• 제목/요약/키워드: increasing reality

검색결과 449건 처리시간 0.029초

건축화 도구로서의 다이어그램에 관한 연구 (A Study on the Use of Diagram for the Process of Architecturalization)

  • 김정애;김동진
    • 한국실내디자인학회논문집
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    • 제16권2호
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    • pp.71-78
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    • 2007
  • This study began from the idea that new materials and awareness in the modern society demand new methods in architecture and focused on diagrams as the tool many modern architects use in their process of architectural design. Therefore, the purpose is re-finding the potential of diagrams as profilerating architectural design media by examining mentions of architects about diagrams, investigating diagrams used in design process and treating comments referring to diagrams, by redefining the meaning of the contemporary architecture and of diagrams in architecture, and by grasping the various methods of use and its process. The design process using diagrams produces synthetic or reasonable process dissimilar to previous processes. Where diagrams are mainly used as tools to relate the segregated parts compressively. On the other hand reasonable process concerns reasonable design advancement to satisfy various requirements or conditions in reality, where diagrams are used as tools offering its phase in the whole structure of various information and relating steps of design each other. Dealing synthetically in the various steps of design process with the various properties originally obtained, proposing a new type of architecture by increasing thoughts and leaving the design process open-fluid, offering process and results having the same value as design process, and satisfying requirements in reality most reasonably, diagrams working in the above-mentioned design process have the potential to narrow the schism among theory, practice and criticism in contemporary architecture.

A Study on Projection Conversion for Efficient 3DoF+ 360-Degree Video Streaming

  • Jeong, Jong-Beom;Lee, Soonbin;Jang, Dongmin;Kim, Sungbin;Lee, Sangsoon;Ryu, Eun-Seok
    • 방송공학회논문지
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    • 제24권7호
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    • pp.1209-1220
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    • 2019
  • The demand for virtual reality (VR) is rapidly increasing. Providing the immersive experience requires much operation and many data to transmit. For example, a 360-degree video (360 video) with at least 4K resolution is needed to offer an immersive experience to users. Moreover, the MPEG-I group defined three degrees of freedom plus (3DoF+), and it requires the transmission of multiview 360 videos simultaneoulsy. This could be a burden for the VR streaming system. Accordingly, in this work, a bitrate-saving method using projection conversion is introduced, along with experimental results for streaming 3DoF+ 360 video. The results show that projection conversion of 360 video with 360lib shows a Bjontegaard delta bitrate gain of as much as 11.4%.

다자참여형 3차원 가상환경 시스템 구현 (Implementation of Multi-user 3D Virtual Environment System on a local area network)

  • 김래현;김주한;고희동;최병균
    • 한국컴퓨터그래픽스학회논문지
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    • 제3권1호
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    • pp.29-36
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    • 1997
  • 기존의 많은 가상현실시스템은 단일 사용자를 위한 단일 시스템으로 개발되었다. 그러나 최근의 증가 되는 인터넷등 통신망의 이용가치로 인해 많은 사람들이 분산 가상 현실- 네트워크를 통해 다수의 참여자가 상호작용을 공유하는 가상 환경- 기술에 큰 관심을 가지게 되었다. 본 연구에서는 LAN상에서 가상환경과 상호작용을 공유하기 위해서 3차원 가상세계표현화 네트워크 모델에 관한 연구를 하였다. 상호작용이 가능한 3차원 가상세계표현은 멀티유저 환경을 지원하도록 확장한 VRML을 기반으로 하였고 네트워크 모델은 IP멀티캐스트 환경하에서 멀티유저와 상호작용을 지원하고 3차원 가상 세계를 공유하도록 하는 구조와 프로토콜로 구성되었다.

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인테리어 사무실 경영 전략을 위한 인터넷의 활용 제안 (A Proposal for Approaching Internet to Interior Design firm Management Strategy)

  • 최용수
    • 한국실내디자인학회논문집
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    • 제33호
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    • pp.99-105
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    • 2002
  • As a new environment, the Internet proposes to us the innovation of our life. New information technologies(IT) have enabled and stimulated new organizational forms. Electronic Commerce is the new economy that changes the pattern of our life and the form of business transaction. Electronic Commerce is rapidly growing due to the increasing of internet user and the development of information technology. With the emergence of the Internet, a totally new business, the electronic commerce(EC) is emerging. Internet EC brings in many benifits to the organization such as reduced costs, fast turnaround, better customer service, and in some firms strategic advantage over their competitors. As a newly created interior design paradigm, this proposal presents its utmost advantage, interlocking interior design firm management with virtual reality of internet. Appropriately interacting on-line with off-line in virtual reality of internet improves the image of interior design firm and makes the best use of its identity in marketing. This application can rightly attract consumers' interest. Analyzing the market, the most important thing in marketing is to anticipate consumers' existing and possible demand in future. In other word, servicing consumers with idea efficiently is competence. As the point of management, to maximize managing value in interior design proposes the application of internet to management strategy of interior design firm

University Virtual Environment for Attention Enhancement

  • Kang, Dong-Ju;Kim, Sun-I.
    • 대한의용생체공학회:의공학회지
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    • 제23권2호
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    • pp.155-163
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    • 2002
  • Attention Deficit Hyperactivity Disorder(ADHD) is a childhood syndrome characterized by short attention span. impulsiveness, and hyperactivity, which often leadㄴ to learning disabilities and various behavioral problems. For the treatment of ADHD, medication and cognitive-behavior therapy is applied in recent yearn Although psycho-stimulant medication has been widely used for many rears. current findings suggest that, as the sole treatment for ADHD, it is an inadequate form of intervention in that parents don't want their child to use drug and the effects are limited to the period in which the drugs are physiologically active. On the other hand, EEG biofeedback treatment studies for ADHD have reported promising results not only in significant reductions in hyperactive, inattentive, and disruptive behaviors, but also improvements in academic performance and IQ scores. However it is too boring for children to finish the whole treatment. The recent increase in computer usage in medicine and rehabilitation has changed the way health care is delivered. Virtual Reality technology provides specific stimuli that can be used in removing distractions and providing environments that get the subjects'attention and increasing their ability to concentrate. VR technology can hold a patient's attention for a longer period of time than other methods can, because VR is immersive, interactive and imaginal. Based on these aspects, we developed Attention Enhancement System (AES) using VR technology, EEG biofeedback, and cognitive training method for enhancing attention and made a clinical trial to people who have attention difficulty and behavioral problems.

가상현실 기반 토탈스테이션 훈련 콘텐츠 개발 (Virtual Reality based Total Station Training Content Development)

  • 임다미;김상연
    • 디지털콘텐츠학회 논문지
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    • 제18권4호
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    • pp.631-639
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    • 2017
  • 기술공학 분야 직업훈련에서 체험, 실습 중심의 학습을 위한 가상훈련 콘텐츠 개발과 활용이 증가하고 있다. 가상훈련은 실제 장비, 작업 환경과 유사한 학습 환경에서 반복적으로 안전하게 교육이 가능하고, 이는 학습자들이 실제 작업 현장에서 장비를 구동하는 데에 도움이 된다는 장점을 가진다. 본 연구에서는 가상현실 기술을 활용하여 이론 학습과 다양한 상황에서의 실습이 가능한 "토탈스테이션과 GNSS를 이용한 측량" 콘텐츠를 개발하고, 이에 대한 사용자 경험을 탐색하고자 하였다. 사용자들은 본 콘텐츠에 높은 흥미와 몰입감, 인지된 학습 효과성, 만족도를 보였다.

슈퍼컴퓨팅 기반의 공학해석 서비스 제공을 위한 멀티 뷰 지원 VR/AR 가시화 시스템 개발 (Multi-View Supporting VR/AR Visualization System for Supercomputing-based Engineering Analysis Services)

  • 서동우;이재열;이상민;김재성;박형욱
    • 한국CDE학회논문집
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    • 제18권6호
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    • pp.428-438
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    • 2013
  • The requirement for high performance visualization of engineering analysis of digital products is increasing since the size of the current analysis problems is more and more complex, which needs high-performance codes as well as high performance computing systems. On the other hand, different companies or customers do not have all the facilities or have difficulties in accessing those computing resources. In this paper, we present a multi-view supporting VR/AR system for providing supercomputing-based engineering analysis services. The proposed system is designed to provide different views supporting VR/AR visualization services depending on the requirement of the customers. It provides a sophisticated VR rendering directly dependent on a supercomputing resource as well as a remotely accessible AR visualization. By providing multi-view centric analysis services, the proposed system can be more easily applied to various customers requiring different levels of high performance computing resources. We will show the scalability and vision of the proposed approach by demonstrating illustrative examples with different levels of complexity.

레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작 (VR Content Development for Racing Drone Control Training)

  • 김정은;우탁
    • 한국게임학회 논문지
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    • 제18권3호
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    • pp.113-122
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    • 2018
  • 본 논문에서는 효과적인 레이싱 드론 조종 훈련을 위한 VR 콘텐츠의 기획 및 제작에 대해 다루고자 한다. 실제 환경에서의 직접적인 레이싱 드론 조종 훈련은 공간적, 경제적 한계점이 분명한데, 이러한 한계점에 대한 해결책으로 VR 기반 드론 잠입액션 게임 의 제작을 통해 제시하고, 효과적인 드론 조종 능력 증진을 강구하고자 한다. 특히 FPV 고글과 HMD 기반 VR의 유사성을 활용하여 실제와 유사한 환경에서의 가상현실 콘텐츠를 기획하였으며, 레이싱 드론과 드론 레이싱에서 사용되는 구조물의 특징을 고려하여 가상 드론과 맵 및 장애물을 디자인하였다. 또한 점진적으로 증가하는 장애물의 난이도를 통해 사용자의 몰입도와 현존감을 높이고자 하였다.

API 후킹 모듈을 이용한 개인 방화벽 운용 시스템 (Personal Firewall Operating System Using API Hooking Modules)

  • 한종길;김종찬;반경진;김치용;김응곤
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2011년도 추계학술대회
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    • pp.551-553
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    • 2011
  • 네트워크 구축 시 방화벽 설치에 대한 어려움이 있으며, 이를 운용하기에 막대한 비용이 요구된다. 개인용 컴퓨터에 홈 네트워크 방화벽을 구축하기에는 경제적으로 많은 부담이 된다. 이러한 경제적 부담에 의해 각 가정에 대해 방화벽을 구축하지 않고 개인용 PC들은 기업용 방화벽을 적용해서 방화벽 내부 해킹에 대해서 많은 문제점이 나타난다. 본 논문에서는 API 후킹 모듈을 이용한 개인 방화벽 운용에 관한 것으로 휴대용 저장장치에 쓰기 및 삭제가 불가한 영역을 형성하였다. 그리고 해당 영역으로 API 후킹을 위한 알고리즘을 제안하였다. 제안한 알고리즘은 개인용 컴퓨터에 방화벽 설치 및 활용이 손쉽게 이루어져 사용 편의성을 증대시킬 수 있을 것으로 사료된다.

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다문화사회의 사회복지실천의 영향연구 (A Study on the Effect of Social Welfare Practice in Multicultural Society)

  • 정독동;윤명길
    • 웰빙융합연구
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    • 제1권1호
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    • pp.14-20
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    • 2018
  • This study focuses on the understanding of social workers' needs for cultural competence and understanding its meaning. And furthermore, this study describes Korean cultural competence and how it is viewed in Korean reality where social workers are. Therefore, this study suggests this research idea based on previous researches data and discussed issues. Particularly considering the unique nature of Korean social welfare site involving multicultural, the role of advocacy is considered essential to Korea. Also, it is necessary and unavoidable part of the perspective of a social justice. Currently, with increasing international marriage, Korean society is rapidly moving toward a multicultural society. This means that we need to promote the ongoing multicultural understanding education to improve and enhance multicultural education system. But, the real effect of the multicultural understanding education in reality of the situation represent just other culture introduction, thus, most of the ongoing multicultural understanding education systems are insufficient to improve the multicultural competence. Korea still has a long way to go before becoming a full-fledged multicultural society. A multicultural society can bring diversity and rich life. Therefore, social workers with deep Korean multicultural competence should be increased in Korean changing multicultural society.