• Title/Summary/Keyword: 가상의

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A Study on Security Authentication Vector Generation of Virtualized Internal Environment using Machine Learning Algorithm (머신러닝 알고리즘이 적용된 가상화 내부 환경의 보안 인증벡터 생성에 대한 연구)

  • Choi, Do-Hyeon;Park, Jung Oh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.16 no.6
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    • pp.33-42
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    • 2016
  • Recently, the investment and study competition regarding machine running is accelerating mainly with Google, Amazon, Microsoft and other leading companies in the field of artificial intelligence. The security weakness of virtualization technology security structure have been a serious issue continuously. Also, in most cases, the internal data security depend on the virtualization security technology of platform provider. This is because the existing software, hardware security technology is hard to access to the field of virtualization and the efficiency of data analysis and processing in security function is relatively low. This thesis have applied user significant information to machine learning algorithm, created security authentication vector able to learn to provide with a method which the security authentication can be conducted in the field of virtualization. As the result of performance analysis, the interior transmission efficiency of authentication vector in virtualization environment, high efficiency of operation method, and safety regarding the major formation parameter were demonstrated.

Virtual Home Training - Virtual Reality Small Scale Rehabilitation System (가상 홈 트레이닝 - 가상현실 기반 소근육 재활 시스템)

  • Yu, Gyeongho;Kim, Hae-Ji;Kim, Han-Seob;Lee, Jieun
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.93-100
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    • 2018
  • This paper proposes a small-scale rehabilitation system that allows stroke patients to perform daily rehabilitation training in a virtual home. Stroke patients have limited activities of daily living due to paralysis, and there are many rehabilitation exercises for them to reproduce activities that take place in the house, such as turning lights on and off, door opening and closing, gas valve locking. In this paper, we have implemented a virtual home with the above mentioned daily rehabilitation training elements, by using virtual reality technology. We use Leap Motion, a hand motion recognition device, for rehabilitation of hands and fingers. It is expected that stroke patients can rehabilitate small muscles without having to visit the clinic with uncomfortable body, and will be able to get interesting rehabilitation training by avoiding monotony of existing rehabilitation tools.

Less Informative Region Extraction for Automatically Advertisement Insertion in Sports Image (스포츠 영상 내 자동적인 광고 삽입을 위한 저정보영역 추출)

  • Jung, Jae-Young;Kim, Young-Kab
    • Journal of Digital Contents Society
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    • v.16 no.4
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    • pp.615-622
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    • 2015
  • Recently virtual advertising is located in an important area of interest in the TV market by convenience of application and reduction of cost. The methods of inserting a virtual advertising in broadcasting are Up-link that method insert the image through the production equipment of the broadcasting station and dispatch equipment and technical personnel in the shooting and Down-streaming that method insert a virtual image automatically in relay video using image processing technology. In recent years, the image processing technology is an important research area in the virtual advertising area for automatically insertion of advertising images. In this paper, we propose the method to extract less-informative region in sports video using image processing. The proposed method extracts less-Informative region through rectangle detection of Hough transform and analysis of color histogram distribution.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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폐암 세기변조방사선치료 시 최적화된 조사계획 설정과 가상 장기 설정에 관한 연구

  • Lee, Seok;Lee, Chang-Geol;Cho, Sam-Ju;Chu, Sung-Sil;Lee, Sang-Hoon;Choi, Myung-Sun;Kim, Chul-Yong
    • Proceedings of the Korean Society of Medical Physics Conference
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    • 2003.09a
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    • pp.34-34
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    • 2003
  • 목적 : 폐암 환자 세기변조방사선치료 과정을 소개하고, 방사선치료계획의 최적화를 위한 빔 수와 방향, 가상장기 설정 (virtual organ delineation, VOD) 및 선량 제한 인자들의 이용에 대해 평가함으로써 폐, 심장 등에 조사되는 선량을 최소화하는데 사용하는 세기변조방사선치료 (intensity modulated radiotherapy, IMRT) 기술의 유용성을 평가하고자한다. 대상 및 방법 : 종양이 종격동을 침범하여 상대적으로 장기움직임에 의한 오차가 적은 폐암환자 5 명을 대상으로 하였다. 환자고정장치는 상반신을 편안하게 유지함과 동시에 팔의 위치를 고정시킴으로써 기대할 수 있는 환자고정효과와 벨트를 이용하여 환자 상복부를 압박해줌으로써 호흡운동에 의한 장기 움직임을 감소시킬 수 있는 형태로 고안하였다. 치료계획시 빔 수와 방향은 5,7,9 문 (from 200 to 160, equispaced field, arbitrary field), 4 문 (anterior, posterior, bilateral posterior oblique field) 과 비등방 7, 9 문 (non-equispaced field, arbitrary field) 등을 사용하였다. 선량제한 ($V_{20}V_{25}$)은 문헌에 기초하여 설정하였으며, 가상장기를 적절히 사용하여 최적화된 치료계획 결과를 얻었다. 방사선치료계획 평가는 선량-체적간 히스토그람 (DVH), 등선량곡선 및 선량통계 등을 이용하여 수행하였다. 특히 가상장기 설정 전, 후의 결과 값을 분석함으로써 그 유용성을 확인하였다. 결과 : 9문 등방-IMRT와 7문 비등방-IMRT 방법이 치료계획용적의 선량균질성 (PTV dose homogeneity), 평균 폐선량 (mean lung dose) 및 $V_{20}V_{25}$ 모두에서 20% 이내의 좋은 결과를 얻을 수 있었고, 가상 장기를 설정함으로써 같은 결과를 가져옴을 알 수 있었다. 또한 폐암 세기변조방사선치료 프로토콜을 작성하여 임상에 사용함으로써 치료과정 중 발생할 수 있는 오류를 보완할 수 있음을 알 수 있었다. 결론 : 폐암 세기변조방사선치료 시 사용할 수 있는 프로토콜을 작성하였고, 적절한 가상 장기 및 조사계획 설정으로 치료계획의 최적화를 얻을 수 있음을 알 수 있었다.

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Development of Wheel Loader V-Pattern Operator Model for Virtual Evaluation of Working Performance (휠로더 가상 성능평가를 위한 V상차 작업 운전자 모델)

  • Oh, Kwangseok;Kim, Hakgu;Ko, Kyungeun;Kim, Panyoung;Yi, Kyongsu
    • Transactions of the Korean Society of Mechanical Engineers A
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    • v.38 no.11
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    • pp.1201-1206
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    • 2014
  • This paper presents the development of an event-based operator model of a wheel loader for virtual V-pattern working. The objective of this study is to analyze the performance and dynamic behavior of the wheel loader for a typical V-pattern. The proposed typical V-pattern working is divided into four stages. The developed operator model is based on eight events, and the operator's inputs are occurred sequentially by event. A 3D dynamic simulation model of the wheel loader is developed and used to analyze the dynamic behavior during working, and the simulation results are compared with the experimental data of V-pattern working. The proposed 3D dynamic simulation model and operator model are constructed using MATLAB/Simulink. The proposed operator model for V-pattern working is expected to enable evaluation of the working performance and dynamic behavior of the wheel loader.

The Control Model and The Authentication Model for a Virtual Computing Environment (가상환경을 위한 제어모델과 인증모델)

  • Yoo, Jin-Ho;Lee, Byoung-Chul
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.12
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    • pp.5107-5112
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    • 2010
  • This paper is related to the access to the control platform who manages their resources on the virtual environment. The computing performance of hardware supersedes the computing performance human demands. In this case, making the platform on the virtual computing environment has been developed for the usage of computing resource's residues which is available. This virtual computing environment is quite similar with the real environment in aspect of some functions but is quite different with that in aspect of the real configurations. This paper found that the virtual computing environment has another problems besides the problems the real computer might be happening. This paper found that the virtual environment needs the proper control platform. This paper will suggest a control platform for managing the virtual computing environment properly.

Implementation of the basic Actions for Virtual Human with Diversity and Reusability (다양성과 재사용성을 가진 가상 인간의 기본 행동 구현)

  • Kim, Yu-Shin;Jung, Geun-Jae;Park, Jong-Hee
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.9-20
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    • 2011
  • In this paper, we attempt to realize the diversity of human actions in a virtual world in terms of the basic actions. We utilize the comprehensive knowledge structure of ontology to organize the human actions into an action hierarchy, each action being the root action of its associated hierarchy of specialized actions. Each basic action is implemented by composing the primitive motions and each basic action in turn by reusing those basic actions. Our approach to the development of these actions is focused more on their diversity and brevity than on their visual realism. Based on this design we develop a method to grasp virtual humans' characteristics and reflect those characteristics on their respective action patterns. We also present a mechanism for the agents to adapt their motions to diverse qualitative changes in environment. We apply these methods to such basic actions as walk, run and throw to demonstrate their viability.

The Effects of Virtual Reality-based Exercise on Energy Expenditure during Gait in Chronic Stroke Patients (가상현실을 이용한 재활운동이 뇌졸중 환자의 보행시 에너지 소모에 미치는 효과)

  • Lee, Dong-Yeop;Shin, Won-Seob
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.10
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    • pp.3826-3832
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    • 2010
  • This study was aimed at determining the effect of virtual reality(VR) based exercise programs on energy expenditure during gait in chronic stroke patients. Thirty-two stroke patients were participated for this study. They underwent stroke for more than 6 months and were assigned to a VR-exercise group (n=16) or a control group (n=16). The VR-exercise group executed a rehabilitation exercise three times a week during 6 weeks. The VR-exercise was performed by PS2 for one hour. Control group maintained their usual life without application of exercise. Energy expenditure index(EEI) during gait was calculated from heart rate and gait velocity. After the completion of the VR-exercise, the EEI was decreased significantly (p<0.05). These results showed that the rehabilitation exercise using a virtual reality is effective in the improvement of energy efficiency during gait in chronic stroke patients.

MyWorkspace: VR Platform with an Immersive User Interface (MyWorkspace: 몰입형 사용자 인터페이스를 이용한 가상현실 플랫폼)

  • Yoon, Jong-Won;Hong, Jin-Hyuk;Cho, Sung-Bae
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.52-55
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    • 2009
  • With the recent development of virtual reality, it has been actively investigated to develop user interfaces for immersive interaction. Immersive user interfaces improve the efficiency and the capability of information processing in the virtual environment providing various services, and provide effective interaction in the field of ubiquitous and mobile computing. In this paper, we propose an virtual reality platform "My Workspace" which renders an 3D virtual workspace by using an immersive user interface. We develop an interface that integrates an optical see-through head-mounted display, a Wii remote controller, and a helmet with infrared LEDs. It estimates the user's gaze direction in terms of horizontal and vertical angles based on the model of head movements. My Workspace expands the current 2D workspace based on monitors into the layered 3D workspace, and renders a part of 3D virtual workspace corresponding to the gaze direction. The user can arrange various tasks on the virtual workspace and switch each task by moving his head. In this paper, we will also verify the performance of the immersive user interface as well as its usefulness with the usability test.

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