• Title/Summary/Keyword: unity 3D

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Artistic Emotional expression of Image distortion based on the magnetic force and user Immersion Through the Convergence of Art and Science Technology (예술과 과학 기술의 융합을 통한 자기력기반 이미지 왜곡의 예술적 감성표현과 사용자 몰입)

  • Kim, Kyoung-Nam;Lee, Myoun-Jae
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.457-463
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    • 2015
  • The image distortion field has been studied and applied variously in the fields of engineering and art. This research is to express artistic sense by using the engineering technology on image distortion. In order to do this, the paper first examines the aesthetic interpretations on artistic expressions of image distortion. Then, it explains that image distortion using magnetic force can be an artistic expression method and includes user immersion elements. In addition, it demonstrates that image distortion can be used as an artistic emotional expression based on interaction. This research will contribute to the production and development of creative emotional contents through the convergence of scientific technology and art.

Object Recognition and Target Tracking Using Motion Synchronization between Virtual and Real Robots (가상로봇과 실제로봇 사이의 운동 동기화를 통한 물체 인식 및 목표물 추적방안)

  • Ahn, Hyeo Gyeong;Kang, Hyeon Jun;Kim, Jin Beom;Jung, Ji Won;Ok, Seo Won;Kim, Dong Hwan
    • Journal of the Korean Society of Manufacturing Technology Engineers
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    • v.26 no.1
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    • pp.20-29
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    • 2017
  • Motion synchronization between developed real and virtual robots for object recognition and target tracking is introduced. ASUS's XTION PRO Live is implemented as a sensor and configured to recognize walls and obstacles, and perceive objects. In order to create virtual reality, Unity 3D is adopted to be associated with the real robot, and the virtual object is controlled by using an input device. A Bluetooth serial communication module is used for wireless communication between the PC and the real robot. The motion information of a virtual object controlled by the user is sent to the robot. Then, the robot moves in the same way as the virtual object according to the motion information. Through motion synchronization, two scenarios, which map the real space and current object information with virtual objects and space, were demonstrated, yielding good agreement between the two spaces.

Magnetic Turbulence Associated with Magnetic Dipolarizations in the Near-Tail of the Earth's Magnetosphere: Test of Anisotropy

  • Lee, Ji-Hee;Lee, Dae-Young;Park, Mi-Young;Kim, Kyung-Chan;Kim, Hyun-Sook
    • Journal of Astronomy and Space Sciences
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    • v.28 no.2
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    • pp.117-122
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    • 2011
  • In this paper, the anisotropic nature of the magnetic turbulence associated with magnetic dipolarizations in the Earth's plasma sheet is examined. Specifically, we determine the power spectral indices for the perpendicular and parallel components of the fluctuating magnetic field with respect to the background magnetic field, and compare them in order to identify possible anisotropic features. For this study, we identify a total of 47 dipolarization events in February 2008 using the magnetic field data observed by the THEMIS A, D and E satellites when they are situated near the neutral sheet in the near-Earth tail. For the identified events, we estimate the spectral indices for the frequency range from 1.3 mHz to 42 mHz. The results show that the degree of anisotropy, as defined by the ratio of the spectral index of the perpendicular components to that of the parallel component, can range from ~0.2 to ~2.6, and there are more events associated with the ratio greater than unity (i.e., the perpendicular index being greater than the parallel index) than those which are anisotropic in the opposite sense. This implies that the dipolarization-associated turbulence of the magnetic field is often anisotropic, to some non-negligible degree. We then discuss how this result differs from what the theory of homogeneous, anisotropic, magnetohydrodynamic turbulence would predict.

Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2297-2304
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    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

A Study on the Augmented Reality Display for Educating Power Tiller Operator using Chroma-key (크로마키를 이용한 증강현실 영상출력 연구)

  • Kim, Yu Yong;Noh, Jae Seung;Hong, Sun Jung
    • Journal of agriculture & life science
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    • v.51 no.1
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    • pp.205-212
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    • 2017
  • This study aimed to output augmented reality display using chroma-key so that power tiller simulator can be operated smoothly while wearing the head mounted display. In this paper, we propose a chroma-eliminating image filtering method. Experimental results show that the maximum and minimum values of hue, saturation and intensity were 0.52, 0.153, 0.57, 0.16, 1, and 0.12, respectively. A keypad was used to set the initial position of augmented reality adjusted with the front, back, top, bottom, left, and right buttons. The initial position value is always maintained and managed according to the trailer attachment and detachment. Finally, we show that the augmented reality merged with virtual image and the acquired image of operation device using coordinate values obtained from the HMD and the position tracking sensor as relative coordinates in Unity program that is the ultimate game development platform.

Site response analysis using true coupled constitutive models for liquefaction triggering

  • Cristhian C. Mendoza-Bolanos;Andres Salas-Montoya;Oscar H. Moreno-Torres;Arturo I. Villegas-Andrade
    • Earthquakes and Structures
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    • v.25 no.1
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    • pp.27-41
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    • 2023
  • This study focused on nonlinear effective stress site response analysis using two coupled constitutive models, that is, the DM model (Dafalias and Manzari 2004), which incorporated a simple plasticity sand model accounting for fabric change effects, and the PMDY03 model (Khosravifar et al. 2018), that is, a 3D model for earthquake-induced liquefaction triggering and postliquefaction response. A detailed parametric study was conducted to validate the effectiveness of nonlinear site response analysis and porewater pressure (PWP) generation through a true coupled formulation for assessing the initiation of liquefaction at ground level. The coupled models demonstrated accurate prediction of liquefaction triggering, which was in line with established empirical liquefaction triggering relations in published databases. Several limitations were identified in the evaluation of liquefaction using the cyclic stress method, despite its widespread implementation for calculating liquefaction triggering. Variations in shear stiffness, represented by changes in shear wave velocity (Vs1), exerted the most significant influence on site response. The study further indicated that substantial differences in response spectra between nonlinear total stress and nonlinear effective stress analyses primarily occurred when liquefaction was triggered or on the verge of being triggered, as shown by excess PWP ratios approaching unity. These differences diminished when liquefaction occurred towards the later stages of intense shaking. The soil response was predominantly influenced by the higher stiffness values present prior to liquefaction. A key contribution of this study was to validate the criteria used to assess the triggering of level-ground liquefaction using true coupled effective-stress constitutive models, while also confirming the reliability of numerical approximations including the PDMY03 and DM models. These models effectively captured the principal characteristics of liquefaction observed in field tests and laboratory experiments.

Point Cloud-Based Spatial Environment Development for Near Real-Time Erection Simulation in Shipyards

  • Yeon-Jun Kim;SeungYeol Wang;Jaewon Jang;Bon-Yeong Park;Dong-Kun Lee;Daekyun Oh
    • Journal of Ocean Engineering and Technology
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    • v.37 no.6
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    • pp.247-255
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    • 2023
  • Interference and collisions often occur in the loading process at shipyards. Existing simulation methods focus primarily on resource processes and schedules, and there is a lack of real-time reflection in the complex and highly variable loading process. This study aims to develop a spatial environment incorporating real-time product data, such as hulls, and confirms its effectiveness by simulating various construction scenarios. As a method, a near real-time spatial environment based on broadband laser scanning was established, with the situation of loading heavy cargo assumed when converting an existing ship into an LNG dual-fuel propulsion ship. A case study simulation of near-real-time cargo loading processes was then conducted using Unity 3D to confirm the interference and collision risks within the spatial environment. The results indicated that interference occurred in structures previously not identified in the design data, and a collision occurred during the loading object erection phase. The simulation confirmed that the identification of interference and collision risks during the erection phase highlights the need for a relocation or removal process of potential hazards before erection takes place. An improved erection simulation that integrates near real-time data could effectively prevent interference and collision risks.

A Phytosociological Study of the Forest Communities in Mt. Palgong(I) -Pinus densiflora Forests- (팔공산(八公山) 삼림군락(森林群落)의 식물사회학적연구(植物社會學的硏究)(I) -소나무림(林)에 대해서-)

  • Cho, Hyun Je;Hong, Sung Cheon
    • Journal of Korean Society of Forest Science
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    • v.79 no.2
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    • pp.144-161
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    • 1990
  • Pine forest communities developed in Mt. Palgong, southeastern Korea, were studied phytosociologically, with special reference to multiple management of local forests, and were classified into two communities, Pinus densiflora - Quercus mongolica community(I : mountain forest) and P. densiflora-Climbing plants community (II : valley forest) and six subgroups accompanied by several subgroups. Judging from the coincidence method, the division of communities (vegetation units) was closely related to altitude and topography. Based on vegetation units, a vertical distribution map of pine forest communities was prepared. The species composition(%) of pine forest communities under stratification, in upper and lower tree layer, teas I higher than II, in middle and shrubs lacer II higher than I (Total : Upper 15.5%, Middle 28.4%, Lower 34.6%. Shrubs 21.5%. Sum of mean coverage%i of understory vegetation was II twice as high as I (Total. shrubs 28.4%. forbs 11.4%, Graminoids 11.8%, ferns 1.0%). Based on constance, coverage and d.b.h. class etc., an actual growth and occurrence table of tree species and understory vegetation by vegetation unity were prepared, and could assume a criterion for judging potential dominance-growth conditions.

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Developing an Adventure Game based on the 'Patterns' of Fun Theory for Inducting the Flow : 1 Hour (재미이론의 '패턴'에 근거하여 몰입 유발을 위한 어드벤처 게임 개발)

  • Kang, Jae-Woo;Cheo, Min-A;Um, Joo-Hee;Sung, Jae-Ho;Kim, So-Young;Kim, Hyeon-Jun;Son, Yu-Jin;Lee, Ju-Yeoun;Jang, Sae-Ri;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.303-306
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    • 2014
  • 수많은 사람들이 게임을 제작 및 개발함에 있어, 많은 학자들이 다양한 방법으로 오랜 세월에 걸쳐 연구한 게임의 인문학적 정의 및 재미 이론은 현대의 게임 개발에 있어서도 그 이론적 배경을 담당하는 주춧돌의 역할을 맡고 있다. 본 논문에서는 청강문화산업대학교 게임전공의 게임 개발 프로젝트의 일환으로 구성된 '안드로메다' 팀이 Unity 3D 엔진을 기반으로 제작한 3D 생존 어드벤처 게임 "1 Hour"를 개발한 과정을 기술하였고, 그 과정에서 재미 이론의 '패턴'에 근거하여 플레이어로 하여금 몰입을 유발시키는 어드벤처 장르의 게임 디자인을 제시하는 것을 이번 연구의 목적으로 하였다. 연구 과정은 문헌 연구 및 개발 게임("1 Hour")의 플레이 테스트 등을 통해 게임에서의 몰입의 과정을 분석하였고, 몰입 유발 효과 증명을 위해 '패턴과 몰입의 상관관계'에 대한 가설들을 수립하고 실험을 실시하여 그 결과를 분석하였다.

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