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        검색결과 11

        1.
        2022.12 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we design a basic algorithm enabling recognition of surrounding environment and collision avoidance among elemental technologies for autonomous driving, also applies sensor theoretical data and actual road performance to robo-racing system based on experimental data obtained through driving tests to enable sophisticated collision avoidance. For this study, a commercial autonomous driving patform(ERP-42), LiDAR and GPS sensors were used to implement efficient comunication systems and autonomous driving algorithms between each module.
        4,000원
        2.
        2019.07 구독 인증기관 무료, 개인회원 유료
        With the increased interest in drone racing throughout the past decade, understanding the needs of the consumers will be critical in making key business decisions. This study explores the change in opinions and emotions of the online community to determine the sentiment and key themes surrounding drone racing.
        3,000원
        3.
        2018.10 KCI 등재 구독 인증기관 무료, 개인회원 유료
        In this paper, we analyze various types of racing lines and search for the optimum time to pass through the chicane, which are corners smaller than 90 degree. “Best” means the minimum time at maximum speed. This indicates that the inside and outside of the running line is not able to never win the internal between the connected lines. Even in the case of Chicane driving, the vehicle can accelerate at a high speed by increasing the turning radius near the straight line. In the study, the turning angle is inevitable if the angle is large because the turning angle is 44.3 because there is no straight running width. Therefore, by keeping the speed close to the straight line along the path of the incinerator, the speed of escape from the line can be shortened.
        4,000원
        4.
        2018.07 구독 인증기관·개인회원 무료
        Today, hundreds of millions of people spectate eSports. eSports fans are spending their time watching live internet broadcasts, referred to as streams, on platforms such as YouTube and Twitch. With the high levels of interaction and the live-broadcasting nature, eSports streaming consumption lead to a significant effect on eSports industry (Sjöblom & Hamari, 2017). As a result, eSport has been growing definitely as a viable spectator sport (Bornemark, 2013). In the line with it, drone racing is gaining popularity as a sport type where players control drones, typically radio-controlled aircrafts equipped with cameras, by wearing head-mounted displays (HMD) showing the live stream camera feed of first person view point from the drones. Recently, drone racing has been recognized as a new type of eSports since it involves digital communication technology, specifically virtual reality (VR) technology, and cutting edge computing and control engineering to produce aircrafts that are capable of speeds in excess of 150 Kilometer per hour and acceleration as fast as F1 cars. In essence, drone racing combines VR gaming with real world action to create a new genre, Mixed Reality Sports. The uniqueness of drone racing comes from the first person perspective. Due to first person view display glasses, pilots immerse into their drones; they experience the feeling of sitting on the nose of the drone. Furthermore, the immersive experience can be shared with the spectators through the first person view video that the pilots see. Drone racing provides its spectators this type of unique immersive experience, but the problem is that spectators of first person view drone racing can easily get motion sickness/VR sickness. Moreover, spectators can easily miss out on what is happening and thus need some structure to the experience (Hemb, 2017). A proper system is needed to provide unprecedented immersive experiences to them and VR technology can provide more optimal views for spectating drone race. However, there are only a few studies on what drone racing spectators want to see and how they enjoy VR content of drone racing. Therefore, the goal of this study is to assess and evaluate drone racing spectating. A series of spectating modes (mirroring, 3D and VR) is assessed in a series of experiments and user testing sessions to determine the preferred mode for spectating drone racing VR content and analyze the relationships between spectating modes and level of audience immersion and presence.
        5.
        2015.03 KCI 등재 구독 인증기관 무료, 개인회원 유료
        The aim of this study is to verify the effects of user experiences such as present, flow and arousal between game play under 3D virtual environment(VE) and general video game play. For this purpose, Oculus Rift play test experimental treatment methodology was adapted for analysis. As a result, for the present hypothesis between the VE game and general video game, cognitive and present hypotheses were all adopted except for emotional presence, and there was no difference in arousal effect. And, VE game had significant differences in emotional presence, flow concentration effect, flow merging action & awareness and arousal effect compared with general video game. As the study verified that VE game had higher effect in presence effect, sense of realism and user experience of players than general video games through experimental studies, it contributes to elaborate 3D virtual environment game interface design and user experience study.
        4,000원
        6.
        2007.08 KCI 등재 구독 인증기관 무료, 개인회원 유료
        This paper represents a basic statistical examination on the navigability of ocean-going ship from the point of estimating the time lasting period when propeller racing occurred by using the basic probability theory and the statistics. The propeller racing is one of the most important seakeeping qualities in relation to the safety of the main engine and shafting system. The trend of the racing has been mainly investigated in order to estimate allowable maximum propeller diameter, operation of ocean-going ships, etc.. In those studies, the propeller racing generally and mainly means the situation (propeller exposed) in which the relative motion amplitude between ship hull and wave surface would exceed a depth of point in rotary disk propeller. Therefore, it seems that the magnitude of the amplitude and its exceeding frequency of propeller racing have been examined as a principal subject of study as usual. However, the time during which the amplitude exceeds the depth of point, that is, the propeller exposes in the air, must be also one of most important factor affecting the trend of propeller racing. Then, this paper proposes a new practical method for estimating the time lasting of exposed propeller related to propeller racing in rough-confused seas on the basis of the linear strip theory and the statistics. And, numerical examples of estimating the propeller racing probability are given for four wide ship forms. Finally the usefulness of the proposed method for predicting propeller racing based on the time lasting period is discussed.
        4,000원
        10.
        2018.06 KCI 등재 서비스 종료(열람 제한)
        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 <Drone S>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.
        11.
        2011.12 KCI 등재 서비스 종료(열람 제한)
        이 연구는 비디오게임에서 입력기의 사실성과 시점이 게임이용자에 미치는 심리적 영향을 알아보았다. 먼저, 피험자들에게 레이싱 게임을 선택하여 사실적인 핸들형 입력기와 덜 사실적인 게임패드 중 하나를 제공하고 1인칭 시점과 3인칭 시점을 모두 이용하게 한 후 그 효과를 검증하였다. 연구결과 입력기의 사실성과 시점의 차이에 따라 피험자의 각성, 동일시 정도, 관여도에 차이가 있음이 드러났다. 얻어진 결과들의 함의와 관련논의가 제시되었다.