban living information. In addition, applying 3D skills such as texturing, panorama and navigation, users were enabled to perform various route searching and scenery analysis. Finally, to serve urban living information in real time, we designed to search information faster through interfacing database and to update data using ASP(Active Server Page) on web.

Example of Application of Drone Mapping System based on LiDAR to Highway Construction Site (드론 LiDAR에 기반한 매핑 시스템의 고속도로 건설 현장 적용 사례)

  • Seung-Min Shin;Oh-Soung Kwon;Chang-Woo Ban
    • Journal of the Korean Society of Industry Convergence
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    • v.26 no.6_3
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    • pp.1325-1332
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    • 2023
  • Recently, much research is being conducted based on point cloud data for the growth of innovations such as construction automation in the transportation field and virtual national space. This data is often measured through remote control in terrain that is difficult for humans to access using devices such as UAVs and UGVs. Drones, one of the UAVs, are mainly used to acquire point cloud data, but photogrammetry using a vision camera, which takes a lot of time to create a point cloud map, is difficult to apply in construction sites where the terrain changes periodically and surveying is difficult. In this paper, we developed a point cloud mapping system by adopting non-repetitive scanning LiDAR and attempted to confirm improvements through field application. For accuracy analysis, a point cloud map was created through a 2 minute 40 second flight and about 30 seconds of software post-processing on a terrain measuring 144.5 × 138.8 m. As a result of comparing the actual measured distance for structures with an average of 4 m, an average error of 4.3 cm was recorded, confirming that the performance was within the error range applicable to the field.

The Improvement of Mouse-Keyboard Control UI for 3D VR Contents (3차원 VR 콘텐츠의 마우스-키보드 조작 UI 개선)

  • Roh Hwan-Bum;Seo Jong-Hwan
    • The Journal of the Korea Contents Association
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    • v.5 no.6
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    • pp.184-192
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    • 2005
  • The best way to express space effectively on internet is to use 3D VR(Virtual Reality) contents. But it is too difficult to control the 3D VR space with the 2D device. So the content makers cannot solve this problem easily. Besides they define the UI control in their own subjective way which makes the users confused. The purpose of this study is to present the grounds for the Control UI standardization by studying the deriving improvement direction. First of all, we categorize current control UI designs for space-VR on web service by controlling method features into three Types. Next we itemize the main improvement direction that is based on our analysis. First, the UI design that maintains for a typical 2D Input Device method to help the beginner users. Secondly, the concise UI that allows users to Immerse easily in VR. Thirdly, the control level construction that satisfies both users who are skillful at 3D games and users who have little experience with these devices. In this way, we propose the most suitable control UI model that satisfies these improvement directions. We expect the result of our study to serve as an important basis for the standardization of VR services.

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