• Title/Summary/Keyword: multi-user virtual environment

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

  • Kim, Lae-Hyun;Kim, Juh-Han;Ko, Heedong;Choe, ByungKyun
    • Journal of the Korea Computer Graphics Society
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    • v.3 no.1
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    • pp.29-36
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    • 1997
  • Most Virtual Reality Systems have been developed to support only a single user on a stand-alone system. With increasing availability of Internet, many people are taking strong interests in distributed Virtual Reality : the virtual environment is shared by many paticipants interacting over the network. To support sharing virtual environment and interactions on a network, we developed novel contributions to 3D world description and a network model. Interactive 3D world description is based on VRML, which is extended to support multi-user interactions. Then network model in our system consists of an architecture and a set of protocols for realizing a multi-user interactive shared 3D environment in IP multicast environment.

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Multimodal Interface Control Module for Immersive Virtual Education (몰입형 가상교육을 위한 멀티모달 인터페이스 제어모듈)

  • Lee, Jaehyub;Im, SungMin
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.5 no.1
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    • pp.40-44
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    • 2013
  • This paper suggests a multimodal interface control module which allows a student to naturally interact with educational contents in virtual environment. The suggested module recognizes a user's motion when he/she interacts with virtual environment and then conveys the user's motion to the virtual environment via wireless communication. Futhermore, a haptic actuator is incorporated into the proposed module in order to create haptic information. Due to the proposed module, a user can haptically sense the virtual object as if the virtual object is exists in real world.

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Protection Management for Guaranteed User-Driven Virtual Circuit Services in Dynamic Multi-domain Environments: Design Issues and Challenges

  • Lim, Huhnkuk
    • ETRI Journal
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    • v.37 no.2
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    • pp.369-379
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    • 2015
  • Fault management of virtualized network environments using user-driven network provisioning systems (NPSs) is crucial for guaranteeing seamless virtual network services irrespective of physical infrastructure impairment. The network service interface (NSI) of the Open Grid Forum reflects the need for a common standard management API for the reservation and provisioning of user-driven virtual circuits (VCs) across global networks. NSI-based NPSs (that is, network service agents) can be used to compose user-driven VCs for mission-critical applications in a dynamic multi-domain. In this article, we first attempt to outline the design issues and challenges faced when attempting to provide mission-critical applications using dynamic VCs with a protection that is both user-driven and trustworthy in a dynamic multi-domain environment, to motivate work in this area of research. We also survey representative works that address inter-domain VC protection and qualitatively evaluate them and current NSI against the issues and challenges.

Authoring Personal Virtual Studio Using Tangible Augmented Reality (탠저블 증강현실을 활용한 개인용 가상스튜디오 저작)

  • Rhee, Gue-Won;Lee, Jae-Yeol;Nam, Ji-Seung;Hong, Sung-Hoon
    • Korean Journal of Computational Design and Engineering
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    • v.13 no.2
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    • pp.77-88
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    • 2008
  • Nowadays personal users create a variety of multi-media contents and share them with others through various devices over the Internet since the concept of user created content (UCC) has been widely accepted as a new paradigm in today's multi-media market, which has broken the boundary of contents providers and consumers. This paradigm shift has also introduced a new business model that makes it possible for them to create their own multi-media contents for commercial purpose. This paper proposes a tangible virtual studio using augmented reality to author multi-media contents easily and intuitively for personal broadcasting and personal content generation. It provides a set of tangible interfaces and devices such as visual markers, cameras, movable and rotatable arms carrying cameras, and miniaturized set. They can offer an easy-to-use interface in an immersive environment and an easy switching mechanism between tangible environment and virtual environment. This paper also discusses how to remove inconsistency between real objects and virtual objects during the AR-enabled visualization with a context-adaptable tracking method. The context-adaptable tracking method not only adjusts the locations of invisible markers by interpolating the locations of existing reference markers, but also removes a jumping effect of movable virtual objects when their references are changed from one marker to another.

A Study on Presence of Collaboration based Multi-user Interaction in Immersive Virtual Reality (몰입형 가상현실에서의 협업 기반 다수 사용자 상호작용의 현존감에 관한 연구)

  • Park, Seongjun;Park, Wonjun;Heo, Hayoung;Kim, Jinmo
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.11-20
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    • 2018
  • This study proposes collaboration based multi-user interaction to provide improved presence and satisfying experience to multiple HMD users in immersive virtual reality. The core of the proposed multi-user interaction is to present the direction in which HMD users in virtual reality environment can interact through communication and collaboration with each other based on their separate roles and behaviors. Each user in the virtual collaborative environment uses a hand to interact with a virtual environment or virtual objects. Based on the basic structure, this study designs methods (synchronization and communication) that can be achieved a common goal together through communication and collaboration. Then, this study creates a virtual reality application of arcade genre that considers communication and collaboration in order to verify whether the proposed multi-user interaction provides improved presence and satisfaction experience. And, the survey experiments are conducted for participants. Through these processes, it is confirmed that the interaction in the proposed immersive virtual collaborative environments provide the presence and experience that is satisfactory to all users.

Haptic Display in Multi-user Virtual World (다중 참여자 가상환경에서의 촉각상호작용기술)

  • Choi, Hyouk-Ryeol;Ryew, Sung-Moo
    • Journal of the Korean Society for Precision Engineering
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    • v.16 no.5 s.98
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    • pp.112-123
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    • 1999
  • Virtual reality is becoming a powerful tool for various applications such as training, entertainment, surgery, tele-robotics etc. One potential use for virtual reality is to allow several users to interact in a single virtual environment, for example several students sitting in front of different computers connected over a network. In this paper, we present a loosely coupled architecture of haptic display in the multi-user virtual world. The method of controlling haptic devices as well as the way of configuring individual haptic display system are addressed. We will develop an experimental virtual reality system for two remote users and conclude with an experimental work for the task of a multi-player ping-pong and grasping of a common object.

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A Study on the Control technique of the Real-Time over the Environment of Graphic User Interface Using VxD. (VxD를 이용한 GUI환경에서의 실시간 제어기법에 관한 연구)

  • 장성욱;이진걸
    • 제어로봇시스템학회:학술대회논문집
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    • 2000.10a
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    • pp.120-120
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    • 2000
  • In this study, in order to control real system under the environment of graphic user interface, study on the technique which can control real system without additional hardware drivers using virtual machine driver operated on the windows operating system. Consider the problem which is the error and the delay of a sampling time on the multi task processing through the load test of the experiment using graphic user interface.

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Audience Interaction for Virtual Reality Theater (VR 극장을 위한 관객인터랙션)

  • 안상철;김익재;김형곤
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.1
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    • pp.50-58
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    • 2003
  • Recently we have built a VR(Virtual Reality) theater in Kyongju, Korea, which combines the advantages of VR and IMAX theater. The VR theater provides a virtual environment for several hundreds of people at the same time. The VR theater can be characterized by a single shared screen and by multiple inputs from several hundreds of people. In this case, multi-user interaction is different from that of networked VR systems and must be reconsidered. This paper defines the multi-user interaction in such a VR theater as Audience Interaction, and discusses key issues for the implementation of the Audience Interaction. This paper also presents a real implementation example in the Kyongju VR theater.

The Study of the Analysis of a User's Perception of Screen Component for Inducing Emotion in the 3D Virtual Reality Environment (3차원 가상현실 환경에서의 감성 유발 화면 구성 요소에 대한 사용자 인식 분석 연구)

  • Han, Hyeong-Jong
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.165-176
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    • 2018
  • With the development of information and communication technology, the possibility of utilizing 3D virtual reality in education has been sought. Especially, the screen composition in the virtual reality has the possibility of inducing the emotion of the user which may affect the learning. However, there is little research on what aspects of the screen can cause emotions. The purpose of this study is to analyze the user's perception of screen components inducing emotion in virtual reality learning environment. Using Multi Dimensional Scaling (MDS), the user's perception of the main screen in a representative virtual reality learning environment platform was investigated. As a result, the dimension of depth on the screen and the dynamics of the avatar related to the movement were confirmed. This study is meaningful to explore technical variables that can induce emotions among screen elements in virtual reality contents.

Implementation of Metaverse Virtual World using Unity Game Engine (유니티 게임엔진을 활용한 메타버스 가상세계 구현)

  • Gang In Lee;Seok Ho Han;Yong-Hwan Lee
    • Journal of the Semiconductor & Display Technology
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    • v.22 no.2
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    • pp.120-127
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    • 2023
  • Recently, metaverse has attracted great attention worldwide with the development of related technologies and the demand for on-tact systems. The ideal metaverse should constitute a virtual world more similar to the realistic society with physical interactions. However, there are many constraints when we construct a virtual world using the existing commercialized metaverse platform. In this paper, we design and implement a university campus-based metaverse which minimizes the constraints, and create a virtual environment maps very similar to the real-world using Unity engine, Photon cloud and Playfab SDK for multi-user accessible to virtual world as a personal avatar. Also, this work includes attractive interaction based on exchange between users. Lastly, we illustrate our implemented metaverse works on Android phone, and it works without difficulty in terms of performance.

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