• Title/Summary/Keyword: Networked Virtual Reality

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A Scalable Networked Virtual Reality System (확장성을 고려한 네트워크형 가상현실 시스템)

  • 오세웅
    • Journal of Korea Multimedia Society
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    • v.3 no.2
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    • pp.157-163
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    • 2000
  • Introduction of motion video including live video into network virtual reality systems makes virtual spaces more attractive. To handle live video in networked virtual reality s)'stems based on VRML, the scalability of networked virtual reality systems becomes very important on the internet where the performance of the network and the end systems varies dynamically. In this paper, a new quality control algorithm suitable for scalable networked virtual reality systems with live video capability is proposed. Our approach is to introduce the notion of the importance of presence (IoP) which represents the importance of objects in virtual spaces. According to IoPs, the degree of the deterioration of each object presentation will be determined in case of the starvation of system resources.

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Networked Virtual Reality Application in Maze Environment (미로 환경에서의 네트워크 가상현실 응용의 구현)

  • Han, Hwak;Koh, Wook;Ha, Soonhoi
    • Journal of the Korea Computer Graphics Society
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    • v.2 no.2
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    • pp.37-44
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    • 1996
  • Networked virtual reality systems provide a consistent virtual world to the users, possibly distributed across long distances, and have been widely applied in the military, entertainment, and architectural areas. Large processing requirements, however, made these systems be mainly researched on the platforms of high-performance graphics workstations. This paper presents several problems when networked virtual reality systems are implemented on commodity PCs: two problems related with 3D graphical processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Resource Allocation for Networked Virtual Reality Systems (네트워크형 가상현실 시스템에서의 자원할당)

  • 오세웅
    • Journal of Korea Multimedia Society
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    • v.4 no.2
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    • pp.130-135
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    • 2001
  • When a networked virtual reality system handles composite media audio and video as well as three dimensional computer graphics, the quality of the virtual space is greatly affected by the current available network, and end system resources. Even if the network can preserve a certain amount of resources, the required resources change dynamically according to the user\`s navigation of a large virtual space, and then it may decrease the quality of the virtual space. In this paper, a method for resource allocation is proposed and the proposed system copes with the deterioration of quality of virtual spaces in case that the starvation of system resources occurs. The experimental results show that the proposed method is efficient.

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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.

Design on the Structure of VRML Authoring Tool for Multi-user (다중 사용자용 VRML Authoring Tool 구조 설계)

  • Choi, Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.2 no.1
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    • pp.59-66
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    • 2001
  • Networked Virtual Reality systems provide a consistent virtual world to the users, possibly ditributed across long distance, and have been widely applied in the military war game, network game. edutainment, architectural areas, and shopping mall etc. Large processing requirements. however. made these systems be mainly researched on the platforms of high-performence system graphics workstations. This study paper Presents several problems when networked virtual reality systems are implemented on commodity Internet : two problems related with 3D graphical Processing, and the other related with network bandwidth and transmission delay. We also suggest solutions to these problems and analyze their performance effect based on an architectural simulation application.

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Design and Implementation of IoP based Networked Virtual Reality System (중요도 기반의 네트워크형 가상현실 시스템의 설계 및 구현)

  • 강종호;임성수;김은정;오세웅
    • Proceedings of the Korea Multimedia Society Conference
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    • 2000.11a
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    • pp.471-474
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    • 2000
  • 오디오, 비디오를 취급하는 네트워크형 가상현실 시스템에서 가상공간의 품질은 사용 가능한 네트워크 린 컴퓨터의 자원에 크게 영향을 받는다. 본 논문에서는 가상공간의 품질을 제어하기 위해 IoP(Importance of Presence) 개념을 도입하고 이를 실제 네트워크형 가상현실 시스템에 적용하여 구현하였다.

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A Study on the Ride Film Appearing in Virtual Reality - the focus of Warrior of the Dawn - (가상현실에서 표출된 라이드필름 제작 사례연구 - Warrior of the Dawn 제작사례를 중심 -)

  • Kim, Tae-Hyung;Chung, Jean-Hun
    • Journal of Korea Multimedia Society
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    • v.11 no.9
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    • pp.1204-1212
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    • 2008
  • The vehicle simulation (flight simulator) in 1920's was the first in the virtual reality. With the development of precise optical and electromagnetic equipment, the virtual reality widened its application for other purposes than military one. Based on the realistic display technology, it is more and more common in the various areas such as entertainment, medical profession, learning, film, architectural design, tourism and etc. In 1989, Jaron Ranier was the first to use the terminology 'Virtual Reality'. With this term, all virtual projects could be classified in a single item. But even before the term was used, the virtual reality has been studied up to now. As a part of virtual reality, the human thirst for the impossible thing has led to the development of ride film. The ride film consists of the special technical elements as well as the psychological analysis of human being. The ultimate purpose of virtual reality is engrossment through interaction. Even though the real interaction requires interface, input sensor and reaction ability, the ride film is not an element of the typical interaction. The virtual reality is mostly defined in technical terms now. But in this study, we will analyze the concepts worked out by Professor Michael Haim who is called a philosopher in the cyberspace in aspect of experience-oriented definition. We will analyze the adaptability of virtual reality based on his concepts such as artificial reality/ interaction/ engrossment/ networked world/ remote display/ simulation/ onmon engrossment. And also, we aim to suggest the directions of developing the ride films for perfect engrossment and to draw optimized conclusion thereon. In this viewpoint, we consider that the study of ride film on which there were few case studies will contribute to level up the basic frameworks of IT technology and the digital image.

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Networked Visualization for a Virtual Bicycle Simulator (가상현실 자전거 시뮬레이터에서 시각화 네트워크)

  • Lee J.H.;Han S.H.
    • Korean Journal of Computational Design and Engineering
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    • v.9 no.3
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    • pp.212-219
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    • 2004
  • This paper presents the visualization method of the KAIST interactive bicycle simulator. The simulator consists of two bicycles of 6 DOF and 4 DOF platforms, force feedback handlebars and pedal resistance systems to generate motion feelings; a real-time visual simulator, a HMD and a beam projection system; and a 3D sound system. The system has an integrating control network with the server-client network structure for multiple simulators. The visual simulator generates dynamic images in real-time while communicating with other modules of the simulator. The operator of the simulator can have realistic visual experience of riding on a velodrome or through the KAIST campus, while being able to watch the other bicycle with an avatar.

Three Dimensional Networked Virtual Reailty Architecture Enabling Flexible Configuration Based on Function Distribution

  • Yasuyuki-KIYOSUE;Shohei-SUGAWARA;Shigeki-MASAKI;Susumu-ICHINOSE
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 1999.06a
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    • pp.23.1-28
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    • 1999
  • InterSpaceTM is an advanced networked virtual reality system that presents shared three-dimensional computer graphics (CG) worlds via the Internet where multiple users can enjoy synchronous communications with voice, video and text. Users can control their avatars as a surrogate interface. In InterSpace users can walk around and interact with other people and interact with contents. In this paper, we describe the function-distributed architecture used in InterSpace. The architecture enables flexible configuration of server functions and load distribution. It also allows users to select media and client PCs to switch servers dynamically.

NAVER : Design and Implementation of Networked Virtual Environments Based on PC Cluster (NAVER : PC 클러스터 기반의 분산가상환경 커널 설계 및 구현)

  • Park, Chang-Hoon;Ko, Hee-Dong;Changseok Cho;Ahn, Hee-Kap;Han, Yo-Sub;Kim, Tai-Yun
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.221-228
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    • 2002
  • The NAVER is based on a cluster of low-cost personal computers. The goal of NAVER is to provide flexible, extensible, scalable and re-configurable framework for the diverse virtual environments especially for Gamsung research experiments. Personal computers are divided into three servers are according to their specific functions: Render Server, Device Server and Control Server. While Device Server contains external modules requiring event-based communication for the integration, Control Server contains external modules requiring synchronous communication every frame. And, the Render Server consists of 5 managers: Scenario Manager, Event Manger, Command Manager, Interaction Manager and Sync Manager. In this paper, we discuss NAVER as effective distributed system and its application to Gamsung experiment.

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