• Title/Summary/Keyword: VRML

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A Design and Implementation of the Cyber Fossil Museum Based on WWW (웹 기반 사이버 화석 박물관의 설계 및 구현)

  • Han, Seol-Heum;Choi, Yong-Yub;Hong, Sung-Soo
    • Journal of The Korean Association of Information Education
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    • v.2 no.2
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    • pp.278-285
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    • 1998
  • Computer users frequently request large scale multimedia data such as images. voice, video rather than conventional formal data. Data in virtual fossil museum are represented as points, shape, location in multidimensional space and interrelation with other spatial object. Informations in virtual fossil museum should be maintained to manipulate spatial object and non-spatial object. In this report we propose virtual fossil museum which is consisted of two parts. In the first step, basic system is implemented in internet for non-specialist such as primary students. This system is implemented based on visual multimedia information system so that non-specialist about computer can access easily. In the second step, expert system is designed which allows computer users can store, magnify, reduce, and retrieve the spatial data. This expert system uses animation, spatial query and VRML.

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A Study on the Implementation of Multi-touch model using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 멀티터치 모델 구현에 관한 연구)

  • Kang, Im-Chul;Kim, Beom-Seok;Hur, Gi-Taek;Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.10 no.4
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    • pp.83-90
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    • 2010
  • In this paper, we use VR technologies including touch processing technologies and haptic devices to offer touch of fish objects to users. The Omni, a kind of haptic device and made by Sensable Inc., is used to implement multi touch model in VR space. In addition, Matlab/Simulink and proSENSE Virtual Touch Toolbox of Handshake Inc., are used as programing tools. Functions needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of fish objects modeled with 3D. Such movements offer realistic physical interactions to two users controlling multi point respectively. In experiment, to perceive the appearance of 3D object by touch and to feel the respiration by touch are well conducted. We also verify that it is possible to develop games or contents through multi participation in VR Space by using multi point.

Stereok Matching based on Intensity and Features for Images with Background Removed (배경을 제외한 영상에서 명암과 특징을 기반으로하는 스테레오 정합)

  • Choe, Tae-Eun;Gwon, Hyeok-Min;Park, Jong-Seung;Han, Jun-Hui
    • Journal of KIISE:Software and Applications
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    • v.26 no.12
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    • pp.1482-1496
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    • 1999
  • 기존의 스테레오 정합 알고리즘은 크게 명암기반기법과 특징기반기법의 두 가지로 나눌 수 있다. 그리고, 각 기법은 그들 나름대로의 장단점을 갖는다. 본 논문은 이 두 기법을 결합하는 새로운 알고리즘을 제안한다. 본 논문에서는 물체모델링을 목적으로 하기 때문에 배경을 제거하여 정합하는 방법을 사용한다. 이를 위해, 정합요소들과 정합유사함수가 정의되고, 정합유사함수는 두 기법사이의 장단점을 하나의 인수에 의해 조절한다. 그 외에도 거리차 지도의 오류를 제거하는 coarse-to-fine기법, 폐색문제를 해결하는 다중윈도우 기법을 사용하였고, 물체의 표면형태를 알아내기 위해 morphological closing 연산자를 이용하여 물체와 배경을 분리하는 방법을 제안하였다. 이러한 기법들을 기반으로 하여 여러가지 영상에 대해 실험을 수행하였으며, 그 결과들은 본 논문이 제안하는 기법의 효율성을 보여준다. 정합의 결과로 만들어지는 거리차 지도는 3차원 모델링을 통해 가상공간상에서 보여지도록 하였다.Abstract Classical stereo matching algorithms can be classified into two major areas; intensity-based and feature-based stereo matching. Each technique has advantages and disadvantages. This paper proposes a new algorithm which merges two main matching techniques. Since the goal of our stereo algorithm is in object modeling, we use images for which background is removed. Primitives and a similarity function are defined. The matching similarity function selectively controls the advantages and disadvantages of intensity-based and feature-based matching by a parameter.As an additional matching strategy, a coarse-to-fine method is used to remove a errorneous data on the disparity map. To handle occlusions, multiple windowing method is used. For finding the surface shape of an object, we propose a method that separates an object and the background by a morphological closing operator. All processes have been implemented and tested with various image pairs. The matching results showed the effectiveness of our method. From the disparity map computed by the matching process, 3D modeling is possible. 3D modeling is manipulated by VRML(Virtual Reality Manipulation Language). The results are summarized in a virtual reality space.

Realization of 3D Human's bone, Alimentary Canal and Cardiovascular system by Internet (인터넷 기반에서의 3차원 시뮬레이션을 위한 인체골격과 내부 장기 및 심장혈관계의 구현)

  • 강득찬;박무훈
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2002.05a
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    • pp.181-184
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    • 2002
  • Currently, the lack of equipments for the medical practice and education made it impossible for the people in medical institution to carry out suitable experiments for observing human bodies. In this paper, the authors embodied three dimensional images and moving pictures for the human skeletal structure, digestive organs, cardiovascular system and their processes over the internet framework. The three dimensional images and moving picture made it possible for the general people as well as the specialists to observe and obtain informations with regard to the human body. specially, the authors realized a framework for visualizing the human bodies in three dimensional images, via which a detailed and realistic architecture for the human body and its organs tan be obtained. The system developed in this paper can be used in the practice and education of the people engaged in medical fields.

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Development of 3D Simulation Systems for the 3D Visualization of University Campus Building Information (대학 캠퍼스 건물 정보의 입체적 가시화를 위한 3D 시뮬레이션 시스템의 개발)

  • Kim, Sung-Ho
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.327-333
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    • 2013
  • The campus has been composed of a very variety buildings. However, there is almost no easy way to see information about room number of each floor of the buildings and all buildings. For that reason, in this paper, we have developed a 3D simulation system for the 3D visualization of campus building information. Each building and cross section of floor was modeled in 3D based on the actual drawing. And texture mapping were using real photos. The user interface was divided into frames for menu and 3D viewer. When you select a building name from the menu, 3D viewer shows the selected building by zooming. And menu frame is shown the various information related to the building. Also when you select a room number of each floor, a separate web browser shows the cross section by VRML viewer. Conversely, when you click on the building in the 3D viewer, menu frame is shown the various information related to the building. This system is very useful in that provide realistic building information of campus.

A Study on the Implementation of Nanta Music using a Haptic Device in Virtual Reality (가상현실에서 Haptic 디바이스를 활용한 난타 음악 구현에 관한 연구)

  • Ko, Young-Hyuk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.4
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    • pp.125-130
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    • 2011
  • This paper investigates the possibility of exploiting haptic force-feedback technology for interacting with Nanta music. We use VR technologies including touch processing technologies and haptic devices to offer touch of cylinder objects and cup object to users. Haptic device is used to implement touch model in VR space. Matlab/Simulink and proSENCE Virtual Touch Toolbox of Handshake Inc. for experiment, are used as programing tools. Function needed to describe the movement of x, y, and z axis respectively are applied to delineate the natural movement of water in cup object modeled with 3D. A certain amount of water in cup object has the difference of sounds. In experiment, to perceive the appearance of 3D object by touch and to feel the tactile by touch are conducted with the effect of sound on Haptic perception. We also verify that it is possible to develop games or contents in VR space by using point.

Data Recovery of 3D Polygonal Mesh Model (Polygonal Mesh로 표현된 3차원 모델의 에러복원 연구)

  • Kim Dai-yong;Ryu Dae-ha;Park Sung-won;Kim Mi-ja;Jang Euee S.
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2003.11a
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    • pp.23-26
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    • 2003
  • 3차원 Polygonal Mesh는 그래픽스, 에니메이션, 게임에서 3차원 객체에 대한 표현에 사용되고, 이러한 3차원 모델에 대한 IndexedFaceSet 노드에 3차원 정전정보와 연결정보를 압축하는데 MPEG-4 3DMC를 사용한다. 이러한 연결정보는 다각형의 Mesh 형태로 3차원 모델을 구성하는 정보를 갖는데, 이는 Tepological Surgery 라고 하는 방법을 통해서 2차원의 스트립 단위의 데이터로 분해된다. 이러한 3D 데이터는 방송환경과 같은 재전송이 불가능한 네트워크의 환경에서 유무선 네트워크 상에서 채널문제로 인해서 데이터의 손실이 있게 되면, 복호화 된 데이터는 데이터의 손상이 발생하게 된다. 이러한 현상은 3D 모델의 좌표의 연결정보에 손상을 주게 되고, 여기서 복호화 된 데이터는 스트립 단위로 손상이 발생하게 된다. 이러한 현상은 3차원 모델의 좌표의 연결정보에 손상을 주게 된다. 본 논문은 이러한 3차원 정보의 손상을 효과적으로 복원하기 위한 연구에 관한 것이며, Mesh의 면을 이루는 각 꼭지점의 좌표들의 연결 정보가 손실되지 않는 스트립에서는 약간의 차이는 있을 수 있으나, 완벽한 복원을 하였고, 두 개 이상의 스트립이 붙어서 손상된 경우나, 좌표의 연결 정보가 없는 경우에는 조건에 따라 현저히 좋은 격과를 얻을 수 있었다.

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Comparative Study on the Methodology of Motor Vehicle Emission Calculation by Using Real-Time Traffic Volume in the Kangnam-Gu (자동차 대기오염물질 산정 방법론 설정에 관한 비교 연구 (강남구의 실시간 교통량 자료를 이용하여))

  • 박성규;김신도;이영인
    • Journal of Korean Society of Transportation
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    • v.19 no.4
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    • pp.35-47
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    • 2001
  • Traffic represents one of the largest sources of primary air pollutants in urban area. As a consequence. numerous abatement strategies are being pursued to decrease the ambient concentration of pollutants. A characteristic of most of the these strategies is a requirement for accurate data on both the quantity and spatial distribution of emissions to air in the form of an atmospheric emission inventory database. In the case of traffic pollution, such an inventory must be compiled using activity statistics and emission factors for vehicle types. The majority of inventories are compiled using passive data from either surveys or transportation models and by their very nature tend to be out-of-date by the time they are compiled. The study of current trends are towards integrating urban traffic control systems and assessments of the environmental effects of motor vehicles. In this study, a methodology of motor vehicle emission calculation by using real-time traffic data was studied. A methodology for estimating emissions of CO at a test area in Seoul. Traffic data, which are required on a street-by-street basis, is obtained from induction loops of traffic control system. It was calculated speed-related mass of CO emission from traffic tail pipe of data from traffic system, and parameters are considered, volume, composition, average velocity, link length. And, the result was compared with that of a method of emission calculation by VKT(Vehicle Kilometer Travelled) of vehicles of category.

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Research about CAVE Practical Use Way Through Culture Content's Restoration Process that Utilize CAVE (가상현실시스템(CAVE)을 활용한 문화 Content의 복원 과정을 통한 CAVE활용 방안에 대한 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Hur, Yung-Ju
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.11-20
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    • 2004
  • Virtual reality that we have seen from the movies in 80's and 90's is hawing near based on the rapid progress of science together with a computer technology. Various virtual reality system developments (such as VRML, HMD FishTank, Wall Type, CAVE Type, and so on) and the advancement of those systems make for the embodiment of virtual reality that gives more sense of the real. Virtual reality is so immersive that makes people feel like they are in that environment and enable them to manipulate without experiencing the environment at first hand that is hard to experience in reality. Virtual reality can be applied to the spheres, such as education, high-level programming, remote control, surface exploration of the remote satellite, analysis of exploration data, scientific visualization, and so on. For some connote examples, there are training of a tank and an aeroplane operation, fumiture layout design, surgical operation practice, game, and so on. In these virtual reality systems, the actual operation of the human participant and virtual workspace are connected each other to the hardware that stimulates the five senses adequately to lend the sense of the immersion. There are still long way to go, however, before long it will be possible to have the same feeling in the virtual reality as human being can have by further study and effort. In this thesis, the basic definition, the general idea, and the kind of virtual reality were discussed. Especially, CAVE typed in reality that is highly immersive was analyzed in definition, and then the method of VR programming and modeling in the virtual reality system were suggested by showing the restoration process of Kyongbok Palace (as the content of the original form of the culture) that was made by KISTI(Korea Institute of Science and Technology Information) in 2003 through design process in virtual reality system. Through these processes, utilization of the immersive virtual reality system was discussed and how to take advantage of this CAVE typed virtual reality system at the moment was studied. In closing the problems that had been exposed in the process of the restoration of the cultural property were described and the utilization plan of the virtual reality system was suggested.

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3D Product digital camera Model on the Web and study about developing 3D shopping mall (Web 상에서 3차원 디지털카메라제품모델과 3차원 쇼핑몰 개발에 관한 연구)

  • 조진희;이규옥
    • Archives of design research
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    • v.14 no.1
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    • pp.63-70
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    • 2001
  • Thanks to the inter-connection of information servers throughout the world based on the internet technology, the new sphere which actual transaction can be made like in the visible market has become conspicuous as the virtual space. The movement to realize the new business through the cyber space has been actively ongoing. In the domestic market, a lot of corporations knowing the needs of internet shopping malls have entered into this e-business but they have not made a big success comparing with internet's potentials. And, it can be attributed to the simple planes and the limitations of information provided by the cyber malls, which means that the needs of better information transfer we apparent Accordingly, in this thesis, the research on the 3-D based products and shopping malls has been made through the inter-complementary composition between the 2-D shopping malls and 3-B ones. This research consists of 3 parts. Firstly, through the research on references and existing data, it presents the analysis on consumer's characteristics and sales limits of the internet shopping mall's products. Secondly, the background of 3-D shopping mall's advent and the virtual reality technology data are put together. Finally, it presents how the development of 3-D based product modeling and shopping malls can increase the consumer's purchase power and furthermore the directions of shopping malls to go.

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