• Title/Summary/Keyword: 가상의

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The Effects of Virtual Competitors on AR (Augmented Reality) Home Training System: Focusing on Immersion, Perceived Competition, and Learning Motivation (증강현실을 활용한 홈 트레이닝에서 가상 참여자의 영향: 몰입, 인지된 경쟁, 그리고 정보 습득의 욕구를 중심으로)

  • Choi, Sungho;Lee, Wonouk;Kim, Hyunju;Won, Jongseo;Lee, Jeehang;Lee, Yeonjoo;Kim, Jinwoo
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.119-130
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    • 2017
  • The purpose of the study is discovering the effects of virtual competitors on user in AR (Augment Reality) home training system. Specifically, the current research examined their effects on immersion, perceived competition, and leaning motivation. The paper tested three unexplored relationship. First, introducing virtual competitors in home training system will enhance user's immersion. Second, presenting virtual competitors in home training system will increase user's perceived competition. Third, virtual competitors in home training system will raise user's learning motivation. For empirical analysis, we developed home training system, which could check and give feedback automatically, based on user's posture. Using this AR home training system, the study empirically shows how and why virtual competitors affect users. The results give implications not only on service design; but also on the idea that virtual other could affect user's behavior.

An Exploration of the Relationship Between Virtual Museum Exhibitions and Visitors' Responses (미술관, 박물관 가상전시디자인에 대한 관람객의 반응연구)

  • Park, Nam-Jin
    • Archives of design research
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    • v.19 no.1 s.63
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    • pp.181-190
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    • 2006
  • This study began with an assumption that virtual museum exhibitions will continue to be created in the future and more knowledge is required about designing effective virtual exhibit designs. This study explored the relationship between virtual exhibitions and visitor's opinions following the viewing of the virtual exhibit in order to determine the components of a well-constructed virtual exhibit design. To address the research problem, this study explored two aspects of virtual exhibit design: 1) what are the components of a well-constructed virtual exhibit, 2) how does viewing the virtual exhibit change visitors' opinions about both physical and virtual museum experiences. The methodology of the study employed surveys, interviews and observations as instruments of data collection. Twenty-five participants were given a survey prior to their viewing of the on-line exhibit, then they were given the opportunity to view the web-site and finally surveyed regarding their opinions. From the 25 participants, six were selected for observation to record behavior exhibited while they viewed the site. In addition, five were interviewed for a better understanding of their responses to various aspects of the virtual exhibit experiences. Data from the surveys was tabulated for descriptive percentages in order to identify numerical patterns of relationship. Observation data was analyzed for simple frequencies in categories of responses and interview data was tape recorded and transcribed into text files. Based on study results, recommendations were made for the future role of interior design in virtual space that stands independent from a physical building and resides only on the Internet.

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A Dynamic Allocation Scheme for Improving Memory Utilization in Xen (Xen에서 메모리 이용률 향상을 위한 동적 할당 기법)

  • Lee, Kwon-Yong;Park, Sung-Yong
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.3
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    • pp.147-160
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    • 2010
  • The system virtualization shows interest in the consolidation of servers for the efficient utilization of system resources. There are many various researches to utilize a server machine more efficiently through the system virtualization technique, and improve performance of the virtualization software. These researches have studied with the activity to control the resource allocation of virtual machines dynamically focused on CPU, or to manage resources in the cross-machine using the migration. However, the researches of the memory management have been wholly lacking. In this respect, the use of memory is limited to allocate the memory statically to virtual machine in server consolidation. Unfortunately, the static allocation of the memory causes a great quantity of the idle memory and decreases the memory utilization. The underutilization of the memory makes other side effects such as the load of other system resources or the performance degradation of services in virtual machines. In this paper, we suggest the dynamic allocation of the memory in Xen to control the memory allocation of virtual machines for the utilization without the performance degradation. Using AR model for the prediction of the memory usage and ACO (Ant Colony Optimization) algorithm for optimizing the memory utilization, the system operates more virtual machines without the performance degradation of servers. Accordingly, we have obtained 1.4 times better utilization than the static allocation.

A Study on the Phobia Treatment Using 3D Virtual Reality System (3D 가상환경시스템 이용한 공포증 치료에 대한 연구)

  • Paek Seung-Eun
    • The Journal of Information Technology
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    • v.5 no.4
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    • pp.45-55
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    • 2002
  • Virtual Reality(VR) is a new technology which makes humans communicate with computer. It allows the user to see, hear, feel and interact in a three-dimensional virtual world created graphically. In this paper, we introduced VR into psychotherapy area and developed VR system for the exposure therapy of acrophobia. Acrophobia is an abnormal fear of heights. Medications or cognitive-behavior methods have been mainly used as a treatment. Lately the virtual reality technology has been applied to that kind of anxiety disorders. A virtual environment provides patient with stimuli which arouses phobia, and exposing to that environment makes him having ability to over come the fear. In this study, the elevator stimulator that composed with a position sensor, head mount display, and audio system, is suggested. To illustrate the physiological difference between a person who has a feel of phobia and without phobia, heart rate was measured during experiment. And also measured a person's HR after the virtual reality training. In this study, we demonstrated the subjective effectiveness of virtual reality psychotherapy through the clinical experiment.

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Design and Implementation of a Physical Network Separation System using Virtual Desktop Service based on I/O Virtualization (입출력 가상화 기반 가상 데스크탑 서비스를 이용한 물리적 네트워크 망분리 시스템 설계 및 구현)

  • Kim, Sunwook;Kim, Seongwoon;Kim, Hakyoung;Chung, Seongkwon;Lee, Sookyoung
    • KIISE Transactions on Computing Practices
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    • v.21 no.7
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    • pp.506-511
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    • 2015
  • IOV is a technology that supports one or more virtual desktops, and can share a single physical device. In general, the virtual desktop uses the virtual IO devices which are provided by virtualization SW, using SW emulation technology. Virtual desktops that use the IO devices based on SW emulation have a problem in which service quality and performance are declining. Also, they cannot support the high-end application operations such as 3D-based CAD and game applications. In this paper, we propose a physical network separation system using Virtual Desktop Service based on HW direct assignments to overcome these problems. The proposed system provides independent desktops that are used to access the intranet or internet using server virtualization technology in a physical desktop computer for the user. In addition, this system can also support a network separation without network performance degradation caused by inspection of the network packet for logical network separations and additional installations of the desktop for physical network separations.

Direct Pass-Through based GPU Virtualization for Biologic Applications (바이오 응용을 위한 직접 통로 기반의 GPU 가상화)

  • Choi, Dong Hoon;Jo, Heeseung;Lee, Myungho
    • KIPS Transactions on Software and Data Engineering
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    • v.2 no.2
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    • pp.113-118
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    • 2013
  • The current GPU virtualization techniques incur large overheads when executing application programs mainly due to the fine-grain time-sharing scheduling of the GPU among multiple Virtual Machines (VMs). Besides, the current techniques lack of portability, because they include the APIs for the GPU computations in the VM monitor. In this paper, we propose a low overhead and high performance GPU virtualization approach on a heterogeneous HPC system based on the open-source Xen. Our proposed techniques are tailored to the bio applications. In our virtualization framework, we allow a VM to solely occupy a GPU once the VM is assigned a GPU instead of relying on the time-sharing the GPU. This improves the performance of the applications and the utilization of the GPUs. Our techniques also allow a direct pass-through to the GPU by using the IOMMU virtualization features embedded in the hardware for the high portability. Experimental studies using microbiology genome analysis applications show that our proposed techniques based on the direct pass-through significantly reduce the overheads compared with the previous Domain0 based approaches. Furthermore, our approach closely matches the performance for the applications to the bare machine or rather improves the performance.

Wishbowl: Production Case Study of Music Video and Immersive Interactive Concert of Virtual Band Idol Verse'day (Wishbowl: 버추얼 밴드 아이돌 Verse'day 뮤직비디오 및 몰입형 인터랙티브 공연 제작 사례 연구)

  • Sebin Lee;Gyeongjin Kim;Daye Kim;Jungjin Lee
    • Journal of the Korea Computer Graphics Society
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    • v.30 no.3
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    • pp.23-41
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    • 2024
  • Recently, various virtual avatar music content that showcases singing and dancing have been produced, and as virtual artists gain popularity, offline virtual avatar concerts have also emerged. However, there are few examples of virtual avatar band content where avatars play instruments. In addition, offline virtual avatar concerts using large screens at the front are limited in their ability to utilize the fantastical effects and high degree of freedom unique to virtual reality. In this paper, inspired by these limitations of virtual avatar music content, we introduce the production case of virtual avatar band content and immersive interactive concert of virtual band idol Verse'day. Firstly, we present a case study on creating band performance animations and music videos using motion capture systems and real-time engines. Then, we introduce a production case of an immersive interactive concert using projection mapping technology and a light stick that allows real-time interaction in an offline concert. Finally, based on these production cases, we discussed the future research directions of developing virtual avatar music content creation. We expect that our production cases will inspire the creation of diverse virtual avatar music content and the development of immersive interactive offline virtual avatar concerts in the future.

Development of a Smartphone based Photo-realistic Virtual Reality Exposure Therapy System (스마트폰을 이용한 사진 기반 가상 현실 노출 치료 시스템 개발 및 시험적 적용)

  • Park, Jonghyeon;Park, Jin-young;Kim, Kwanguk Kenny
    • Journal of the Korea Computer Graphics Society
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    • v.22 no.3
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    • pp.75-87
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    • 2016
  • Virtual reality exposure therapy (VRET) has been used for a several decades. However, we are not aware any studies that used a smart-phone based virtual reality techniques. In this study, we suggested a new smart-phone based VRET that included photorealistic techniques. We also evaluated the current system with 32 healthy participants, and results suggested that the current system evoked different emotional valences in indoor/outdoor and familiar/unfamiliar environments. The meaning of current results and potential applications of VRET were discussed.

Priority-Based Resource Allocation Algorithm for Virtual Network (가상 네트워크를 위한 우선순위 기반 자원 할당 알고리즘)

  • Kim, Hak-Suh;Lee, Sang-Ho
    • Journal of Digital Convergence
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    • v.14 no.10
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    • pp.303-310
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    • 2016
  • Due to the ossification of the Internet, it is difficult to accommodate variety services. One of the efficient solution to this problem is network virtualization. It allows multiple parallel virtual networks to run on the shared physical infrastructure. It needs new resource allocation mechanism to share efficient physical resources. In this paper, we present efficient bandwidth allocation algorithm for virtual network request with high service priority. Our proposed algorithm can withdraw allocated bandwidth from low-level priority virtual network and maintain low-level virtual network service. We evaluated the performance of our proposed algorithm using simulation and found the improvement of approximately 8% acceptance rate.

Design of Layer 3 Virtual LAN in ATM-LAN (ATM-LAN에서의 3계층 가상랜 구성방안)

  • Seo, Ju-Yeon;Lee, Mi-Jeong;Chae, Gi-Jun;Choe, Gil-Yeong
    • The KIPS Transactions:PartC
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    • v.8C no.2
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    • pp.155-163
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    • 2001
  • 가상랜은 물리적 위치에 관계없이 마치 하나의 LAN에 연결되어 있는 것처럼 통신할 수 있는 구조로 브로드캐스트 도메인을 제한하여 대역 폭 낭비를 감소시키고 전체 네트워크의 효율을 증가시킨다. 본 논문에서는 ATM-LAN에서의 3계층 가상랜 구성방안을 제시한다. 첫 번째 방안은 ATM-LAN에서 3계층 멀티캐스트를 지원하는 MARS 구조를 사용하는 것으로 중앙에 가상랜 서버를 두어 여러 LIS에 걸쳐있는 가상랜 정보를 수집, 관리하고 이를 다시 각 LIS의 MARS에게 알려주도록 하는 것이다. 기존의 MARS는 하나의 LIS에 속하는 그룹만을 담당하기 때문에 여러 개의 LIS에 걸쳐있는 그룹의 경우 그 멤버 정보를 유지할 수 없으므로 이를 위해 각 LIS를 담당하는 MARS들을 중앙 집중적으로 관리하는 서버를 둔 것이다. 또 다른 방안으로 서로 다른 ELAN간의 유니캐그트 전송을 위해 제안된 MPOA 구조를 이용하는 것이다. 이를 위해 각 MPOA 서버에 가상랜 관리 및 브로드캐스트를 지원하기 위한 서버기능을 추가하였고 서버들끼리 서로 가상랜 정보를 주고받는 프로토콜을 제안하였다. 이들 두 가지 방안의 성능 특성을 살펴보기 위해 시뮬레이션을 수행하고 그 결과를 제시하였다.

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