• Title/Summary/Keyword: 가상의

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Development of Teleoperation System with a Forward Dynamics Compensation Method for a Virtual Robot (가상 슬레이브 정동역학 보정에 기반한 원격제어 시스템 개발)

  • Yang, Jeong-Yean
    • The Journal of the Korea Contents Association
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    • v.18 no.7
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    • pp.322-329
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    • 2018
  • Teleoperation is defined with a master device that gives control command and a slave robot in a remote site. In this field, it is common that a human operator executes and experiences teleoperation with a virtual slave, and preliminary learns dynamic characteristic and network environment from both agents. Generally, a virtual slave has neglected forward dynamics and its kinematic model has been implemented in computer graphics. This makes a operator to experience actual feelings. This paper proposes a dynamic teleoperation model in which a robotic forward model is applied. Also, a novel compensation method is proposed to reduce the numerical error problems in forward dynamics caused by low control sampling rate. Finally, its results will be compared to the teleoperation in an actual environment.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Design of Network Protocols for Distributed Virtual Environments (분산 가상 환경을 위한 네트워크 프로토콜의 설계)

  • Ko, Dong-Il;Choi, Yang-Hee
    • Journal of KIISE:Information Networking
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    • v.27 no.1
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    • pp.1-11
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    • 2000
  • Recently, the explosive popularity of Internet gave birth to researches on Distributed Virtual Environments(DVE). They aim at providing a shared application data environment at realtime for users participating in the same application session across Internet. As more users join the session, and as more multimedia data are shared, because of network resource limitation, it is more difficult to maintain the quality of DVE, such as users' satisfaction level. Previous works mainly tried to solve the scalability, synchronization and data transport issues at the application level, with limited success. We suggest a new network centric solution, that consists of a novel network architecture and protocols upon which any large-scale DVE application can be easily developed. The performance of the proposed scheme, called GAIA, is verified by simulation.

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CLOVES: a Virtual World Builder for Constructing Virtual Environments for Science Inquiry Learning (클로브스: 과학 탐구 학습을 위한 가상환경 저작도구)

  • Cho Yong-joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.9 no.2
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    • pp.268-276
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    • 2005
  • This paper presents the motivation, design, and a preliminary evaluation of a virtual world builder, CLOVES. CLOVES is designed to support rapid construction of data-rich virtual environments and instruments for young children's science inquiry teaming. It provides a three-tiered programming Interface: a visual design environment, scripting layer, and low-level application programming interface targeting for multiple levels of programming expertise. It is also intended to be a collaborative medium among interdisciplinary domain experts such as educators, 3D modelers and software developers. A preliminary case study was conducted to evaluate the capabilities and effectiveness of CLOVES. The results showed that designers actively participated in decision making at every stage of the design process and shared knowledge among one another.

Enhancement of Android Runtime Performance using Method Signature (Method Signature를 이용한 안드로이드 런타임 성능 향상)

  • Joe, In-Whee;Kim, Won-Il
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.11B
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    • pp.1323-1328
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    • 2011
  • In this paper, we have shown Dalvik virtual machine implementation to reduce the profiling overhead from the trace of the JIT compiler for the specific method. By running the same Java method on the original Dalvik VM and the modified Dalvik VM, we have achieved around 30% performance improvement with this algorithm. In this paper, to increase the reader's understanding of Android Dalvik virtual machine, we will explain the architecture of Dalvik JIT compiler and we will provide the detailed explanation with source codes for modified parts of Dalvik virtual machine. From the industry perspective, we can expect competitive benefits over the competitors with performance improvement in Android core.

A Neural network Model for the Perception of Illusory Surfaces (가상 표면 인식을 위한 신경회로망 모델)

  • Jeong, Eun-Hwa;Hong, Keong-Ho;Kim, Wook-Hyun
    • The Transactions of the Korea Information Processing Society
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    • v.5 no.1
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    • pp.236-248
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    • 1998
  • Human observers perceive a contour where no line or edge is given, such as the border between gratings of thin lines offset by half a cycle. Illusory contours occur in a wide variety of circumstances in nature. A common factor in all such figures is the perception of a surface or contour occluding part of a background, i.e. illusory contours are always accompanied by illusory surfaces. Some examples about these kinds of figures are given by Kanizsa's triangle or square. In this paper, we proposed a neural network model for forming(extracting) the illusory surfaces, based on the mechanism of feature extraction found in a mammals' visual pathway. It will be shown that the model can extract the illusory surfaces from illusory contours successfully.

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IFX : FEM/CFD visualization system for Desktop-Immersive environment collaborative work (IFX : 데스크탑 - 몰입 환경 간 협업을 위한 FEM/CFD 가시화 시스템)

  • Yun, Hyun-Joo;Wundrak, Stefan;Jo, Hyun-Jei
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.661-666
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    • 2007
  • 최근들어 제품을 개발하는 과정 중, 디자이너와 개발자, 의사 결정권자들이 FEM, CFD 시뮬레이션 결과를 리뷰할 때에 가상현실기술을 도입하는 사례가 늘고 있다. 몰입감을 높여주는 가상현실환경은 모델에 대한 해석 결과물을 정확하고 효과적으로 분석할 수 있도록 돕는다. 데이터의 실제 크기와 같게 혹은 그보다 더 크고 자세한 이미지를 제공하는 가상현실 몰입환경은 사용자가 데스크탑 환경만을 사용할 때 경험할 수 없는 높은 사실감을 제공함으로써 사용자에게 시각적인 만족감을 줄 수 있다. 하지만 데스크탑 환경에 비해 해상도가 낮고, 어두운 곳에서 스테레오 안경이나 HMD(Head Mounted Display), Data glove등을 착용해야 하는 불편함과 멀미, 시각적인 피로, 방향감각 상실로 대표되는 가상멀미 등으로 인해 장시간 사용에 어려움이 있다. 데스트탑 환경에서의 데이터 리뷰는 고해상도 이미지 분석은 가능하지만, 입체감이 떨어지기 때문에 리뷰 데이터의 실제감이 떨어진다. 이와 같은 문제점들을 보완하기 위해서 본 논문에서는 데스크탑 환경과 가상현실 환경 간의 협업이 가능한 FEM/CFD 가시화 시스템을 제시한다. 본 시스템은 가상현실 몰입환경에서 해석 데이터를 단순히 가시화하는 것뿐만이 아니라, 데스크탑 시스템과 동일한 3D 인터페이스 구조를 제공한다. 따라서, 해석 결과 분석을 위한 동일한 post-processing 작업이 네트워크로 연결된 원격 공간의 사용자들이 사용하는 시스템들 사이에서 실시간으로 진행될 수 있다.

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The Effect of Digital Storytelling Type on the Learner's Fun and Comprehension in Virtual Reality (가상현실에서 디지털 스토리텔링 형태가 학습자의 재미와 이해에 미치는 영향)

  • Shin, Bok-Jin;Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.417-425
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    • 2008
  • The purpose of this study is to explore the educational potential of digital story telling in Second Life with three-dimensional virtual reality. Virtual reality such a Second Life can provide to learner chance with the rich learning environment through fidelity. In this study, we have been measured the fun and comprehension among three groups on digital storytelling types. Through the result of experimental, comprehension was no significant but fun was different among three groups on storytelling. we have the result that experiential activity in virtual reality that provide to get the identification as a main character, good environment is influenced the fun to learner via engagement facilitation.

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Design and Implementation of a Learner-Tutor Interaction Model in a Virtual Education System (가상교육 시스템에서 학습자-튜터간 상호작용 모형 설계 및 구현)

  • Jeong, Eun-Seon;Song, Hee-Heon;Kang, Oh-Han
    • The KIPS Transactions:PartA
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    • v.10A no.5
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    • pp.589-594
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    • 2003
  • In this paper, we exmined the effect of leaner-tutor interaction model implemented in a Web-based virtual education system. Also, we proposed a new tutor model as a strategy for solving problems found in learner-tutor intraction in Web-based virtual education. Then, based on the results of previous research, we derived the roles of the tutor, and using the roles, modeled components of interaction between the tutor based on existing Web-based virtual education systems to demonstrate the effect. The results showed that the proposed model is efficient for improving the learners' achievements and interactive activities.

A technique of collision detection between virtual objects and real objects for increasing immersion of Augmented Reality system (증강현실 시스템에서 몰입감 증대를 위한 가상 및 실물 객체간의 충돌 처리 기법 개발)

  • Cho, In-Kyeong;Park, Hwa-Jin
    • Journal of Digital Contents Society
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    • v.10 no.4
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    • pp.521-527
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    • 2009
  • This paper suggests a collision techniques for a higher reality in augmented reality by processing collision between a real object obtained through video frame input and a marker-based virtual object or a virtual object from Opengl. Augmented reality system is providing the visual information containing a virtual object added to the real environment and interactive interface between objects and between user and objects becomes a more concerning interest. But the collision problem is essential to the interactive interface and has to be solved first. Therefore, the proposed system suggests a solution for it to increase the realism and the immersion by validating the collision among a marker-based object, a virtual object from Opengl, and a real object obtained through web camera, that is, video frame.

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